mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
363 lines
10 KiB
C
363 lines
10 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2006 Quake2xp Team.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, 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 Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "r_local.h"
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//
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// local[0] - distortion strength (comes from cvar, 1.0 is default)
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//
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static char fragment_program_heathazemask[] =
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"!!ARBfp1.0\n"
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"OPTION ARB_precision_hint_fastest;\n"
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"TEMP R0, R1, R2;\n"
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"TEX R0, fragment.texcoord[0], texture[0], 2D;\n"
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// fetch the water texture
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"ADD R1, R0, fragment.texcoord[2];\n"
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//"TEX R1, R1, texture[2], 2D;\n" // bump 3th tex
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"TEX R1, fragment.texcoord[2], texture[2], 2D;\n" // dont bump 3th tex
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// scale offset by the distortion factor
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"MUL R0, R0, fragment.texcoord[3];\n" //error was MUL
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// apply the alpha mask
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"TEX R2, fragment.texcoord[2], texture[3], 2D;\n"
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"MUL R0, R0, R2;\n"
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// calculate the screen texcoord in the 0.0 to 1.0 range
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"MUL R2, fragment.position, program.local[0];\n"
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// offset by the scaled ds/dt and clamp it to 0.0 - 1.0
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"ADD_SAT R2, R0, R2;\n"
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// scale by the screen non-power-of-two-adjust
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"MUL R2, R2, program.local[1];\n"
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// fetch the screen texture
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"TEX R2, R2, texture[1], 2D;\n"
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"MUL R1, R1, fragment.color;\n"
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//"ADD result.color, R2, R1;\n"
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"ADD R2, R2, R1;\n"
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"MUL result.color, R2, program.local[3];\n"
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"END\n";
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/*
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// Original BeefQuake R6 (March 13 2005) GLSL program
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uniform sampler2D texImage;
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uniform sampler2D texDistort;
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void main() {
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vec4 col;
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vec4 offset;
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float x,y;
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offset = texture2D(texDistort, vec2(gl_TexCoord[1]));
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x = gl_TexCoord[0].r + offset[2];
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y = gl_TexCoord[0].g + offset[3];
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col = texture2D(texImage, vec2(x,y));
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gl_FragColor = col * gl_Color;
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}
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*/
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#if 1
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static char fragment_program_warp[] =
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"!!ARBfp1.0\n"
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//"OPTION ARB_precision_hint_fastest;\n"
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"OPTION ARB_precision_hint_nicest;\n"
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"PARAM rgbscale = program.local[0];\n"
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"TEMP offset, coord, dist, col;\n"
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"TEX offset, fragment.texcoord[1], texture[1], 2D;\n"
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"MUL offset, offset, 0.5;\n"
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// fetch the water texture
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"ADD coord.x, fragment.texcoord[0].x, offset.z;\n"
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"ADD coord.y, fragment.texcoord[0].y, offset.w;\n"
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"TEX dist, coord, texture[0], 2D;\n"
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"MUL col, dist, fragment.color;\n"
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// scale by rgbscale
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"MUL result.color, col, rgbscale;\n"
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"END\n";
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#else
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static char fragment_program_warp[] =
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"!!ARBfp1.0\n"
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//"OPTION ARB_precision_hint_fastest;\n"
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"OPTION ARB_precision_hint_nicest;\n"
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"PARAM rgbscale = program.local[0];\n"
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"TEMP offset, coord, dist, col;\n"
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"TEX offset, fragment.texcoord[0], texture[0], 2D;\n"
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"MUL offset, offset, 0.5;\n"
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// fetch the water texture
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"ADD coord.x, fragment.texcoord[1].x, offset.z;\n"
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"ADD coord.y, fragment.texcoord[1].y, offset.w;\n"
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"TEX dist, coord, texture[1], 2D;\n"
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"MUL col, dist, fragment.color;\n"
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"MUL result.color, col, rgbscale;\n"
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"END\n";
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#endif
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static char fragment_program_warp_lightmap[] =
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"!!ARBfp1.0\n"
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//"OPTION ARB_precision_hint_fastest;\n"
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"OPTION ARB_precision_hint_nicest;\n"
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"PARAM rgbscale = program.local[0];\n"
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"TEMP offset, light, coord, dist, unlit, col;\n"
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"TEX offset, fragment.texcoord[2], texture[2], 2D;\n"
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"MUL offset, offset, 0.5;\n"
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"TEX light, fragment.texcoord[1], texture[1], 2D;\n"
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"MOV light.w, 1.0;\n"
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// fetch the water texture
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"ADD coord.x, fragment.texcoord[0].x, offset.z;\n"
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"ADD coord.y, fragment.texcoord[0].y, offset.w;\n"
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"TEX dist, coord, texture[0], 2D;\n"
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"MUL unlit, dist, fragment.color;\n"
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// blend lightmap
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"MUL col, unlit, light;\n"
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// scale by rgbscale
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"MUL result.color, col, rgbscale;\n"
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"END\n";
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static char fragment_program_water_distort[] =
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"!!ARBfp1.0\n"
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// Scroll and scale the distortion texture coordinates.
