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https://github.com/dhewm/dhewm3.git
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47bd8afa91
cleaner than only setting it in CopyDepthbuffer()
1968 lines
62 KiB
C++
1968 lines
62 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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extern idCVar r_useCarmacksReverse;
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extern idCVar r_useStencilOpSeparate;
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idCVar r_skipDepthCapture( "r_skipDepthCapture", "0", CVAR_RENDERER | CVAR_BOOL, "skip depth capture" ); // #3877
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/*
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=====================
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RB_BakeTextureMatrixIntoTexgen
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=====================
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*/
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void RB_BakeTextureMatrixIntoTexgen( idPlane lightProject[3], const float *textureMatrix ) {
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float genMatrix[16];
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float final[16];
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genMatrix[0] = lightProject[0][0];
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genMatrix[4] = lightProject[0][1];
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genMatrix[8] = lightProject[0][2];
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genMatrix[12] = lightProject[0][3];
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genMatrix[1] = lightProject[1][0];
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genMatrix[5] = lightProject[1][1];
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genMatrix[9] = lightProject[1][2];
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genMatrix[13] = lightProject[1][3];
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genMatrix[2] = 0;
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genMatrix[6] = 0;
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genMatrix[10] = 0;
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genMatrix[14] = 0;
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genMatrix[3] = lightProject[2][0];
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genMatrix[7] = lightProject[2][1];
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genMatrix[11] = lightProject[2][2];
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genMatrix[15] = lightProject[2][3];
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myGlMultMatrix( genMatrix, backEnd.lightTextureMatrix, final );
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lightProject[0][0] = final[0];
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lightProject[0][1] = final[4];
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lightProject[0][2] = final[8];
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lightProject[0][3] = final[12];
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lightProject[1][0] = final[1];
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lightProject[1][1] = final[5];
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lightProject[1][2] = final[9];
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lightProject[1][3] = final[13];
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}
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/*
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================
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RB_PrepareStageTexturing
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================
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*/
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void RB_PrepareStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) {
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// set privatePolygonOffset if necessary
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if ( pStage->privatePolygonOffset ) {
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qglEnable( GL_POLYGON_OFFSET_FILL );
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qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
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}
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// set the texture matrix if needed
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if ( pStage->texture.hasMatrix ) {
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RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
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}
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// texgens
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if ( pStage->texture.texgen == TG_DIFFUSE_CUBE ) {
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
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}
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if ( pStage->texture.texgen == TG_SKYBOX_CUBE || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
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qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
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}
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if ( pStage->texture.texgen == TG_SCREEN ) {
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_Q );
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float mat[16], plane[4];
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myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
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plane[0] = mat[0];
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plane[1] = mat[4];
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plane[2] = mat[8];
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plane[3] = mat[12];
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
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plane[0] = mat[1];
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plane[1] = mat[5];
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plane[2] = mat[9];
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plane[3] = mat[13];
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qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
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plane[0] = mat[3];
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plane[1] = mat[7];
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plane[2] = mat[11];
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plane[3] = mat[15];
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qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
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}
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if ( pStage->texture.texgen == TG_SCREEN2 ) {
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_Q );
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float mat[16], plane[4];
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myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
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plane[0] = mat[0];
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plane[1] = mat[4];
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plane[2] = mat[8];
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plane[3] = mat[12];
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
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plane[0] = mat[1];
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plane[1] = mat[5];
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plane[2] = mat[9];
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plane[3] = mat[13];
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qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
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plane[0] = mat[3];
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plane[1] = mat[7];
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plane[2] = mat[11];
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plane[3] = mat[15];
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qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
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}
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if ( pStage->texture.texgen == TG_GLASSWARP ) {
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if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP );
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qglEnable( GL_FRAGMENT_PROGRAM_ARB );
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GL_SelectTexture( 2 );
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globalImages->scratchImage->Bind();
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GL_SelectTexture( 1 );
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globalImages->scratchImage2->Bind();
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_Q );
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float mat[16], plane[4];
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myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
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plane[0] = mat[0];
