75112cbf74
Added Vbo support (only on ARB2)
736 lines
19 KiB
C
736 lines
19 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] = {0.03f,0.03f,0.03f,0.03f};
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float gl_Light_Diffuse2[4] = {0.03f,0.03f,0.03f,0.03f};
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float gl_Light_Specular2[4] = {0,0,0,0};
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float gl_Material_Color2[4] = {0.9f, 0.9f, 0.9f, 0.9f};
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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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Shader utility routines: For use by drivers
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*************************/
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void SH_SetupTcMod(tcmod_t *tc)
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{
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switch (tc->type)
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{
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case TCMOD_ROTATE:
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glTranslatef(0.5,0.5,0.0);
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glRotatef(realtime * tc->params[0],0,0,1);
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glTranslatef(-0.5, -0.5, 0.0);
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break;
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case TCMOD_SCROLL:
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glTranslatef(realtime * tc->params[0], realtime * tc->params[1], 0.0);
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break;
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case TCMOD_SCALE:
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glScalef(tc->params[0],tc->params[1],1.0);
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break;
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case TCMOD_STRETCH:
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//PENTA: fixme
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glScalef(1.0, 1.0, 1.0);
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break;
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}
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}
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void SH_SetupTcMods(stage_t *s)
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{
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int i;
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for (i = 0; i < s->numtcmods; i++)
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SH_SetupTcMod(&s->tcmods[i]);
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}
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void SH_SetupSimpleStage(stage_t *s)
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{
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tcmod_t *tc;
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int i;
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if (s->type != STAGE_SIMPLE)
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{
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Con_Printf("Non simple stage, in simple stage list");
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return;
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}
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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for (i=0; i<s->numtcmods; i++)
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{
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SH_SetupTcMod(&s->tcmods[i]);
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}
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if (s->src_blend > -1)
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{
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glBlendFunc(s->src_blend, s->dst_blend);
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glEnable(GL_BLEND);
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}
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if (s->alphatresh > 0)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, s->alphatresh);
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}
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if ((s->numtextures > 0) && (s->texture[0]))
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GL_BindAdvanced(s->texture[0]);
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}
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void SH_BindBumpmap(shader_t *shader, int index) {
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if (shader->numbumpstages) {
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if (shader->bumpstages[index].numtextures)
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GL_BindAdvanced(shader->bumpstages[index].texture[0]);
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}
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}
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void SH_BindColormap(shader_t *shader, int index) {
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if (shader->numbumpstages) {
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if (shader->colorstages[index].numtextures)
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GL_BindAdvanced(shader->colorstages[index].texture[0]);
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}
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}
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void SH_SetupAlphaTest(shader_t *shader) {
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if (shader->numcolorstages)
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{
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if (shader->colorstages[0].alphatresh > 0)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh);
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} else {
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glDisable(GL_ALPHA_TEST);
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}
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}
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}
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/**
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Draw tangent space for a vertexdef
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*/
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void R_DrawTangents (vertexdef_t *def, int num)
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{
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float* vert;
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float* normal;
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float* binormal;
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float* tangent;
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int vstr, nstr, tstr, bstr;
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vec3_t extr;
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int i;
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/*
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vert = def->vertices;
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normal = def->normals;
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binormal = def->binormals;
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tangent = def->tangents;
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vstr = (def->vertexstride == 0) ? 3 : def->vertexstride/4;
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nstr = (def->normalstride == 0) ? 3 : def->normalstride/4;
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tstr = (def->tangentstride == 0) ? 3 : def->tangentstride/4;
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bstr = (def->binormalstride == 0) ? 3 : def->binormalstride/4;
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for (i=0; i<num; i++, vert+=vstr, normal+=nstr, binormal+=bstr, tangent+=tstr) {
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glColor3ub(255,0,0);
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glBegin(GL_LINES);
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glVertex3fv(&vert[0]);
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VectorMA(vert,1,normal,extr);
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glVertex3fv(&extr[0]);
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glEnd();
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glColor3ub(0,255,0);
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glBegin(GL_LINES);
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glVertex3fv(&vert[0]);
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VectorMA(vert,1,tangent,extr);
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glVertex3fv(&extr[0]);
