mirror of
https://github.com/dhewm/dhewm3.git
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32530bf7a2
Only stubs left.
513 lines
18 KiB
C++
513 lines
18 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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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
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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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#include "sys/platform.h"
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#include "renderer/VertexCache.h"
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#include "renderer/tr_local.h"
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/*
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There are not enough vertex program texture coordinate outputs
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to have unique texture coordinates for bump, specular, and diffuse,
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so diffuse and specular are assumed to be the same mapping.
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To handle properly, those cases with different diffuse and specular
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mapping will need to be run as two passes.
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*/
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// changed from 1 to 255 to not conflict with ARB2 program names
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static int FPROG_FAST_PATH = 255;
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typedef struct {
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GLint numFragmentRegisters; // 6
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GLint numFragmentConstants; // 8
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GLint numPasses; // 2
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GLint numInstructionsPerPass; // 8
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GLint numInstructionsTotal; // 16
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GLint colorAlphaPairing; // 1
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GLint numLoopbackComponenets; // 3
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GLint numInputInterpolatorComponents; // 3
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} atiFragmentShaderInfo_t;
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static atiFragmentShaderInfo_t fsi;
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typedef struct {
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// vertex shader invariants
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int lightPos; // light position in object coordinates
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int viewerPos; // viewer position in object coordinates
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int lightProjectS; // projected light s texgen
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int lightProjectT; // projected light t texgen
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int lightProjectQ; // projected light q texgen
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int lightFalloffS; // projected light falloff s texgen
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int bumpTransformS; // bump TEX0 S transformation
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int bumpTransformT; // bump TEX0 T transformation
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int colorTransformS; // diffuse/specular texture matrix
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int colorTransformT; // diffuse/specular texture matrix
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// vertex shader variants
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int texCoords;
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int vertexColors;
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int normals;
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int tangents;
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int biTangents;
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} atiVertexShaderInfo_t;
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/*
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===================
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RB_R200_ARB_DrawInteraction
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===================
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*/
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static void RB_R200_ARB_DrawInteraction( const drawInteraction_t *din ) {
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// check for the case we can't handle in a single pass (we could calculate this at shader parse time to optimize)
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if ( din->diffuseImage != globalImages->blackImage && din->specularImage != globalImages->blackImage
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&& memcmp( din->specularMatrix, din->diffuseMatrix, sizeof( din->diffuseMatrix ) ) ) {
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// common->Printf( "Note: Shader %s drawn as two pass on R200\n", din->surf->shader->getName() );
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// draw the specular as a separate pass with a black diffuse map
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drawInteraction_t d;
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d = *din;
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d.diffuseImage = globalImages->blackImage;
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memcpy( d.diffuseMatrix, d.specularMatrix, sizeof( d.diffuseMatrix ) );
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RB_R200_ARB_DrawInteraction( &d );
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// now fall through and draw the diffuse pass with a black specular map
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d = *din;
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din = &d;
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d.specularImage = globalImages->blackImage;
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}
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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->diffuseMatrix[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
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const srfTriangles_t *tri = din->surf->geo;
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idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->xyz );
