mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
647 lines
22 KiB
C++
647 lines
22 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "tr_local.h"
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/*
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==================
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RB_RenderInteraction
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backEnd.vLight
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backEnd.lightScale
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backEnd.depthFunc must be equal for alpha tested surfaces to work right,
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it is set to lessThan for blended transparent surfaces
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This expects a bumpmap stage before a diffuse stage before a specular stage
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The material code is responsible for guaranteeing that, but conditional stages
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can still make it invalid.
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you can't blend two bumpmaps, but you can change bump maps between
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blended diffuse / specular maps to get the same effect
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==================
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*/
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static void RB_RenderInteraction( const drawSurf_t *surf ) {
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const idMaterial *surfaceShader = surf->material;
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const float *surfaceRegs = surf->shaderRegisters;
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const viewLight_t *vLight = backEnd.vLight;
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const idMaterial *lightShader = vLight->lightShader;
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const float *lightRegs = vLight->shaderRegisters;
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static idPlane lightProject[4]; // reused across function calls
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const srfTriangles_t *tri = surf->geo;
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const shaderStage_t *lastBumpStage = NULL;
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RB_LogComment( "---------- RB_RenderInteraction %s on %s ----------\n",
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lightShader->GetName(), surfaceShader->GetName() );
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// change the matrix and light projection vectors if needed
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if ( surf->space != backEnd.currentSpace ) {
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backEnd.currentSpace = surf->space;
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qglLoadMatrixf( surf->space->modelViewMatrix );
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for ( int i = 0 ; i < 4 ; i++ ) {
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R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
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}
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}
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// change the scissor if needed
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if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
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backEnd.currentScissor = surf->scissorRect;
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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
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backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
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backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
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backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
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}
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// hack depth range if needed
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if ( surf->space->weaponDepthHack ) {
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RB_EnterWeaponDepthHack();
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}
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if ( surf->space->modelDepthHack != 0.0f ) {
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RB_EnterModelDepthHack( surf->space->modelDepthHack );
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}
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// set the vertex arrays, which may not all be enabled on a given pass
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idDrawVert *ac = (idDrawVert *)vertexCache.Position(tri->ambientCache);
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
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GL_SelectTexture( 0 );
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
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// go through the individual stages
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for ( int i = 0 ; i < surfaceShader->GetNumStages() ; i++ ) {
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const shaderStage_t *surfaceStage = surfaceShader->GetStage( i );
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// ignore ambient stages while drawing interactions
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if ( surfaceStage->lighting == SL_AMBIENT ) {
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continue;
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}
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// ignore stages that fail the condition
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if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
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continue;
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}
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//-----------------------------------------------------
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//
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// bump / falloff
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//
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//-----------------------------------------------------
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if ( surfaceStage->lighting == SL_BUMP ) {
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// render light falloff * bumpmap lighting
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if ( surfaceStage->vertexColor != SVC_IGNORE ) {
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common->Printf( "shader %s: vertexColor on a bump stage\n",
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surfaceShader->GetName() );
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}
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// check for RGBA modulations in the stage, which are also illegal?
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// save the bump map stage for the specular calculation and diffuse
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// error checking
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lastBumpStage = surfaceStage;
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//
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// ambient lights combine non-directional bump and falloff
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// and write to the alpha channel
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//
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if ( lightShader->IsAmbientLight() ) {
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GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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// development aid
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if ( r_skipBump.GetBool() ) {
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globalImages->flatNormalMap->Bind();
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}
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// texture 1 will be the light falloff
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GL_SelectTexture( 1 );
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qglEnable( GL_TEXTURE_GEN_S );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
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qglTexCoord2f( 0, 0.5 );
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vLight->falloffImage->Bind();
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
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// set the constant color to a bit of an angle
