mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-27 14:42:23 +00:00
32530bf7a2
Only stubs left.
527 lines
16 KiB
C++
527 lines
16 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "sys/platform.h"
|
|
#include "renderer/VertexCache.h"
|
|
|
|
#include "renderer/tr_local.h"
|
|
|
|
/*
|
|
|
|
with standard calls, we can't do bump mapping or vertex colors with
|
|
shader colors
|
|
|
|
2 texture units:
|
|
|
|
falloff
|
|
--
|
|
light cube
|
|
bump
|
|
--
|
|
light projection
|
|
diffuse
|
|
|
|
|
|
3 texture units:
|
|
|
|
light cube
|
|
bump
|
|
--
|
|
falloff
|
|
light projection
|
|
diffuse
|
|
|
|
|
|
5 texture units:
|
|
|
|
light cube
|
|
bump
|
|
falloff
|
|
light projection
|
|
diffuse
|
|
|
|
*/
|
|
|
|
/*
|
|
==================
|
|
RB_ARB_DrawInteraction
|
|
|
|
backEnd.vLight
|
|
|
|
backEnd.depthFunc must be equal for alpha tested surfaces to work right,
|
|
it is set to lessThan for blended transparent surfaces
|
|
|
|
==================
|
|
*/
|
|
static void RB_ARB_DrawInteraction( const drawInteraction_t *din ) {
|
|
//const drawSurf_t *surf = din->surf;
|
|
const srfTriangles_t *tri = din->surf->geo;
|
|
|
|
// set the vertex arrays, which may not all be enabled on a given pass
|
|
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
|
|
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
|
|
GL_SelectTexture( 0 );
|
|
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// bump / falloff
|
|
//
|
|
//-----------------------------------------------------
|
|
// render light falloff * bumpmap lighting
|
|
|
|
//
|
|
// draw light falloff to the alpha channel
|
|
//
|
|
GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
|
|
|
|
qglColor3f( 1, 1, 1 );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
|
|
qglTexCoord2f( 0, 0.5 );
|
|
|
|
// ATI R100 can't do partial texgens
|
|
#define NO_MIXED_TEXGEN
|
|
|
|
#ifdef NO_MIXED_TEXGEN
|
|
idVec4 plane;
|
|
plane[0] = 0;
|
|
plane[1] = 0;
|
|
plane[2] = 0;
|
|
plane[3] = 0.5;
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
|
|
|
|
plane[0] = 0;
|
|
plane[1] = 0;
|
|
plane[2] = 0;
|
|
plane[3] = 1;
|
|
qglEnable( GL_TEXTURE_GEN_Q );
|
|
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
|
|
|
|
#endif
|
|
|
|
din->lightFalloffImage->Bind();
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
#ifdef NO_MIXED_TEXGEN
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
qglDisable( GL_TEXTURE_GEN_Q );
|
|
#endif
|
|
|
|
#if 0
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK
|
|
| backEnd.depthFunc );
|
|
// the texccords are the non-normalized vector towards the light origin
|
|
GL_SelectTexture( 0 );
|
|
globalImages->normalCubeMapImage->Bind();
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
return;
|
|
#endif
|
|
|
|
// we can't do bump mapping with standard calls, so skip it
|
|
if ( glConfig.envDot3Available && glConfig.cubeMapAvailable ) {
|
|
//
|
|
// draw the bump map result onto the alpha channel
|
|
//
|
|
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
|
|
| backEnd.depthFunc );
|
|
|
|
// texture 0 will be the per-surface bump map
|
|
GL_SelectTexture( 0 );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
|
|
din->bumpImage->Bind();
|
|
|
|
// texture 1 is the normalization cube map
|
|
// the texccords are the non-normalized vector towards the light origin
|
|
GL_SelectTexture( 1 );
|
|
if ( din->ambientLight ) {
|
|
globalImages->ambientNormalMap->Bind(); // fixed value
|
|
} else {
|
|
globalImages->normalCubeMapImage->Bind();
|
|
}
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
|
|
|
|
// I just want alpha = Dot( texture0, texture1 )
|
|
GL_TexEnv( GL_COMBINE_ARB );
|
|
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
GL_TexEnv( GL_MODULATE );
|
|
|
|
globalImages->BindNull();
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
GL_SelectTexture( 0 );
|
|
// RB_FinishStageTexture( &surfaceStage->texture, surf );
|
|
}
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// projected light / surface color for diffuse maps
|
|
//
|
|
//-----------------------------------------------------
|
|
// don't trash alpha
|
|
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
|
|
| backEnd.depthFunc );
|
|
|
|
// texture 0 will get the surface color texture
|
|
GL_SelectTexture( 0 );
|
|
|
|
// select the vertex color source
|
|
if ( din->vertexColor == SVC_IGNORE ) {
|
|
qglColor4fv( din->diffuseColor.ToFloatPtr() );
|
|
} else {
|
|
// FIXME: does this not get diffuseColor blended in?
