Esempio n. 1
0
/*
=====================
RB_T_BasicFog

=====================
*/
static void RB_T_BasicFog( const drawSurf_t *surf ) {
	if ( backEnd.currentSpace != surf->space ) {
		idPlane	local;

		GL_SelectTexture( 0 );

		R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[0], local );
		local[3] += 0.5;
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() );

//		R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[1], local );
//		local[3] += 0.5;
local[0] = local[1] = local[2] = 0; local[3] = 0.5;
		qglTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() );

		GL_SelectTexture( 1 );

		// GL_S is constant per viewer
		R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[2], local );
		local[3] += FOG_ENTER;
		qglTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() );

		R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[3], local );
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() );
	}

	RB_T_RenderTriangleSurface( surf );
}
Esempio n. 2
0
/*
=====================
RB_T_BlendLight

=====================
*/
static void RB_T_BlendLight( const drawSurf_t *surf ) {
	const srfTriangles_t *tri;

	tri = surf->geo;

	if ( backEnd.currentSpace != surf->space ) {
		idPlane	lightProject[4];
		int		i;

		for ( i = 0 ; i < 4 ; i++ ) {
			R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
		}

		GL_SelectTexture( 0 );
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() );
		qglTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() );
		qglTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() );

		GL_SelectTexture( 1 );
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
	}

	// this gets used for both blend lights and shadow draws
	if ( tri->ambientCache ) {
		idDrawVert	*ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
		qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
	} else if ( tri->shadowCache ) {
		shadowCache_t	*sc = (shadowCache_t *)vertexCache.Position( tri->shadowCache );
		qglVertexPointer( 3, GL_FLOAT, sizeof( shadowCache_t ), sc->xyz.ToFloatPtr() );
	}

	RB_DrawElementsWithCounters( tri );
}
Esempio n. 3
0
/*
==================
RB_ARB_DrawInteraction

backEnd.vLight

backEnd.depthFunc must be equal for alpha tested surfaces to work right,
it is set to lessThan for blended transparent surfaces

==================
*/
static void RB_ARB_DrawInteraction( const drawInteraction_t *din ) {
	const drawSurf_t *surf = din->surf;
	const srfTriangles_t	*tri = din->surf->geo;

	// set the vertex arrays, which may not all be enabled on a given pass
	idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
	qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
	GL_SelectTexture( 0 );
	qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );

	//-----------------------------------------------------
	//
	// bump / falloff
	//
	//-----------------------------------------------------
	// render light falloff * bumpmap lighting

	//
	// draw light falloff to the alpha channel
	//
	GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );

	qglColor3f( 1, 1, 1 );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	qglEnable( GL_TEXTURE_GEN_S );
	qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
	qglTexCoord2f( 0, 0.5 );

// ATI R100 can't do partial texgens
#define	NO_MIXED_TEXGEN

#ifdef NO_MIXED_TEXGEN
idVec4	plane;
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 0.5;
qglEnable( GL_TEXTURE_GEN_T );
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );

plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 1;
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );

#endif

	din->lightFalloffImage->Bind();

	// draw it
	RB_DrawElementsWithCounters( tri );

	qglDisable( GL_TEXTURE_GEN_S );
#ifdef NO_MIXED_TEXGEN
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
#endif

#if 0
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK 
			| backEnd.depthFunc );
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 0 );
globalImages->normalCubeMapImage->Bind();
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
// draw it
RB_DrawElementsWithCounters( tri );
return;
#endif

	// we can't do bump mapping with standard calls, so skip it
	if ( glConfig.envDot3Available && glConfig.cubeMapAvailable ) {
		//
		// draw the bump map result onto the alpha channel
		//
		GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK 
			| backEnd.depthFunc );

		// texture 0 will be the per-surface bump map
		GL_SelectTexture( 0 );
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
//	FIXME: matrix work!	RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
		din->bumpImage->Bind();

		// texture 1 is the normalization cube map
		// the texccords are the non-normalized vector towards the light origin
		GL_SelectTexture( 1 );
		if ( din->ambientLight ) {
			globalImages->ambientNormalMap->Bind();	// fixed value
		} else {
			globalImages->normalCubeMapImage->Bind();
		}
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );

