2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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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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2011-12-16 22:28:29 +00:00
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#include "sys/platform.h"
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#include "renderer/VertexCache.h"
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2011-11-22 21:28:15 +00:00
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2011-12-16 22:28:29 +00:00
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#include "renderer/tr_local.h"
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2011-11-22 21:28:15 +00:00
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2024-07-01 23:59:50 +00:00
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// DG: if this is defined, the soft particle shaders will be compiled into the executable
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// otherwise soft_particle.vfp will be opened as a file just like the other shaders
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// (useful when tweaking that shader - when loaded from disk, you can use `reloadARBprograms`
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// instead of recompiling the executable)
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#ifndef D3_INTEGRATE_SOFTPART_SHADERS
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#define D3_INTEGRATE_SOFTPART_SHADERS 1
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#endif
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2011-11-22 21:28:15 +00:00
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/*
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=========================================================================================
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GENERAL INTERACTION RENDERING
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=========================================================================================
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*/
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/*
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====================
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GL_SelectTextureNoClient
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====================
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*/
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static void GL_SelectTextureNoClient( int unit ) {
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backEnd.glState.currenttmu = unit;
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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}
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/*
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==================
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RB_ARB2_DrawInteraction
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==================
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*/
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void RB_ARB2_DrawInteraction( const drawInteraction_t *din ) {
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// load all the vertex program parameters
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, din->localLightOrigin.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_VIEW_ORIGIN, din->localViewOrigin.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_S, din->lightProjection[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_T, din->lightProjection[1].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_Q, din->lightProjection[2].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_FALLOFF_S, din->lightProjection[3].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_S, din->specularMatrix[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_T, din->specularMatrix[1].ToFloatPtr() );
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// testing fragment based normal mapping
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if ( r_testARBProgram.GetBool() ) {
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 2, din->localLightOrigin.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 3, din->localViewOrigin.ToFloatPtr() );
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}
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static const float zero[4] = { 0, 0, 0, 0 };
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static const float one[4] = { 1, 1, 1, 1 };
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static const float negOne[4] = { -1, -1, -1, -1 };
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switch ( din->vertexColor ) {
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case SVC_IGNORE:
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, zero );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
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break;
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case SVC_MODULATE:
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, one );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, zero );
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break;
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case SVC_INVERSE_MODULATE:
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, negOne );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
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break;
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}
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// set the constant colors
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, din->diffuseColor.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, din->specularColor.ToFloatPtr() );
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2021-06-15 01:24:36 +00:00
