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32530bf7a2
Only stubs left.
527 lines
16 KiB
C++
527 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/VertexCache.h"
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#include "renderer/tr_local.h"
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/*
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with standard calls, we can't do bump mapping or vertex colors with
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shader colors
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2 texture units:
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falloff
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--
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light cube
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bump
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--
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light projection
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diffuse
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3 texture units:
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light cube
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bump
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--
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falloff
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light projection
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diffuse
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5 texture units:
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light cube
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bump
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falloff
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light projection
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diffuse
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*/
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/*
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==================
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RB_ARB_DrawInteraction
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backEnd.vLight
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backEnd.depthFunc must be equal for alpha tested surfaces to work right,
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it is set to lessThan for blended transparent surfaces
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==================
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*/
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static void RB_ARB_DrawInteraction( const drawInteraction_t *din ) {
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//const drawSurf_t *surf = din->surf;
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const srfTriangles_t *tri = din->surf->geo;
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// set the vertex arrays, which may not all be enabled on a given pass
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idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
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GL_SelectTexture( 0 );
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
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//-----------------------------------------------------
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//
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// bump / falloff
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//
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//-----------------------------------------------------
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// render light falloff * bumpmap lighting
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//
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// draw light falloff to the alpha channel
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//
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GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
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qglColor3f( 1, 1, 1 );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglEnable( GL_TEXTURE_GEN_S );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
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qglTexCoord2f( 0, 0.5 );
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// ATI R100 can't do partial texgens
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#define NO_MIXED_TEXGEN
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#ifdef NO_MIXED_TEXGEN
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idVec4 plane;
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plane[0] = 0;
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plane[1] = 0;
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plane[2] = 0;
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plane[3] = 0.5;
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qglEnable( GL_TEXTURE_GEN_T );
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qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
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plane[0] = 0;
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plane[1] = 0;
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plane[2] = 0;
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plane[3] = 1;
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qglEnable( GL_TEXTURE_GEN_Q );
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qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
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#endif
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din->lightFalloffImage->Bind();
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// draw it
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RB_DrawElementsWithCounters( tri );
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qglDisable( GL_TEXTURE_GEN_S );
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#ifdef NO_MIXED_TEXGEN
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_Q );
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#endif
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#if 0
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// the texccords are the non-normalized vector towards the light origin
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GL_SelectTexture( 0 );
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globalImages->normalCubeMapImage->Bind();
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
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// draw it
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RB_DrawElementsWithCounters( tri );
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return;
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#endif
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// we can't do bump mapping with standard calls, so skip it
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if ( glConfig.envDot3Available && glConfig.cubeMapAvailable ) {
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//
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// draw the bump map result onto the alpha channel
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//
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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din->bumpImage->Bind();
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// texture 1 is the normalization cube map
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// the texccords are the non-normalized vector towards the light origin
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GL_SelectTexture( 1 );
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if ( din->ambientLight ) {
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globalImages->ambientNormalMap->Bind(); // fixed value
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} else {
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globalImages->normalCubeMapImage->Bind();
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}
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
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// I just want alpha = Dot( texture0, texture1 )
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GL_TexEnv( GL_COMBINE_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
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qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
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// draw it
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RB_DrawElementsWithCounters( tri );
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GL_TexEnv( GL_MODULATE );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 0 );
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// RB_FinishStageTexture( &surfaceStage->texture, surf );
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}
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//-----------------------------------------------------
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//
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// projected light / surface color for diffuse maps
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//
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//-----------------------------------------------------
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// don't trash alpha
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will get the surface color texture
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GL_SelectTexture( 0 );
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// select the vertex color source
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if ( din->vertexColor == SVC_IGNORE ) {
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qglColor4fv( din->diffuseColor.ToFloatPtr() );
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} else {
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// FIXME: does this not get diffuseColor blended in?
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qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
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qglEnableClientState( GL_COLOR_ARRAY );
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if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
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GL_TexEnv( GL_COMBINE_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
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}
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}
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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// FIXME: does this not get the texture matrix?