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plane[1] = mat[4];
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plane[2] = mat[8];
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plane[3] = mat[12];
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
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plane[0] = mat[1];
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plane[1] = mat[5];
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plane[2] = mat[9];
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plane[3] = mat[13];
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qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
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plane[0] = mat[3];
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plane[1] = mat[7];
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plane[2] = mat[11];
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plane[3] = mat[15];
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qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
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GL_SelectTexture( 0 );
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}
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}
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if ( pStage->texture.texgen == TG_REFLECT_CUBE ) {
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if ( tr.backEndRenderer == BE_ARB2 ) {
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// see if there is also a bump map specified
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const shaderStage_t *bumpStage = surf->material->GetBumpStage();
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if ( bumpStage ) {
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// per-pixel reflection mapping with bump mapping
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GL_SelectTexture( 1 );
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bumpStage->texture.image->Bind();
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GL_SelectTexture( 0 );
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qglNormalPointer( GL_FLOAT, 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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qglEnableVertexAttribArrayARB( 9 );
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qglEnableVertexAttribArrayARB( 10 );
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qglEnableClientState( GL_NORMAL_ARRAY );
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// Program env 5, 6, 7, 8 have been set in RB_SetProgramEnvironmentSpace
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT );
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qglEnable( GL_FRAGMENT_PROGRAM_ARB );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT );
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qglEnable( GL_VERTEX_PROGRAM_ARB );
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} else {
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// per-pixel reflection mapping without a normal map
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qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
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qglEnableClientState( GL_NORMAL_ARRAY );
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT );
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qglEnable( GL_FRAGMENT_PROGRAM_ARB );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT );
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qglEnable( GL_VERTEX_PROGRAM_ARB );
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}
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} else {
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qglEnable( GL_TEXTURE_GEN_S );
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qglEnable( GL_TEXTURE_GEN_T );
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qglEnable( GL_TEXTURE_GEN_R );
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qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
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qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
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qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
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qglEnableClientState( GL_NORMAL_ARRAY );
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qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
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qglMatrixMode( GL_TEXTURE );
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float mat[16];
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R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );
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qglLoadMatrixf( mat );
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qglMatrixMode( GL_MODELVIEW );
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}
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}
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}
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/*
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================
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RB_FinishStageTexturing
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================
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*/
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void RB_FinishStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) {
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// unset privatePolygonOffset if necessary
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if ( pStage->privatePolygonOffset && !surf->material->TestMaterialFlag(MF_POLYGONOFFSET) ) {
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qglDisable( GL_POLYGON_OFFSET_FILL );
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}
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if ( pStage->texture.texgen == TG_DIFFUSE_CUBE || pStage->texture.texgen == TG_SKYBOX_CUBE
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|| pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
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}
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if ( pStage->texture.texgen == TG_SCREEN ) {
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_Q );
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}
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if ( pStage->texture.texgen == TG_SCREEN2 ) {
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_Q );
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}
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if ( pStage->texture.texgen == TG_GLASSWARP ) {
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if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
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GL_SelectTexture( 2 );
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globalImages->BindNull();
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GL_SelectTexture( 1 );
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if ( pStage->texture.hasMatrix ) {
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RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
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}
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_Q );
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qglDisable( GL_FRAGMENT_PROGRAM_ARB );
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globalImages->BindNull();
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GL_SelectTexture( 0 );
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}
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}
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if ( pStage->texture.texgen == TG_REFLECT_CUBE ) {
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if ( tr.backEndRenderer == BE_ARB2 ) {
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// see if there is also a bump map specified
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const shaderStage_t *bumpStage = surf->material->GetBumpStage();
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if ( bumpStage ) {
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// per-pixel reflection mapping with bump mapping
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GL_SelectTexture( 1 );
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globalImages->BindNull();
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GL_SelectTexture( 0 );
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qglDisableVertexAttribArrayARB( 9 );
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qglDisableVertexAttribArrayARB( 10 );
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} else {
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// per-pixel reflection mapping without bump mapping
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}
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qglDisableClientState( GL_NORMAL_ARRAY );
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qglDisable( GL_FRAGMENT_PROGRAM_ARB );
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qglDisable( GL_VERTEX_PROGRAM_ARB );
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// Fixme: Hack to get around an apparent bug in ATI drivers. Should remove as soon as it gets fixed.
