dhewm3/neo/renderer/draw_arb2.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

524 lines
17 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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"
#include "renderer/tr_local.h"
/*
=========================================================================================
GENERAL INTERACTION RENDERING
=========================================================================================
*/
/*
====================
GL_SelectTextureNoClient
====================
*/
static void GL_SelectTextureNoClient( int unit ) {
backEnd.glState.currenttmu = unit;
qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
RB_LogComment( "glActiveTextureARB( %i )\n", unit );
}
/*
==================
RB_ARB2_DrawInteraction
==================
*/
void RB_ARB2_DrawInteraction( const drawInteraction_t *din ) {
// load all the vertex program parameters
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, din->localLightOrigin.ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_VIEW_ORIGIN, din->localViewOrigin.ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_S, din->lightProjection[0].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_T, din->lightProjection[1].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_Q, din->lightProjection[2].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_FALLOFF_S, din->lightProjection[3].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_S, din->specularMatrix[0].ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_T, din->specularMatrix[1].ToFloatPtr() );
// testing fragment based normal mapping
if ( r_testARBProgram.GetBool() ) {
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 2, din->localLightOrigin.ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 3, din->localViewOrigin.ToFloatPtr() );
}
static const float zero[4] = { 0, 0, 0, 0 };
static const float one[4] = { 1, 1, 1, 1 };
static const float negOne[4] = { -1, -1, -1, -1 };
switch ( din->vertexColor ) {
case SVC_IGNORE:
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, zero );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
break;
case SVC_MODULATE:
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, one );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, zero );
break;
case SVC_INVERSE_MODULATE:
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, negOne );
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
break;
}
// set the constant colors
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, din->diffuseColor.ToFloatPtr() );
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, din->specularColor.ToFloatPtr() );
// set the textures
// texture 1 will be the per-surface bump map
GL_SelectTextureNoClient( 1 );
din->bumpImage->Bind();
// texture 2 will be the light falloff texture
GL_SelectTextureNoClient( 2 );
din->lightFalloffImage->Bind();
// texture 3 will be the light projection texture
GL_SelectTextureNoClient( 3 );
din->lightImage->Bind();
// texture 4 is the per-surface diffuse map
GL_SelectTextureNoClient( 4 );
din->diffuseImage->Bind();
// texture 5 is the per-surface specular map
GL_SelectTextureNoClient( 5 );
din->specularImage->Bind();
// draw it
RB_DrawElementsWithCounters( din->surf->geo );
}
/*
=============
RB_ARB2_CreateDrawInteractions
=============
*/
void RB_ARB2_CreateDrawInteractions( const drawSurf_t *surf ) {
if ( !surf ) {
return;
}
// perform setup here that will be constant for all interactions
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );
// bind the vertex program
if ( r_testARBProgram.GetBool() ) {
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_TEST );
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST );
} else {
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION );
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION );
}
qglEnable(GL_VERTEX_PROGRAM_ARB);
qglEnable(GL_FRAGMENT_PROGRAM_ARB);
// enable the vertex arrays
qglEnableVertexAttribArrayARB( 8 );
qglEnableVertexAttribArrayARB( 9 );
qglEnableVertexAttribArrayARB( 10 );
qglEnableVertexAttribArrayARB( 11 );
qglEnableClientState( GL_COLOR_ARRAY );
// texture 0 is the normalization cube map for the vector towards the light
GL_SelectTextureNoClient( 0 );
if ( backEnd.vLight->lightShader->IsAmbientLight() ) {
globalImages->ambientNormalMap->Bind();
} else {
globalImages->normalCubeMapImage->Bind();
}
// texture 6 is the specular lookup table
GL_SelectTextureNoClient( 6 );
if ( r_testARBProgram.GetBool() ) {
globalImages->specular2DTableImage->Bind(); // variable specularity in alpha channel
} else {
globalImages->specularTableImage->Bind();
}
for ( ; surf ; surf=surf->nextOnLight ) {
// perform setup here that will not change over multiple interaction passes
// set the vertex pointers
idDrawVert *ac = (idDrawVert *)vertexCache.Position( surf->geo->ambientCache );
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
qglVertexAttribPointerARB( 11, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
qglVertexAttribPointerARB( 8, 2, GL_FLOAT, false, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
// this may cause RB_ARB2_DrawInteraction to be exacuted multiple
// times with different colors and images if the surface or light have multiple layers
RB_CreateSingleDrawInteractions( surf, RB_ARB2_DrawInteraction );
}
qglDisableVertexAttribArrayARB( 8 );