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// DG: brightness and gamma in shader as program.env[4]
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if ( r_gammaInShader.GetBool() ) {
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// program.env[4].xyz are all r_brightness, program.env[4].w is 1.0/r_gamma
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float parm[4];
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parm[0] = parm[1] = parm[2] = r_brightness.GetFloat();
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parm[3] = 1.0/r_gamma.GetFloat(); // 1.0/gamma so the shader doesn't have to do this calculation
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2024-06-13 22:12:00 +00:00
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, PP_GAMMA_BRIGHTNESS, parm );
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2021-06-15 01:24:36 +00:00
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}
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2011-11-22 21:28:15 +00:00
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// set the textures
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// texture 1 will be the per-surface bump map
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GL_SelectTextureNoClient( 1 );
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din->bumpImage->Bind();
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// texture 2 will be the light falloff texture
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GL_SelectTextureNoClient( 2 );
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din->lightFalloffImage->Bind();
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// texture 3 will be the light projection texture
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GL_SelectTextureNoClient( 3 );
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din->lightImage->Bind();
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// texture 4 is the per-surface diffuse map
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GL_SelectTextureNoClient( 4 );
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din->diffuseImage->Bind();
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// texture 5 is the per-surface specular map
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GL_SelectTextureNoClient( 5 );
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din->specularImage->Bind();
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// draw it
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RB_DrawElementsWithCounters( din->surf->geo );
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}
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/*
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=============
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RB_ARB2_CreateDrawInteractions
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=============
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*/
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void RB_ARB2_CreateDrawInteractions( const drawSurf_t *surf ) {
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if ( !surf ) {
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return;
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}
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// perform setup here that will be constant for all interactions
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );
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// bind the vertex program
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if ( r_testARBProgram.GetBool() ) {
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_TEST );
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST );
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} else {
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION );
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION );
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}
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qglEnable(GL_VERTEX_PROGRAM_ARB);
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qglEnable(GL_FRAGMENT_PROGRAM_ARB);
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// enable the vertex arrays
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qglEnableVertexAttribArrayARB( 8 );
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qglEnableVertexAttribArrayARB( 9 );
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qglEnableVertexAttribArrayARB( 10 );
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qglEnableVertexAttribArrayARB( 11 );
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qglEnableClientState( GL_COLOR_ARRAY );
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// texture 0 is the normalization cube map for the vector towards the light
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GL_SelectTextureNoClient( 0 );
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if ( backEnd.vLight->lightShader->IsAmbientLight() ) {
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globalImages->ambientNormalMap->Bind();
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} else {
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globalImages->normalCubeMapImage->Bind();
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}
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// texture 6 is the specular lookup table
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GL_SelectTextureNoClient( 6 );
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if ( r_testARBProgram.GetBool() ) {
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globalImages->specular2DTableImage->Bind(); // variable specularity in alpha channel
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} else {
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globalImages->specularTableImage->Bind();
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}