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glEnd();
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glColor3ub(0,0,255);
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glBegin(GL_LINES);
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glVertex3fv(&vert[0]);
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VectorMA(vert,1,binormal,extr);
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glVertex3fv(&extr[0]);
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glEnd();
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}
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*/
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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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int res;
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def.vertices = mesh->vertices;
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def.vertexstride = sizeof(mmvertex_t);
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def.texcoords = GL_OffsetDriverPtr(mesh->vertices, 12);
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def.texcoordstride = sizeof(mmvertex_t);
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def.tangents = mesh->tangents;
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def.tangentstride = 0;
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def.binormals = mesh->binormals;
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def.binormalstride = 0;
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def.normals = mesh->normals;
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def.normalstride = 0;
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def.lightmapcoords = GL_OffsetDriverPtr(mesh->vertices, 20);
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def.lightmapstride = sizeof(mmvertex_t);
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def.colors = GL_OffsetDriverPtr(mesh->vertices, 28);
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def.colorstride = sizeof(mmvertex_t);
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c_alias_polys += mesh->numtriangles;
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if (gl_occlusiontest && sh_occlusiontest.value) {
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glEnable(GL_OCCLUSION_TEST_HP);
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gl_bumpdriver.drawTriangleListBase(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, mesh->lightmapIndex);
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glDisable(GL_OCCLUSION_TEST_HP);
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glGetIntegerv(GL_OCCLUSION_TEST_RESULT_HP,&res);
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if (!res) {
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mesh->visframe = r_framecount - 10; //make it invisible this frame
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occlusion_cut_meshes++;
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}
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} else {
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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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if (sh_showtangent.value) {
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R_DrawTangents(&def, mesh->numvertices);
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}
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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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lightobject_t lo;
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if (mesh->visframe != r_framecount)
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return;
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def.vertices = mesh->vertices;
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def.vertexstride = sizeof(mmvertex_t);
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def.texcoords = GL_OffsetDriverPtr(mesh->vertices, 12);
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def.texcoordstride = sizeof(mmvertex_t);
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def.tangents = mesh->tangents;
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def.tangentstride = 0;
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def.binormals = mesh->binormals;
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def.binormalstride = 0;
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def.normals = mesh->normals;
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def.normalstride = 0;
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def.lightmapcoords = DRVNULL; // no lightmaps on aliasses
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VectorCopy(currentshadowlight->origin, lo.objectorigin);
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VectorCopy(r_refdef.vieworg, lo.objectvieworg);
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c_alias_polys += mesh->numtriangles;
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gl_bumpdriver.drawTriangleListBump(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, &mesh->trans, &lo);
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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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def.vertices = GL_WrapUserPointer(&instant->vertices[0][0]);
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def.vertexstride = 0;
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def.texcoords = GL_WrapUserPointer((byte *)paliashdr + paliashdr->texcoords);
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def.texcoordstride = 0;
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def.tangents = GL_WrapUserPointer(&instant->tangents[0][0]);
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def.tangentstride = 0;
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def.binormals = GL_WrapUserPointer(&instant->binomials[0][0]);
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def.binormalstride = 0;
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def.normals = GL_WrapUserPointer(&instant->normals[0][0]);
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def.normalstride = 0;
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def.lightmapcoords = DRVNULL; // no lightmaps on aliasses
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def.colors = DRVNULL;
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def.colorstride = 0;
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c_alias_polys += paliashdr->numtris;
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gl_bumpdriver.drawTriangleListBase(&def, (int *)((byte *)paliashdr + paliashdr->indecies),paliashdr->numtris*3,paliashdr->shader, -1);
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if (sh_showtangent.value) {
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R_DrawTangents(&def, paliashdr->numtris*3);
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}
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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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lightobject_t lo;
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def.vertices = GL_WrapUserPointer(&instant->vertices[0][0]);
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def.vertexstride = 0;
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def.texcoords = GL_WrapUserPointer((byte *)paliashdr + paliashdr->texcoords);
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def.texcoordstride = 0;
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def.tangents = GL_WrapUserPointer(&instant->tangents[0][0]);
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def.tangentstride = 0;
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def.binormals = GL_WrapUserPointer(&instant->binomials[0][0]);
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def.binormalstride = 0;
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def.normals = GL_WrapUserPointer(&instant->normals[0][0]);
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def.normalstride = 0;
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def.colors = DRVNULL;
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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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VectorCopy(linstant->lightpos, lo.objectorigin);
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VectorCopy(linstant->vieworg, lo.objectvieworg);
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c_alias_polys += paliashdr->numtris;
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gl_bumpdriver.drawTriangleListBump(&def,&linstant->indecies[0],linstant->numtris*3,paliashdr->shader, &trans, &lo);