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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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// texture 0 = light projection
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// texture 1 = light falloff
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// texture 2 = surface diffuse
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// texture 3 = surface specular
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// texture 4 = surface bump
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// texture 5 = normalization cube map
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GL_SelectTexture( 5 );
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if ( din->ambientLight ) {
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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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GL_SelectTexture( 4 );
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din->bumpImage->Bind();
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GL_SelectTexture( 3 );
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din->specularImage->Bind();
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->normal );
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GL_SelectTexture( 2 );
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din->diffuseImage->Bind();
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->tangents[1][0] );
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GL_SelectTexture( 1 );
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din->lightFalloffImage->Bind();
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->tangents[0][0] );
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GL_SelectTexture( 0 );
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din->lightImage->Bind();
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st[0] );
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qglSetFragmentShaderConstantATI( GL_CON_0_ATI, din->diffuseColor.ToFloatPtr() );
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qglSetFragmentShaderConstantATI( GL_CON_1_ATI, din->specularColor.ToFloatPtr() );
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if ( din->vertexColor != SVC_IGNORE ) {
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qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(idDrawVert), (void *)&ac->color );
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qglEnableClientState( GL_COLOR_ARRAY );
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RB_DrawElementsWithCounters( tri );
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qglDisableClientState( GL_COLOR_ARRAY );
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qglColor4f( 1, 1, 1, 1 );
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} else {
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RB_DrawElementsWithCounters( tri );
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}
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}
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/*
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==================
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RB_R200_ARB_CreateDrawInteractions
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==================
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*/
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static void RB_R200_ARB_CreateDrawInteractions( const drawSurf_t *surf ) {
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if ( !surf ) {
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return;
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}
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// force a space calculation for light vectors
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backEnd.currentSpace = NULL;
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// set the depth test
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if ( surf->material->Coverage() == MC_TRANSLUCENT /* != C_PERFORATED */ ) {
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_LESS );
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} else {
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// only draw on the alpha tested pixels that made it to the depth buffer
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_DEPTHFUNC_EQUAL );
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}
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// start the vertex shader
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_R200_INTERACTION );
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qglEnable(GL_VERTEX_PROGRAM_ARB);
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// start the fragment shader
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qglBindFragmentShaderATI( FPROG_FAST_PATH );
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#if defined( MACOS_X )
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qglEnable( GL_TEXT_FRAGMENT_SHADER_ATI );
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#else
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qglEnable( GL_FRAGMENT_SHADER_ATI );
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#endif
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qglColor4f( 1, 1, 1, 1 );
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GL_SelectTexture( 1 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 2 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 3 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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for ( ; surf ; surf=surf->nextOnLight ) {
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RB_CreateSingleDrawInteractions( surf, RB_R200_ARB_DrawInteraction );
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}
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GL_SelectTexture( 5 );
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globalImages->BindNull();
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GL_SelectTexture( 4 );
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globalImages->BindNull();
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GL_SelectTexture( 3 );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 2 );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 1 );
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globalImages->BindNull();
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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GL_SelectTexture( 0 );
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qglDisable( GL_VERTEX_PROGRAM_ARB );