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for ( ; surf ; surf=surf->nextOnLight ) {
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// perform setup here that will not change over multiple interaction passes
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// set the vertex pointers
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idDrawVert *ac = (idDrawVert *)vertexCache.Position( surf->geo->ambientCache );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
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qglVertexAttribPointerARB( 11, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
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qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
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qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
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qglVertexAttribPointerARB( 8, 2, GL_FLOAT, false, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
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// this may cause RB_ARB2_DrawInteraction to be exacuted multiple
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// times with different colors and images if the surface or light have multiple layers
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RB_CreateSingleDrawInteractions( surf, RB_ARB2_DrawInteraction );
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}
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qglDisableVertexAttribArrayARB( 8 );
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qglDisableVertexAttribArrayARB( 9 );
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qglDisableVertexAttribArrayARB( 10 );
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qglDisableVertexAttribArrayARB( 11 );
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qglDisableClientState( GL_COLOR_ARRAY );
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// disable features
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GL_SelectTextureNoClient( 6 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 5 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 4 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 3 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 2 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 1 );
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globalImages->BindNull();
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backEnd.glState.currenttmu = -1;
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GL_SelectTexture( 0 );
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qglDisable(GL_VERTEX_PROGRAM_ARB);
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qglDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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/*
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==================
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RB_ARB2_DrawInteractions
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==================
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*/
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void RB_ARB2_DrawInteractions( void ) {
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viewLight_t *vLight;
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GL_SelectTexture( 0 );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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//
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// for each light, perform adding and shadowing
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//
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for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
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backEnd.vLight = vLight;
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// do fogging later
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if ( vLight->lightShader->IsFogLight() ) {
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continue;
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}
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if ( vLight->lightShader->IsBlendLight() ) {
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continue;
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}
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if ( !vLight->localInteractions && !vLight->globalInteractions
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&& !vLight->translucentInteractions ) {
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continue;
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}
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// clear the stencil buffer if needed
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if ( vLight->globalShadows || vLight->localShadows ) {
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backEnd.currentScissor = vLight->scissorRect;
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if ( r_useScissor.GetBool() ) {
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2011-12-06 18:20:15 +00:00
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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
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2011-11-22 21:28:15 +00:00
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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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qglClear( GL_STENCIL_BUFFER_BIT );
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} else {
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// no shadows, so no need to read or write the stencil buffer
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// we might in theory want to use GL_ALWAYS instead of disabling
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// completely, to satisfy the invarience rules
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qglStencilFunc( GL_ALWAYS, 128, 255 );