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qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, tr.ambientLightVector.ToFloatPtr() );
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// stage 0 sets primary_color = bump dot constant color
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_CONSTANT_COLOR0_NV, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
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// stage 1 alpha sets primary_color = primary_color * falloff
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// final combiner takes the result for the alpha channel
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qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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// draw it
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RB_DrawElementsWithCounters( tri );
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globalImages->BindNull();
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qglDisable( GL_TEXTURE_GEN_S );
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GL_SelectTexture( 0 );
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RB_FinishStageTexture( &surfaceStage->texture, surf );
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continue;
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}
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//
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// draw light falloff to the alpha channel
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//
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GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglDisableClientState( GL_COLOR_ARRAY );
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qglEnable( GL_TEXTURE_GEN_S );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
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qglTexCoord2f( 0, 0.5 );
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vLight->falloffImage->Bind();
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// make sure a combiner output doesn't step on the texture
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// final combiner
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qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_TEXTURE0_ARB,
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GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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// draw it
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RB_DrawElementsWithCounters( tri );
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qglDisable( GL_TEXTURE_GEN_S );
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//
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// draw the bump map result onto the alpha channel
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//
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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// texture 1 is the normalization cube map
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// the texccords are the non-normalized vector towards the light origin
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GL_SelectTexture( 1 );
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globalImages->normalCubeMapImage->Bind();
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
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qglDisableClientState( GL_COLOR_ARRAY );
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// program the nvidia register combiners
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// I just want alpha = Dot( texture0, texture1 )
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
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// stage 0 rgb performs the dot product
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// SPARE0 = TEXTURE0 dot TEXTURE1
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
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// final combiner just takes the dot result and puts it in alpha
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_SPARE0_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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// draw it
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RB_DrawElementsWithCounters( tri );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 0 );
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RB_FinishStageTexture( &surfaceStage->texture, surf );
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continue;
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}
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if ( surfaceStage->lighting == SL_DIFFUSE ) {
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if ( !lastBumpStage ) {
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common->Printf( "shader %s: diffuse stage without a preceeding bumpmap stage\n",
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surfaceShader->GetName() );
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continue;
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}
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}
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//-----------------------------------------------------
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//
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// specular exponent modification of the bump / falloff
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//
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//-----------------------------------------------------
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if ( surfaceStage->lighting == SL_SPECULAR ) {
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// put specular bump map into alpha channel, then treat as a diffuse
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// allow the specular to be skipped as a user speed optimization
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if ( r_skipSpecular.GetBool() ) {
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continue;
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}
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// ambient lights don't have specular
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if ( lightShader->IsAmbientLight() ) {
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continue;
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}
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if ( !lastBumpStage ) {
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common->Printf( "shader %s: specular stage without a preceeding bumpmap stage\n",
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surfaceShader->GetName() );
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continue;
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}
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_SRC_ALPHA | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &lastBumpStage->texture, surf );
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// development aid
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if ( r_skipBump.GetBool() ) {
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globalImages->flatNormalMap->Bind();
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}
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// texture 1 is the normalization cube map
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// indexed by the dynamic halfangle texcoords
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GL_SelectTexture( 1 );
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globalImages->normalCubeMapImage->Bind();
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 4, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
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// program the nvidia register combiners
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
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// stage 0 rgb performs the dot product
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// GL_PRIMARY_COLOR_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2
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// the scale and bias steepen the specular curve
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE );
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// stage 0 alpha does nothing
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// stage 1 rgb does nothing
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qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// stage 1 alpha takes bump * bump
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// PRIMARY_COLOR = ( GL_PRIMARY_COLOR_NV * GL_PRIMARY_COLOR_NV - 0.5 ) * 2
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// the scale and bias steepen the specular curve