		// I just want alpha = Dot( texture0, texture1 )
		GL_TexEnv( GL_COMBINE_ARB );

		qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
		qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
		qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
		qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
		qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
		qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
		qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );

		// draw it
		RB_DrawElementsWithCounters( tri );

		GL_TexEnv( GL_MODULATE );

		globalImages->BindNull();
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

		GL_SelectTexture( 0 );
//		RB_FinishStageTexture( &surfaceStage->texture, surf );
	}

	//-----------------------------------------------------
	//
	// projected light / surface color for diffuse maps
	//
	//-----------------------------------------------------
	// don't trash alpha
	GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK 
	| backEnd.depthFunc );

	// texture 0 will get the surface color texture
	GL_SelectTexture( 0 );

	// select the vertex color source
	if ( din->vertexColor == SVC_IGNORE ) {
		qglColor4fv( din->diffuseColor.ToFloatPtr() );
	} else {
		// FIXME: does this not get diffuseColor blended in?
		qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
		qglEnableClientState( GL_COLOR_ARRAY );

		if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
			GL_TexEnv( GL_COMBINE_ARB );
			qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
			qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
			qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
			qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
			qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
			qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
		}
	}

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	// FIXME: does this not get the texture matrix?
//	RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
	din->diffuseImage->Bind();

	// texture 1 will get the light projected texture
	GL_SelectTexture( 1 );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	qglEnable( GL_TEXTURE_GEN_S );
	qglEnable( GL_TEXTURE_GEN_T );
	qglEnable( GL_TEXTURE_GEN_Q );
	qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
	qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
	qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );

	din->lightImage->Bind();

	// draw it
	RB_DrawElementsWithCounters( tri );

	qglDisable( GL_TEXTURE_GEN_S );
	qglDisable( GL_TEXTURE_GEN_T );
	qglDisable( GL_TEXTURE_GEN_Q );

	globalImages->BindNull();
	GL_SelectTexture( 0 );

	if ( din->vertexColor != SVC_IGNORE ) {
		qglDisableClientState( GL_COLOR_ARRAY );
		GL_TexEnv( GL_MODULATE );
	}

//	RB_FinishStageTexture( &surfaceStage->texture, surf );
}
Esempio n. 4
0
/*
================
RB_PrepareStageTexturing
================
*/
void RB_PrepareStageTexturing( const shaderStage_t *pStage,  const drawSurf_t *surf, idDrawVert *ac ) {
	// set privatePolygonOffset if necessary
	if ( pStage->privatePolygonOffset ) {
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
	}

	// set the texture matrix if needed
	if ( pStage->texture.hasMatrix ) {
		RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
	}

	// texgens
	if ( pStage->texture.texgen == TG_DIFFUSE_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
	}
	if ( pStage->texture.texgen == TG_SKYBOX_CUBE || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
	}
	if ( pStage->texture.texgen == TG_SCREEN ) {
		qglEnable( GL_TEXTURE_GEN_S );
		qglEnable( GL_TEXTURE_GEN_T );
		qglEnable( GL_TEXTURE_GEN_Q );

		float	mat[16], plane[4];
		myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );

		plane[0] = mat[0];
		plane[1] = mat[4];
		plane[2] = mat[8];
		plane[3] = mat[12];
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );

		plane[0] = mat[1];
		plane[1] = mat[5];
		plane[2] = mat[9];
		plane[3] = mat[13];
		qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );

		plane[0] = mat[3];
		plane[1] = mat[7];
		plane[2] = mat[11];
		plane[3] = mat[15];
		qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
	}

	if ( pStage->texture.texgen == TG_SCREEN2 ) {
		qglEnable( GL_TEXTURE_GEN_S );
		qglEnable( GL_TEXTURE_GEN_T );
		qglEnable( GL_TEXTURE_GEN_Q );

		float	mat[16], plane[4];
		myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );

		plane[0] = mat[0];
		plane[1] = mat[4];
		plane[2] = mat[8];
		plane[3] = mat[12];
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );

		plane[0] = mat[1];
		plane[1] = mat[5];
		plane[2] = mat[9];
		plane[3] = mat[13];
		qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );

		plane[0] = mat[3];
		plane[1] = mat[7];
		plane[2] = mat[11];
		plane[3] = mat[15];
		qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
	}

	if ( pStage->texture.texgen == TG_GLASSWARP ) {
		if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
			qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP );
			qglEnable( GL_FRAGMENT_PROGRAM_ARB );

