/* ===================== 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 ); }
/* ===================== 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 ); }
/* ===================== R_ObliqueProjection - adjust near plane of previously set projection matrix to perform an oblique projection ===================== */ static void R_ObliqueProjection(viewDef_t *parms) { float mvt[16]; //model view transpose idPlane pB = parms->clipPlanes[0]; idPlane cp; R_MatrixTranspose(parms->worldSpace.modelViewMatrix, mvt); R_GlobalPlaneToLocal(mvt, pB, cp); //transform plane (which is set to the surface we're mirroring about's plane) to camera space //oblique projection adjustment code idVec4 clipPlane(cp[0], cp[1], cp[2], cp[3]); idVec4 q; q[0] = ((clipPlane[0] < 0.0f ? -1.0f : clipPlane[0] > 0.0f ? 1.0f : 0.0f) + parms->projectionMatrix[8]) / parms->projectionMatrix[0]; q[1] = ((clipPlane[1] < 0.0f ? -1.0f : clipPlane[1] > 0.0f ? 1.0f : 0.0f) + parms->projectionMatrix[9]) / parms->projectionMatrix[5]; q[2] = -1.0f; q[3] = (1.0f + parms->projectionMatrix[10]) / parms->projectionMatrix[14]; // scaled plane vector float d = 2.0f / (clipPlane * q); // Replace the third row of the projection matrix parms->projectionMatrix[2] = clipPlane[0] * d; parms->projectionMatrix[6] = clipPlane[1] * d; parms->projectionMatrix[10] = clipPlane[2] * d + 1.0f; parms->projectionMatrix[14] = clipPlane[3] * d; }
/* ================= idRenderModelDecal::CreateProjectionInfo ================= */ void idRenderModelDecal::GlobalProjectionInfoToLocal( decalProjectionInfo_t &localInfo, const decalProjectionInfo_t &info, const idVec3 &origin, const idMat3 &axis ) { float modelMatrix[16]; R_AxisToModelMatrix( axis, origin, modelMatrix ); for( int j = 0; j < NUM_DECAL_BOUNDING_PLANES; j++ ) { R_GlobalPlaneToLocal( modelMatrix, info.boundingPlanes[j], localInfo.boundingPlanes[j] ); } R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[0], localInfo.fadePlanes[0] ); R_GlobalPlaneToLocal( modelMatrix, info.fadePlanes[1], localInfo.fadePlanes[1] ); R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[0], localInfo.textureAxis[0] ); R_GlobalPlaneToLocal( modelMatrix, info.textureAxis[1], localInfo.textureAxis[1] ); R_GlobalPointToLocal( modelMatrix, info.projectionOrigin, localInfo.projectionOrigin ); localInfo.projectionBounds = info.projectionBounds; localInfo.projectionBounds.TranslateSelf( -origin ); localInfo.projectionBounds.RotateSelf( axis.Transpose() ); localInfo.material = info.material; localInfo.parallel = info.parallel; localInfo.fadeDepth = info.fadeDepth; localInfo.startTime = info.startTime; localInfo.force = info.force; }
/* ===================== R_CalcInteractionCullBits We want to cull a little on the sloppy side, because the pre-clipping of geometry to the lights in dmap will give many cases that are right at the border. We throw things out on the border, because if any one vertex is clearly inside, the entire triangle will be accepted. ===================== */ void R_CalcInteractionCullBits( const idRenderEntityLocal* ent, const srfTriangles_t* tri, const idRenderLightLocal* light, srfCullInfo_t& cullInfo ) { SCOPED_PROFILE_EVENT( "R_CalcInteractionCullBits" ); if( cullInfo.cullBits != NULL ) { return; } idPlane frustumPlanes[6]; idRenderMatrix::GetFrustumPlanes( frustumPlanes, light->baseLightProject, true, true ); int frontBits = 0; // cull the triangle surface bounding box for( int i = 0; i < 6; i++ ) { R_GlobalPlaneToLocal( ent->modelMatrix, frustumPlanes[i], cullInfo.localClipPlanes[i] ); // get front bits for the whole surface if( tri->bounds.PlaneDistance( cullInfo.localClipPlanes[i] ) >= LIGHT_CLIP_EPSILON ) { frontBits |= 1 << i; } } // if the surface is completely inside the light frustum if( frontBits == ( ( 1 << 6 ) - 1 ) ) { cullInfo.cullBits = LIGHT_CULL_ALL_FRONT; return; } cullInfo.cullBits = ( byte* ) R_StaticAlloc( tri->numVerts * sizeof( cullInfo.cullBits[0] ), TAG_RENDER_INTERACTION ); memset( cullInfo.cullBits, 0, tri->numVerts * sizeof( cullInfo.cullBits[0] ) ); for( int i = 0; i < 6; i++ ) { // if completely infront of this clipping plane if( frontBits & ( 1 << i ) ) { continue; } for( int j = 0; j < tri->numVerts; j++ ) { float d = cullInfo.localClipPlanes[i].Distance( tri->verts[j].xyz ); cullInfo.cullBits[j] |= ( d < LIGHT_CLIP_EPSILON ) << i; } } }
