690 lines
No EOL
17 KiB
C
690 lines
No EOL
17 KiB
C
/*
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Copyright (C) 2001-2002 Charles Hollemeersch
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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PENTA: the whole file is freakin penta...
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Abstracts the different paths that exist for different 3d-cards.
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Idea: Write a new R_DrawLightEntitys* and do whatever you want in it.
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adapt R_DrawLightEntitys to call your new code if the requirements are met.
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*/
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/*
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DrawLightEntities, draws lit bumpmapped entities, calls apropriate function for the user's 3d card.
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NOTE: This should not draw sprites, sprites are drawn separately.
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*/
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#include "quakedef.h"
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bumpdriver_t gl_bumpdriver;
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/* Some material definitions. */
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float gl_Light_Ambience2[4] = {0.03,0.03,0.03,0.03};
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float gl_Light_Diffuse2[4] = {0.03,0.03,0.03,0.03};
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float gl_Light_Specular2[4] = {0,0,0,0};
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float gl_Material_Color2[4] = {0.9, 0.9, 0.9, 0.9};
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void R_DrawLightEntitiesGF3 (shadowlight_t *l);
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void R_DrawLightEntitiesGF (shadowlight_t *l);
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void R_DrawLightEntitiesGEN (shadowlight_t *l);
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void R_DrawLightEntitiesRadeon (shadowlight_t *l); //PA:
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void R_DrawLightEntitiesParhelia (shadowlight_t *l); //PA:
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void R_DrawLightEntitiesARB (shadowlight_t *l); //PA:
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/*************************
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Temp backwards compatibility
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**************************/
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void R_DrawMeshAmbient(mesh_t *mesh) {
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vertexdef_t def;
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transform_t trans;
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def.vertices = &globalVertexTable[mesh->firstvertex].position[0];
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def.vertexstride = sizeof(mmvertex_t);
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def.texcoords = &globalVertexTable[mesh->firstvertex].texture[0];
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def.texcoordstride = sizeof(mmvertex_t);
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def.tangents = &mesh->tangents[0][0];
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def.tangentstride = 0;
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def.binormals = &mesh->binormals[0][0];
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def.binormalstride = 0;
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def.normals = &mesh->normals[0][0];
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def.normalstride = 0;
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def.lightmapcoords = &globalVertexTable[mesh->firstvertex].lightmap[0]; // no lightmaps on aliasses
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def.lightmapstride = sizeof(mmvertex_t);
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def.colors = &globalVertexTable[mesh->firstvertex].color[0];
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def.colorstride = sizeof(mmvertex_t);
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gl_bumpdriver.drawTriangleListBase(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, mesh->lightmapIndex);
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}
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void R_DrawMeshBumped(mesh_t *mesh) {
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vertexdef_t def;
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if (mesh->visframe != r_framecount)
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return;
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def.vertices = &globalVertexTable[mesh->firstvertex].position[0];
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def.vertexstride = sizeof(mmvertex_t);
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def.texcoords = &globalVertexTable[mesh->firstvertex].texture[0];
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def.texcoordstride = sizeof(mmvertex_t);
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def.tangents = &mesh->tangents[0][0];
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def.tangentstride = 0;
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def.binormals = &mesh->binormals[0][0];
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def.binormalstride = 0;
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def.normals = &mesh->normals[0][0];
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def.normalstride = 0;
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def.lightmapcoords = NULL; // no lightmaps on aliasses
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gl_bumpdriver.drawTriangleListBump(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, &mesh->trans);
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}
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void R_DrawAliasAmbient(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
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vertexdef_t def;
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transform_t trans;
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def.vertices = &instant->vertices[0][0];
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def.vertexstride = 0;
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def.texcoords = (float *)((byte *)paliashdr + paliashdr->texcoords);
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def.texcoordstride = 0;
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def.tangents = &instant->tangents[0][0];
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def.tangentstride = 0;
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def.binormals = &instant->binomials[0][0];
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def.binormalstride = 0;
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def.normals = &instant->normals[0][0];
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def.normalstride = 0;
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def.lightmapcoords = NULL; // no lightmaps on aliasses
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def.colors = NULL;
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def.colorstride = 0;
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gl_bumpdriver.drawTriangleListBase(&def, (int *)((byte *)paliashdr + paliashdr->indecies),paliashdr->numtris*3,paliashdr->shader, -1);
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}
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void R_DrawAliasBumped(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
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vertexdef_t def;
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transform_t trans;
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aliaslightinstant_t *linstant = instant->lightinstant;
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def.vertices = &instant->vertices[0][0];
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def.vertexstride = 0;
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def.texcoords = (float *)((byte *)paliashdr + paliashdr->texcoords);
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def.texcoordstride = 0;
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def.tangents = &instant->tangents[0][0];
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def.tangentstride = 0;
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def.binormals = &instant->binomials[0][0];
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def.binormalstride = 0;
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def.normals = &instant->normals[0][0];
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def.normalstride = 0;
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def.colors = NULL;
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def.colorstride = 0;
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VectorCopy(currententity->origin,trans.origin);
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VectorCopy(currententity->angles,trans.angles);
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trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
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gl_bumpdriver.drawTriangleListBump(&def,&linstant->indecies[0],linstant->numtris*3,paliashdr->shader, &trans);
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}
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void R_SetupWorldVertexDef(vertexdef_t *def) {
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def->vertices = &globalVertexTable[0].position[0];