			GL_SelectTexture( 2 );
			globalImages->scratchImage->Bind();

			GL_SelectTexture( 1 );
			globalImages->scratchImage2->Bind();

			qglEnable( GL_TEXTURE_GEN_S );
			qglEnable( GL_TEXTURE_GEN_T );
			qglEnable( GL_TEXTURE_GEN_Q );

			float	mat[16], plane[4];
			myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );

			plane[0] = mat[0];
			plane[1] = mat[4];
			plane[2] = mat[8];
			plane[3] = mat[12];
			qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );

			plane[0] = mat[1];
			plane[1] = mat[5];
			plane[2] = mat[9];
			plane[3] = mat[13];
			qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );

			plane[0] = mat[3];
			plane[1] = mat[7];
			plane[2] = mat[11];
			plane[3] = mat[15];
			qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );

			GL_SelectTexture( 0 );
		}
	}

	if ( pStage->texture.texgen == TG_REFLECT_CUBE ) {
		if ( tr.backEndRenderer == BE_ARB2 ) {
			// see if there is also a bump map specified
			const shaderStage_t *bumpStage = surf->material->GetBumpStage();
			if ( bumpStage ) {
				// per-pixel reflection mapping with bump mapping
				GL_SelectTexture( 1 );
				bumpStage->texture.image->Bind();
				GL_SelectTexture( 0 );

				qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
				qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
				qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );

				qglEnableVertexAttribArrayARB( 9 );
				qglEnableVertexAttribArrayARB( 10 );
				qglEnableClientState( GL_NORMAL_ARRAY );

				// Program env 5, 6, 7, 8 have been set in RB_SetProgramEnvironmentSpace

				qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT );
				qglEnable( GL_FRAGMENT_PROGRAM_ARB );
				qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT );
				qglEnable( GL_VERTEX_PROGRAM_ARB );
			} else {
				// per-pixel reflection mapping without a normal map
				qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
				qglEnableClientState( GL_NORMAL_ARRAY );

				qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT );
				qglEnable( GL_FRAGMENT_PROGRAM_ARB );
				qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT );
				qglEnable( GL_VERTEX_PROGRAM_ARB );
			}
		} else {
			qglEnable( GL_TEXTURE_GEN_S );
			qglEnable( GL_TEXTURE_GEN_T );
			qglEnable( GL_TEXTURE_GEN_R );
			qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
			qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
			qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
			qglEnableClientState( GL_NORMAL_ARRAY );
			qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );

			qglMatrixMode( GL_TEXTURE );
			float	mat[16];

			R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );

			qglLoadMatrixf( mat );
			qglMatrixMode( GL_MODELVIEW );
		}
	}
}
Esempio n. 5
0
/*
==================
RB_T_FillDepthBuffer
==================
*/
void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
	int			stage;
	const idMaterial	*shader;
	const shaderStage_t *pStage;
	const float	*regs;
	float		color[4];
	const srfTriangles_t	*tri;

	tri = surf->geo;
	shader = surf->material;

	// update the clip plane if needed
	if ( backEnd.viewDef->numClipPlanes && surf->space != backEnd.currentSpace ) {
		GL_SelectTexture( 1 );

		idPlane	plane;

		R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.viewDef->clipPlanes[0], plane );
		plane[3] += 0.5;	// the notch is in the middle
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane.ToFloatPtr() );
		GL_SelectTexture( 0 );
	}

	if ( !shader->IsDrawn() ) {
		return;
	}

	// some deforms may disable themselves by setting numIndexes = 0
	if ( !tri->numIndexes ) {
		return;
	}

	// translucent surfaces don't put anything in the depth buffer and don't
	// test against it, which makes them fail the mirror clip plane operation
	if ( shader->Coverage() == MC_TRANSLUCENT ) {
		return;
	}

	if ( !tri->ambientCache ) {
		common->Printf( "RB_T_FillDepthBuffer: !tri->ambientCache\n" );
		return;
	}

