]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
support r_ambient in "eeepc mode"
[xonotic/darkplaces.git] / gl_rmain.c
index dab42fff2d3960358b23dbc204bcd23ed04db380..e47f2bda590b59288f4410babaf23324c1137a44 100644 (file)
@@ -5844,6 +5844,29 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t *
        rsurface.lightmapcolor4f_bufferoffset = 0;
 }
 
+static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       int i;
+       float *c, *c2;
+       if (!rsurface.lightmapcolor4f)
+               return;
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       {
+               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+               {
+                       c2[0] = c[0] + r_refdef.scene.ambient / 64.0;
+                       c2[1] = c[1] + r_refdef.scene.ambient / 64.0;
+                       c2[2] = c[2] + r_refdef.scene.ambient / 64.0;
+                       c2[3] = c[3];
+               }
+       }
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
+}
+
 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
        // TODO: optimize
@@ -6551,6 +6574,7 @@ static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **tex
                        rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
                        rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
                        GL_Color(c[0], c[1], c[2], c[3]);
+                       RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
                        RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
 
                        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)