Starting sunlight experimentation branch
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5 changed files with 210 additions and 4 deletions
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@ -1329,6 +1329,11 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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index |= LIGHTDEF_ENTITY;
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}
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if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && ((index & LIGHTDEF_USE_LIGHTMAP) || (index & LIGHTDEF_USE_LIGHT_VERTEX)))
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{
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index |= LIGHTDEF_USE_SHADOWMAP;
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}
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if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
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{
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index = LIGHTDEF_USE_LIGHTMAP;
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@ -1492,6 +1497,14 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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{
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int i;
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if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && ((pStage->glslShaderIndex & LIGHTDEF_USE_LIGHTMAP) || (pStage->glslShaderIndex & LIGHTDEF_USE_LIGHT_VERTEX)))
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{
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GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
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GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol);
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GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol);
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GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);
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}
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if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0])
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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@ -1782,11 +1795,13 @@ void RB_StageIteratorGeneric( void )
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}
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}
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#if 0
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if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && tess.shader->sort <= SS_OPAQUE
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//if ((tr.sunShadows || r_forceSunlight->value > 0.0f) && tess.shader->sort <= SS_OPAQUE
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&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) && tess.xstages[0]->glslShaderGroup == tr.lightallShader) {
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ForwardSunlight();
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}
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#endif
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//
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// now do fog
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