/* ===================== R_CalcInteractionCullBits We want to cull a little on the sloppy side, because the pre-clipping of geometry to the lights in dmap will give many cases that are right at the border we throw things out on the border, because if any one vertex is clearly inside, the entire triangle will be accepted. ===================== */ void R_CalcInteractionCullBits( const idRenderEntityLocal *ent, const srfTriangles_t *tri, const idRenderLightLocal *light, srfCullInfo_t &cullInfo ) { int i, frontBits; if ( cullInfo.cullBits != NULL ) { return; } frontBits = 0; // cull the triangle surface bounding box for ( i = 0; i < 6; i++ ) { R_GlobalPlaneToLocal( ent->modelMatrix, -light->frustum[i], cullInfo.localClipPlanes[i] ); // get front bits for the whole surface if ( tri->bounds.PlaneDistance( cullInfo.localClipPlanes[i] ) >= LIGHT_CLIP_EPSILON ) { frontBits |= 1<<i; } } // if the surface is completely inside the light frustum if ( frontBits == ( ( 1 << 6 ) - 1 ) ) { cullInfo.cullBits = LIGHT_CULL_ALL_FRONT; return; } cullInfo.cullBits = (byte *) R_StaticAlloc( tri->numVerts * sizeof( cullInfo.cullBits[0] ) ); SIMDProcessor->Memset( cullInfo.cullBits, 0, tri->numVerts * sizeof( cullInfo.cullBits[0] ) ); float *planeSide = (float *) _alloca16( tri->numVerts * sizeof( float ) ); for ( i = 0; i < 6; i++ ) { // if completely infront of this clipping plane if ( frontBits & ( 1 << i ) ) { continue; } SIMDProcessor->Dot( planeSide, cullInfo.localClipPlanes[i], tri->verts, tri->numVerts ); SIMDProcessor->CmpLT( cullInfo.cullBits, i, planeSide, LIGHT_CLIP_EPSILON, tri->numVerts ); } }
/* ================== 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 ); } }
/* ================== 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(); } }
/* ============= RB_CreateSingleDrawInteractions This can be used by different draw_* backends to decompose a complex light / surface interaction into primitive interactions ============= */ void RB_CreateSingleDrawInteractions( const drawSurf_t *surf, void (*DrawInteraction)(const drawInteraction_t *) ) { 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; drawInteraction_t inter; if ( r_skipInteractions.GetBool() || !surf->geo || !surf->geo->ambientCache ) { return; } if ( tr.logFile ) { RB_LogComment( "---------- RB_CreateSingleDrawInteractions %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 ); } // 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 ) { RB_EnterModelDepthHack( surf->space->modelDepthHack ); } inter.surf = surf; inter.lightFalloffImage = vLight->falloffImage; R_GlobalPointToLocal( surf->space->modelMatrix, vLight->globalLightOrigin, inter.localLightOrigin.ToVec3() ); R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, inter.localViewOrigin.ToVec3() ); inter.localLightOrigin[3] = 0; inter.localViewOrigin[3] = 1; inter.ambientLight = lightShader->IsAmbientLight(); // the base projections may be modified by texture matrix on light stages idPlane lightProject[4]; for ( int i = 0 ; i < 4 ; i++ ) { R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] ); } for ( int lightStageNum = 0 ; lightStageNum < lightShader->GetNumStages() ; lightStageNum++ ) { const shaderStage_t *lightStage = lightShader->GetStage( lightStageNum ); // ignore stages that fail the condition if ( !lightRegs[ lightStage->conditionRegister ] ) { continue; } inter.lightImage = lightStage->texture.image; memcpy( inter.lightProjection, lightProject, sizeof( inter.lightProjection ) ); // now multiply the texgen by the light texture matrix if ( lightStage->texture.hasMatrix ) { RB_GetShaderTextureMatrix( lightRegs, &lightStage->texture, backEnd.lightTextureMatrix ); RB_BakeTextureMatrixIntoTexgen( reinterpret_cast<class idPlane *>(inter.lightProjection), backEnd.lightTextureMatrix ); } inter.bumpImage = NULL; inter.specularImage = NULL; inter.diffuseImage = NULL; inter.diffuseColor[0] = inter.diffuseColor[1] = inter.diffuseColor[2] = inter.diffuseColor[3] = 0; inter.specularColor[0] = inter.specularColor[1] = inter.specularColor[2] = inter.specularColor[3] = 0; float lightColor[4]; // backEnd.lightScale is calculated so that lightColor[] will never exceed // tr.backEndRendererMaxLight lightColor[0] = backEnd.lightScale * lightRegs[ lightStage->color.registers[0] ]; lightColor[1] = backEnd.lightScale * lightRegs[ lightStage->color.registers[1] ]; lightColor[2] = backEnd.lightScale * lightRegs[ lightStage->color.registers[2] ]; lightColor[3] = lightRegs[ lightStage->color.registers[3] ]; // go through the individual stages for ( int surfaceStageNum = 0 ; surfaceStageNum < surfaceShader->GetNumStages() ; surfaceStageNum++ ) { const shaderStage_t *surfaceStage = surfaceShader->GetStage( surfaceStageNum ); switch( surfaceStage->lighting ) { case SL_AMBIENT: { // ignore ambient stages while drawing interactions break; } case SL_BUMP: { // ignore stage that fails the condition if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) { break; } // draw any previous interaction RB_SubmittInteraction( &inter, DrawInteraction ); inter.diffuseImage = NULL; inter.specularImage = NULL; R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.bumpImage, inter.bumpMatrix, NULL ); break; } case SL_DIFFUSE: { // ignore stage that fails the condition if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) { break; } if ( inter.diffuseImage ) { RB_SubmittInteraction( &inter, DrawInteraction ); } R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.diffuseImage, inter.diffuseMatrix, inter.diffuseColor.ToFloatPtr() ); inter.diffuseColor[0] *= lightColor[0]; inter.diffuseColor[1] *= lightColor[1]; inter.diffuseColor[2] *= lightColor[2]; inter.diffuseColor[3] *= lightColor[3]; inter.vertexColor = surfaceStage->vertexColor; break; } case SL_SPECULAR: { // ignore stage that fails the condition if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) { break; } if ( inter.specularImage ) { RB_SubmittInteraction( &inter, DrawInteraction ); } R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.specularImage, inter.specularMatrix, inter.specularColor.ToFloatPtr() ); inter.specularColor[0] *= lightColor[0]; inter.specularColor[1] *= lightColor[1]; inter.specularColor[2] *= lightColor[2]; inter.specularColor[3] *= lightColor[3]; inter.vertexColor = surfaceStage->vertexColor; break; } } } // draw the final interaction RB_SubmittInteraction( &inter, DrawInteraction ); } // unhack depth range if needed if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) { RB_LeaveDepthHack(); } }
/* ============= RB_GLSL_CreateDrawInteractions ============= */ static void RB_GLSL_CreateDrawInteractions(const viewLight_t& vLight, const drawSurf_t *surf, InteractionList& interactionList ) { if (r_skipInteractions.GetBool()) { return; } for (; surf; surf = surf->nextOnLight) { const idMaterial *surfaceShader = surf->material; const float *surfaceRegs = surf->shaderRegisters; const idMaterial *lightShader = vLight.lightShader; const float *lightRegs = vLight.shaderRegisters; drawInteraction_t inter; inter.hasBumpMatrix = inter.hasDiffuseMatrix = inter.hasSpecularMatrix = false; if (!surf->geo || !surf->geo->ambientCache) { continue; } inter.surf = surf; inter.lightFalloffImage = vLight.falloffImage; R_GlobalPointToLocal( surf->space->modelMatrix, vLight.globalLightOrigin, inter.localLightOrigin.ToVec3() ); R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, inter.localViewOrigin.ToVec3() ); inter.localLightOrigin[3] = 