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}
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msurface_t *lightmapSurfs[MAX_LIGHTMAPS];
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//Batches are almost never larger than about 300 indexes in a normal map
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#define MAX_BATCH_SIZE 512
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int indexList[MAX_BATCH_SIZE];
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void R_DrawBrushAmbient (entity_t *e) {
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int numsurf;
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msurface_t *s;
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glpoly_t *p;
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int freeIndex, i;
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shader_t *lastShader;
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model_t *model;
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model = e->model;
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memset(lightmapSurfs, 0, sizeof(msurface_t*)*cl.worldmodel->numlightmaps);
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//Sort per lightmap
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s = &model->surfaces[model->firstmodelsurface];
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for (i=0; i<model->nummodelsurfaces; i++, s++) {
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if (!s->polys) { continue; }
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s->lightmapchain = lightmapSurfs[s->lightmaptexturenum];
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lightmapSurfs[s->lightmaptexturenum] = s;
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}
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//Dump to index array
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for (i=0; i<cl.worldmodel->numlightmaps; i++) {
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s = lightmapSurfs[i];
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freeIndex = 0;
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if (!s) continue;
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lastShader = s->shader->shader;
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while (s) {
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p = s->polys;
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//Space left in this batch?
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if (((freeIndex + p->numindecies) >= MAX_BATCH_SIZE) || (s->shader->shader != lastShader)) {
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gl_bumpdriver.drawTriangleListBase(&worldVertexDef, indexList, freeIndex, lastShader, i);
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freeIndex = 0;
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}
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memcpy(&indexList[freeIndex],p->indecies,sizeof(int)*p->numindecies);
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freeIndex += p->numindecies;
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lastShader = s->shader->shader;
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s = s->lightmapchain;
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}
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//Draw the last batch
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if (freeIndex) {
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gl_bumpdriver.drawTriangleListBase(&worldVertexDef, indexList, freeIndex, lastShader, i);
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//Con_Printf("DrawBatch %i\n", freeIndex/3);
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}
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}
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}
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void R_DrawBrushBumped (entity_t *e) {
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transform_t trans;
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int freeIndex, i;
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lightobject_t lo;
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shader_t *lastShader;
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msurface_t *s;
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glpoly_t *p;
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model_t *model;
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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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VectorCopy(((brushlightinstant_t *)e->brushlightinstant)->lightpos, lo.objectorigin);
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VectorCopy(((brushlightinstant_t *)e->brushlightinstant)->vieworg, lo.objectvieworg);
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model = e->model;
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s = &model->surfaces[model->firstmodelsurface];
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lastShader = s->shader->shader;
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freeIndex = 0;
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for (i=0; i<model->nummodelsurfaces; i++, s++) {
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p = s->polys;
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if (!p) continue;
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//Shader has changed, end this batch and start a new one
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if ((s->shader->shader != lastShader) || ((freeIndex + p->numindecies) >= MAX_BATCH_SIZE)) {
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gl_bumpdriver.drawTriangleListBump(&worldVertexDef, indexList, freeIndex, lastShader, &trans, &lo);
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//Con_Printf("BumpDrawBatch %i\n", freeIndex/3);
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freeIndex = 0;
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}
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lastShader = s->shader->shader;
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memcpy(&indexList[freeIndex],p->indecies,sizeof(int)*p->numindecies);
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freeIndex += p->numindecies;
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}
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if (freeIndex) {
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gl_bumpdriver.drawTriangleListBump(&worldVertexDef, indexList, freeIndex, lastShader, &trans, &lo);
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//Con_Printf("BumpDrawBatch %i\n", freeIndex/3);
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}
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}
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/**
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All surfaces have the same shader but may have different lightmaps
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*/
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void R_DrawWorldAmbientChain(msurface_t *first) {
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int numsurf;
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msurface_t *s;
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glpoly_t *p;
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int freeIndex, i;
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memset(lightmapSurfs, 0, sizeof(msurface_t*)*cl.worldmodel->numlightmaps);
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//Sort per lightmap
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s = first;
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while (s) {
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if (!s->polys) { s = s->texturechain; continue; }
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s->lightmapchain = lightmapSurfs[s->lightmaptexturenum];
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lightmapSurfs[s->lightmaptexturenum] = s;
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s = s->texturechain;
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}
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//Dump to index array
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for (i=0; i<cl.worldmodel->numlightmaps; i++) {
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s = lightmapSurfs[i];
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freeIndex = 0;
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while (s) {
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p = s->polys;
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//Space left in this batch?
