/* ================== RB_RenderViewLight ================== */ static void RB_RenderViewLight(viewLight_t *vLight) { backEnd.vLight = vLight; // do fogging later if (vLight->lightShader->IsFogLight()) { return; } if (vLight->lightShader->IsBlendLight()) { return; } RB_LogComment("---------- RB_RenderViewLight 0x%p ----------\n", vLight); // clear the stencil buffer if needed if (vLight->globalShadows || vLight->localShadows) { backEnd.currentScissor = vLight->scissorRect; if (r_useScissor.GetBool()) { 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); } qglClear(GL_STENCIL_BUFFER_BIT); } else { // no shadows, so no need to read or write the stencil buffer // we might in theory want to use GL_ALWAYS instead of disabling // completely, to satisfy the invarience rules qglStencilFunc(GL_ALWAYS, 128, 255); } backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL; RB_StencilShadowPass(vLight->globalShadows); RB_CreateDrawInteractions(vLight->localInteractions); RB_StencilShadowPass(vLight->localShadows); RB_CreateDrawInteractions(vLight->globalInteractions); if (r_skipTranslucent.GetBool()) { return; } // disable stencil testing for translucent interactions, because // the shadow isn't calculated at their point, and the shadow // behind them may be depth fighting with a back side, so there // isn't any reasonable thing to do qglStencilFunc(GL_ALWAYS, 128, 255); backEnd.depthFunc = GLS_DEPTHFUNC_LESS; RB_CreateDrawInteractions(vLight->translucentInteractions); }
/* ================== RB_ARB2_DrawInteractions ================== */ void RB_ARB2_DrawInteractions( void ) { viewLight_t *vLight; const idMaterial *lightShader; GL_SelectTexture( 0 ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); // // for each light, perform adding and shadowing // for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) { backEnd.vLight = vLight; // do fogging later if ( vLight->lightShader->IsFogLight() ) { continue; } if ( vLight->lightShader->IsBlendLight() ) { continue; } if ( !vLight->localInteractions && !vLight->globalInteractions && !vLight->translucentInteractions ) { continue; } lightShader = vLight->lightShader; // clear the stencil buffer if needed if ( vLight->globalShadows || vLight->localShadows ) { backEnd.currentScissor = vLight->scissorRect; if ( r_useScissor.GetBool() ) { 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 ); } qglClear( GL_STENCIL_BUFFER_BIT ); } else { // no shadows, so no need to read or write the stencil buffer // we might in theory want to use GL_ALWAYS instead of disabling // completely, to satisfy the invarience rules qglStencilFunc( GL_ALWAYS, 128, 255 ); } if ( r_useShadowVertexProgram.GetBool() ) { qglEnable( GL_VERTEX_PROGRAM_ARB ); qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW ); RB_StencilShadowPass( vLight->globalShadows ); RB_ARB2_CreateDrawInteractions( vLight->localInteractions ); qglEnable( GL_VERTEX_PROGRAM_ARB ); qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW ); RB_StencilShadowPass( vLight->localShadows ); RB_ARB2_CreateDrawInteractions( vLight->globalInteractions ); qglDisable( GL_VERTEX_PROGRAM_ARB ); // if there weren't any globalInteractions, it would have stayed on } else { RB_StencilShadowPass( vLight->globalShadows ); RB_ARB2_CreateDrawInteractions( vLight->localInteractions ); RB_StencilShadowPass( vLight->localShadows ); RB_ARB2_CreateDrawInteractions( vLight->globalInteractions ); } // translucent surfaces never get stencil shadowed if ( r_skipTranslucent.GetBool() ) { continue; } qglStencilFunc( GL_ALWAYS, 128, 255 ); backEnd.depthFunc = GLS_DEPTHFUNC_LESS; RB_ARB2_CreateDrawInteractions( vLight->translucentInteractions ); backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL; } // disable stencil shadow test qglStencilFunc( GL_ALWAYS, 128, 255 ); GL_SelectTexture( 0 ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); }
/* ================== RB_R200_DrawInteractions ================== */ void RB_R200_DrawInteractions( void ) { qglEnable( GL_STENCIL_TEST ); for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) { // do fogging later if ( vLight->lightShader->IsFogLight() ) { continue; } if ( vLight->lightShader->IsBlendLight() ) { continue; } backEnd.vLight = vLight; RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight ); // clear the stencil buffer if needed if ( vLight->globalShadows || vLight->localShadows ) { backEnd.currentScissor = vLight->scissorRect; if ( r_useScissor.GetBool() ) { 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 ); } qglClear( GL_STENCIL_BUFFER_BIT ); } else { // no shadows, so no need to read or write the stencil buffer // we might in theory want to use GL_ALWAYS instead of disabling // completely, to satisfy the invarience rules qglStencilFunc( GL_ALWAYS, 128, 255 ); } if ( r_useShadowVertexProgram.GetBool() ) { qglEnable( GL_VERTEX_PROGRAM_ARB ); qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW ); RB_StencilShadowPass( vLight->globalShadows ); RB_R200_ARB_CreateDrawInteractions( vLight->localInteractions ); qglEnable( GL_VERTEX_PROGRAM_ARB ); qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW ); RB_StencilShadowPass( vLight->localShadows ); RB_R200_ARB_CreateDrawInteractions( vLight->globalInteractions ); qglDisable( GL_VERTEX_PROGRAM_ARB ); // if there weren't any globalInteractions, it would have stayed on } else { RB_StencilShadowPass( vLight->globalShadows ); RB_R200_ARB_CreateDrawInteractions( vLight->localInteractions ); RB_StencilShadowPass( vLight->localShadows ); RB_R200_ARB_CreateDrawInteractions( vLight->globalInteractions ); } if ( r_skipTranslucent.GetBool() ) { continue; } // disable stencil testing for translucent interactions, because // the shadow isn't calculated at their point, and the shadow // behind them may be depth fighting with a back side, so there // isn't any reasonable thing to do qglStencilFunc( GL_ALWAYS, 128, 255 ); RB_R200_ARB_CreateDrawInteractions( vLight->translucentInteractions ); } }