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE );
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// final combiner
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qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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// draw it
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RB_DrawElementsWithCounters( tri );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 0 );
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RB_FinishStageTexture( &lastBumpStage->texture, surf );
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// the bump map in the alpha channel is now corrupted, so a normal diffuse
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// map can't be drawn unless a new bumpmap is put down
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lastBumpStage = NULL;
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// fall through to the common handling of diffuse and specular projected lighting
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}
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//-----------------------------------------------------
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//
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// projected light / surface color for diffuse and specular maps
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//
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//-----------------------------------------------------
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if ( surfaceStage->lighting == SL_DIFFUSE || surfaceStage->lighting == SL_SPECULAR ) {
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// don't trash alpha
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will get the surface color texture
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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// development aid
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if ( ( surfaceStage->lighting == SL_DIFFUSE && r_skipDiffuse.GetBool() )
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|| ( surfaceStage->lighting == SL_SPECULAR && r_skipSpecular.GetBool() ) ) {
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globalImages->blackImage->Bind();
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}
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// texture 1 will get the light projected texture
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GL_SelectTexture( 1 );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
|
|
qglEnable( GL_TEXTURE_GEN_Q );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() );
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() );
|
|
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() );
|
|
|
|
// texture0 * texture1 * primaryColor * constantColor
|
|
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
|
|
|
|
// SPARE0 = TEXTURE0 * PRIMARY_COLOR
|
|
// SPARE1 = TEXTURE1 * CONSTANT_COLOR
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
|
|
GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
// variable B will be overriden based on the stage vertexColor option
|
|
if ( surfaceStage->vertexColor == SVC_MODULATE ) {
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
|
|
GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
} else if ( surfaceStage->vertexColor == SVC_INVERSE_MODULATE ) {
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
|
|
GL_PRIMARY_COLOR_NV, GL_UNSIGNED_INVERT_NV, GL_RGB );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
} else { // SVC_IGNORE
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
|
|
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
|
|
GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
|
|
GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
|
|
GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV,
|
|
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
|
|
// final combiner
|
|
qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE1_NV,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_SPARE0_NV,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
|
|
|
|
// for all light stages, multiply the projected color by the surface
|
|
// color, and blend with the framebuffer
|
|
for ( int j = 0 ; j < lightShader->GetNumStages() ; j++ ) {
|
|
const shaderStage_t *lightStage = lightShader->GetStage( j );
|
|
float color[4];
|
|
|
|
// ignore stages that fail the condition
|
|
if ( !lightRegs[ lightStage->conditionRegister ] ) {
|
|
continue;
|
|
}
|
|
|
|
// set the color to the light color times the surface color
|
|
color[0] = backEnd.lightScale
|
|
* lightRegs[ lightStage->color.registers[0] ]
|
|
* surfaceRegs[ surfaceStage->color.registers[0] ];
|
|
color[1] = backEnd.lightScale
|
|
* lightRegs[ lightStage->color.registers[1] ]
|
|
* surfaceRegs[ surfaceStage->color.registers[1] ];
|
|
color[2] = backEnd.lightScale
|
|
* lightRegs[ lightStage->color.registers[2] ]
|
|
* surfaceRegs[ surfaceStage->color.registers[2] ];
|
|
color[3] = 1;
|
|
|
|
// don't draw if it would be all black
|
|
if ( color[0] == 0 && color[1] == 0 && color[2] == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
qglCombinerParameterfvNV( GL_CONSTANT_COLOR1_NV, color );
|
|
|
|
RB_BindStageTexture( lightRegs, &lightStage->texture, surf );
|
|
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
RB_FinishStageTexture( &lightStage->texture, surf );
|
|
}
|
|
|
|
if ( surfaceStage->vertexColor != SVC_IGNORE ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
qglDisable( GL_TEXTURE_GEN_Q );
|
|
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 0 );
|
|
RB_FinishStageTexture( &surfaceStage->texture, surf );
|
|
|
|
continue;
|
|
}
|
|
|
|
}
|
|
// unhack depth range if needed
|
|
if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
|
|
RB_LeaveDepthHack();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_RenderInteractionList
|
|
==================
|
|
*/
|
|
static void RB_RenderInteractionList( const drawSurf_t *surf ) {
|
|
if ( !surf ) {
|
|
return;
|
|
}
|
|
|
|
qglEnable( GL_REGISTER_COMBINERS_NV );
|
|
|
|
// force a space calculation for light vectors
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for ( const drawSurf_t *s = surf ; s ; s = s->nextOnLight ) {
|
|
RB_RenderInteraction( s );
|
|
}
|
|
|
|
qglDisable( GL_REGISTER_COMBINERS_NV );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_RenderViewLight
|
|
|
|
==================
|
|
*/
|
|
static void RB_RenderViewLight( viewLight_t *vLight ) {
|
|
backEnd.vLight = vLight;
|
|
|
|
// do fogging later
|
|
if ( vLight->lightShader->IsFogLight() ) {
|
|
return;
|
|
}
|
|
if ( vLight->lightShader->IsBlendLight() ) {
|
|
return;
|
|
}
|
|
|
|
RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
|
|
|
|
// clear the stencil buffer if needed
|
|
if ( vLight->globalShadows || vLight->localShadows ) {
|
|
backEnd.currentScissor = vLight->scissorRect;
|
|
if ( r_useScissor.GetBool() ) {
|
|
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
|
|
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
|
|
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
|
|
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
|
|
}
|
|
qglClear( GL_STENCIL_BUFFER_BIT );
|
|
} else {
|
|
// no shadows, so no need to read or write the stencil buffer
|
|
// we might in theory want to use GL_ALWAYS instead of disabling
|
|
// completely, to satisfy the invarience rules
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
}
|
|
|
|
backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
|
|
RB_StencilShadowPass( vLight->globalShadows );
|
|
RB_RenderInteractionList( vLight->localInteractions );
|
|
RB_StencilShadowPass( vLight->localShadows );
|
|
RB_RenderInteractionList( vLight->globalInteractions );
|
|
|
|
if ( r_skipTranslucent.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
// disable stencil testing for translucent interactions, because
|
|
// the shadow isn't calculated at their point, and the shadow
|
|
// behind them may be depth fighting with a back side, so there
|
|
// isn't any reasonable thing to do
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
|
|
RB_RenderInteractionList( vLight->translucentInteractions );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_NV10_DrawInteractions
|
|
==================
|
|
*/
|
|
void RB_NV10_DrawInteractions( void ) {
|
|
qglEnable( GL_STENCIL_TEST );
|
|
|
|
for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
|
|
RB_RenderViewLight( vLight );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
R_NV10_Init
|
|
|
|
==================
|
|
*/
|
|
void R_NV10_Init( void ) {
|
|
glConfig.allowNV10Path = false;
|
|
|
|
if ( !glConfig.registerCombinersAvailable ) {
|
|
return;
|
|
}
|
|
|
|
glConfig.allowNV10Path = true;
|
|
}
|