mirror of
https://github.com/DrBeef/Doom3Quest.git
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113 lines
3.6 KiB
C++
113 lines
3.6 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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=====================
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RB_BakeTextureMatrixIntoTexgen
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=====================
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*/
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void RB_BakeTextureMatrixIntoTexgen( idMat4 & lightProject, const float *textureMatrix ) {
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float genMatrix[16];
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float final[16];
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genMatrix[0] = lightProject[0][0];
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genMatrix[4] = lightProject[0][1];
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genMatrix[8] = lightProject[0][2];
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genMatrix[12] = lightProject[0][3];
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genMatrix[1] = lightProject[1][0];
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genMatrix[5] = lightProject[1][1];
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genMatrix[9] = lightProject[1][2];
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genMatrix[13] = lightProject[1][3];
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genMatrix[2] = 0;
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genMatrix[6] = 0;
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genMatrix[10] = 0;
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genMatrix[14] = 0;
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genMatrix[3] = lightProject[3][0];
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genMatrix[7] = lightProject[3][1];
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genMatrix[11] = lightProject[3][2];
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genMatrix[15] = lightProject[3][3];
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myGlMultMatrix( genMatrix, textureMatrix, final );
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lightProject[0][0] = final[0];
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lightProject[0][1] = final[4];
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lightProject[0][2] = final[8];
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lightProject[0][3] = final[12];
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lightProject[1][0] = final[1];
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lightProject[1][1] = final[5];
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lightProject[1][2] = final[9];
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lightProject[1][3] = final[13];
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}
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/*
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=============
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RB_RenderView
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=============
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*/
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void RB_RenderView(void) {
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drawSurf_t **drawSurfs = (drawSurf_t * *) & backEnd.viewDef->drawSurfs[0];
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const int numDrawSurfs = backEnd.viewDef->numDrawSurfs;
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// clear the z buffer, set the projection matrix, etc
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RB_BeginDrawingView();
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// Setup GLSL shader state
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RB_GLSL_PrepareShaders();
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// fill the depth buffer and clear color buffer to black except on subviews
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RB_GLSL_FillDepthBuffer( drawSurfs, numDrawSurfs );
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#ifdef NO_LIGHT
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if ( !r_noLight.GetBool() )
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#endif
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// main light renderer
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RB_GLSL_DrawInteractions();
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// disable stencil shadow test
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qglStencilFunc(GL_ALWAYS, 128, 255);
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// now draw any non-light dependent shading passes
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const int processed = RB_GLSL_DrawShaderPasses(drawSurfs, numDrawSurfs);
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// fog and blend lights
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RB_GLSL_FogAllLights();
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// now draw any post-processing effects using _currentRender
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if (processed < numDrawSurfs) {
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RB_GLSL_DrawShaderPasses(drawSurfs + processed, numDrawSurfs - processed);
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}
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}
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