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if ((freeIndex + p->numindecies) >= MAX_BATCH_SIZE) {
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gl_bumpdriver.drawTriangleListBase(&worldVertexDef, indexList, freeIndex, first->shader->shader, i);
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//Con_Printf("DrawBatch %i\n", freeIndex/3);
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freeIndex = 0;
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}
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memcpy(&indexList[freeIndex],p->indecies,sizeof(int)*p->numindecies);
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freeIndex += p->numindecies;
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s = s->lightmapchain;
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}
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//Draw the last batch
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if (freeIndex) {
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gl_bumpdriver.drawTriangleListBase(&worldVertexDef, indexList, freeIndex, first->shader->shader, i);
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//Con_Printf("DrawBatch %i\n", freeIndex/3);
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}
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}
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}
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void R_DrawWorldBumped() {
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transform_t trans;
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int freeIndex, i;
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lightobject_t lo;
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shader_t *lastShader;
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msurface_t *s;
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glpoly_t *p;
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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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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;
|
|
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
|
|
|
|
VectorCopy(currentshadowlight->origin, lo.objectorigin);
|
|
VectorCopy(r_refdef.vieworg, lo.objectvieworg);
|
|
|
|
for (i=0; i<currentshadowlight->numlightcmdsmesh-1; i++) {
|
|
R_DrawMeshBumped((mesh_t *)currentshadowlight->lightCmdsMesh[i].asVoid);
|
|
}
|
|
|
|
lastShader = ((msurface_t *)currentshadowlight->lightCmds[0].asVoid)->shader->shader;
|
|
freeIndex = 0;
|
|
for (i=0; i<currentshadowlight->numlightcmds-1; i++) {
|
|
s = (msurface_t *)currentshadowlight->lightCmds[i].asVoid;
|
|
p = s->polys;
|
|
if (!p) continue;
|
|
//Shader has changed, end this batch and start a new one
|
|
if ((s->shader->shader != lastShader) || ((freeIndex + p->numindecies) >= MAX_BATCH_SIZE)) {
|
|
gl_bumpdriver.drawTriangleListBump(&worldVertexDef, indexList, freeIndex, lastShader, &trans, &lo);
|
|
//Con_Printf("BumpDrawBatch %i\n", freeIndex/3);
|
|
freeIndex = 0;
|
|
}
|
|
lastShader = s->shader->shader;
|
|
memcpy(&indexList[freeIndex],p->indecies,sizeof(int)*p->numindecies);
|
|
freeIndex += p->numindecies;
|
|
}
|
|
|
|
if (freeIndex) {
|
|
gl_bumpdriver.drawTriangleListBump(&worldVertexDef, indexList, freeIndex, lastShader, &trans, &lo);
|
|
//Con_Printf("BumpDrawBatch %i\n", freeIndex/3);
|
|
}
|
|
|
|
glColor3f (1,1,1);
|
|
glDisable (GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask (1);
|
|
}
|
|
|
|
/*
|
|
void R_DrawWorldBumped () // <AWE> Function should not have parameters.