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}
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if ( r_useShadowVertexProgram.GetBool() ) {
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qglEnable( GL_VERTEX_PROGRAM_ARB );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
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RB_StencilShadowPass( vLight->globalShadows );
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RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
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qglEnable( GL_VERTEX_PROGRAM_ARB );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
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RB_StencilShadowPass( vLight->localShadows );
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RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
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qglDisable( GL_VERTEX_PROGRAM_ARB ); // if there weren't any globalInteractions, it would have stayed on
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} else {
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RB_StencilShadowPass( vLight->globalShadows );
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RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
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RB_StencilShadowPass( vLight->localShadows );
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RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
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}
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// translucent surfaces never get stencil shadowed
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if ( r_skipTranslucent.GetBool() ) {
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continue;
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}
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qglStencilFunc( GL_ALWAYS, 128, 255 );
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backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
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RB_ARB2_CreateDrawInteractions( vLight->translucentInteractions );
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backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
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}
|
|
|
|
|
|
|
|
// disable stencil shadow test
|
|
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
|
|
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
}
|
|
|
|
|
|
|
|
//===================================================================================
|
|
|
|
|
|
|
|
|
|
|
|
typedef struct {
|
|
|
|
GLenum target;
|
|
|
|
GLuint ident;
|
|
|
|
char name[64];
|
|
|
|
} progDef_t;
|
|
|
|
|
|
|
|
static const int MAX_GLPROGS = 200;
|
|
|
|
|
|
|
|
// a single file can have both a vertex program and a fragment program
|
|
|
|
static progDef_t progs[MAX_GLPROGS] = {
|
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_TEST, "test.vfp" },
|
|
|
|
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST, "test.vfp" },
|
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION, "interaction.vfp" },
|
|
|
|
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION, "interaction.vfp" },
|
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp" },
|
|
|
|
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp" },
|
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_AMBIENT, "ambientLight.vfp" },
|
|
|
|
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_AMBIENT, "ambientLight.vfp" },
|
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW, "shadow.vp" },
|
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT, "environment.vfp" },
|
|
|
|
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT, "environment.vfp" },
|
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_GLASSWARP, "arbVP_glasswarp.txt" },
|
|
|
|
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP, "arbFP_glasswarp.txt" },
|
|
|
|
|
2024-06-13 22:12:00 +00:00
|
|
|
// SteveL #3878: Particle softening applied by the engine
|
2024-07-01 23:59:50 +00:00
|
|
|
{ GL_VERTEX_PROGRAM_ARB, VPROG_SOFT_PARTICLE, "soft_particle.vfp" },
|
|
|
|
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_SOFT_PARTICLE, "soft_particle.vfp" },
|
2024-06-13 22:12:00 +00:00
|
|
|
|
2011-11-22 21:28:15 +00:00
|
|
|
// additional programs can be dynamically specified in materials
|
|
|
|
};
|
|
|
|
|
2024-07-01 23:59:50 +00:00
|
|
|
#if D3_INTEGRATE_SOFTPART_SHADERS
|
2024-06-17 16:16:36 +00:00
|
|
|
// DG: the following two shaders are taken from TheDarkMod 2.04 (glprogs/soft_particle.vfp)
|
|
|
|
// (C) 2005-2016 Broken Glass Studios (The Dark Mod Team) and the individual authors
|
|
|
|
// released under a revised BSD license and GPLv3
|
|
|
|
const char* softpartVShader = "!!ARBvp1.0 \n"
|
|
|
|
"OPTION ARB_position_invariant; \n"
|
|
|
|
"# NOTE: unlike the TDM shader, the following lines use .texcoord and .color \n"
|
|
|
|
"# instead of .attrib[8] and .attrib[3], to make it work with non-nvidia drivers \n"
|
2024-07-29 23:47:22 +00:00
|
|
|
"# Furthermore, I added support for a texture matrix \n"
|
|
|
|
"PARAM defaultTexCoord = { 0, 0.5, 0, 1 }; \n"
|
|
|
|
"MOV result.texcoord, defaultTexCoord; \n"
|
|
|
|
"# program.env[12] is PP_DIFFUSE_MATRIX_S, 13 is PP_DIFFUSE_MATRIX_T \n"
|
|
|
|
"DP4 result.texcoord.x, vertex.texcoord, program.env[12]; \n"
|
|
|
|
"DP4 result.texcoord.y, vertex.texcoord, program.env[13]; \n"
|
2024-06-17 16:16:36 +00:00
|
|
|
"MOV result.color, vertex.color; \n"
|
|
|
|
"END \n";
|
|
|
|
|
|
|
|
const char* softpartFShader = "!!ARBfp1.0 \n"
|
|
|
|
"# == Fragment Program == \n"
|
|
|
|
"# taken from The Dark Mod 2.04, adjusted for dhewm3 \n"
|
|
|
|
"# (C) 2005-2016 Broken Glass Studios (The Dark Mod Team) \n"
|
|
|
|
"# \n"
|
|
|
|
"# Input textures \n"
|
|
|
|
"# texture[0] particle diffusemap \n"
|
|
|
|
"# texture[1] _currentDepth \n"
