- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[2] = varray_texcoord2f[2];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[2], numverts, vertex3f, matrix_modeltoattenuationxyz);
- m.tex[3] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[3] = varray_texcoord2f[3];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[3], numverts, vertex3f, matrix_modeltoattenuationz);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
- {
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
- }
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- 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]--)
- {
- 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;
- }
- GL_LockArrays(0, 0);
- }
- else
- {
- // 2/2/2 2D combine path (any dot3 card)
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Shadow_Transform_Vertex3f_TexCoord2f(varray_texcoord2f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- 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_modeltoattenuationz);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.texcombinergb[0] = GL_REPLACE;
- m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin);
- R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(basetexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
- {
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
- }
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- 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]--)
- {
- 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;
- }
- GL_LockArrays(0, 0);
- }
- }
- if ((lighting & LIGHTING_SPECULAR) && (r_shadow_gloss.integer >= 2 || (r_shadow_gloss.integer >= 1 && glosstexture != r_shadow_blankglosstexture)))
- {
- colorscale = r_shadow_glossintensity.value;
- if (glosstexture == r_shadow_blankglosstexture)
- colorscale *= r_shadow_gloss2intensity.value;
- 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.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- // 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;
- GL_LockArrays(0, 0);
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[0] = varray_texcoord3f[0];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[0], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_State(&m);
- GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
- if (lightcubemap)
- {
- m.texcubemap[1] = R_GetTexture(lightcubemap);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltolight);
- }
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- 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]--)
- {
- 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;
- }
- GL_LockArrays(0, 0);
- }
- 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.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);
- R_Mesh_State(&m);
- GL_ColorMask(0,0,0,1);
- // this squares the result
- GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(numverts, numtriangles, elements);
- GL_LockArrays(0, 0);
- c_rt_lightmeshes++;
- c_rt_lighttris += numtriangles;
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- // 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;
- GL_LockArrays(0, 0);
-
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(glosstexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_Transform_Vertex3f_TexCoord3f(varray_texcoord3f[1], numverts, vertex3f, matrix_modeltoattenuationxyz);
- R_Mesh_State(&m);
- GL_LockArrays(0, numverts);
- 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]--)
- {
- 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;
- }
- GL_LockArrays(0, 0);
- }
- 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.pointer_vertex = vertex3f;
- m.tex[0] = R_GetTexture(bumptexture);
- m.pointer_texcoord[0] = texcoord2f;
- m.texcubemap[1] = R_GetTexture(r_shadow_normalcubetexture);
- m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
- m.pointer_texcoord[1] = varray_texcoord3f[1];
- R_Shadow_GenTexCoords_Specular_NormalCubeMap(varray_texcoord3f[1], numverts, vertex3f, svector3f, tvector3f, normal3f, relativelightorigin, relativeeyeorigin);