0; inter.localViewOrigin[3] = 1; // the base projections may be modified by texture matrix on light stages idPlane lightProject[4]; for (int i = 0; i < 4; i++) { R_GlobalPlaneToLocal( surf->space->modelMatrix, vLight.lightProject[i], lightProject[i] ); } for (int lightStageNum = 0; lightStageNum < lightShader->GetNumStages(); lightStageNum++) { const shaderStage_t *lightStage = lightShader->GetStage( lightStageNum ); // ignore stages that fail the condition if (!lightRegs[lightStage->conditionRegister]) { continue; } inter.lightImage = lightStage->texture.image; memcpy( inter.lightProjection, lightProject, sizeof(inter.lightProjection) ); // now multiply the texgen by the light texture matrix if (lightStage->texture.hasMatrix) { float tmp[16]; RB_GetShaderTextureMatrix( lightRegs, &lightStage->texture, tmp ); RB_BakeTextureMatrixIntoTexgen( reinterpret_cast<class idPlane *>(inter.lightProjection), tmp ); } inter.bumpImage = NULL; inter.specularImage = NULL; inter.diffuseImage = NULL; inter.diffuseColor[0] = inter.diffuseColor[1] = inter.diffuseColor[2] = inter.diffuseColor[3] = 0; inter.specularColor[0] = inter.specularColor[1] = inter.specularColor[2] = inter.specularColor[3] = 0; float lightColor[4]; // backEnd.lightScale is calculated so that lightColor[] will never exceed // tr.backEndRendererMaxLight lightColor[0] = backEnd.lightScale * lightRegs[lightStage->color.registers[0]]; lightColor[1] = backEnd.lightScale * lightRegs[lightStage->color.registers[1]]; lightColor[2] = backEnd.lightScale * lightRegs[lightStage->color.registers[2]]; lightColor[3] = lightRegs[lightStage->color.registers[3]]; // go through the individual stages for (int surfaceStageNum = 0; surfaceStageNum < surfaceShader->GetNumStages(); surfaceStageNum++) { const shaderStage_t *surfaceStage = surfaceShader->GetStage( surfaceStageNum ); switch (surfaceStage->lighting) { case SL_AMBIENT: { // ignore ambient stages while drawing interactions break; } case SL_BUMP: { // ignore stage that fails the condition if (!surfaceRegs[surfaceStage->conditionRegister]) { break; } // draw any previous interaction RB_SubmittInteraction( &inter, interactionList, lightShader->IsAmbientLight() ); inter.diffuseImage = NULL; inter.specularImage = NULL; R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.bumpImage, inter.bumpMatrix, NULL ); inter.hasBumpMatrix = surfaceStage->texture.hasMatrix; break; } case SL_DIFFUSE: { // ignore stage that fails the condition if (!surfaceRegs[surfaceStage->conditionRegister]) { break; } if (inter.diffuseImage) { RB_SubmittInteraction( &inter, interactionList, lightShader->IsAmbientLight() ); } R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.diffuseImage, inter.diffuseMatrix, inter.diffuseColor.ToFloatPtr() ); inter.diffuseColor[0] *= lightColor[0]; inter.diffuseColor[1] *= lightColor[1]; inter.diffuseColor[2] *= lightColor[2]; inter.diffuseColor[3] *= lightColor[3]; inter.vertexColor = surfaceStage->vertexColor; inter.hasDiffuseMatrix = surfaceStage->texture.hasMatrix; break; } case SL_SPECULAR: { // ignore stage that fails the condition if (!surfaceRegs[surfaceStage->conditionRegister]) { break; } if (inter.specularImage) { RB_SubmittInteraction( &inter, interactionList, lightShader->IsAmbientLight() ); } R_SetDrawInteraction( surfaceStage, surfaceRegs, &inter.specularImage, inter.specularMatrix, inter.specularColor.ToFloatPtr() ); inter.specularColor[0] *= lightColor[0]; inter.specularColor[1] *= lightColor[1]; inter.specularColor[2] *= lightColor[2]; inter.specularColor[3] *= lightColor[3]; inter.specularColor *= r_specularScale.GetFloat(); inter.vertexColor = surfaceStage->vertexColor; inter.hasSpecularMatrix = surfaceStage->texture.hasMatrix; break; } } } // draw the final interaction RB_SubmittInteraction( &inter, interactionList, lightShader->IsAmbientLight() ); } } }