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// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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din->diffuseImage->Bind();
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// texture 1 will get the light projected texture
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GL_SelectTexture( 1 );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_Q );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
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qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
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qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
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din->lightImage->Bind();
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// draw it
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RB_DrawElementsWithCounters( tri );
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_Q );
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globalImages->BindNull();
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GL_SelectTexture( 0 );
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if ( din->vertexColor != SVC_IGNORE ) {
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qglDisableClientState( GL_COLOR_ARRAY );
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GL_TexEnv( GL_MODULATE );
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}
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// RB_FinishStageTexture( &surfaceStage->texture, surf );
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}
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/*
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==================
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RB_ARB_DrawThreeTextureInteraction
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Used by radeon R100 and Intel graphics parts
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backEnd.vLight
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backEnd.depthFunc must be equal for alpha tested surfaces to work right,
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it is set to lessThan for blended transparent surfaces
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==================
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*/
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static void RB_ARB_DrawThreeTextureInteraction( const drawInteraction_t *din ) {
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//const drawSurf_t *surf = din->surf;
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const srfTriangles_t *tri = din->surf->geo;
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// set the vertex arrays, which may not all be enabled on a given pass
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idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
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GL_SelectTexture( 0 );
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
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qglColor3f( 1, 1, 1 );
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//
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// bump map dot cubeMap into the alpha channel
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//
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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din->bumpImage->Bind();
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// texture 1 is the normalization cube map
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// the texccords are the non-normalized vector towards the light origin
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GL_SelectTexture( 1 );
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if ( din->ambientLight ) {
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globalImages->ambientNormalMap->Bind(); // fixed value
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} else {
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globalImages->normalCubeMapImage->Bind();
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}
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
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// I just want alpha = Dot( texture0, texture1 )
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GL_TexEnv( GL_COMBINE_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
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qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
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// draw it
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RB_DrawElementsWithCounters( tri );
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GL_TexEnv( GL_MODULATE );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 0 );
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// RB_FinishStageTexture( &surfaceStage->texture, surf );
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//-----------------------------------------------------
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//
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// light falloff / projected light / surface color for diffuse maps
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//
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//-----------------------------------------------------
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// multiply result by alpha, but don't trash alpha
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will get the surface color texture
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GL_SelectTexture( 0 );
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// select the vertex color source
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if ( din->vertexColor == SVC_IGNORE ) {
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qglColor4fv( din->diffuseColor.ToFloatPtr() );
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} else {
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// FIXME: does this not get diffuseColor blended in?
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qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
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qglEnableClientState( GL_COLOR_ARRAY );
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if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
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GL_TexEnv( GL_COMBINE_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
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qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
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qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
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}
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}
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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// FIXME: does this not get the texture matrix?
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// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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din->diffuseImage->Bind();
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// texture 1 will get the light projected texture
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GL_SelectTexture( 1 );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_Q );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
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qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
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qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
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din->lightImage->Bind();
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// texture 2 will get the light falloff texture
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GL_SelectTexture( 2 );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_Q );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
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idVec4 plane;
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plane[0] = 0;
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plane[1] = 0;
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plane[2] = 0;
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plane[3] = 0.5;
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qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
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plane[0] = 0;
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plane[1] = 0;
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plane[2] = 0;
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plane[3] = 1;
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qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
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din->lightFalloffImage->Bind();
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// draw it
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RB_DrawElementsWithCounters( tri );
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_Q );
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globalImages->BindNull();
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GL_SelectTexture( 1 );
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_Q );
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globalImages->BindNull();
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GL_SelectTexture( 0 );
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if ( din->vertexColor != SVC_IGNORE ) {
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qglDisableClientState( GL_COLOR_ARRAY );
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GL_TexEnv( GL_MODULATE );
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}
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// RB_FinishStageTexture( &surfaceStage->texture, surf );
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}
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/*
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==================
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RB_CreateDrawInteractions
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==================
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*/
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static void RB_CreateDrawInteractions( const drawSurf_t *surf ) {
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if ( !surf ) {
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return;
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}
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// force a space calculation
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backEnd.currentSpace = NULL;
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if ( r_useTripleTextureARB.GetBool() && glConfig.maxTextureUnits >= 3 ) {
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for ( ; surf ; surf = surf->nextOnLight ) {
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// break it up into multiple primitive draw interactions if necessary
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RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawThreeTextureInteraction );
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}
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} else {
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for ( ; surf ; surf = surf->nextOnLight ) {
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// break it up into multiple primitive draw interactions if necessary
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RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawInteraction );
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}
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}
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}
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/*
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==================
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RB_RenderViewLight
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==================
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*/
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static void RB_RenderViewLight( viewLight_t *vLight ) {
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backEnd.vLight = vLight;
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// do fogging later
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if ( vLight->lightShader->IsFogLight() ) {
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return;
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}
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if ( vLight->lightShader->IsBlendLight() ) {
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return;
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}
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// clear the stencil buffer if needed
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if ( vLight->globalShadows || vLight->localShadows ) {
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backEnd.currentScissor = vLight->scissorRect;
|
|
if ( r_useScissor.GetBool() ) {
|
|
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
|
|
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
|
|
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
|
|
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
|
|
}
|
|
qglClear( GL_STENCIL_BUFFER_BIT );
|
|
} else {
|
|
// no shadows, so no need to read or write the stencil buffer
|
|
// we might in theory want to use GL_ALWAYS instead of disabling
|
|
// completely, to satisfy the invarience rules
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
}
|
|
|
|
backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
|
|
RB_StencilShadowPass( vLight->globalShadows );
|
|
RB_CreateDrawInteractions( vLight->localInteractions );
|
|
RB_StencilShadowPass( vLight->localShadows );
|
|
RB_CreateDrawInteractions( vLight->globalInteractions );
|
|
|
|
if ( r_skipTranslucent.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
// disable stencil testing for translucent interactions, because
|
|
// the shadow isn't calculated at their point, and the shadow
|
|
// behind them may be depth fighting with a back side, so there
|
|
// isn't any reasonable thing to do
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
|
|
RB_CreateDrawInteractions( vLight->translucentInteractions );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_ARB_DrawInteractions
|
|
==================
|
|
*/
|
|
void RB_ARB_DrawInteractions( void ) {
|
|
qglEnable( GL_STENCIL_TEST );
|
|
|
|
for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
|
|
RB_RenderViewLight( vLight );
|
|
}
|
|
}
|