int vertexupdatenum;
int r_shadow_buffer_numleafpvsbytes;
-qbyte *r_shadow_buffer_leafpvs;
+unsigned char *r_shadow_buffer_leafpvs;
int *r_shadow_buffer_leaflist;
int r_shadow_buffer_numsurfacepvsbytes;
-qbyte *r_shadow_buffer_surfacepvs;
+unsigned char *r_shadow_buffer_surfacepvs;
int *r_shadow_buffer_surfacelist;
rtexturepool_t *r_shadow_texturepool;
"\n"
"varying vec2 TexCoord;\n"
"varying myhvec3 CubeVector;\n"
-"varying myhvec3 LightVector;\n"
+"varying vec3 LightVector;\n"
"\n"
"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
"uniform vec3 EyePosition;\n"
-"varying myhvec3 EyeVector;\n"
+"varying vec3 EyeVector;\n"
"#endif\n"
"\n"
"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
"\n"
"varying vec2 TexCoord;\n"
"varying myhvec3 CubeVector;\n"
-"varying myhvec3 LightVector;\n"
+"varying vec3 LightVector;\n"
"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
-"varying myhvec3 EyeVector;\n"
+"varying vec3 EyeVector;\n"
"#endif\n"
"\n"
"void main(void)\n"
if (r_shadow_buffer_leaflist)
Mem_Free(r_shadow_buffer_leaflist);
r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
- r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+ r_shadow_buffer_leafpvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
}
if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
if (r_shadow_buffer_surfacelist)
Mem_Free(r_shadow_buffer_surfacelist);
r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
- r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+ r_shadow_buffer_surfacepvs = (unsigned char *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
}
}
{
int x, y, z, d;
float v[3], intensity;
- qbyte *data;
+ unsigned char *data;
R_FreeTexturePool(&r_shadow_texturepool);
r_shadow_texturepool = R_AllocTexturePool();
r_shadow_attenpower = r_shadow_lightattenuationpower.value;
r_shadow_attenscale = r_shadow_lightattenuationscale.value;
#define ATTEN2DSIZE 64
#define ATTEN3DSIZE 32
- data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+ data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
for (y = 0;y < ATTEN2DSIZE;y++)
{
for (x = 0;x < ATTEN2DSIZE;x++)
m.tex[1] = R_GetTexture(r_texture_white); // diffuse
m.tex[2] = R_GetTexture(r_texture_white); // gloss
m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
- // TODO: support fog (after renderer is converted to texture fog)
- m.tex[4] = R_GetTexture(r_texture_white); // fog
+ m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog
//m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
// only add a feature to the permutation if that permutation exists
// (otherwise it might end up not using a shader at all, which looks
// worse than using less features)
+ if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
+ r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
- //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
- // r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
// TODO: support fog (after renderer is converted to texture fog)
if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
{
- qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
+ qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
}
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
extern float *rsurface_normal3f;
extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
-static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg)
{
int numverts = surface->num_vertices;
float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
float *color4f = varray_color4f + 4 * surface->num_firstvertex;
float dist, dot, distintensity, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ if (r_textureunits.integer >= 3)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = DotProduct(v, v)) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- dist = sqrt(dist);
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
if ((dot = DotProduct(n, v)) > 0)
{
shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
- {
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
- }
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
-}
-
-static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = varray_color4f + 4 * surface->num_firstvertex;
- float dist, dot, distintensity, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ else if (r_textureunits.integer >= 2)
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- if ((dist = fabs(v[2])) < 1)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) > 0)
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = fabs(v[2])) < 1)
{
- shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
+ }
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
}
else
- {
- color4f[0] = ambientcolor[0] * distintensity - reduce;
- color4f[1] = ambientcolor[1] * distintensity - reduce;
- color4f[2] = ambientcolor[2] * distintensity - reduce;
- }
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
-}
-
-static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
- int numverts = surface->num_vertices;
- float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
- float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
- float *color4f = varray_color4f + 4 * surface->num_firstvertex;
- float dot, shadeintensity, v[3], n[3];
- for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+ else
{
- Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
- Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
- if ((dot = DotProduct(n, v)) > 0)
+ for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
{
- shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
- color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
- color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
- color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