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 ); // FIXME ...
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} else {
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qglDisable( GL_TEXTURE_GEN_S );
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qglDisable( GL_TEXTURE_GEN_T );
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qglDisable( GL_TEXTURE_GEN_R );
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qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
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qglDisableClientState( GL_NORMAL_ARRAY );
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qglMatrixMode( GL_TEXTURE );
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qglLoadIdentity();
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qglMatrixMode( GL_MODELVIEW );
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}
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}
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if ( pStage->texture.hasMatrix ) {
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qglMatrixMode( GL_TEXTURE );
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qglLoadIdentity();
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qglMatrixMode( GL_MODELVIEW );
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}
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}
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/*
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=============================================================================================
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FILL DEPTH BUFFER
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=============================================================================================
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*/
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/*
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==================
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RB_T_FillDepthBuffer
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==================
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*/
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void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
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int stage;
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const idMaterial *shader;
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const shaderStage_t *pStage;
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const float *regs;
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float color[4];
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const srfTriangles_t *tri;
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tri = surf->geo;
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shader = surf->material;
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// update the clip plane if needed
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if ( backEnd.viewDef->numClipPlanes && surf->space != backEnd.currentSpace ) {
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GL_SelectTexture( 1 );
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idPlane plane;
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R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.viewDef->clipPlanes[0], plane );
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plane[3] += 0.5; // the notch is in the middle
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane.ToFloatPtr() );
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GL_SelectTexture( 0 );
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}
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if ( !shader->IsDrawn() ) {
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return;
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}
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// some deforms may disable themselves by setting numIndexes = 0
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if ( !tri->numIndexes ) {
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return;
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}
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// translucent surfaces don't put anything in the depth buffer and don't
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// test against it, which makes them fail the mirror clip plane operation
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if ( shader->Coverage() == MC_TRANSLUCENT ) {
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return;
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}
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if ( !tri->ambientCache ) {
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common->Printf( "RB_T_FillDepthBuffer: !tri->ambientCache\n" );
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return;
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}
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// get the expressions for conditionals / color / texcoords
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regs = surf->shaderRegisters;
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// if all stages of a material have been conditioned off, don't do anything
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for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
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pStage = shader->GetStage(stage);
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// check the stage enable condition
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if ( regs[ pStage->conditionRegister ] != 0 ) {
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break;
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}
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}
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if ( stage == shader->GetNumStages() ) {
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return;
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}
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// set polygon offset if necessary
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if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
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qglEnable( GL_POLYGON_OFFSET_FILL );
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qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
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}
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// subviews will just down-modulate the color buffer by overbright
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if ( shader->GetSort() == SS_SUBVIEW ) {
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GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS );
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color[0] =
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color[1] =