|
|
|
|
"# \n"
|
|
|
|
"# Constants set by the engine: \n"
|
|
|
|
"# program.env[22] is reciprocal of _currentDepth size. Lets us convert a screen position to a texcoord in _currentDepth \n"
|
|
|
|
"# { 1.0f / depthtex.width, 1.0f / depthtex.height, float(depthtex.width)/int(depthtex.width), \n"
|
|
|
|
"# float(depthtex.height)/int(depthtex.height) } \n"
|
|
|
|
"# program.env[23] is the particle radius, given as { radius, 1/(fadeRange), 1/radius } \n"
|
|
|
|
"# fadeRange is the particle diameter for alpha blends (like smoke), but the particle radius for additive \n"
|
|
|
|
"# blends (light glares), because additive effects work differently. Fog is half as apparent when a wall \n"
|
|
|
|
"# is in the middle of it. Light glares lose no visibility when they have something to reflect off. \n"
|
|
|
|
"# program.env[24] is the color channel mask. Particles with additive blend need their RGB channels modified to blend them out. \n"
|
|
|
|
"# Particles with an alpha blend need their alpha channel modified. \n"
|
|
|
|
"# \n"
|
|
|
|
"# Hard-coded constants \n"
|
|
|
|
"# depth_consts allows us to recover the original depth in Doom units of anything in the depth \n"
|
|
|
|
"# buffer. Doom3's and thus TDM's projection matrix differs slightly from the classic projection matrix as \n"
|
|
|
|
"# it implements a \"nearly-infinite\" zFar. The matrix is hard-coded in the engine, so we use hard-coded \n"
|
|
|
|
"# constants here for efficiency. depth_consts is derived from the numbers in that matrix. \n"
|
|
|
|
"# \n"
|
|
|
|
"# next line: prevent dhewm3 from injecting gamma in shader code into this shader, \n"
|
|
|
|
"# because that looks bad when rendered with additive blending (gets too bright) \n"
|
|
|
|
"# nodhewm3gammahack \n"
|
|
|
|
"\n"
|
|
|
|
"PARAM depth_consts = { 0.33333333, -0.33316667, 0.0, 0.0 }; \n"
|
|
|
|
"PARAM particle_radius = program.env[23]; \n"
|
|
|
|
"TEMP tmp, scene_depth, particle_depth, near_fade, fade; \n"
|
|
|
|
"\n"
|
|
|
|
"# Map the fragment to a texcoord on our depth image, and sample to find scene_depth \n"
|
|
|
|
"MUL tmp.xy, fragment.position, program.env[22]; \n"
|
|
|
|
"TEX scene_depth, tmp, texture[1], 2D; \n"
|
|
|
|
"MIN scene_depth, scene_depth, 0.9994; # Required by TDM projection matrix. Equates to max recoverable \n"
|
|
|
|
" # depth of 30k units, which is enough. 0.9995 is infinite depth. \n"
|
|
|
|
" # This is needed only if there is caulk sky on show (which writes \n"
|
|
|
|
" # no depth, so leaves 1 in the depth texture). \n"
|
|
|
|
"\n"
|
|
|
|
"# Recover original depth in doom units \n"
|
|
|
|
"MAD tmp, scene_depth, depth_consts.x, depth_consts.y; \n"
|
|
|
|
"RCP scene_depth, tmp.x; \n"
|
|
|
|
"\n"
|
|
|
|
"# Convert particle depth to doom units too \n"
|
|
|
|
"MAD tmp, fragment.position.z, depth_consts.x, depth_consts.y; \n"
|
|
|
|
"RCP particle_depth, tmp.x; \n"
|
|
|
|
"\n"
|
|
|
|
"# Scale the depth difference by the particle diameter to calc an alpha \n"
|
|
|
|
"# value based on how much of the 3d volume represented by the particle \n"
|
|
|
|
"# is in front of the solid scene \n"
|
|
|
|
"ADD tmp, -scene_depth, particle_depth; # NB depth is negative. 0 at the eye, -100 at 100 units into the screen. \n"
|
|
|
|
"ADD tmp, tmp, particle_radius.x; # Add the radius so a depth difference of particle radius now equals 0 \n"
|
|
|
|
"MUL_SAT fade, tmp, particle_radius.y; # divide by the particle radius or diameter and clamp \n"
|
|
|
|
"\n"
|
|
|
|
"# Also fade if the particle is too close to our eye position, so it doesn't 'pop' in and out of view \n"
|
|
|
|
"# Start a linear fade at particle_radius distance from the particle. \n"
|
|
|
|
"MUL_SAT near_fade, particle_depth, -particle_radius.z; \n"
|
|
|
|
"\n"
|
|
|
|
"# Calculate final fade and apply the channel mask \n"
|
|
|
|
"MUL fade, near_fade, fade; \n"
|
|
|
|
"ADD_SAT fade, fade, program.env[24]; # saturate the channels that don't want modifying \n"
|
|
|
|
"\n"
|
|
|
|
"# Set the color. Multiply by vertex/fragment color as that's how the particle system fades particles in and out \n"
|
|
|
|
"TEMP oColor; \n"
|
|
|
|
"TEX oColor, fragment.texcoord, texture[0], 2D; \n"
|
|
|
|
"MUL oColor, oColor, fade; \n"
|
|
|
|
"MUL result.color, oColor, fragment.color; \n"
|
|
|
|
"\n"
|
|
|
|
"END \n";
|
|
|
|
|
2024-07-01 23:59:50 +00:00
|
|
|
#endif // D3_INTEGRATE_SOFTPART_SHADERS
|
|
|
|
|
2011-11-22 21:28:15 +00:00
|
|
|
/*
|
|
|
|
=================
|
|
|
|
R_LoadARBProgram
|
|
|
|
=================
|
|
|
|
*/
|
2021-06-15 01:24:36 +00:00
|
|
|
|
|
|
|
static char* findLineThatStartsWith( char* text, const char* findMe ) {
|
|
|
|
char* res = strstr( text, findMe );
|
|
|
|
while ( res != NULL ) {
|
|
|
|
// skip whitespace before match, if any
|
|
|
|
char* cur = res;
|
|
|
|
if ( cur > text ) {
|
|
|
|
--cur;
|
|
|
|
}
|
|
|
|
while ( cur > text && ( *cur == ' ' || *cur == '\t' ) ) {
|
|
|
|
--cur;
|
|
|
|
}
|
|
|
|
// now we should be at a newline (or at the beginning)
|
|
|
|
if ( cur == text ) {
|
|
|
|
return cur;
|
|
|
|
}
|
|
|
|
if ( *cur == '\n' || *cur == '\r' ) {
|
|
|
|
return cur+1;
|
|
|
|
}
|
|
|
|
// otherwise maybe we're in commented out text or whatever, search on
|
|
|
|
res = strstr( res+1, findMe );
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2021-07-19 03:26:22 +00:00
|
|
|
static ID_INLINE bool isARBidentifierChar( int c ) {
|
|
|
|
// according to chapter 3.11.2 in ARB_fragment_program.txt identifiers can only
|
2021-07-19 15:09:36 +00:00
|
|
|
// contain these chars (first char mustn't be a number, but that doesn't matter here)
|
2021-07-19 03:26:22 +00:00
|
|
|
// NOTE: isalnum() or isalpha() apparently doesn't work, as it also matches spaces (?!)
|
|
|
|
return c == '$' || c == '_'
|
|
|
|
|| (c >= '0' && c <= '9')
|
|
|
|
|| (c >= 'A' && c <= 'Z')
|
|
|
|
|| (c >= 'a' && c <= 'z');
|
|
|
|
}
|
|
|
|
|
2011-11-22 21:28:15 +00:00
|
|
|
void R_LoadARBProgram( int progIndex ) {
