dhewm3/neo/renderer/draw_nv10.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 "sys/platform.h"
#include "renderer/VertexCache.h"
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#include "renderer/tr_local.h"
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/*
==================
RB_RenderInteraction
backEnd.vLight
backEnd.lightScale
backEnd.depthFunc must be equal for alpha tested surfaces to work right,
it is set to lessThan for blended transparent surfaces
This expects a bumpmap stage before a diffuse stage before a specular stage
The material code is responsible for guaranteeing that, but conditional stages
can still make it invalid.
you can't blend two bumpmaps, but you can change bump maps between
blended diffuse / specular maps to get the same effect
==================
*/
static void RB_RenderInteraction( const drawSurf_t *surf ) {
const idMaterial *surfaceShader = surf->material;
const float *surfaceRegs = surf->shaderRegisters;
const viewLight_t *vLight = backEnd.vLight;
const idMaterial *lightShader = vLight->lightShader;
const float *lightRegs = vLight->shaderRegisters;
static idPlane lightProject[4]; // reused across function calls
const srfTriangles_t *tri = surf->geo;
const shaderStage_t *lastBumpStage = NULL;
RB_LogComment( "---------- RB_RenderInteraction %s on %s ----------\n",
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lightShader->GetName(), surfaceShader->GetName() );
// change the matrix and light projection vectors if needed
if ( surf->space != backEnd.currentSpace ) {
backEnd.currentSpace = surf->space;
qglLoadMatrixf( surf->space->modelViewMatrix );
for ( int i = 0 ; i < 4 ; i++ ) {
R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
}
}
// change the scissor if needed
if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
backEnd.currentScissor = surf->scissorRect;
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 );
}
// hack depth range if needed
if ( surf->space->weaponDepthHack ) {
RB_EnterWeaponDepthHack();
}
if ( surf->space->modelDepthHack != 0.0f ) {
RB_EnterModelDepthHack( surf->space->modelDepthHack );
}
// 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 ), ac->st.ToFloatPtr() );
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
// go through the individual stages
for ( int i = 0 ; i < surfaceShader->GetNumStages() ; i++ ) {
const shaderStage_t *surfaceStage = surfaceShader->GetStage( i );
// ignore ambient stages while drawing interactions
if ( surfaceStage->lighting == SL_AMBIENT ) {
continue;
}
// ignore stages that fail the condition
if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
continue;
}
//-----------------------------------------------------
//
// bump / falloff
//
//-----------------------------------------------------
if ( surfaceStage->lighting == SL_BUMP ) {
// render light falloff * bumpmap lighting
if ( surfaceStage->vertexColor != SVC_IGNORE ) {
common->Printf( "shader %s: vertexColor on a bump stage\n",
surfaceShader->GetName() );
}
// check for RGBA modulations in the stage, which are also illegal?
// save the bump map stage for the specular calculation and diffuse
// error checking
lastBumpStage = surfaceStage;
//
// ambient lights combine non-directional bump and falloff
// and write to the alpha channel
//
if ( lightShader->IsAmbientLight() ) {
GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
// texture 0 will be the per-surface bump map
GL_SelectTexture( 0 );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
// development aid
if ( r_skipBump.GetBool() ) {
globalImages->flatNormalMap->Bind();
}
// texture 1 will be the light falloff
GL_SelectTexture( 1 );
qglEnable( GL_TEXTURE_GEN_S );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
qglTexCoord2f( 0, 0.5 );
vLight->falloffImage->Bind();
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
// set the constant color to a bit of an angle
qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, tr.ambientLightVector.ToFloatPtr() );
// stage 0 sets primary_color = bump dot constant color
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_CONSTANT_COLOR0_NV, GL_EXPAND_NORMAL_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
// stage 1 alpha sets primary_color = primary_color * falloff
qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
// final combiner takes the result for the alpha channel
qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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_PRIMARY_COLOR_NV,
GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
// draw it
RB_DrawElementsWithCounters( tri );
globalImages->BindNull();
qglDisable( GL_TEXTURE_GEN_S );
GL_SelectTexture( 0 );
RB_FinishStageTexture( &surfaceStage->texture, surf );
continue;
}
//
// draw light falloff to the alpha channel
//
GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisableClientState( GL_COLOR_ARRAY );
qglEnable( GL_TEXTURE_GEN_S );
qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
qglTexCoord2f( 0, 0.5 );
vLight->falloffImage->Bind();
// make sure a combiner output doesn't step on the texture
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
// final combiner
qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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_TEXTURE0_ARB,
GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
// draw it
RB_DrawElementsWithCounters( tri );
qglDisable( GL_TEXTURE_GEN_S );
//