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#if defined( MACOS_X )
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qglDisable( GL_TEXT_FRAGMENT_SHADER_ATI );
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#else
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qglDisable( GL_FRAGMENT_SHADER_ATI );
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#endif
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}
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/*
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==================
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RB_R200_DrawInteractions
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==================
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*/
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void RB_R200_DrawInteractions( void ) {
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qglEnable( GL_STENCIL_TEST );
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for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
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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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backEnd.vLight = vLight;
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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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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
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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_R200_ARB_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_R200_ARB_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_R200_ARB_CreateDrawInteractions( vLight->localInteractions );
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RB_StencilShadowPass( vLight->localShadows );
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RB_R200_ARB_CreateDrawInteractions( vLight->globalInteractions );
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}
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if ( r_skipTranslucent.GetBool() ) {
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continue;
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}
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// disable stencil testing for translucent interactions, because
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// the shadow isn't calculated at their point, and the shadow
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// behind them may be depth fighting with a back side, so there
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// isn't any reasonable thing to do
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qglStencilFunc( GL_ALWAYS, 128, 255 );
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RB_R200_ARB_CreateDrawInteractions( vLight->translucentInteractions );
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}
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}
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/*
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=================
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R_BuildSurfaceFragmentProgram
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=================
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*/
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static void R_BuildSurfaceFragmentProgram( int programNum ) {
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qglBindFragmentShaderATI( programNum );
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qglBeginFragmentShaderATI();
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// texture 0 = light projection
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// texture 1 = light falloff
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// texture 2 = surface diffuse
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// texture 3 = surface specular
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// texture 4 = surface bump
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// texture 5 = normalization cube map
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// texcoord 0 = light projection texGen
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// texcoord 1 = light falloff texGen
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// texcoord 2 = bumpmap texCoords
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// texcoord 3 = specular / diffuse texCoords
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// texcoord 4 = halfangle vector in local tangent space
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// texcoord 5 = vector to light in local tangent space
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// constant 0 = diffuse modulate
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// constant 1 = specular modulate
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// constant 5 = internal use for 0.75 constant
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qglSampleMapATI( GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STQ_DQ_ATI );
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qglSampleMapATI( GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI );
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qglSampleMapATI( GL_REG_4_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI );
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qglSampleMapATI( GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI );
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// move the alpha component to the red channel to support rxgb normal map compression
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if ( globalImages->image_useNormalCompression.GetInteger() == 2 ) {
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qglColorFragmentOp1ATI( GL_MOV_ATI, GL_REG_4_ATI, GL_RED_BIT_ATI, GL_NONE,
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GL_REG_4_ATI, GL_ALPHA, GL_NONE );
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}
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// light projection * light falloff
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qglColorFragmentOp2ATI( GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_1_ATI, GL_NONE, GL_NONE );
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// vectorToLight dot bumpMap
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qglColorFragmentOp2ATI( GL_DOT3_ATI, GL_REG_1_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_4_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI );
