Fixed a couple of bugs with entity light atten and cubemap lights

Removed old commented out code
This commit is contained in:
cholleme 2003-08-18 10:15:33 +00:00
parent a3d00face0
commit dac38af584

View file

@ -47,12 +47,11 @@ void R_DrawLightEntitiesRadeon (shadowlight_t *l); //PA:
void R_DrawLightEntitiesParhelia (shadowlight_t *l); //PA:
void R_DrawLightEntitiesARB (shadowlight_t *l); //PA:
/*************************
/**
Temp backwards compatibility
**************************/
Draw tangent space for a vertexdef
*/
void R_DrawTangents (vertexdef_t *def, int num)
{
float* vert;
@ -102,7 +101,6 @@ void R_DrawTangents (vertexdef_t *def, int num)
void R_DrawMeshAmbient(mesh_t *mesh) {
vertexdef_t def;
transform_t trans;
int res;
def.vertices = &globalVertexTable[mesh->firstvertex].position[0];
@ -149,6 +147,7 @@ void R_DrawMeshAmbient(mesh_t *mesh) {
void R_DrawMeshBumped(mesh_t *mesh) {
vertexdef_t def;
lightobject_t lo;
if (mesh->visframe != r_framecount)
return;
@ -170,15 +169,17 @@ void R_DrawMeshBumped(mesh_t *mesh) {
def.lightmapcoords = NULL; // no lightmaps on aliasses
VectorCopy(currentshadowlight->origin, lo.objectorigin);
VectorCopy(r_refdef.vieworg, lo.objectvieworg);
c_alias_polys += mesh->numtriangles;
gl_bumpdriver.drawTriangleListBump(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, &mesh->trans);
gl_bumpdriver.drawTriangleListBump(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, &mesh->trans, &lo);
}
void R_DrawAliasAmbient(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
vertexdef_t def;
transform_t trans;
def.vertices = &instant->vertices[0][0];
def.vertexstride = 0;
@ -208,6 +209,7 @@ void R_DrawAliasBumped(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
vertexdef_t def;
transform_t trans;
aliaslightinstant_t *linstant = instant->lightinstant;
lightobject_t lo;
def.vertices = &instant->vertices[0][0];
def.vertexstride = 0;
@ -226,9 +228,11 @@ void R_DrawAliasBumped(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
VectorCopy(currententity->angles,trans.angles);
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
VectorCopy(linstant->lightpos, lo.objectorigin);
VectorCopy(linstant->vieworg, lo.objectvieworg);
c_alias_polys += paliashdr->numtris;
gl_bumpdriver.drawTriangleListBump(&def,&linstant->indecies[0],linstant->numtris*3,paliashdr->shader, &trans);
gl_bumpdriver.drawTriangleListBump(&def,&linstant->indecies[0],linstant->numtris*3,paliashdr->shader, &trans, &lo);
}
void R_SetupWorldVertexDef(vertexdef_t *def) {
@ -299,6 +303,7 @@ void R_DrawBrushBumped (entity_t *e) {
shader_t *runshader , *s;
model_t *model;
transform_t trans;
lightobject_t lo;
model = e->model;
R_SetupWorldVertexDef(&def);
@ -317,8 +322,12 @@ void R_DrawBrushBumped (entity_t *e) {
VectorCopy(e->origin,trans.origin);
VectorCopy(e->angles,trans.angles);
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
VectorCopy(((brushlightinstant_t *)e->brushlightinstant)->lightpos, lo.objectorigin);
VectorCopy(((brushlightinstant_t *)e->brushlightinstant)->vieworg, lo.objectvieworg);
c_brush_polys += runlength;
gl_bumpdriver.drawSurfaceListBump(&def, surfArray, runlength, &trans);
gl_bumpdriver.drawSurfaceListBump(&def, surfArray, runlength, &trans, &lo);
}
void R_DrawWorldAmbientChain(msurface_t *first) {
@ -353,6 +362,7 @@ void R_DrawWorldBumped() {
vertexdef_t def;
transform_t trans;
int i;
lightobject_t lo;
if (!currentshadowlight->visible)
return;
@ -367,8 +377,11 @@ void R_DrawWorldBumped() {
trans.origin[0] = trans.origin[1] = trans.origin[2] = 0.0f;
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
VectorCopy(currentshadowlight->origin, lo.objectorigin);
VectorCopy(r_refdef.vieworg, lo.objectvieworg);
c_brush_polys += (currentshadowlight->numlightcmds-1);
gl_bumpdriver.drawSurfaceListBump(&def, (msurface_t **)(&currentshadowlight->lightCmds[0]), currentshadowlight->numlightcmds-1, &trans);
gl_bumpdriver.drawSurfaceListBump(&def, (msurface_t **)(&currentshadowlight->lightCmds[0]), currentshadowlight->numlightcmds-1, &trans, &lo);
for (i=0; i<currentshadowlight->numlightcmdsmesh-1; i++) {
R_DrawMeshBumped((mesh_t *)currentshadowlight->lightCmdsMesh[i].asVoid);
@ -590,180 +603,3 @@ void R_DrawLightEntities (shadowlight_t *l)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
/*
//PA:
void R_DrawLightEntitiesRadeon (shadowlight_t *l)
{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumpedRadeon);
}
}
if (R_ShouldDrawViewModel()) {
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumpedRadeon);
}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumpedRadeon);
}
}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
#ifndef __glx__
//PA:
void R_DrawLightEntitiesParhelia (shadowlight_t *l)
{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumpedParhelia);
}
}
if (R_ShouldDrawViewModel())
{
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumpedParhelia);
}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumpedParhelia);
}
}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
#endif
void R_DrawLightEntitiesARB (shadowlight_t *l)
{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumpedARB);
}
}
if (R_ShouldDrawViewModel())
{
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumpedARB);
}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumpedARB);
}
}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
*/