// 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 );
RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
// texture 1 is the normalization cube map
// the texccords are the non-normalized vector towards the light origin
GL_SelectTexture( 1 );
globalImages->normalCubeMapImage->Bind();
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
qglDisableClientState( GL_COLOR_ARRAY );
// program the nvidia register combiners
// I just want alpha = Dot( texture0, texture1 )
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
// stage 0 rgb performs the dot product
// SPARE0 = TEXTURE0 dot TEXTURE1
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
// final combiner just takes the dot result and puts it in alpha
qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_SPARE0_NV,
GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
// draw it
RB_DrawElementsWithCounters( tri );
globalImages->BindNull();
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_SelectTexture( 0 );
RB_FinishStageTexture( &surfaceStage->texture, surf );
continue;
}
if ( surfaceStage->lighting == SL_DIFFUSE ) {
if ( !lastBumpStage ) {
common->Printf( "shader %s: diffuse stage without a preceeding bumpmap stage\n",
surfaceShader->GetName() );
continue;
}
}
//-----------------------------------------------------
//
// specular exponent modification of the bump / falloff
//
//-----------------------------------------------------
if ( surfaceStage->lighting == SL_SPECULAR ) {
// put specular bump map into alpha channel, then treat as a diffuse
// allow the specular to be skipped as a user speed optimization
if ( r_skipSpecular.GetBool() ) {
continue;
}
// ambient lights don't have specular
if ( lightShader->IsAmbientLight() ) {
continue;
}
if ( !lastBumpStage ) {
common->Printf( "shader %s: specular stage without a preceeding bumpmap stage\n",
surfaceShader->GetName() );
continue;
}
GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_SRC_ALPHA | 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 );
RB_BindStageTexture( surfaceRegs, &lastBumpStage->texture, surf );
// development aid
if ( r_skipBump.GetBool() ) {
globalImages->flatNormalMap->Bind();
}
// texture 1 is the normalization cube map
// indexed by the dynamic halfangle texcoords
GL_SelectTexture( 1 );
globalImages->normalCubeMapImage->Bind();
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
qglTexCoordPointer( 4, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
// program the nvidia register combiners
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
// stage 0 rgb performs the dot product
// GL_PRIMARY_COLOR_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2
// the scale and bias steepen the specular curve
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE );
// stage 0 alpha does nothing
qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
// stage 1 rgb does nothing
qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
// stage 1 alpha takes bump * bump
// PRIMARY_COLOR = ( GL_PRIMARY_COLOR_NV * GL_PRIMARY_COLOR_NV - 0.5 ) * 2
// the scale and bias steepen the specular curve
qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE );
// final combiner
qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV,
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
// draw it
RB_DrawElementsWithCounters( tri );
globalImages->BindNull();
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
GL_SelectTexture( 0 );
RB_FinishStageTexture( &lastBumpStage->texture, surf );
// the bump map in the alpha channel is now corrupted, so a normal diffuse
// map can't be drawn unless a new bumpmap is put down
lastBumpStage = NULL;
// fall through to the common handling of diffuse and specular projected lighting
}
//-----------------------------------------------------
//
// projected light / surface color for diffuse and specular maps
//
//-----------------------------------------------------
if ( surfaceStage->lighting == SL_DIFFUSE || surfaceStage->lighting == SL_SPECULAR ) {
// 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 );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
// development aid
if ( ( surfaceStage->lighting == SL_DIFFUSE && r_skipDiffuse.GetBool() )
|| ( surfaceStage->lighting == SL_SPECULAR && r_skipSpecular.GetBool() ) ) {
globalImages->blackImage->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, 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,
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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,
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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,
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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,
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GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
qglDisableClientState( GL_COLOR_ARRAY );
}
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
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GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
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GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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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,
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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_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;
}