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def->vertexstride = sizeof(mmvertex_t);
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def->texcoords = &globalVertexTable[0].texture[0];
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def->texcoordstride = sizeof(mmvertex_t);
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def->tangents = NULL;
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def->tangentstride = 0;
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def->binormals = NULL;
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def->binormalstride = 0;
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def->normals = NULL;
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def->normalstride = 0;
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def->lightmapcoords = &globalVertexTable[0].lightmap[0];
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def->lightmapstride = sizeof(mmvertex_t);
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}
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msurface_t *surfArray[1024];
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void R_DrawBrushAmbient (entity_t *e) {
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int runlength, i;
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msurface_t *surf;
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vertexdef_t def;
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shader_t *runshader , *s;
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model_t *model;
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model = e->model;
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R_SetupWorldVertexDef(&def);
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runshader = NULL;
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runlength = 0;
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surf = &model->surfaces[model->firstmodelsurface];
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glColor3f(sh_lightmapbright.value, sh_lightmapbright.value, sh_lightmapbright.value);
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for (i=0; i<model->nummodelsurfaces; i++, surf++)
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{
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s = surf->shader->shader;
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surf->visframe = r_framecount;
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if (s != runshader) {
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//a run has finished, draw it
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if (runshader && runlength)
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gl_bumpdriver.drawSurfaceListBase(&def, surfArray, runlength, runshader);
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//start a new one
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runshader = s;
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runlength = 1;
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surfArray[0] = surf;
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} else {
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if (runlength < 1024) {
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surfArray[runlength] = surf;
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runlength++;
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}
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}
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}
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if (runshader && runlength) {
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gl_bumpdriver.drawSurfaceListBase(&def, surfArray, runlength, runshader);
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}
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}
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void R_DrawBrushBumped (entity_t *e) {
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int runlength, i;
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msurface_t *surf;
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vertexdef_t def;
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shader_t *runshader , *s;
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model_t *model;
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transform_t trans;
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model = e->model;
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R_SetupWorldVertexDef(&def);
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runshader = NULL;
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runlength = 0;
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surf = &model->surfaces[model->firstmodelsurface];
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for (i=0; i<model->nummodelsurfaces; i++, surf++)
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{
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if (runlength < 1024) {
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surfArray[runlength] = surf;
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runlength++;
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}
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}
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VectorCopy(e->origin,trans.origin);
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VectorCopy(e->angles,trans.angles);
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trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
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gl_bumpdriver.drawSurfaceListBump(&def, surfArray, runlength, &trans);
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}
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void R_DrawWorldAmbientChain(msurface_t *first) {
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vertexdef_t def;
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int numsurf;
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msurface_t *s;
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R_SetupWorldVertexDef(&def);
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numsurf = 0;
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s = first;
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while (s) {
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if (numsurf < 1024) {
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surfArray[numsurf] = s;
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numsurf++;
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} else {
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gl_bumpdriver.drawSurfaceListBase(&def, surfArray, numsurf, first->shader->shader);
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numsurf = 0;
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}
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s = s->texturechain;
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}
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if (numsurf) {
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gl_bumpdriver.drawSurfaceListBase(&def, surfArray, numsurf, first->shader->shader);
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numsurf = 0;
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}
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}
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void R_DrawWorldBumped() {
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vertexdef_t def;
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transform_t trans;
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int i;
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if (!currentshadowlight->visible)
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return;
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R_SetupWorldVertexDef(&def);
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glDepthMask (0);
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glShadeModel (GL_SMOOTH);
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glDepthFunc(GL_EQUAL);
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trans.angles[0] = trans.angles[1] = trans.angles[2] = 0.0f;
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trans.origin[0] = trans.origin[1] = trans.origin[2] = 0.0f;
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trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
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gl_bumpdriver.drawSurfaceListBump(&def, (msurface_t **)(¤tshadowlight->lightCmds[0]), currentshadowlight->numlightcmds-1, &trans);
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for (i=0; i<currentshadowlight->numlightcmdsmesh-1; i++) {
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R_DrawMeshBumped((mesh_t *)currentshadowlight->lightCmdsMesh[i].asVoid);
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}
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glColor3f (1,1,1);
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glDisable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LEQUAL);
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glDepthMask (1);
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}
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/*
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void R_DrawWorldBumped () // <AWE> Function should not have parameters.
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{
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switch(gl_cardtype )
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{
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case GEFORCE3:
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R_DrawWorldBumpedGF3(); // <AWE> Function has no parameters.