|
|
{
|
|
switch(gl_cardtype )
|
|
{
|
|
case GEFORCE3:
|
|
R_DrawWorldBumpedGF3(); // <AWE> Function has no parameters.
|
|
break;
|
|
|
|
case GEFORCE:
|
|
R_DrawWorldBumpedGF(); // <AWE> Function has no parameters.
|
|
break;
|
|
|
|
case RADEON:
|
|
R_DrawWorldBumpedRadeon();
|
|
break;
|
|
#ifndef __glx__
|
|
case PARHELIA:
|
|
R_DrawWorldBumpedParhelia();
|
|
break;
|
|
#endif
|
|
case ARB:
|
|
R_DrawWorldBumpedARB();
|
|
break;
|
|
default:
|
|
R_DrawWorldBumpedGEN();
|
|
break;
|
|
}
|
|
}
|
|
*//*
|
|
void R_DrawLightEntities (shadowlight_t *l)
|
|
{
|
|
switch(gl_cardtype )
|
|
{
|
|
case GEFORCE3:
|
|
R_DrawLightEntitiesGF3( l );
|
|
break;
|
|
|
|
case GEFORCE:
|
|
R_DrawLightEntitiesGF( l );
|
|
break;
|
|
|
|
case RADEON:
|
|
R_DrawLightEntitiesRadeon( l );
|
|
break;
|
|
#ifndef __glx__
|
|
case PARHELIA:
|
|
R_DrawLightEntitiesParhelia( l );
|
|
break;
|
|
#endif
|
|
case ARB:
|
|
R_DrawLightEntitiesARB( l );
|
|
break;
|
|
default:
|
|
R_DrawLightEntitiesGEN( l );
|
|
break;
|
|
}
|
|
}
|
|
*/
|
|
/*
|
|
void R_DrawLightEntitiesGF (shadowlight_t *l)
|
|
{
|
|
int i;
|
|
float pos[4];
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
if (!currentshadowlight->visible)
|
|
return;
|
|
|
|
glDepthMask (0);
|
|
glShadeModel (GL_SMOOTH);
|
|
|
|
//Meshes: Atten & selfshadow via vertex ligting
|
|
|
|
glEnable(GL_LIGHT0);
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
pos[0] = l->origin[0];
|
|
pos[1] = l->origin[1];
|
|
pos[2] = l->origin[2];
|
|
pos[3] = 1;
|
|
|
|
glLightfv(GL_LIGHT0, GL_POSITION,&pos[0]);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, &l->color[0]);
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, &gl_Light_Ambience2[0]);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, &gl_Light_Specular2[0]);
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
|
|
|
|
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_DrawAliasBumped);
|
|
}
|
|
}
|
|
|
|
if (R_ShouldDrawViewModel())
|
|
{
|
|
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
|
|
}
|
|
|
|
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_LIGHT0);
|
|
|
|
|
|
// Brushes: we use the same thecnique as the world
|
|
|
|
|
|
//glEnable(GL_TEXTURE_2D);
|
|
//GL_Bind(glow_texture_object);
|
|
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
//glShadeModel (GL_SMOOTH);
|
|
//glEnable(GL_ALPHA_TEST);
|
|
//glAlphaFunc(GL_GREATER,0.2);
|
|
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_DrawBrushBumped);
|
|
}
|
|
|
|
}
|
|
|
|
//reset gl state
|
|
|
|
//glAlphaFunc(GL_GREATER,0.666);//Satan!
|
|
//glDisable(GL_ALPHA_TEST);
|
|
glColor3f (1,1,1);
|
|
glDepthMask (1);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glDisable (GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
void R_DrawLightEntitiesGEN (shadowlight_t *l)
|
|
{
|
|
//Currently this is merged with the geforce2 path
|
|
R_DrawLightEntitiesGF(l);
|
|
}
|
|
*/
|
|
void R_DrawLightEntities (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_DrawAliasBumped);
|
|
}
|
|
}
|
|
|
|
if (R_ShouldDrawViewModel()) {
|
|
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
|
|
}
|
|
|
|
//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_DrawBrushBumped);
|
|
}
|
|
}
|
|
|
|
//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);
|
|
}
|