|
|
|
|
int ofs;
|
|
|
|
int err;
|
|
|
|
char *buffer;
|
2011-12-02 22:39:30 +00:00
|
|
|
char *start = NULL, *end;
|
2011-11-22 21:28:15 +00:00
|
|
|
|
2024-07-01 23:59:50 +00:00
|
|
|
#if D3_INTEGRATE_SOFTPART_SHADERS
|
2024-06-17 16:16:36 +00:00
|
|
|
if ( progs[progIndex].ident == VPROG_SOFT_PARTICLE || progs[progIndex].ident == FPROG_SOFT_PARTICLE ) {
|
|
|
|
// these shaders are loaded directly from a string
|
|
|
|
common->Printf( "<internal> %s", progs[progIndex].name );
|
|
|
|
const char* srcstr = (progs[progIndex].ident == VPROG_SOFT_PARTICLE) ? softpartVShader : softpartFShader;
|
2011-11-22 21:28:15 +00:00
|
|
|
|
2024-06-17 16:16:36 +00:00
|
|
|
// copy to stack memory
|
|
|
|
buffer = (char *)_alloca( strlen( srcstr ) + 1 );
|
|
|
|
strcpy( buffer, srcstr );
|
2024-07-01 23:59:50 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
#endif // D3_INTEGRATE_SOFTPART_SHADERS
|
|
|
|
{
|
2024-06-17 16:16:36 +00:00
|
|
|
idStr fullPath = "glprogs/";
|
|
|
|
fullPath += progs[progIndex].name;
|
|
|
|
char *fileBuffer;
|
|
|
|
common->Printf( "%s", fullPath.c_str() );
|
|
|
|
|
|
|
|
// load the program even if we don't support it, so
|
|
|
|
// fs_copyfiles can generate cross-platform data dumps
|
|
|
|
fileSystem->ReadFile( fullPath.c_str(), (void **)&fileBuffer, NULL );
|
|
|
|
if ( !fileBuffer ) {
|
|
|
|
common->Printf( ": File not found\n" );
|
|
|
|
return;
|
|
|
|
}
|
2011-11-22 21:28:15 +00:00
|
|
|
|
2024-06-17 16:16:36 +00:00
|
|
|
// copy to stack memory and free
|
|
|
|
buffer = (char *)_alloca( strlen( fileBuffer ) + 1 );
|
|
|
|
strcpy( buffer, fileBuffer );
|
|
|
|
fileSystem->FreeFile( fileBuffer );
|
|
|
|
}
|
2011-11-22 21:28:15 +00:00
|
|
|
|
|
|
|
if ( !glConfig.isInitialized ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// submit the program string at start to GL
|
|
|
|
//
|
|
|
|
if ( progs[progIndex].ident == 0 ) {
|
|
|
|
// allocate a new identifier for this program
|
|
|
|
progs[progIndex].ident = PROG_USER + progIndex;
|
|
|
|
}
|
|
|
|
|
|
|
|
// vertex and fragment programs can both be present in a single file, so
|
|
|
|
// scan for the proper header to be the start point, and stamp a 0 in after the end
|
|
|
|
|
|
|
|
if ( progs[progIndex].target == GL_VERTEX_PROGRAM_ARB ) {
|
|
|
|
if ( !glConfig.ARBVertexProgramAvailable ) {
|
|
|
|
common->Printf( ": GL_VERTEX_PROGRAM_ARB not available\n" );
|
|
|
|
return;
|
|
|
|
}
|
2011-12-02 22:39:30 +00:00
|
|
|
start = strstr( buffer, "!!ARBvp" );
|
2011-11-22 21:28:15 +00:00
|
|
|
}
|
|
|
|
if ( progs[progIndex].target == GL_FRAGMENT_PROGRAM_ARB ) {
|
|
|
|
if ( !glConfig.ARBFragmentProgramAvailable ) {
|
|
|
|
common->Printf( ": GL_FRAGMENT_PROGRAM_ARB not available\n" );
|
|
|
|
return;
|
|
|
|
}
|
2011-12-02 22:39:30 +00:00
|
|
|
start = strstr( buffer, "!!ARBfp" );
|
2011-11-22 21:28:15 +00:00
|
|
|
}
|
|
|
|
if ( !start ) {
|
|
|
|
common->Printf( ": !!ARB not found\n" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
end = strstr( start, "END" );
|
|
|
|
|
|
|
|
if ( !end ) {
|
|
|
|
common->Printf( ": END not found\n" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
end[3] = 0;
|
|
|
|
|
2021-06-15 01:24:36 +00:00
|
|
|
// DG: hack gamma correction into shader
|
2024-06-15 03:38:25 +00:00
|
|
|
if ( r_gammaInShader.GetBool() && progs[progIndex].target == GL_FRAGMENT_PROGRAM_ARB
|
|
|
|
&& strstr( start, "nodhewm3gammahack" ) == NULL )
|
|
|
|
{
|
2021-06-15 01:24:36 +00:00
|
|
|
|
|
|
|
// note that strlen("dhewm3tmpres") == strlen("result.color")
|
|
|
|
const char* tmpres = "TEMP dhewm3tmpres; # injected by dhewm3 for gamma correction\n";
|
|
|
|
|
2024-06-17 16:16:36 +00:00
|
|
|
// Note: program.env[21].xyz = r_brightness; program.env[21].w = 1.0/r_gamma
|
2021-06-15 01:24:36 +00:00
|
|
|
// outColor.rgb = pow(dhewm3tmpres.rgb*r_brightness, vec3(1.0/r_gamma))
|
|
|
|
// outColor.a = dhewm3tmpres.a;
|
|
|
|
const char* extraLines =
|
|
|
|
"# gamma correction in shader, injected by dhewm3 \n"
|
2021-08-17 17:43:01 +00:00
|
|
|
// MUL_SAT clamps the result to [0, 1] - it must not be negative because
|
|
|
|
// POW might not work with a negative base (it looks wrong with intel's Linux driver)
|
|
|
|
// and clamping values >1 to 1 is ok because when writing to result.color
|
|
|
|
// it's clamped anyway and pow(base, exp) is always >= 1 for base >= 1
|
2024-06-13 22:12:00 +00:00
|
|
|
"MUL_SAT dhewm3tmpres.xyz, program.env[21], dhewm3tmpres;\n" // first multiply with brightness
|
|
|
|
"POW result.color.x, dhewm3tmpres.x, program.env[21].w;\n" // then do pow(dhewm3tmpres.xyz, vec3(1/gamma))
|
|
|
|
"POW result.color.y, dhewm3tmpres.y, program.env[21].w;\n" // (apparently POW only supports scalars, not whole vectors)
|
|
|
|
"POW result.color.z, dhewm3tmpres.z, program.env[21].w;\n"
|
2021-06-15 01:24:36 +00:00
|
|
|
"MOV result.color.w, dhewm3tmpres.w;\n" // alpha remains unmodified
|
|
|
|
"\nEND\n\n"; // we add this block right at the end, replacing the original "END" string
|
|
|
|
|
|
|
|
int fullLen = strlen( start ) + strlen( tmpres ) + strlen( extraLines );
|
|
|
|
char* outStr = (char*)_alloca( fullLen + 1 );
|
|
|
|
|
|
|
|
// add tmpres right after OPTION line (if any)
|
|
|
|
char* insertPos = findLineThatStartsWith( start, "OPTION" );
|
|
|
|
if ( insertPos == NULL ) {
|
|
|
|
// no OPTION? then just put it after the first line (usually sth like "!!ARBfp1.0\n")
|
|
|
|
insertPos = start;
|
|
|
|
}
|
|
|
|
// but we want the position *after* that line
|
|
|
|
while( *insertPos != '\0' && *insertPos != '\n' && *insertPos != '\r' ) {
|
|
|
|
++insertPos;
|
|
|
|
}
|
|
|
|
// skip the newline character(s) as well
|
|
|
|
while( *insertPos == '\n' || *insertPos == '\r' ) {
|
|
|
|
++insertPos;
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy text up to insertPos
|
|
|
|
int curLen = insertPos-start;
|
|
|
|
memcpy( outStr, start, curLen );
|
|
|
|
// copy tmpres ("TEMP dhewm3tmpres; # ..")
