mirror of
https://github.com/dhewm/dhewm3.git
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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
529 lines
16 KiB
C++
529 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() ) {
|
|
return;
|
|
}
|
|
|
|
RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
|
|
|
|
// clear the stencil buffer if needed
|
|
if ( vLight->globalShadows || vLight->localShadows ) {
|
|
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 );
|
|
}
|
|
}
|