	// get the expressions for conditionals / color / texcoords
	regs = surf->shaderRegisters;

	// if all stages of a material have been conditioned off, don't do anything
	for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
		pStage = shader->GetStage(stage);
		// check the stage enable condition
		if ( regs[ pStage->conditionRegister ] != 0 ) {
			break;
		}
	}
	if ( stage == shader->GetNumStages() ) {
		return;
	}

	// set polygon offset if necessary
	if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
	}

	// subviews will just down-modulate the color buffer by overbright
	if ( shader->GetSort() == SS_SUBVIEW ) {
		GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS );
		color[0] =
		color[1] =
		color[2] = ( 1.0 / backEnd.overBright );
		color[3] = 1;
	} else {
		// others just draw black
		color[0] = 0;
		color[1] = 0;
		color[2] = 0;
		color[3] = 1;
	}

	idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
	qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
	qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );

	bool drawSolid = false;

	if ( shader->Coverage() == MC_OPAQUE ) {
		drawSolid = true;
	}

	// we may have multiple alpha tested stages
	if ( shader->Coverage() == MC_PERFORATED ) {
		// if the only alpha tested stages are condition register omitted,
		// draw a normal opaque surface
		bool	didDraw = false;

		qglEnable( GL_ALPHA_TEST );
		// perforated surfaces may have multiple alpha tested stages
		for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
			pStage = shader->GetStage(stage);

			if ( !pStage->hasAlphaTest ) {
				continue;
			}

			// check the stage enable condition
			if ( regs[ pStage->conditionRegister ] == 0 ) {
				continue;
			}

			// if we at least tried to draw an alpha tested stage,
			// we won't draw the opaque surface
			didDraw = true;

			// set the alpha modulate
			color[3] = regs[ pStage->color.registers[3] ];

			// skip the entire stage if alpha would be black
			if ( color[3] <= 0 ) {
				continue;
			}
			qglColor4fv( color );

			qglAlphaFunc( GL_GREATER, regs[ pStage->alphaTestRegister ] );

			// bind the texture
			pStage->texture.image->Bind();

			// set texture matrix and texGens
			RB_PrepareStageTexturing( pStage, surf, ac );

			// draw it
			RB_DrawElementsWithCounters( tri );

			RB_FinishStageTexturing( pStage, surf, ac );
		}
		qglDisable( GL_ALPHA_TEST );
		if ( !didDraw ) {
			drawSolid = true;
		}
	}

	// draw the entire surface solid
	if ( drawSolid ) {
		qglColor4fv( color );
		globalImages->whiteImage->Bind();

		// draw it
		RB_DrawElementsWithCounters( tri );
	}


	// reset polygon offset
	if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
		qglDisable( GL_POLYGON_OFFSET_FILL );
	}

	// reset blending
	if ( shader->GetSort() == SS_SUBVIEW ) {
		GL_State( GLS_DEPTHFUNC_LESS );
	}

}
Esempio n. 6
0
/*
==================
RB_RenderInteraction

backEnd.vLight
backEnd.lightScale


backEnd.depthFunc must be equal for alpha tested surfaces to work right,
it is set to lessThan for blended transparent surfaces

This expects a bumpmap stage before a diffuse stage before a specular stage
The material code is responsible for guaranteeing that, but conditional stages
can still make it invalid.

you can't blend two bumpmaps, but you can change bump maps between
blended diffuse / specular maps to get the same effect


==================
*/
static void RB_RenderInteraction( const drawSurf_t *surf ) {
	const idMaterial	*surfaceShader = surf->material;
	const float			*surfaceRegs = surf->shaderRegisters;
	const viewLight_t	*vLight = backEnd.vLight;
	const idMaterial	*lightShader = vLight->lightShader;
	const float			*lightRegs = vLight->shaderRegisters;
	static idPlane		lightProject[4];	// reused across function calls
	const srfTriangles_t	*tri = surf->geo;
	const shaderStage_t	*lastBumpStage = NULL;

	RB_LogComment( "---------- RB_RenderInteraction %s on %s ----------\n", 
		lightShader->GetName(), surfaceShader->GetName() );