- color4f[0] = bound(0, color4f[0], 1);
- color4f[1] = bound(0, color4f[1], 1);
- color4f[2] = bound(0, color4f[2], 1);
+ Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+ if ((dist = DotProduct(v, v)) < 1)
+ {
+ dist = sqrt(dist);
+ distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+ Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+ if ((dot = DotProduct(n, v)) > 0)
+ {
+ shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+ color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+ color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+ color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+ }
+ else
+ {
+ color4f[0] = ambientcolor[0] * distintensity - reduce;
+ color4f[1] = ambientcolor[1] * distintensity - reduce;
+ color4f[2] = ambientcolor[2] * distintensity - reduce;
+ }
+ if (fogenabled)
+ {
+ float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+ VectorScale(color4f, f, color4f);
+ }
+ }
+ else
+ VectorClear(color4f);
+ color4f[3] = 1;
}
- else
- VectorClear(color4f);
- color4f[3] = 1;
}
}
{
// ARB2 GLSL shader path (GFFX5200, Radeon 9500)
int surfacelistindex;
- qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
- qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
- qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
- qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+ qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+ qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+ qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
// TODO: add direct pants/shirt rendering
- if (doambientpants || dodiffusepants)
+ if (dopants)
R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
- if (doambientshirt || dodiffuseshirt)
+ if (doshirt)
R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
- if (!doambientbase && !dodiffusebase && !dospecular)
+ if (!dobase && !dospecular)
return;
R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
#endif
}
}
+ R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg);
for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
{
- if (r_textureunits.integer >= 3)
- R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
- else if (r_textureunits.integer >= 2)
- R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
- else
- R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+ int i;
+ float *c;
+#if 1
+ // due to low fillrate on the cards this vertex lighting path is
+ // designed for, we manually cull all triangles that do not
+ // contain a lit vertex
+ int draw;
+ const int *e;
+ int newnumtriangles;
+ int *newe;
+ int newelements[3072];
+ draw = false;
+ newnumtriangles = 0;
+ newe = newelements;
+ for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+ {
+ if (newnumtriangles >= 1024)
+ {
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+ GL_LockArrays(0, 0);
+ newnumtriangles = 0;
+ newe = newelements;
+ }
+ if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
+ {
+ newe[0] = e[0];
+ newe[1] = e[1];
+ newe[2] = e[2];
+ newnumtriangles++;
+ newe += 3;
+ draw = true;
+ }
+ }
+ if (newnumtriangles >= 1)
+ {
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+ GL_LockArrays(0, 0);
+ draw = true;
+ }
+ if (!draw)
+ break;
+#else
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ if (VectorLength2(c))
+ goto goodpass;
+ break;
+goodpass:
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
GL_LockArrays(0, 0);
+#endif
+ // now reduce the intensity for the next overbright pass
+ for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ {
+ c[0] = max(0, c[0] - 1);
+ c[1] = max(0, c[1] - 1);
+ c[2] = max(0, c[2] - 1);
+ }
}
}
}
int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
entity_render_t *ent = r_refdef.worldentity;
model_t *model = r_refdef.worldmodel;
- qbyte *data;
+ unsigned char *data;
// compile the light
rtlight->compiled = true;
R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
- data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+ data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
rtlight->static_numleafs = numleafs;
rtlight->static_numleafpvsbytes = numleafpvsbytes;
rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
- rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
+ rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
rtlight->static_numsurfaces = numsurfaces;
rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
if (numleafs)
vec3_t lightcolor;
int numleafs, numsurfaces;
int *leaflist, *surfacelist;
- qbyte *leafpvs;
+ unsigned char *leafpvs;
int numlightentities;
int numshadowentities;
entity_render_t *lightentities[MAX_EDICTS];
rtexture_t *R_Shadow_LoadCubemap(const char *basename)
{
int i, j, cubemapsize;
- qbyte *cubemappixels, *image_rgba;
+ unsigned char *cubemappixels, *image_rgba;
rtexture_t *cubemaptexture;
char name[256];
// must start 0 so the first loadimagepixels has no requested width/height
{
cubemapsize = image_width;
// note this clears to black, so unavailable sides are black
- cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+ cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
}
// copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
if (cubemappixels)
void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
{
float scale = r_editlights_cursorgrid.value * 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+ R_DrawSprite(GL_ONE, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
}
void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
if (!light->shadow)
intensity *= 0.5f;
- R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+ R_DrawSprite(GL_ONE, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
}
void R_Shadow_DrawLightSprites(void)