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OpenGL2: Fix r_lightmap.
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parent
93e1feaaad
commit
eb7408ddac
1 changed files with 28 additions and 15 deletions
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@ -1141,9 +1141,9 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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index |= LIGHTDEF_USE_SHADOWMAP;
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index |= LIGHTDEF_USE_SHADOWMAP;
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}
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}
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if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
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if (r_lightmap->integer && ((index & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP))
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{
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{
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index = LIGHTDEF_USE_LIGHTMAP;
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index = LIGHTDEF_USE_TCGEN_AND_TCMOD;
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}
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}
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sp = &pStage->glslShaderGroup[index];
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sp = &pStage->glslShaderGroup[index];
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@ -1232,19 +1232,32 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
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GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
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}
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}
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ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb );
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if (r_lightmap->integer)
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
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GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
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if (pStage->bundle[0].tcGen == TCGEN_VECTOR)
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{
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{
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vec3_t vec;
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vec4_t v;
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VectorSet4(v, 1.0f, 0.0f, 0.0f, 1.0f);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, v);
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VectorSet4(v, 0.0f, 0.0f, 0.0f, 0.0f);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, v);
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VectorCopy(pStage->bundle[0].tcGenVectors[0], vec);
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GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, TCGEN_LIGHTMAP);
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GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR0, vec);
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}
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VectorCopy(pStage->bundle[0].tcGenVectors[1], vec);
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else
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GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec);
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{
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ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
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GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
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if (pStage->bundle[0].tcGen == TCGEN_VECTOR)
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{
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vec3_t vec;
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VectorCopy(pStage->bundle[0].tcGenVectors[0], vec);
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GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR0, vec);
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VectorCopy(pStage->bundle[0].tcGenVectors[1], vec);
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GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec);
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}
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}
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}
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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@ -1294,7 +1307,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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{
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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{
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if (i == TB_LIGHTMAP)
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if (i == TB_COLORMAP)
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i);
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i);
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else
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else
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GL_BindToTMU( tr.whiteImage, i );
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GL_BindToTMU( tr.whiteImage, i );
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@ -1304,7 +1317,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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{
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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{
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if (i == TB_LIGHTMAP)
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if (i == TB_COLORMAP)
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
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else
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else
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GL_BindToTMU( tr.whiteImage, i );
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GL_BindToTMU( tr.whiteImage, i );
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