|
|
|
|
memcpy( outStr+curLen, tmpres, strlen( tmpres ) );
|
|
|
|
curLen += strlen( tmpres );
|
|
|
|
// copy remaining original shader up to (excluding) "END"
|
|
|
|
int remLen = end - insertPos;
|
|
|
|
memcpy( outStr+curLen, insertPos, remLen );
|
|
|
|
curLen += remLen;
|
|
|
|
|
|
|
|
outStr[curLen] = '\0'; // make sure it's NULL-terminated so normal string functions work
|
|
|
|
|
|
|
|
// replace all existing occurrences of "result.color" with "dhewm3tmpres"
|
|
|
|
for( char* resCol = strstr( outStr, "result.color" );
|
|
|
|
resCol != NULL; resCol = strstr( resCol+13, "result.color" ) ) {
|
|
|
|
memcpy( resCol, "dhewm3tmpres", 12 ); // both strings have the same length.
|
2021-07-19 03:26:22 +00:00
|
|
|
|
|
|
|
// if this was part of "OUTPUT bla = result.color;", replace
|
|
|
|
// "OUTPUT bla" with "ALIAS bla" (so it becomes "ALIAS bla = dhewm3tmpres;")
|
|
|
|
{
|
|
|
|
char* s = resCol - 1;
|
|
|
|
// first skip whitespace before "result.color"
|
|
|
|
while( s > outStr && (*s == ' ' || *s == '\t') ) {
|
|
|
|
--s;
|
|
|
|
}
|
|
|
|
// if there's no '=' before result.color, this line can't be affected
|
|
|
|
if ( *s != '=' || s <= outStr + 8 ) {
|
|
|
|
continue; // go on with next "result.color" in the for-loop
|
|
|
|
}
|
|
|
|
--s; // we were on '=', so go to the char before and it's time to skip whitespace again
|
|
|
|
while( s > outStr && ( *s == ' ' || *s == '\t' ) ) {
|
|
|
|
--s;
|
|
|
|
}
|
|
|
|
// now we should be at the end of "bla" (or however the variable/alias is called)
|
|
|
|
if ( s <= outStr+7 || !isARBidentifierChar( *s ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
--s;
|
|
|
|
// skip all the remaining chars that are legal in identifiers
|
|
|
|
while( s > outStr && isARBidentifierChar( *s ) ) {
|
|
|
|
--s;
|
|
|
|
}
|
|
|
|
// there should be at least one space/tab between "OUTPUT" and "bla"
|
|
|
|
if ( s <= outStr + 6 || ( *s != ' ' && *s != '\t' ) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
--s;
|
|
|
|
// skip remaining whitespace (if any)
|
|
|
|
while( s > outStr && ( *s == ' ' || *s == '\t' ) ) {
|
|
|
|
--s;
|
|
|
|
}
|
|
|
|
// now we should be at "OUTPUT" (specifically at its last 'T'),
|
|
|
|
// if this is indeed such a case
|
|
|
|
if ( s <= outStr + 5 || *s != 'T' ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
s -= 5; // skip to start of "OUTPUT", if this is indeed "OUTPUT"
|
|
|
|
if ( idStr::Cmpn( s, "OUTPUT", 6 ) == 0 ) {
|
|
|
|
// it really is "OUTPUT" => replace "OUTPUT" with "ALIAS "
|
|
|
|
memcpy(s, "ALIAS ", 6);
|
|
|
|
}
|
|
|
|
}
|
2021-06-15 01:24:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
assert( curLen + strlen( extraLines ) <= fullLen );
|
|
|
|
|
|
|
|
// now add extraLines that calculate and set a gamma-corrected result.color
|
|
|
|
// strcat() should be safe because fullLen was calculated taking all parts into account
|
|
|
|
strcat( outStr, extraLines );
|
|
|
|
start = outStr;
|
|
|
|
}
|
|
|
|
|
2011-11-22 21:28:15 +00:00
|
|
|
qglBindProgramARB( progs[progIndex].target, progs[progIndex].ident );
|
|
|
|
qglGetError();
|
|
|
|
|
|
|
|
qglProgramStringARB( progs[progIndex].target, GL_PROGRAM_FORMAT_ASCII_ARB,
|
2011-12-02 22:39:30 +00:00
|
|
|
strlen( start ), start );
|
2011-11-22 21:28:15 +00:00
