From 10beaecf9fd218553d4568589e1e94530db706e9 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Tue, 3 Aug 2010 21:58:10 +0200 Subject: [PATCH] Merge remote branch 'origin/divVerent/clevercolormod' git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10372 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=1bbdccd9f5abb88f0a91e58d0d68a3a7094d28cd --- gl_rmain.c | 145 ++++++++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 126 insertions(+), 19 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 13649502..82a05eae 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -4579,6 +4579,101 @@ extern rtexture_t *r_shadow_prepassgeometrydepthtexture; extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; +static qboolean R_BlendFuncAllowsColormod(int src, int dst) +{ + // a blendfunc allows colormod if: + // a) it can never keep the destination pixel invariant, or + // b) it can keep the destination pixel invariant, and still can do so if colormodded + // this is to prevent unintended side effects from colormod + + // in formulas: + // IF there is a (s, sa) for which for all (d, da), + // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d + // THEN, for this (s, sa) and all (colormod, d, da): + // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d + // OBVIOUSLY, this means that + // s*colormod * src(s*colormod, d, sa, da) = 0 + // dst(s*colormod, d, sa, da) = 1 + + // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code + + // main condition to leave dst color invariant: + // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d + // src == GL_ZERO: + // s * 0 + d * dst(s, d, sa, da) == d + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is a problem for GL_SRC_COLOR only + // src == GL_ONE: + // s + d * dst(s, d, sa, da) == d + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // src == GL_SRC_COLOR: + // s*s + d * dst(s, d, sa, da) == d + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // src == GL_ONE_MINUS_SRC_COLOR: + // s*(1-s) + d * dst(s, d, sa, da) == d + // => s == 0 or s == 1 + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is a problem for GL_SRC_COLOR only + // src == GL_DST_COLOR + // s*d + d * dst(s, d, sa, da) == d + // => s == 1 + // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is always a problem + // or + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // => BUT, we do not know s! We must assume it is problematic + // then... except in GL_ONE case, where we know all invariant + // cases are fine + // src == GL_ONE_MINUS_DST_COLOR + // s*(1-d) + d * dst(s, d, sa, da) == d + // => s == 0 (1-d is impossible to handle for our desired result) + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + // src == GL_SRC_ALPHA + // s*sa + d * dst(s, d, sa, da) == d + // => s == 0, or sa == 0 + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod breaks in the case GL_SRC_COLOR only + // src == GL_ONE_MINUS_SRC_ALPHA + // s*(1-sa) + d * dst(s, d, sa, da) == d + // => s == 0, or sa == 1 + // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod breaks in the case GL_SRC_COLOR only + // src == GL_DST_ALPHA + // s*da + d * dst(s, d, sa, da) == d + // => s == 0 + // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA + // => colormod is never problematic for these + + switch(src) + { + case GL_ZERO: + case GL_ONE_MINUS_SRC_COLOR: + case GL_SRC_ALPHA: + case GL_ONE_MINUS_SRC_ALPHA: + if(dst == GL_SRC_COLOR) + return false; + return true; + case GL_ONE: + case GL_SRC_COLOR: + case GL_ONE_MINUS_DST_COLOR: + case GL_DST_ALPHA: + case GL_ONE_MINUS_DST_ALPHA: + return true; + case GL_DST_COLOR: + if(dst == GL_ONE) + return true; + return false; + default: + return false; + } +} void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) { // select a permutation of the lighting shader appropriate to this @@ -4587,6 +4682,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // fragment shader on features that are not being used unsigned int permutation = 0; unsigned int mode = 0; + qboolean allow_colormod; + static float dummy_colormod[3] = {1, 1, 1}; + float *colormod = rsurface.colormod; float m16f[16]; if (rsurfacepass == RSURFPASS_BACKGROUND) { @@ -4608,6 +4706,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); + allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO); } else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY) { @@ -4643,6 +4742,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); + allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO); } else if (rsurfacepass == RSURFPASS_RTLIGHT) { @@ -4719,6 +4819,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { @@ -4785,6 +4886,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { @@ -4856,6 +4958,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { @@ -4920,6 +5023,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, R_Mesh_ColorPointer(NULL, 0, 0); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } else { @@ -5035,7 +5139,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); } + if(!allow_colormod) + colormod = dummy_colormod; switch(vid.renderpath) { case RENDERPATH_GL20: @@ -5046,8 +5153,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); // additive passes are only darkened by fog, not tinted @@ -5059,24 +5166,24 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { if (mode == SHADERMODE_FLATCOLOR) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]); } else if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); } // additive passes are only darkened by fog, not tinted @@ -5194,8 +5301,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR - if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR // additive passes are only darkened by fog, not tinted @@ -5206,24 +5313,24 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { if (mode == SHADERMODE_FLATCOLOR) { - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR } else if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR - if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR - if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR } else { - if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR - if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR } // additive passes are only darkened by fog, not tinted @@ -9502,9 +9609,6 @@ texture_t *R_GetCurrentTexture(texture_t *t) } Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha); - // don't colormod customblend textures - if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) - VectorSet(t->lightmapcolor, 1, 1, 1); VectorClear(t->dlightcolor); t->currentnumlayers = 0; if (t->currentmaterialflags & MATERIALFLAG_WALL) @@ -9531,6 +9635,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; } + // don't colormod evilblend textures + if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2)) + VectorSet(t->lightmapcolor, 1, 1, 1); depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { -- 2.39.2