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
|
|
if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
|
|
GL_TexEnv( GL_COMBINE_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
|
|
}
|
|
}
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
// FIXME: does this not get the texture matrix?
|
|
// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
|
|
din->diffuseImage->Bind();
|
|
|
|
// texture 1 will get the light projected texture
|
|
GL_SelectTexture( 1 );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
qglEnable( GL_TEXTURE_GEN_Q );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
|
|
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
|
|
|
|
din->lightImage->Bind();
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
qglDisable( GL_TEXTURE_GEN_Q );
|
|
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 0 );
|
|
|
|
if ( din->vertexColor != SVC_IGNORE ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
GL_TexEnv( GL_MODULATE );
|
|
}
|
|
|
|
// RB_FinishStageTexture( &surfaceStage->texture, surf );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_ARB_DrawThreeTextureInteraction
|
|
|
|
Used by radeon R100 and Intel graphics parts
|
|
|
|
backEnd.vLight
|
|
|
|
backEnd.depthFunc must be equal for alpha tested surfaces to work right,
|
|
it is set to lessThan for blended transparent surfaces
|
|
|
|
==================
|
|
*/
|
|
static void RB_ARB_DrawThreeTextureInteraction( const drawInteraction_t *din ) {
|
|
//const drawSurf_t *surf = din->surf;
|
|
const srfTriangles_t *tri = din->surf->geo;
|
|
|
|
// set the vertex arrays, which may not all be enabled on a given pass
|
|
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
|
|
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
|
|
GL_SelectTexture( 0 );
|
|
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
|
|
qglColor3f( 1, 1, 1 );
|
|
|
|
//
|
|
// bump map dot cubeMap into the alpha channel
|
|
//
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
|
|
| backEnd.depthFunc );
|
|
|
|
// texture 0 will be the per-surface bump map
|
|
GL_SelectTexture( 0 );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
|
|
din->bumpImage->Bind();
|
|
|
|
// texture 1 is the normalization cube map
|
|
// the texccords are the non-normalized vector towards the light origin
|
|
GL_SelectTexture( 1 );
|
|
if ( din->ambientLight ) {
|
|
globalImages->ambientNormalMap->Bind(); // fixed value
|
|
} else {
|
|
globalImages->normalCubeMapImage->Bind();
|
|
}
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
|
|
|
|
// I just want alpha = Dot( texture0, texture1 )
|
|
GL_TexEnv( GL_COMBINE_ARB );
|
|
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
GL_TexEnv( GL_MODULATE );
|
|
|
|
globalImages->BindNull();
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
GL_SelectTexture( 0 );
|
|
// RB_FinishStageTexture( &surfaceStage->texture, surf );
|
|
|
|
|
|
//-----------------------------------------------------
|
|
//
|
|
// light falloff / projected light / surface color for diffuse maps
|
|
//
|
|
//-----------------------------------------------------
|
|
// multiply result by alpha, but don't trash alpha
|
|
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
|
|
| backEnd.depthFunc );
|
|
|
|
// texture 0 will get the surface color texture
|
|
GL_SelectTexture( 0 );
|
|
|
|
// select the vertex color source
|
|
if ( din->vertexColor == SVC_IGNORE ) {
|
|
qglColor4fv( din->diffuseColor.ToFloatPtr() );
|
|
} else {
|
|
// FIXME: does this not get diffuseColor blended in?
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
|
|
if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
|
|
GL_TexEnv( GL_COMBINE_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
|
|
}
|
|
}
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
// FIXME: does this not get the texture matrix?
|
|
// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
|
|
din->diffuseImage->Bind();
|
|
|
|
// texture 1 will get the light projected texture
|
|
GL_SelectTexture( 1 );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
qglEnable( GL_TEXTURE_GEN_Q );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
|
|
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
|
|
din->lightImage->Bind();
|
|
|
|
// texture 2 will get the light falloff texture
|
|
GL_SelectTexture( 2 );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
qglEnable( GL_TEXTURE_GEN_Q );
|
|
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
|
|
|
|
idVec4 plane;
|
|
plane[0] = 0;
|
|
plane[1] = 0;
|
|
plane[2] = 0;
|
|
plane[3] = 0.5;
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
|
|
|
|
plane[0] = 0;
|
|
plane[1] = 0;
|
|
plane[2] = 0;
|
|
plane[3] = 1;
|
|
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
|
|
|
|
din->lightFalloffImage->Bind();
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
qglDisable( GL_TEXTURE_GEN_Q );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 1 );
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
qglDisable( GL_TEXTURE_GEN_Q );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
if ( din->vertexColor != SVC_IGNORE ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
GL_TexEnv( GL_MODULATE );
|
|
}
|
|
|
|
// RB_FinishStageTexture( &surfaceStage->texture, surf );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_CreateDrawInteractions
|
|
==================
|
|
*/
|
|
static void RB_CreateDrawInteractions( const drawSurf_t *surf ) {
|
|
if ( !surf ) {
|
|
return;
|
|
}
|
|
|
|
// force a space calculation
|
|
backEnd.currentSpace = NULL;
|
|
|
|
if ( r_useTripleTextureARB.GetBool() && glConfig.maxTextureUnits >= 3 ) {
|
|
for ( ; surf ; surf = surf->nextOnLight ) {
|
|
// break it up into multiple primitive draw interactions if necessary
|
|
RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawThreeTextureInteraction );
|
|
}
|
|
} else {
|
|
for ( ; surf ; surf = surf->nextOnLight ) {
|
|
// break it up into multiple primitive draw interactions if necessary
|
|
RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawInteraction );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_RenderViewLight
|
|
|
|
==================
|
|
*/
|
|
static void RB_RenderViewLight( viewLight_t *vLight ) {
|
|
backEnd.vLight = vLight;
|
|
|
|
// do fogging later
|
|
if ( vLight->lightShader->IsFogLight() ) {
|
|
return;
|
|
}
|
|
if ( vLight->lightShader->IsBlendLight() ) {
|
|
return;
|
|
}
|
|
|
|
// 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 );
|
|
}
|
|
}
|