PDGL_API void pdglAlphaFunc(int sfac, int dfac) { if(pglAlphaFunc) { pglAlphaFunc(sfac, dfac); return; } pglAlphaFunc=pdglGetProcAddress("glAlphaFunc"); pglAlphaFunc(sfac, dfac); }
void VGUI_SetupDrawingImage( int *pColor ) { pglEnable( GL_BLEND ); pglEnable( GL_ALPHA_TEST ); pglAlphaFunc( GL_GREATER, 0.0f ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] ); }
/* ================= R_ShadowPassDrawBrushModel ================= */ void R_ShadowPassDrawBrushModel( cl_entity_t *e, const plight_t *pl ) { Vector mins, maxs; model_t *clmodel; bool rotated; clmodel = e->model; if( e->angles != g_vecZero ) { for( int i = 0; i < 3; i++ ) { mins[i] = e->origin[i] - clmodel->radius; maxs[i] = e->origin[i] + clmodel->radius; } rotated = true; } else { mins = e->origin + clmodel->mins; maxs = e->origin + clmodel->maxs; rotated = false; } if( R_CullBox( mins, maxs, RI.clipFlags )) return; if( RI.params & ( RP_SKYPORTALVIEW|RP_PORTALVIEW|RP_SCREENVIEW )) { if( rotated ) { if( R_VisCullSphere( e->origin, clmodel->radius )) return; } else { if( R_VisCullBox( mins, maxs )) return; } } if( rotated ) R_RotateForEntity( e ); else R_TranslateForEntity( e ); if( rotated ) tr.modelorg = RI.objectMatrix.VectorITransform( RI.vieworg ); else tr.modelorg = RI.vieworg - e->origin; // accumulate lit surfaces msurface_t *psurf = &clmodel->surfaces[clmodel->firstmodelsurface]; for( int i = 0; i < clmodel->nummodelsurfaces; i++, psurf++ ) { float *v; int k; if( psurf->flags & (SURF_DRAWTILED|SURF_PORTAL|SURF_REFLECT)) continue; R_AddToGrassChain( psurf, pl->frustum, pl->clipflags, false ); if( R_CullSurfaceExt( psurf, pl->frustum, 0 )) continue; // draw depth-mask on transparent textures if( psurf->flags & SURF_TRANSPARENT ) { pglEnable( GL_ALPHA_TEST ); pglEnable( GL_TEXTURE_2D ); pglAlphaFunc( GL_GREATER, 0.0f ); GL_Bind( GL_TEXTURE0, psurf->texinfo->texture->gl_texturenum ); } pglBegin( GL_POLYGON ); for( k = 0, v = psurf->polys->verts[0]; k < psurf->polys->numverts; k++, v += VERTEXSIZE ) { if( psurf->flags & SURF_TRANSPARENT ) pglTexCoord2f( v[3], v[4] ); pglVertex3fv( v ); } pglEnd(); if( psurf->flags & SURF_TRANSPARENT ) { pglDisable( GL_ALPHA_TEST ); pglDisable( GL_TEXTURE_2D ); } } R_LoadIdentity(); // restore worldmatrix }