memset(&m, 0, sizeof(m));
R_Mesh_State_Texture(&m);
GL_Color(1, 1, 1, 1);
- qglColorMask(0, 0, 0, 0);
+ GL_ColorMask(0, 0, 0, 0);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
GL_DepthTest(true);
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc(GL_ALWAYS, 128, 0xFF);
r_shadowstage = SHADOWSTAGE_STENCIL;
- qglClear(GL_STENCIL_BUFFER_BIT);
+ GL_Clear(GL_STENCIL_BUFFER_BIT);
c_rt_clears++;
// LordHavoc note: many shadow volumes reside entirely inside the world
// (that is to say they are entirely bounded by their lit surfaces),
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
+ GL_ColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglDisable(GL_STENCIL_TEST);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
+ GL_ColorMask(1, 1, 1, 1);
qglDepthFunc(GL_EQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
qglEnable(GL_STENCIL_TEST);
qglPolygonOffset(0, 0);
//qglDisable(GL_POLYGON_OFFSET_FILL);
GL_Color(1, 1, 1, 1);
- qglColorMask(1, 1, 1, 1);
+ GL_ColorMask(1, 1, 1, 1);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
qglDepthFunc(GL_LEQUAL);
qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
m.pointer_texcoord[1] = varray_texcoord3f[1];
m.pointer_texcoord[2] = varray_texcoord3f[2];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, 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]--)
m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
m.pointer_texcoord[0] = varray_texcoord3f[0];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Mesh_Draw(numverts, numtriangles, elements);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, 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]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Mesh_Draw(numverts, numtriangles, elements);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(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, r_shadow_lightintensityscale.value, color2);
m.pointer_texcoord[2] = varray_texcoord2f[2];
m.pointer_texcoord[3] = varray_texcoord2f[3];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, 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]--)
m.pointer_texcoord[0] = varray_texcoord2f[0];
m.pointer_texcoord[1] = varray_texcoord2f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(0,0,0,1);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[1], numverts, vertex3f, matrix_modeltoattenuationz);
R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
}
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
VectorScale(lightcolor, 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]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(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);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
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]--)
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(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);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(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);
m.pointer_texcoord[0] = texcoord2f;
m.pointer_texcoord[1] = varray_texcoord3f[1];
R_Mesh_State_Texture(&m);
- qglColorMask(0,0,0,1);
+ GL_ColorMask(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);
}
m.pointer_texcoord[0] = texcoord2f;
R_Mesh_State_Texture(&m);
- qglColorMask(1,1,1,0);
+ GL_ColorMask(1,1,1,0);
GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
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]--)
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_STENCIL_TEST);
//qglDisable(GL_CULL_FACE);
- qglColorMask(1,1,1,1);
+ GL_ColorMask(1,1,1,1);
memset(&m, 0, sizeof(m));
R_Mesh_State_Texture(&m);
GL_Color(0,0.1,0,1);
if (stencilenabled)
{
qglEnable(GL_STENCIL_TEST);
- qglColorMask(0,0,0,0);
+ GL_ColorMask(0,0,0,0);
}
}
R_Shadow_RenderShadowMeshVolume(rtlight->static_meshchain_shadow);