28 #include "../idlib/precompiled.h"
109 #define NO_MIXED_TEXGEN
111 #ifdef NO_MIXED_TEXGEN
125 qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
135 #ifdef NO_MIXED_TEXGEN
187 qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
323 qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
398 qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
404 qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
438 static void RB_CreateDrawInteractions(
const drawSurf_t *surf ) {
467 static void RB_RenderViewLight(
viewLight_t *vLight ) {
478 RB_LogComment(
"---------- RB_RenderViewLight 0x%p ----------\n", vLight );
526 RB_RenderViewLight( vLight );
const int GLS_DSTBLEND_ONE
#define qglTexCoordPointer
const srfTriangles_t * geo
const int GLS_DEPTHFUNC_LESS
#define qglEnableClientState
#define qglDisableClientState
stageVertexColor_t vertexColor
idCVar r_skipTranslucent("r_skipTranslucent","0", CVAR_RENDERER|CVAR_BOOL,"skip the translucent interaction rendering")
const float * ToFloatPtr(void) const
const struct drawSurf_s * localShadows
const struct drawSurf_s * globalInteractions
bool IsBlendLight() const
struct vertCache_s * ambientCache
const viewEntity_t * currentSpace
#define GL_SOURCE1_RGB_ARB
const idMaterial * lightShader
const int GLS_DEPTHFUNC_EQUAL
void RB_CreateSingleDrawInteractions(const drawSurf_t *surf, void(*DrawInteraction)(const drawInteraction_t *))
struct viewLight_s * next
idImage * ambientNormalMap
struct viewLight_s * viewLights
idImage * normalCubeMapImage
idImage * lightFalloffImage
idCVar r_useTripleTextureARB("r_useTripleTextureARB","1", CVAR_RENDERER|CVAR_BOOL,"cards with 3+ texture units do a two pass instead of three pass")
const int GLS_SRCBLEND_ONE
idImageManager * globalImages
struct vertCache_s * lightingCache
#define GL_OPERAND0_RGB_ARB
const struct drawSurf_s * translucentInteractions
void RB_ARB_DrawInteractions(void)
void RB_DrawElementsWithCounters(const srfTriangles_t *tri)
const float * ToFloatPtr(void) const
const int GLS_SRCBLEND_DST_ALPHA
#define GL_SOURCE0_RGB_ARB
const int GLS_DSTBLEND_ZERO
#define GL_PRIMARY_COLOR_ARB
void RB_LogComment(const char *comment,...)
const struct drawSurf_s * globalShadows
idVec4 lightProjection[4]
const struct drawSurf_s * localInteractions
void * Position(vertCache_t *buffer)
const struct drawSurf_s * nextOnLight
idVertexCache vertexCache
void GL_State(int stateBits)
void RB_StencilShadowPass(const drawSurf_t *drawSurfs)
idCVar r_useScissor("r_useScissor","1", CVAR_RENDERER|CVAR_BOOL,"scissor clip as portals and lights are processed")
void GL_SelectTexture(int unit)
#define GL_COMBINE_RGB_ARB
idScreenRect currentScissor
#define GL_OPERAND1_RGB_ARB
const viewDef_t * viewDef