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// bump * light
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qglColorFragmentOp2ATI( GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_0_ATI, GL_NONE, GL_NONE,
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GL_REG_1_ATI, GL_NONE, GL_NONE );
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//-------------------
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// carry over the incomingLight calculation
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qglPassTexCoordATI( GL_REG_0_ATI, GL_REG_0_ATI, GL_SWIZZLE_STR_ATI );
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// sample the diffuse surface map
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qglSampleMapATI( GL_REG_2_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI );
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// sample the specular surface map
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qglSampleMapATI( GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI );
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// we will use the surface bump map again
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qglPassTexCoordATI( GL_REG_4_ATI, GL_REG_4_ATI, GL_SWIZZLE_STR_ATI );
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// normalize the specular halfangle
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qglSampleMapATI( GL_REG_5_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI );
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// R1 = halfangle dot surfaceNormal
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qglColorFragmentOp2ATI( GL_DOT3_ATI, GL_REG_1_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_4_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
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GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI );
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// R1 = 4 * ( R1 - 0.75 )
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// subtract 0.75 and quadruple to tighten the specular spot
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float data[4] = { 0.75, 0.75, 0.75, 0.75 };
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qglSetFragmentShaderConstantATI( GL_CON_5_ATI, data );
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qglColorFragmentOp2ATI( GL_SUB_ATI, GL_REG_1_ATI, GL_NONE, GL_4X_BIT_ATI | GL_SATURATE_BIT_ATI,
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GL_REG_1_ATI, GL_NONE, GL_NONE,
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GL_CON_5_ATI, GL_NONE, GL_NONE );
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// R1 = R1 * R1
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// sqare the stretched specular result
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qglColorFragmentOp2ATI( GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
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GL_REG_1_ATI, GL_NONE, GL_NONE,
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GL_REG_1_ATI, GL_NONE, GL_NONE );
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|
|
|
// R1 = R1 * R3
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|
// R1 = specular power * specular texture * 2
|
|
qglColorFragmentOp2ATI( GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_2X_BIT_ATI | GL_SATURATE_BIT_ATI,
|
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
|
GL_REG_3_ATI, GL_NONE, GL_NONE );
|
|
|
|
// R2 = R2 * CONST0
|
|
// down modulate the diffuse map
|
|
qglColorFragmentOp2ATI( GL_MUL_ATI, GL_REG_2_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
|
|
GL_REG_2_ATI, GL_NONE, GL_NONE,
|
|
GL_CON_0_ATI, GL_NONE, GL_NONE );
|
|
|
|
// R2 = R2 + R1 * CONST1
|
|
// diffuse + specular * specular color
|
|
qglColorFragmentOp3ATI( GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
|
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
|
GL_CON_1_ATI, GL_NONE, GL_NONE,
|
|
GL_REG_2_ATI, GL_NONE, GL_NONE );
|
|
|
|
// out = reflectance * incoming light
|
|
qglColorFragmentOp2ATI( GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
|
|
GL_REG_0_ATI, GL_NONE, GL_NONE,
|
|
GL_REG_2_ATI, GL_NONE, GL_NONE );
|
|
|
|
// out * vertex color
|
|
qglColorFragmentOp2ATI( GL_MUL_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
|
|
GL_REG_0_ATI, GL_NONE, GL_NONE,
|
|
GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE );
|
|
|
|
// out alpha = 0 to allow blending optimization
|
|
qglAlphaFragmentOp1ATI( GL_MOV_ATI, GL_REG_0_ATI, GL_NONE,
|
|
GL_ZERO, GL_NONE, GL_NONE );
|
|
|
|
qglEndFragmentShaderATI();
|
|
|
|
GL_CheckErrors();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_R200_Init
|
|
=================
|
|
*/
|
|
void R_R200_Init( void ) {
|
|
glConfig.allowR200Path = false;
|
|
|
|
common->Printf( "----------- R200_Init -----------\n" );
|
|
|
|
if ( !glConfig.atiFragmentShaderAvailable || !glConfig.ARBVertexProgramAvailable || !glConfig.ARBVertexBufferObjectAvailable ) {
|
|
common->Printf( "Not available.\n" );
|
|
return;
|
|
}
|
|
|
|
GL_CheckErrors();
|
|
|
|
qglGetIntegerv( GL_NUM_FRAGMENT_REGISTERS_ATI, &fsi.numFragmentRegisters );
|
|
qglGetIntegerv( GL_NUM_FRAGMENT_CONSTANTS_ATI, &fsi.numFragmentConstants );
|
|
qglGetIntegerv( GL_NUM_PASSES_ATI, &fsi.numPasses );
|
|
qglGetIntegerv( GL_NUM_INSTRUCTIONS_PER_PASS_ATI, &fsi.numInstructionsPerPass );
|
|
qglGetIntegerv( GL_NUM_INSTRUCTIONS_TOTAL_ATI, &fsi.numInstructionsTotal );
|
|
qglGetIntegerv( GL_COLOR_ALPHA_PAIRING_ATI, &fsi.colorAlphaPairing );
|
|
qglGetIntegerv( GL_NUM_LOOPBACK_COMPONENTS_ATI, &fsi.numLoopbackComponenets );
|
|
qglGetIntegerv( GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI, &fsi.numInputInterpolatorComponents );
|
|
|
|
common->Printf( "GL_NUM_FRAGMENT_REGISTERS_ATI: %i\n", fsi.numFragmentRegisters );
|
|
common->Printf( "GL_NUM_FRAGMENT_CONSTANTS_ATI: %i\n", fsi.numFragmentConstants );
|
|
common->Printf( "GL_NUM_PASSES_ATI: %i\n", fsi.numPasses );
|
|
common->Printf( "GL_NUM_INSTRUCTIONS_PER_PASS_ATI: %i\n", fsi.numInstructionsPerPass );
|
|
common->Printf( "GL_NUM_INSTRUCTIONS_TOTAL_ATI: %i\n", fsi.numInstructionsTotal );
|
|
common->Printf( "GL_COLOR_ALPHA_PAIRING_ATI: %i\n", fsi.colorAlphaPairing );
|
|
common->Printf( "GL_NUM_LOOPBACK_COMPONENTS_ATI: %i\n", fsi.numLoopbackComponenets );
|
|
common->Printf( "GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: %i\n", fsi.numInputInterpolatorComponents );
|
|
|
|
common->Printf( "FPROG_FAST_PATH\n" );
|
|
R_BuildSurfaceFragmentProgram( FPROG_FAST_PATH );
|
|
|
|
common->Printf( "---------------------\n" );
|
|
|
|
glConfig.allowR200Path = true;
|
|
}
|