bbox lighting
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8908e5908e
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cc1812b018
3 changed files with 15 additions and 33 deletions
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@ -850,8 +850,6 @@ void ARB_DisableBumpShader(shader_t* shader)
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void ARB_EnableBumpShader(const transform_t *tr, vec3_t lightOrig,
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qboolean alias, shader_t* shader)
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{
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float invrad = 1/currentshadowlight->radius;
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//tex 0 = normal map
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//tex 1 = color map
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//tex 2 = attenuation
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@ -870,7 +868,9 @@ void ARB_EnableBumpShader(const transform_t *tr, vec3_t lightOrig,
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
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glGetError();
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@ -1046,9 +1046,6 @@ void ARB_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
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int numIndecies, shader_t *shader,
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const transform_t *tr)
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{
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int foo;
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void* foo2;
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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@ -902,8 +902,6 @@ void Parhelia_CreateShaders()
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*/
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void Parhelia_EnableDiffuseShader(const transform_t *tr, vec3_t lightOrig)
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{
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float invrad = 1/currentshadowlight->radius;
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//tex 0 = normal map
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//tex 1 = normalization cube map (tangent space light vector)
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//tex 2 = color map
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@ -945,7 +943,9 @@ void Parhelia_EnableDiffuseShader(const transform_t *tr, vec3_t lightOrig)
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
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qglBindFragShaderMTX( fragment_shaders );
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@ -991,7 +991,6 @@ void Parhelia_EnableSpecularShader(const transform_t *tr, vec3_t lightOrig,
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qboolean alias)
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{
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vec3_t scaler = {0.5f, 0.5f, 0.5f};
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float invrad = 1/currentshadowlight->radius;
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glEnable(GL_VERTEX_SHADER_EXT);
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qglBindVertexShaderEXT( vertex_shaders+1 );
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checkerror();
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@ -1031,7 +1030,9 @@ void Parhelia_EnableSpecularShader(const transform_t *tr, vec3_t lightOrig,
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
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qglBindFragShaderMTX( fragment_shaders + 2 );
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@ -1044,13 +1045,14 @@ void Parhelia_EnableSpecularShader(const transform_t *tr, vec3_t lightOrig,
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void Parhelia_EnableAttentShader(vec3_t lightOrig)
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{
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float invrad = 1/currentshadowlight->radius;
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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glTranslatef(-lightOrig[0],
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-lightOrig[1],
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-lightOrig[2]);
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@ -882,7 +882,6 @@ void Radeon_EnableBumpShader(const transform_t *tr, vec3_t lightOrig,
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qboolean alias)
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{
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GLfloat temp[4];
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float invrad = 1/currentshadowlight->radius;
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//tex 0 = normal map
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//tex 1 = normalization cube map (tangent space light vector)
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@ -940,7 +939,9 @@ void Radeon_EnableBumpShader(const transform_t *tr, vec3_t lightOrig,
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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@ -1376,15 +1377,6 @@ void Radeon_sendSurfacesTA(msurface_t** surfs, int numSurfaces)
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qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, &surf->tangent[0]);
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qglMultiTexCoord3fvARB(GL_TEXTURE2_ARB, &surf->binormal[0]);
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qglMultiTexCoord3fvARB(GL_TEXTURE3_ARB, &surf->plane->normal[0]);
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/*
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glBegin(GL_POLYGON);
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v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
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for (j=0; j<p->numverts; j++, v+= VERTEXSIZE) {
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
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glVertex3fv(&v[0]);
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}
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glEnd();
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*/
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glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
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}
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@ -1435,15 +1427,6 @@ void Radeon_sendSurfacesPlain(msurface_t** surfs, int numSurfaces)
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}
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lastshader = shader;
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}
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/*
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glBegin(GL_POLYGON);
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v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
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for (j=0; j<p->numverts; j++, v+= VERTEXSIZE) {
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//qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
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glVertex3fv(&v[0]);
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}
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glEnd();
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*/
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glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT,
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&p->indecies[0]);
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}
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