+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ }
+ else
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_ColorPointer(varray_color4f);
+ VectorScale(lightcolor, r_colorscale * r_shadow_lightintensityscale.value, color2);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(basetexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ if (r_textureunits.integer >= 2)
+ {
+ // voodoo2
+ m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
+ m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ }
+ R_Mesh_State_Texture(&m);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ if (r_textureunits.integer >= 2)
+ R_Shadow_VertexLightingWithXYAttenuationTexture(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ else
+ R_Shadow_VertexLighting(numverts, vertex3f, normal3f, color, matrix_modeltofilter);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+}
+
+void R_Shadow_SpecularLighting(int numverts, int numtriangles, const int *elements, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, const float *relativelightorigin, const float *relativeeyeorigin, float lightradius, const float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *glosstexture, rtexture_t *bumptexture, rtexture_t *lightcubemap)
+{
+ int renders;
+ float color[3], color2[3], colorscale;
+ rmeshstate_t m;
+ if (!gl_dot3arb || !gl_texturecubemap || !gl_combine.integer || !gl_stencil)
+ return;
+ if (!glosstexture)
+ glosstexture = r_shadow_blankglosstexture;
+ if (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture))
+ {
+ colorscale = r_colorscale * r_shadow_glossintensity.value;
+ if (!bumptexture)
+ bumptexture = r_shadow_blankbumptexture;
+ if (glosstexture == r_shadow_blankglosstexture)
+ colorscale *= r_shadow_gloss2intensity.value;
+ GL_VertexPointer(vertex3f);
+ GL_Color(1,1,1,1);
+ if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/1/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = varray_texcoord3f[0];
+ R_Mesh_State_Texture(&m);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.texcubemap[1] = R_GetTexture(lightcubemap);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = lightcubemap ? varray_texcoord3f[1] : NULL;
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ if (lightcubemap)
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltofilter);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && !lightcubemap /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2 3D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(0,0,0,1);
+ // this squares the result
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
+ R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+ // square alpha in framebuffer a few times to make it shiny
+ GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
+ // these comments are a test run through this math for intensity 0.5
+ // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
+ // 0.25 * 0.25 = 0.0625 (this is another pass)
+ // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(glosstexture);
+ m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);
+ qglColorMask(1,1,1,0);
+ GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
+ R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
+ VectorScale(lightcolor, colorscale, color2);
+ for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
+ {
+ color[0] = bound(0, color2[0], 1);
+ color[1] = bound(0, color2[1], 1);
+ color[2] = bound(0, color2[2], 1);
+ GL_Color(color[0], color[1], color[2], 1);
+ R_Mesh_Draw(numverts, numtriangles, elements);
+ c_rt_lightmeshes++;
+ c_rt_lighttris += numtriangles;
+ }
+ }
+ else if (r_textureunits.integer >= 2 /*&& gl_support_blendsquare*/) // FIXME: detect blendsquare!
+ {
+ // 2/0/0/2/2 2D combine blendsquare path
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(bumptexture);
+ m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
+ m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
+ m.pointer_texcoord[0] = texcoord2f;
+ m.pointer_texcoord[1] = varray_texcoord3f[1];
+ R_Mesh_State_Texture(&m);