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// Scroll coordinates are specified externally.
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"PARAM scroll1 = program.local[0];\n"
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"PARAM scroll2 = program.local[1];\n"
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"PARAM texScale1 = { 0.008, 0.008, 1.0, 1.0 };\n"
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"PARAM texScale2 = { 0.007, 0.007, 1.0, 1.0 };\n"
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"TEMP texCoord1;\n"
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"TEMP texCoord2;\n"
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"MUL texCoord1, fragment.texcoord[1], texScale1;\n"
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"MUL texCoord2, fragment.texcoord[1], texScale2;\n"
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"ADD texCoord1, texCoord1, scroll1;\n"
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"ADD texCoord2, texCoord2, scroll2;\n"
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// Load the distortion textures and add them together.
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"TEMP distortColor;\n"
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"TEMP distortColor2;\n"
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"TXP distortColor, texCoord1, texture[1], 2D;\n"
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"TXP distortColor2, texCoord2, texture[1], 2D;\n"
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"ADD distortColor, distortColor, distortColor2;\n"
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// Subtract 1.0 and scale by 2.0.
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// Textures will be distorted from -2.0 to 2.0 texels.
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"PARAM scaleFactor = { 2.0, 2.0, 2.0, 2.0 };\n"
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"PARAM one = { 1.0, 1.0, 1.0, 1.0 };\n"
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"SUB distortColor, distortColor, one;\n"
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"MUL distortColor, distortColor, scaleFactor;\n"
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// Apply distortion to reflection texture coordinates.
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"TEMP distortCoord;\n"
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"TEMP endColor;\n"
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"ADD distortCoord, distortColor, fragment.texcoord[0];\n"
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"TXP endColor, distortCoord, texture, 2D;\n"
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// Get a vector from the surface to the view origin
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"PARAM vieworg = program.local[2];\n"
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"TEMP eyeVec;\n"
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"TEMP trans;\n"
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"SUB eyeVec, vieworg, fragment.texcoord[1];\n"
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// Normalize the vector to the eye position
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"TEMP temp;\n"
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"TEMP invLen;\n"
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"DP3 temp, eyeVec, eyeVec;\n"
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"RSQ invLen, temp.x;\n"
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"MUL eyeVec, eyeVec, invLen;\n"
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"ABS eyeVec.z, eyeVec.z;\n" // so it works underwater, too
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// Load the ripple normal map
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"TEMP normalColor;\n"
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"TEMP normalColor2;\n"
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// Scale texture
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"MUL texCoord1, fragment.texcoord[2], texScale2;\n"
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"MUL texCoord2, fragment.texcoord[2], texScale1;\n"
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// Scroll texture
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"ADD texCoord1, texCoord1, scroll1;\n"
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"ADD texCoord2, texCoord2, scroll2;\n"
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// Get texel color
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"TXP normalColor, texCoord1, texture[2], 2D;\n"
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"TXP normalColor2, texCoord2, texture[2], 2D;\n"
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// Combine normal maps
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"ADD normalColor, normalColor, normalColor2;\n"
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"SUB normalColor, normalColor, 1.0;\n"
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// Normalize normal texture
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"DP3 temp, normalColor, normalColor;\n"
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"RSQ invLen, temp.x;\n"
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"MUL normalColor, invLen, normalColor;\n"
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// Fresenel approximation
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"DP3 trans.w, normalColor, eyeVec;\n"
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"SUB endColor.w, 1.0, trans.w;\n"
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"MAX endColor.w, endColor.w, 0.2;\n" // MAX sets the min? How odd.
