]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Remove a call to ResetProg from ShutdownServer, so after a crash you will be able...
[xonotic/darkplaces.git] / r_shadow.c
index 81f23d4827360b0a7165005dc7676be9c29d84c7..3e8cab55b3b824504b43d7e10c1a42d1cd23a075 100644 (file)
@@ -1630,7 +1630,15 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        {
                int passes = 0;
                if (r_shadow_glsl.integer && r_shadow_program_light[0])
-                       passes++; // GLSL shader path (GFFX5200, Radeon 9500)
+               {
+                       // GLSL shader path (GFFX5200, Radeon 9500)
+                       // TODO: add direct pants/shirt rendering
+                       if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                       if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                       passes++;
+               }
                else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
                {
                        // TODO: add direct pants/shirt rendering
@@ -1743,6 +1751,11 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_GLSL)
        {
                // GLSL shader path (GFFX5200, Radeon 9500)
+               // TODO: add direct pants/shirt rendering
+               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
                R_Mesh_VertexPointer(vertex3f);
                R_Mesh_TexCoordPointer(0, 2, texcoord2f);
                R_Mesh_TexCoordPointer(1, 3, svector3f);
@@ -1760,23 +1773,6 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
                c_rt_lightmeshes++;
                c_rt_lighttris += numtriangles;
-               // TODO: add direct pants/shirt rendering
-               if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-               {
-                       R_Mesh_TexBind(1, R_GetTexture(pantstexture));
-                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorpants[0], lightcolorpants[1], lightcolorpants[2]);CHECKGLERROR
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
-               if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-               {
-                       R_Mesh_TexBind(1, R_GetTexture(shirttexture));
-                       qglUniform3fARB(qglGetUniformLocationARB(r_shadow_lightprog, "LightColor"), lightcolorshirt[0], lightcolorshirt[1], lightcolorshirt[2]);CHECKGLERROR
-                       R_Mesh_Draw(firstvertex, numvertices, numtriangles, elements);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += numtriangles;
-               }
                GL_LockArrays(0, 0);
        }
        else if (r_shadowstage == R_SHADOWSTAGE_LIGHT_DOT3)
@@ -3134,6 +3130,8 @@ rtexture_t *R_Shadow_Cubemap(const char *basename)
        numcubemaps++;
        strcpy(cubemaps[i].basename, basename);
        cubemaps[i].texture = R_Shadow_LoadCubemap(cubemaps[i].basename);
+       if (!cubemaps[i].texture)
+               cubemaps[i].texture = r_texture_whitecube;
        return cubemaps[i].texture;
 }
 
@@ -3365,7 +3363,7 @@ void R_Shadow_LoadWorldLights(void)
 void R_Shadow_SaveWorldLights(void)
 {
        dlight_t *light;
-       int bufchars, bufmaxchars;
+       size_t bufchars, bufmaxchars;
        char *buf, *oldbuf;
        char name[MAX_QPATH];
        char line[1024];
@@ -3388,7 +3386,7 @@ void R_Shadow_SaveWorldLights(void)
                        sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
                else
                        sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
-               if (bufchars + (int) strlen(line) > bufmaxchars)
+               if (bufchars + strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
@@ -3407,7 +3405,7 @@ void R_Shadow_SaveWorldLights(void)
                }
        }
        if (bufchars)
-               FS_WriteFile(name, buf, bufchars);
+               FS_WriteFile(name, buf, (fs_offset_t)bufchars);
        if (buf)
                Mem_Free(buf);
 }