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break;
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case GEFORCE:
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R_DrawWorldBumpedGF(); // <AWE> Function has no parameters.
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break;
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case RADEON:
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R_DrawWorldBumpedRadeon();
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break;
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#ifndef __glx__
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case PARHELIA:
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R_DrawWorldBumpedParhelia();
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break;
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#endif
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case ARB:
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R_DrawWorldBumpedARB();
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break;
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default:
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R_DrawWorldBumpedGEN();
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break;
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}
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}
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*//*
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void R_DrawLightEntities (shadowlight_t *l)
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{
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switch(gl_cardtype )
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{
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case GEFORCE3:
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R_DrawLightEntitiesGF3( l );
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break;
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case GEFORCE:
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R_DrawLightEntitiesGF( l );
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break;
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case RADEON:
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R_DrawLightEntitiesRadeon( l );
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break;
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#ifndef __glx__
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case PARHELIA:
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R_DrawLightEntitiesParhelia( l );
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break;
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#endif
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case ARB:
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R_DrawLightEntitiesARB( l );
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break;
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default:
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R_DrawLightEntitiesGEN( l );
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break;
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}
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}
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*/
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/*
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void R_DrawLightEntitiesGF (shadowlight_t *l)
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{
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int i;
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float pos[4];
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if (!cg_showentities.value)
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return;
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if (!currentshadowlight->visible)
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return;
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glDepthMask (0);
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glShadeModel (GL_SMOOTH);
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//Meshes: Atten & selfshadow via vertex ligting
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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pos[0] = l->origin[0];
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pos[1] = l->origin[1];
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pos[2] = l->origin[2];
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pos[3] = 1;
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glLightfv(GL_LIGHT0, GL_POSITION,&pos[0]);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, &l->color[0]);
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glLightfv(GL_LIGHT0, GL_AMBIENT, &gl_Light_Ambience2[0]);
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glLightfv(GL_LIGHT0, GL_SPECULAR, &gl_Light_Specular2[0]);
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glEnable(GL_COLOR_MATERIAL);
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for (i=0 ; i<cl_numlightvisedicts ; i++)
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{
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currententity = cl_lightvisedicts[i];
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if (currententity->model->type == mod_alias)
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{
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//these models are full bright
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if (currententity->model->flags & EF_FULLBRIGHT) continue;
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if (!currententity->aliasframeinstant) continue;
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if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
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R_DrawAliasObjectLight(currententity, R_DrawAliasBumped);
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}
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}
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if (R_ShouldDrawViewModel())
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{
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R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
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}
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glDisable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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// Brushes: we use the same thecnique as the world
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//glEnable(GL_TEXTURE_2D);
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//GL_Bind(glow_texture_object);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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//glShadeModel (GL_SMOOTH);
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//glEnable(GL_ALPHA_TEST);
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//glAlphaFunc(GL_GREATER,0.2);
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for (i=0 ; i<cl_numlightvisedicts ; i++)
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{
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currententity = cl_lightvisedicts[i];
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if (currententity->model->type == mod_brush)
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{
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if (!currententity->brushlightinstant) continue;
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if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
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R_DrawBrushObjectLight(currententity, R_DrawBrushBumped);
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}
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}
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//reset gl state
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//glAlphaFunc(GL_GREATER,0.666);//Satan!
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//glDisable(GL_ALPHA_TEST);
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glColor3f (1,1,1);
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glDepthMask (1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void R_DrawLightEntitiesGEN (shadowlight_t *l)
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{
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//Currently this is merged with the geforce2 path
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R_DrawLightEntitiesGF(l);
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}
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*/
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void R_DrawLightEntities (shadowlight_t *l)
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{
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int i;
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if (!cg_showentities.value)
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return;
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if (!currentshadowlight->visible)
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return;
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glDepthMask (0);
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glShadeModel (GL_SMOOTH);
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//Alias models
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for (i=0 ; i<cl_numlightvisedicts ; i++)
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{
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currententity = cl_lightvisedicts[i];
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if (currententity->model->type == mod_alias)
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{
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//these models are full bright
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if (currententity->model->flags & EF_FULLBRIGHT) continue;
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if (!currententity->aliasframeinstant) continue;
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if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
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R_DrawAliasObjectLight(currententity, R_DrawAliasBumped);
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}
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}
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if (R_ShouldDrawViewModel()) {
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R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
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}
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//Brush models
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for (i=0 ; i<cl_numlightvisedicts ; i++)
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{
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currententity = cl_lightvisedicts[i];
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if (currententity->model->type == mod_brush)
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{
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if (!currententity->brushlightinstant) continue;
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if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
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R_DrawBrushObjectLight(currententity, R_DrawBrushBumped);
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}
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}
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//Cleanup state
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glColor3f (1,1,1);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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}
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/*
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//PA:
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void R_DrawLightEntitiesRadeon (shadowlight_t *l)
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{
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int i;
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if (!cg_showentities.value)
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return;
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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);
|
|
}
|
|
*/ |