	// change the matrix and light projection vectors if needed
	if ( surf->space != backEnd.currentSpace ) {
		backEnd.currentSpace = surf->space;
		qglLoadMatrixf( surf->space->modelViewMatrix );

		for ( int i = 0 ; i < 4 ; i++ ) {
			R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
		}
	}

	// change the scissor if needed
	if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
		backEnd.currentScissor = surf->scissorRect;
		qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1, 
			backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
			backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
			backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
	}

	// hack depth range if needed
	if ( surf->space->weaponDepthHack ) {
		RB_EnterWeaponDepthHack();
	}

	if ( surf->space->modelDepthHack != 0.0f ) {
		RB_EnterModelDepthHack( surf->space->modelDepthHack );
	}


	// set the vertex arrays, which may not all be enabled on a given pass
	idDrawVert	*ac = (idDrawVert *)vertexCache.Position(tri->ambientCache);
	qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
	GL_SelectTexture( 0 );
	qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );


	// go through the individual stages
	for ( int i = 0 ; i < surfaceShader->GetNumStages() ; i++ ) {
		const shaderStage_t	*surfaceStage = surfaceShader->GetStage( i );

		// ignore ambient stages while drawing interactions
		if ( surfaceStage->lighting == SL_AMBIENT ) {
			continue;
		}

		// ignore stages that fail the condition
		if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
			continue;
		}

		//-----------------------------------------------------
		//
		// bump / falloff
		//
		//-----------------------------------------------------
		if ( surfaceStage->lighting == SL_BUMP ) {
			// render light falloff * bumpmap lighting

			if ( surfaceStage->vertexColor != SVC_IGNORE ) {
				common->Printf( "shader %s: vertexColor on a bump stage\n",
					surfaceShader->GetName() );
			}

			// check for RGBA modulations in the stage, which are also illegal?

			// save the bump map stage for the specular calculation and diffuse
			// error checking
			lastBumpStage = surfaceStage;

			//
			// ambient lights combine non-directional bump and falloff
			// and write to the alpha channel
			//
			if ( lightShader->IsAmbientLight() ) {
				GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );

				// texture 0 will be the per-surface bump map
				GL_SelectTexture( 0 );
				qglEnableClientState( GL_TEXTURE_COORD_ARRAY );

				RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
				// development aid
				if ( r_skipBump.GetBool() ) {
					globalImages->flatNormalMap->Bind();
				}

				// texture 1 will be the light falloff
				GL_SelectTexture( 1 );

				qglEnable( GL_TEXTURE_GEN_S );
				qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
				qglTexCoord2f( 0, 0.5 );
				vLight->falloffImage->Bind();

				qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );

				// set the constant color to a bit of an angle
				qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, tr.ambientLightVector.ToFloatPtr() );

				// stage 0 sets primary_color = bump dot constant color
				qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, 
					GL_CONSTANT_COLOR0_NV, GL_EXPAND_NORMAL_NV, GL_RGB );
				qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, 
					GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
				qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, 
					GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
					GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );

				// stage 1 alpha sets primary_color = primary_color * falloff
				qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, 
					GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
				qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, 
					GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
				qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA, 
					GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
					GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );

				// final combiner takes the result for the alpha channel
				qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
					GL_UNSIGNED_IDENTITY_NV, GL_RGB );
				qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
					GL_UNSIGNED_IDENTITY_NV, GL_RGB );
				qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
					GL_UNSIGNED_IDENTITY_NV, GL_RGB );
				qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
					GL_UNSIGNED_IDENTITY_NV, GL_RGB );
				qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
					GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );

				// draw it
				RB_DrawElementsWithCounters( tri );

				globalImages->BindNull();
				qglDisable( GL_TEXTURE_GEN_S );

				GL_SelectTexture( 0 );
				RB_FinishStageTexture( &surfaceStage->texture, surf );
				continue;
			}

			//
			// draw light falloff to the alpha channel
			//
			GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
			qglDisableClientState( GL_COLOR_ARRAY );
			qglEnable( GL_TEXTURE_GEN_S );
			qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
			qglTexCoord2f( 0, 0.5 );
			vLight->falloffImage->Bind();

