dhewm3/neo/renderer/draw_arb.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-12-06 16:14:59 +00:00
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
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "tr_local.h"
/*
with standard calls, we can't do bump mapping or vertex colors with
shader colors
2 texture units:
falloff
--
light cube
bump
--
light projection
diffuse
3 texture units:
light cube
bump
--
falloff
light projection
diffuse
5 texture units:
light cube
bump
falloff
light projection
diffuse
*/
/*
==================
RB_ARB_DrawInteraction
backEnd.vLight
backEnd.depthFunc must be equal for alpha tested surfaces to work right,
it is set to lessThan for blended transparent surfaces
==================
*/
static void RB_ARB_DrawInteraction( const drawInteraction_t *din ) {
//const drawSurf_t *surf = din->surf;
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const srfTriangles_t *tri = din->surf->geo;
// set the vertex arrays, which may not all be enabled on a given pass
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
GL_SelectTexture( 0 );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
//-----------------------------------------------------
//
// bump / falloff
//
//-----------------------------------------------------
// render light falloff * bumpmap lighting
//
// draw light falloff to the alpha channel
//
GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
qglColor3f( 1, 1, 1 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
qglTexCoord2f( 0, 0.5 );
// ATI R100 can't do partial texgens
#define NO_MIXED_TEXGEN
#ifdef NO_MIXED_TEXGEN
idVec4 plane;
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 0.5;
qglEnable( GL_TEXTURE_GEN_T );
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 1;
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
#endif
din->lightFalloffImage->Bind();
// draw it
RB_DrawElementsWithCounters( tri );
qglDisable( GL_TEXTURE_GEN_S );
#ifdef NO_MIXED_TEXGEN
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
#endif
#if 0
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_DEPTHMASK
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| backEnd.depthFunc );
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 0 );
globalImages->normalCubeMapImage->Bind();
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
// draw it
RB_DrawElementsWithCounters( tri );
return;
#endif
// we can't do bump mapping with standard calls, so skip it
if ( glConfig.envDot3Available && glConfig.cubeMapAvailable ) {
//
// draw the bump map result onto the alpha channel
//
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
// texture 0 will be the per-surface bump map
GL_SelectTexture( 0 );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->bumpImage->Bind();
// texture 1 is the normalization cube map
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 1 );
if ( din->ambientLight ) {
globalImages->ambientNormalMap->Bind(); // fixed value
} else {
globalImages->normalCubeMapImage->Bind();
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
// I just want alpha = Dot( texture0, texture1 )
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
// draw it
RB_DrawElementsWithCounters( tri );
GL_TexEnv( GL_MODULATE );
globalImages->BindNull();
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_SelectTexture( 0 );
// RB_FinishStageTexture( &surfaceStage->texture, surf );
}
//-----------------------------------------------------
//
// projected light / surface color for diffuse maps
//
//-----------------------------------------------------
// don't trash alpha
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
// texture 0 will get the surface color texture
GL_SelectTexture( 0 );
// select the vertex color source
if ( din->vertexColor == SVC_IGNORE ) {
qglColor4fv( din->diffuseColor.ToFloatPtr() );
} else {
// FIXME: does this not get diffuseColor blended in?
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
qglEnableClientState( GL_COLOR_ARRAY );
if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
}
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: does this not get the texture matrix?
// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->diffuseImage->Bind();
// texture 1 will get the light projected texture
GL_SelectTexture( 1 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
din->lightImage->Bind();
// draw it
RB_DrawElementsWithCounters( tri );
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
globalImages->BindNull();
GL_SelectTexture( 0 );
if ( din->vertexColor != SVC_IGNORE ) {
qglDisableClientState( GL_COLOR_ARRAY );
GL_TexEnv( GL_MODULATE );
}
// RB_FinishStageTexture( &surfaceStage->texture, surf );
}
/*
==================
RB_ARB_DrawThreeTextureInteraction
Used by radeon R100 and Intel graphics parts
backEnd.vLight
backEnd.depthFunc must be equal for alpha tested surfaces to work right,
it is set to lessThan for blended transparent surfaces
==================
*/
static void RB_ARB_DrawThreeTextureInteraction( const drawInteraction_t *din ) {
//const drawSurf_t *surf = din->surf;
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const srfTriangles_t *tri = din->surf->geo;
// set the vertex arrays, which may not all be enabled on a given pass
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
GL_SelectTexture( 0 );
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
qglColor3f( 1, 1, 1 );
//
// bump map dot cubeMap into the alpha channel
//
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
// texture 0 will be the per-surface bump map
GL_SelectTexture( 0 );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: matrix work! RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->bumpImage->Bind();
// texture 1 is the normalization cube map
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 1 );
if ( din->ambientLight ) {
globalImages->ambientNormalMap->Bind(); // fixed value
} else {
globalImages->normalCubeMapImage->Bind();
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
// I just want alpha = Dot( texture0, texture1 )
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
// draw it
RB_DrawElementsWithCounters( tri );
GL_TexEnv( GL_MODULATE );
globalImages->BindNull();
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_SelectTexture( 0 );
// RB_FinishStageTexture( &surfaceStage->texture, surf );
//-----------------------------------------------------
//
// light falloff / projected light / surface color for diffuse maps
//
//-----------------------------------------------------
// multiply result by alpha, but don't trash alpha
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
// texture 0 will get the surface color texture
GL_SelectTexture( 0 );
// select the vertex color source
if ( din->vertexColor == SVC_IGNORE ) {
qglColor4fv( din->diffuseColor.ToFloatPtr() );
} else {
// FIXME: does this not get diffuseColor blended in?
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
qglEnableClientState( GL_COLOR_ARRAY );
if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
GL_TexEnv( GL_COMBINE_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
}
}
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
// FIXME: does this not get the texture matrix?
// RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
din->diffuseImage->Bind();
// texture 1 will get the light projected texture
GL_SelectTexture( 1 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[0].ToFloatPtr() );
qglTexGenfv( GL_T, GL_OBJECT_PLANE, din->lightProjection[1].ToFloatPtr() );
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, din->lightProjection[2].ToFloatPtr() );
din->lightImage->Bind();
// texture 2 will get the light falloff texture
GL_SelectTexture( 2 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglEnable( GL_TEXTURE_GEN_T );
qglEnable( GL_TEXTURE_GEN_Q );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, din->lightProjection[3].ToFloatPtr() );
idVec4 plane;
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 0.5;
qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane.ToFloatPtr() );
plane[0] = 0;
plane[1] = 0;
plane[2] = 0;
plane[3] = 1;
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane.ToFloatPtr() );
din->lightFalloffImage->Bind();
// draw it
RB_DrawElementsWithCounters( tri );
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
globalImages->BindNull();
GL_SelectTexture( 1 );
qglDisable( GL_TEXTURE_GEN_S );
qglDisable( GL_TEXTURE_GEN_T );
qglDisable( GL_TEXTURE_GEN_Q );
globalImages->BindNull();
GL_SelectTexture( 0 );
if ( din->vertexColor != SVC_IGNORE ) {
qglDisableClientState( GL_COLOR_ARRAY );
GL_TexEnv( GL_MODULATE );
}
// RB_FinishStageTexture( &surfaceStage->texture, surf );
}
/*
==================
RB_CreateDrawInteractions
==================
*/
static void RB_CreateDrawInteractions( const drawSurf_t *surf ) {
if ( !surf ) {
return;
}
// force a space calculation
backEnd.currentSpace = NULL;
if ( r_useTripleTextureARB.GetBool() && glConfig.maxTextureUnits >= 3 ) {
for ( ; surf ; surf = surf->nextOnLight ) {
// break it up into multiple primitive draw interactions if necessary
RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawThreeTextureInteraction );
}
} else {
for ( ; surf ; surf = surf->nextOnLight ) {
// break it up into multiple primitive draw interactions if necessary
RB_CreateSingleDrawInteractions( surf, RB_ARB_DrawInteraction );
}
}
}
/*
==================
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,
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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_CreateDrawInteractions( vLight->localInteractions );
RB_StencilShadowPass( vLight->localShadows );
RB_CreateDrawInteractions( 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_CreateDrawInteractions( vLight->translucentInteractions );
}
/*
==================
RB_ARB_DrawInteractions
==================
*/
void RB_ARB_DrawInteractions( void ) {
qglEnable( GL_STENCIL_TEST );
for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
RB_RenderViewLight( vLight );
}
}