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-rw-r--r--src/renderergl2/tr_shade.c31
1 files changed, 29 insertions, 2 deletions
diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c
index 7d22944d..0925b6d6 100644
--- a/src/renderergl2/tr_shade.c
+++ b/src/renderergl2/tr_shade.c
@@ -812,7 +812,8 @@ static void ForwardDlight( void ) {
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
- GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
+ GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
+ GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
// where they aren't rendered
@@ -823,11 +824,36 @@ static void ForwardDlight( void ) {
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
+ // bind textures that are sampled and used in the glsl shader, and
+ // bind whiteImage to textures that are sampled but zeroed in the glsl shader
+ //
+ // alternatives:
+ // - use the last bound texture
+ // -> costs more to sample a higher res texture then throw out the result
+ // - disable texture sampling in glsl shader with #ifdefs, as before
+ // -> increases the number of shaders that must be compiled
+ //
+
if (pStage->bundle[TB_NORMALMAP].image[0])
+ {
R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
+ }
+ else if (r_normalMapping->integer)
+ GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );
if (pStage->bundle[TB_SPECULARMAP].image[0])
+ {
R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
+ }
+ else if (r_specularMapping->integer)
+ GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );
+
+ {
+ vec4_t enableTextures;
+
+ VectorSet4(enableTextures, 0.0f, 0.0f, 0.0f, 0.0f);
+ GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
+ }
if (r_dlightMode->integer >= 2)
{
@@ -1223,7 +1249,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
- GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
+ GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
+ GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
//GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);