			// make sure a combiner output doesn't step on the texture
			qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
			qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA, 
				GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
				GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );

			// final combiner
			qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_TEXTURE0_ARB,
				GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );

			// draw it
			RB_DrawElementsWithCounters( tri );

			qglDisable( GL_TEXTURE_GEN_S );

			//
			// draw the bump map result onto the alpha channel
			//
			GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK 
				| backEnd.depthFunc );

			// texture 0 will be the per-surface bump map
			GL_SelectTexture( 0 );
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );

			// texture 1 is the normalization cube map
			// the texccords are the non-normalized vector towards the light origin
			GL_SelectTexture( 1 );
			globalImages->normalCubeMapImage->Bind();
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );

			qglDisableClientState( GL_COLOR_ARRAY );

			// program the nvidia register combiners
			// I just want alpha = Dot( texture0, texture1 )
			qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );

			// stage 0 rgb performs the dot product
			// SPARE0 = TEXTURE0 dot TEXTURE1
			qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, 
				GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
			qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, 
				GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
			qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, 
				GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
				GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );

			// final combiner just takes the dot result and puts it in alpha
			qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_SPARE0_NV,
				GL_UNSIGNED_IDENTITY_NV, GL_BLUE );

			// draw it
			RB_DrawElementsWithCounters( tri );

			globalImages->BindNull();
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

			GL_SelectTexture( 0 );
			RB_FinishStageTexture( &surfaceStage->texture, surf );
			continue;
		}

		if ( surfaceStage->lighting == SL_DIFFUSE ) {
			if ( !lastBumpStage ) {
				common->Printf( "shader %s: diffuse stage without a preceeding bumpmap stage\n",
					surfaceShader->GetName() );
				continue;
			}
		}

		//-----------------------------------------------------
		//
		// specular exponent modification of the bump / falloff
		//
		//-----------------------------------------------------
		if ( surfaceStage->lighting == SL_SPECULAR ) {
			// put specular bump map into alpha channel, then treat as a diffuse

			// allow the specular to be skipped as a user speed optimization
			if ( r_skipSpecular.GetBool() ) {
				continue;
			}

			// ambient lights don't have specular
			if ( lightShader->IsAmbientLight() ) {
				continue;
			}

			if ( !lastBumpStage ) {
				common->Printf( "shader %s: specular stage without a preceeding bumpmap stage\n",
					surfaceShader->GetName() );
				continue;
			}

			GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_SRC_ALPHA | GLS_COLORMASK | GLS_DEPTHMASK 
				| backEnd.depthFunc );

			// texture 0 will be the per-surface bump map
			GL_SelectTexture( 0 );
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			RB_BindStageTexture( surfaceRegs, &lastBumpStage->texture, surf );

			// development aid
			if ( r_skipBump.GetBool() ) {
				globalImages->flatNormalMap->Bind();
			}

			// texture 1 is the normalization cube map
			// indexed by the dynamic halfangle texcoords
			GL_SelectTexture( 1 );
			globalImages->normalCubeMapImage->Bind();
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 4, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );

			// program the nvidia register combiners
			qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );

			// stage 0 rgb performs the dot product
			// GL_PRIMARY_COLOR_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2
			// the scale and bias steepen the specular curve
			qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, 
				GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
			qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, 
				GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
			qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, 
				GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
				GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE );

			// stage 0 alpha does nothing
			qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA, 
				GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
				GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );

			// stage 1 rgb does nothing
			qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB, 
				GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
				GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );

			// stage 1 alpha takes bump * bump
			// PRIMARY_COLOR = ( GL_PRIMARY_COLOR_NV * GL_PRIMARY_COLOR_NV - 0.5 ) * 2
			// the scale and bias steepen the specular curve
			qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, 
				GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
			qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, 
				GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
			qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA, 
				GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
				GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE );

			// final combiner
			qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
				GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );

			// draw it
			RB_DrawElementsWithCounters( tri );

			globalImages->BindNull();
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

			GL_SelectTexture( 0 );

			RB_FinishStageTexture( &lastBumpStage->texture, surf );

			// the bump map in the alpha channel is now corrupted, so a normal diffuse
			// map can't be drawn unless a new bumpmap is put down
			lastBumpStage = NULL;