|
|
|
|
|
|
|
err = qglGetError();
|
|
|
|
qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, (GLint *)&ofs );
|
|
|
|
if ( err == GL_INVALID_OPERATION ) {
|
|
|
|
const GLubyte *str = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
|
|
|
|
common->Printf( "\nGL_PROGRAM_ERROR_STRING_ARB: %s\n", str );
|
|
|
|
if ( ofs < 0 ) {
|
|
|
|
common->Printf( "GL_PROGRAM_ERROR_POSITION_ARB < 0 with error\n" );
|
2011-12-02 22:39:30 +00:00
|
|
|
} else if ( ofs >= (int)strlen( start ) ) {
|
2011-11-22 21:28:15 +00:00
|
|
|
common->Printf( "error at end of program\n" );
|
|
|
|
} else {
|
2021-07-19 03:26:22 +00:00
|
|
|
int printOfs = Max( ofs - 20, 0 ); // DG: print some more context
|
|
|
|
common->Printf( "error at %i:\n%s", ofs, start + printOfs );
|
2011-11-22 21:28:15 +00:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( ofs != -1 ) {
|
|
|
|
common->Printf( "\nGL_PROGRAM_ERROR_POSITION_ARB != -1 without error\n" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
common->Printf( "\n" );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
R_FindARBProgram
|
|
|
|
|
|
|
|
Returns a GL identifier that can be bound to the given target, parsing
|
|
|
|
a text file if it hasn't already been loaded.
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
int R_FindARBProgram( GLenum target, const char *program ) {
|
|
|
|
int i;
|
|
|
|
idStr stripped = program;
|
|
|
|
|
|
|
|
stripped.StripFileExtension();
|
|
|
|
|
|
|
|
// see if it is already loaded
|
|
|
|
for ( i = 0 ; progs[i].name[0] ; i++ ) {
|
|
|
|
if ( progs[i].target != target ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
idStr compare = progs[i].name;
|
|
|
|
compare.StripFileExtension();
|
|
|
|
|
|
|
|
if ( !idStr::Icmp( stripped.c_str(), compare.c_str() ) ) {
|
|
|
|
return progs[i].ident;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( i == MAX_GLPROGS ) {
|
|
|
|
common->Error( "R_FindARBProgram: MAX_GLPROGS" );
|
|
|
|
}
|
|
|
|
|
|
|
|
// add it to the list and load it
|
|
|
|
progs[i].ident = (program_t)0; // will be gen'd by R_LoadARBProgram
|
|
|
|
progs[i].target = target;
|
2022-01-06 19:39:09 +00:00
|
|
|
idStr::Copynz( progs[i].name, program, sizeof( progs[i].name ) );
|
2011-11-22 21:28:15 +00:00
|
|
|
|
|
|
|
R_LoadARBProgram( i );
|
|
|
|
|
|
|
|
return progs[i].ident;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
R_ReloadARBPrograms_f
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void R_ReloadARBPrograms_f( const idCmdArgs &args ) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
common->Printf( "----- R_ReloadARBPrograms -----\n" );
|
|
|
|
for ( i = 0 ; progs[i].name[0] ; i++ ) {
|
|
|
|
R_LoadARBProgram( i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
R_ARB2_Init
|
|
|
|
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void R_ARB2_Init( void ) {
|
|
|
|
glConfig.allowARB2Path = false;
|
|
|
|
|
2012-07-19 16:37:19 +00:00
|
|
|
common->Printf( "ARB2 renderer: " );
|
2011-11-22 21:28:15 +00:00
|
|
|
|
|
|
|
if ( !glConfig.ARBVertexProgramAvailable || !glConfig.ARBFragmentProgramAvailable ) {
|
|
|
|
common->Printf( "Not available.\n" );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
common->Printf( "Available.\n" );
|
|
|
|
|
|
|
|
glConfig.allowARB2Path = true;
|
|
|
|
}
|