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"MIN endColor.w, endColor.w, 0.8;\n" // Leave a LITTLE bit of transparency always
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// Put the color in the output (TODO: put this in final OP)
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"MOV result.color, endColor;\n"
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"END\n";
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static char vertex_program_distort[] =
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"!!ARBvp1.0\n"
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"OPTION ARB_position_invariant;\n"
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"PARAM vec = { 1.0, 0.0, 0.0, 1.0 };\n"
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"PARAM dtc = { 0.0, 0.5, 0.0, 1.0 };\n"
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"TEMP R0, R1, R2;\n"
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"MOV R0, vec;\n"
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"DP4 R0.z, vertex.position, state.matrix.modelview.row[2];\n"
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"DP4 R1, R0, state.matrix.projection.row[0];\n"
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"DP4 R2, R0, state.matrix.projection.row[3];\n"
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// don't let the recip get near zero for polygons that cross the view plane
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"MAX R2, R2, 1.0;\n"
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"RCP R2, R2.w;\n"
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"MUL R1, R1, R2;\n"
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// clamp the distance so the deformations don't get too wacky near the view
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"MIN R1, R1, 0.02;\n"
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"MOV result.texcoord[0], dtc;\n"
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"DP4 result.texcoord[0].x, vertex.texcoord[0], state.matrix.texture[0].row[0];\n"
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"DP4 result.texcoord[0].y, vertex.texcoord[0], state.matrix.texture[0].row[1];\n"
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"MOV result.texcoord[2], dtc;\n"
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"DP4 result.texcoord[2].x, vertex.texcoord[2], state.matrix.texture[2].row[0];\n"
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"DP4 result.texcoord[2].y, vertex.texcoord[2], state.matrix.texture[2].row[1];\n"
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"MUL result.texcoord[3], R1, program.local[0];\n"
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"MOV result.color, vertex.color;\n"
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"END\n";
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/*
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=============================================================================
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PROGRAM MANAGEMENT
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=============================================================================
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*/
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static char *fragment_progs[NUM_FRAGMENT_PROGRAM] =
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{
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fragment_program_heathazemask,
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fragment_program_warp,
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fragment_program_warp_lightmap,
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fragment_program_water_distort
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};
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static char *vertex_progs[NUM_VERTEX_PROGRAM] =
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{
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vertex_program_distort
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};
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GLuint fragment_programs[NUM_FRAGMENT_PROGRAM];
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GLuint vertex_programs[NUM_VERTEX_PROGRAM];
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/*
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=============
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R_Compile_ARB_Programs
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=============
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*/
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void R_Compile_ARB_Programs (void)
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{
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int i, error_pos;
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const char *errors;
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if (!glConfig.arb_fragment_program) // not supported/enabled
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return;
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// fragment programs
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qglGenProgramsARB(NUM_FRAGMENT_PROGRAM, &fragment_programs[0]);
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for (i = 0; i < NUM_FRAGMENT_PROGRAM; i++)
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{
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qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[i]);
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qglProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
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(int)strlen(fragment_progs[i]), fragment_progs[i]);
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qglGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
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if (error_pos != -1)
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{
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errors = qglGetString(GL_PROGRAM_ERROR_STRING_ARB);
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VID_Printf (PRINT_ALL, S_COLOR_RED"FragmentProgram error at position %d in shader %d\nARB_ERROR: %s\n",
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error_pos, fragment_programs[i], errors);
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qglDeleteProgramsARB(1, &fragment_programs[i]);
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break;
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}
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}
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// vertex programs
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if (glConfig.arb_vertex_program)
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{
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qglGenProgramsARB(NUM_VERTEX_PROGRAM, &vertex_programs[0]);
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for (i = 0; i < NUM_VERTEX_PROGRAM; i++)
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{
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qglBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_programs[i]);
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qglProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
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(int)strlen(vertex_progs[i]), vertex_progs[i]);
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qglGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
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if (error_pos != -1)
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{
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errors = qglGetString(GL_PROGRAM_ERROR_STRING_ARB);
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VID_Printf (PRINT_ALL, S_COLOR_RED"VertexProgram error at position %d in shader %d\nARB_ERROR: %s\n",
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error_pos, vertex_programs[i], errors);
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qglDeleteProgramsARB(1, &vertex_programs[i]);
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break;
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}
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}
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}
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VID_Printf (PRINT_ALL, "...loading ARB programs... succeeded\n");
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}
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