			// fall through to the common handling of diffuse and specular projected lighting
		}

		//-----------------------------------------------------
		//
		// projected light / surface color for diffuse and specular maps
		//
		//-----------------------------------------------------
		if ( surfaceStage->lighting == SL_DIFFUSE || surfaceStage->lighting == SL_SPECULAR ) {
			// don't trash alpha
			GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK 
			| backEnd.depthFunc );

			// texture 0 will get the surface color texture
			GL_SelectTexture( 0 );
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );

			// development aid
			if ( ( surfaceStage->lighting == SL_DIFFUSE && r_skipDiffuse.GetBool() )
				|| ( surfaceStage->lighting == SL_SPECULAR && r_skipSpecular.GetBool() ) ) {
				globalImages->blackImage->Bind();
			}

			// texture 1 will get the light projected texture
			GL_SelectTexture( 1 );
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
			qglEnable( GL_TEXTURE_GEN_S );
			qglEnable( GL_TEXTURE_GEN_T );
			qglEnable( GL_TEXTURE_GEN_Q );
			qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() );
			qglTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() );
			qglTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() );

			// texture0 * texture1 * primaryColor * constantColor
			qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );

			// SPARE0 = TEXTURE0 * PRIMARY_COLOR
			// SPARE1 = TEXTURE1 * CONSTANT_COLOR
			qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, 
				GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			// variable B will be overriden based on the stage vertexColor option
			if ( surfaceStage->vertexColor == SVC_MODULATE ) {
				qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, 
					GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
				qglEnableClientState( GL_COLOR_ARRAY );
			} else if ( surfaceStage->vertexColor == SVC_INVERSE_MODULATE ) {
				qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, 
					GL_PRIMARY_COLOR_NV, GL_UNSIGNED_INVERT_NV, GL_RGB );
				qglEnableClientState( GL_COLOR_ARRAY );
			} else {	// SVC_IGNORE
				qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, 
					GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
				qglDisableClientState( GL_COLOR_ARRAY );
			}
			qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, 
				GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, 
				GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, 
				GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV,
				GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );

			// final combiner
			qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE1_NV,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_SPARE0_NV,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_RGB );
			qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO,
				GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );

			// for all light stages, multiply the projected color by the surface
			// color, and blend with the framebuffer
			for ( int j = 0 ; j < lightShader->GetNumStages() ; j++ ) {
				const shaderStage_t	*lightStage = lightShader->GetStage( j );
				float	color[4];

				// ignore stages that fail the condition
				if ( !lightRegs[ lightStage->conditionRegister ] ) {
					continue;
				}

				// set the color to the light color times the surface color
				color[0] = backEnd.lightScale
					* lightRegs[ lightStage->color.registers[0] ]
					* surfaceRegs[ surfaceStage->color.registers[0] ];
				color[1] = backEnd.lightScale
					* lightRegs[ lightStage->color.registers[1] ]
					* surfaceRegs[ surfaceStage->color.registers[1] ];
				color[2] = backEnd.lightScale
					* lightRegs[ lightStage->color.registers[2] ]
					* surfaceRegs[ surfaceStage->color.registers[2] ];
				color[3] = 1;

				// don't draw if it would be all black
				if ( color[0] == 0 && color[1] == 0 && color[2] == 0 ) {
					continue;
				}

				qglCombinerParameterfvNV( GL_CONSTANT_COLOR1_NV, color );

				RB_BindStageTexture( lightRegs, &lightStage->texture, surf );

				RB_DrawElementsWithCounters( tri );

				RB_FinishStageTexture( &lightStage->texture, surf );
			}

			if ( surfaceStage->vertexColor != SVC_IGNORE ) {
				qglDisableClientState( GL_COLOR_ARRAY );
			}

			qglDisable( GL_TEXTURE_GEN_S );
			qglDisable( GL_TEXTURE_GEN_T );
			qglDisable( GL_TEXTURE_GEN_Q );

			globalImages->BindNull();
			GL_SelectTexture( 0 );
			RB_FinishStageTexture( &surfaceStage->texture, surf );

			continue;
		}

	}
	// unhack depth range if needed
	if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
		RB_LeaveDepthHack();
	}
}