qglDisableVertexAttribArrayARB( 9 );
qglDisableVertexAttribArrayARB( 10 );
qglDisableVertexAttribArrayARB( 11 );
qglDisableClientState( GL_COLOR_ARRAY );
// disable features
GL_SelectTextureNoClient( 6 );
globalImages->BindNull();
GL_SelectTextureNoClient( 5 );
globalImages->BindNull();
GL_SelectTextureNoClient( 4 );
globalImages->BindNull();
GL_SelectTextureNoClient( 3 );
globalImages->BindNull();
GL_SelectTextureNoClient( 2 );
globalImages->BindNull();
GL_SelectTextureNoClient( 1 );
globalImages->BindNull();
backEnd.glState.currenttmu = -1;
GL_SelectTexture( 0 );
qglDisable(GL_VERTEX_PROGRAM_ARB);
qglDisable(GL_FRAGMENT_PROGRAM_ARB);
}
/*
==================
RB_ARB2_DrawInteractions
==================
*/
void RB_ARB2_DrawInteractions( void ) {
viewLight_t *vLight;
GL_SelectTexture( 0 );
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
//
// for each light, perform adding and shadowing
//
for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
backEnd.vLight = vLight;
// do fogging later
if ( vLight->lightShader->IsFogLight() ) {
continue;
}
if ( vLight->lightShader->IsBlendLight() ) {
continue;
}
if ( !vLight->localInteractions && !vLight->globalInteractions
&& !vLight->translucentInteractions ) {
continue;
}
// clear the stencil buffer if needed
if ( vLight->globalShadows || vLight->localShadows ) {
backEnd.currentScissor = vLight->scissorRect;
if ( r_useScissor.GetBool() ) {
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
}
qglClear( GL_STENCIL_BUFFER_BIT );
} else {
// no shadows, so no need to read or write the stencil buffer
// we might in theory want to use GL_ALWAYS instead of disabling
// completely, to satisfy the invarience rules
qglStencilFunc( GL_ALWAYS, 128, 255 );
}
if ( r_useShadowVertexProgram.GetBool() ) {
qglEnable( GL_VERTEX_PROGRAM_ARB );
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
RB_StencilShadowPass( vLight->globalShadows );
RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
qglEnable( GL_VERTEX_PROGRAM_ARB );
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
RB_StencilShadowPass( vLight->localShadows );
RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
qglDisable( GL_VERTEX_PROGRAM_ARB ); // if there weren't any globalInteractions, it would have stayed on
} else {
RB_StencilShadowPass( vLight->globalShadows );
RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
RB_StencilShadowPass( vLight->localShadows );
RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
}
// translucent surfaces never get stencil shadowed
if ( r_skipTranslucent.GetBool() ) {
continue;
}
qglStencilFunc( GL_ALWAYS, 128, 255 );
backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
RB_ARB2_CreateDrawInteractions( vLight->translucentInteractions );
backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
}
// 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_R200_INTERACTION, "R200_interaction.vp" },
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_BUMP_AND_LIGHT, "nv20_bumpAndLight.vp" },
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_DIFFUSE_COLOR, "nv20_diffuseColor.vp" },
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_SPECULAR_COLOR, "nv20_specularColor.vp" },
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_DIFFUSE_AND_SPECULAR_COLOR, "nv20_diffuseAndSpecularColor.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" },
// additional programs can be dynamically specified in materials
};
/*
=================
R_LoadARBProgram
=================
*/
void R_LoadARBProgram( int progIndex ) {
int ofs;
int err;
idStr fullPath = "glprogs/";
fullPath += progs[progIndex].name;
char *fileBuffer;
char *buffer;
char *start = NULL, *end;
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;
}
// copy to stack memory and free
buffer = (char *)_alloca( strlen( fileBuffer ) + 1 );
strcpy( buffer, fileBuffer );
fileSystem->FreeFile( fileBuffer );
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;
}
start = strstr( buffer, "!!ARBvp" );
}
if ( progs[progIndex].target == GL_FRAGMENT_PROGRAM_ARB ) {
if ( !glConfig.ARBFragmentProgramAvailable ) {
common->Printf( ": GL_FRAGMENT_PROGRAM_ARB not available\n" );
return;
}
start = strstr( buffer, "!!ARBfp" );
}
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;
qglBindProgramARB( progs[progIndex].target, progs[progIndex].ident );
qglGetError();
qglProgramStringARB( progs[progIndex].target, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen( start ), start );
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" );
} else if ( ofs >= (int)strlen( start ) ) {
common->Printf( "error at end of program\n" );
} else {
common->Printf( "error at %i:\n%s", ofs, start + ofs );
}
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;
strncpy( progs[i].name, program, sizeof( progs[i].name ) - 1 );
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 );
}
common->Printf( "-------------------------------\n" );
}
/*
==================
R_ARB2_Init
==================
*/
void R_ARB2_Init( void ) {
glConfig.allowARB2Path = false;
common->Printf( "---------- R_ARB2_Init ----------\n" );
if ( !glConfig.ARBVertexProgramAvailable || !glConfig.ARBFragmentProgramAvailable ) {
common->Printf( "Not available.\n" );
return;
}
common->Printf( "Available.\n" );
common->Printf( "---------------------------------\n" );
glConfig.allowARB2Path = true;
}