/* =========================================================================== 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 . 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" /* ===================== RB_BakeTextureMatrixIntoTexgen ===================== */ void RB_BakeTextureMatrixIntoTexgen( idMat4 & lightProject, const float *textureMatrix ) { float genMatrix[16]; float final[16]; genMatrix[0] = lightProject[0][0]; genMatrix[4] = lightProject[0][1]; genMatrix[8] = lightProject[0][2]; genMatrix[12] = lightProject[0][3]; genMatrix[1] = lightProject[1][0]; genMatrix[5] = lightProject[1][1]; genMatrix[9] = lightProject[1][2]; genMatrix[13] = lightProject[1][3]; genMatrix[2] = 0; genMatrix[6] = 0; genMatrix[10] = 0; genMatrix[14] = 0; genMatrix[3] = lightProject[3][0]; genMatrix[7] = lightProject[3][1]; genMatrix[11] = lightProject[3][2]; genMatrix[15] = lightProject[3][3]; myGlMultMatrix( genMatrix, textureMatrix, final ); lightProject[0][0] = final[0]; lightProject[0][1] = final[4]; lightProject[0][2] = final[8]; lightProject[0][3] = final[12]; lightProject[1][0] = final[1]; lightProject[1][1] = final[5]; lightProject[1][2] = final[9]; lightProject[1][3] = final[13]; } /* ============= RB_RenderView ============= */ void RB_RenderView(void) { drawSurf_t **drawSurfs = (drawSurf_t * *) & backEnd.viewDef->drawSurfs[0]; const int numDrawSurfs = backEnd.viewDef->numDrawSurfs; // clear the z buffer, set the projection matrix, etc RB_BeginDrawingView(); // Setup GLSL shader state RB_GLSL_PrepareShaders(); // fill the depth buffer and clear color buffer to black except on subviews RB_GLSL_FillDepthBuffer( drawSurfs, numDrawSurfs ); #ifdef NO_LIGHT if ( !r_noLight.GetBool() ) #endif // main light renderer RB_GLSL_DrawInteractions(); // disable stencil shadow test qglStencilFunc(GL_ALWAYS, 128, 255); // now draw any non-light dependent shading passes const int processed = RB_GLSL_DrawShaderPasses(drawSurfs, numDrawSurfs); // fog and blend lights RB_GLSL_FogAllLights(); // now draw any post-processing effects using _currentRender if (processed < numDrawSurfs) { RB_GLSL_DrawShaderPasses(drawSurfs + processed, numDrawSurfs - processed); } }