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color[2] = ( 1.0 / backEnd.overBright );
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color[3] = 1;
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} else {
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// others just draw black
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color[0] = 0;
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color[1] = 0;
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color[2] = 0;
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color[3] = 1;
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}
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idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );
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bool drawSolid = false;
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if ( shader->Coverage() == MC_OPAQUE ) {
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drawSolid = true;
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}
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// we may have multiple alpha tested stages
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if ( shader->Coverage() == MC_PERFORATED ) {
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// if the only alpha tested stages are condition register omitted,
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// draw a normal opaque surface
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bool didDraw = false;
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qglEnable( GL_ALPHA_TEST );
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// perforated surfaces may have multiple alpha tested stages
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for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
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pStage = shader->GetStage(stage);
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if ( !pStage->hasAlphaTest ) {
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continue;
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}
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// check the stage enable condition
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if ( regs[ pStage->conditionRegister ] == 0 ) {
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continue;
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}
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// if we at least tried to draw an alpha tested stage,
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// we won't draw the opaque surface
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didDraw = true;
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// set the alpha modulate
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color[3] = regs[ pStage->color.registers[3] ];
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// skip the entire stage if alpha would be black
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if ( color[3] <= 0 ) {
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continue;
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}
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qglColor4fv( color );
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qglAlphaFunc( GL_GREATER, regs[ pStage->alphaTestRegister ] );
|
|
|
|
// bind the texture
|
|
pStage->texture.image->Bind();
|
|
|
|
// set texture matrix and texGens
|
|
RB_PrepareStageTexturing( pStage, surf, ac );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
RB_FinishStageTexturing( pStage, surf, ac );
|
|
}
|
|
qglDisable( GL_ALPHA_TEST );
|
|
if ( !didDraw ) {
|
|
drawSolid = true;
|
|
}
|
|
}
|
|
|
|
// draw the entire surface solid
|
|
if ( drawSolid ) {
|
|
qglColor4fv( color );
|
|
globalImages->whiteImage->Bind();
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
}
|
|
|
|
|
|
// reset polygon offset
|
|
if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
// reset blending
|
|
if ( shader->GetSort() == SS_SUBVIEW ) {
|
|
GL_State( GLS_DEPTHFUNC_LESS );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void RB_SetProgramEnvironment( bool isPostProcess ); // so RB_STD_FillDepthBuffer() can use it
|
|
|
|
/*
|
|
=====================
|
|
RB_STD_FillDepthBuffer
|
|
|
|
If we are rendering a subview with a near clip plane, use a second texture
|
|
to force the alpha test to fail when behind that clip plane
|
|
=====================
|
|
*/
|
|
void RB_STD_FillDepthBuffer( drawSurf_t **drawSurfs, int numDrawSurfs ) {
|
|
// if we are just doing 2D rendering, no need to fill the depth buffer
|
|
if ( !backEnd.viewDef->viewEntitys ) {
|
|
return;
|
|
}
|
|
|
|
// enable the second texture for mirror plane clipping if needed
|
|
if ( backEnd.viewDef->numClipPlanes ) {
|
|
GL_SelectTexture( 1 );
|
|
globalImages->alphaNotchImage->Bind();
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglTexCoord2f( 1, 0.5 );
|
|
}
|
|
|
|
// the first texture will be used for alpha tested surfaces
|
|
GL_SelectTexture( 0 );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
// decal surfaces may enable polygon offset
|
|
qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() );
|
|
|
|
GL_State( GLS_DEPTHFUNC_LESS );
|
|
|
|
// Enable stencil test if we are going to be using it for shadows.
|
|
// If we didn't do this, it would be legal behavior to get z fighting
|
|
// from the ambient pass and the light passes.
|
|
qglEnable( GL_STENCIL_TEST );
|
|
qglStencilFunc( GL_ALWAYS, 1, 255 );
|
|
|
|
RB_RenderDrawSurfListWithFunction( drawSurfs, numDrawSurfs, RB_T_FillDepthBuffer );
|
|
|
|
// Make the early depth pass available to shaders. #3877
|
|
if ( backEnd.viewDef->renderView.viewID >= 0 // Suppress for lightgem rendering passes
|
|
&& !r_skipDepthCapture.GetBool() )
|
|
{
|
|
globalImages->currentDepthImage->CopyDepthbuffer( backEnd.viewDef->viewport.x1,
|
|
backEnd.viewDef->viewport.y1,
|
|
backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1,
|
|
backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1,
|
|
true );
|
|
bool isPostProcess = false; // TODO
|
|
RB_SetProgramEnvironment( isPostProcess );
|
|
}
|
|
|
|
if ( backEnd.viewDef->numClipPlanes ) {
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
GL_SelectTexture( 0 );
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=============================================================================================
|
|
|
|
SHADER PASSES
|
|
|
|
=============================================================================================
|
|
*/
|
|
|
|
/*
|
|
==================
|
|
RB_SetProgramEnvironment
|
|
|
|
Sets variables that can be used by all vertex programs
|
|
|
|
[SteveL #3877] Note on the use of fragment program environmental variables.
|
|
Parameters 0 and 1 are set here to allow conversion of screen coordinates to
|
|
texture coordinates, for use when sampling _currentRender.
|
|
Those same parameters 0 and 1, plus 2 and 3, are given entirely different
|
|
meanings in draw_arb2.cpp while light interactions are being drawn.
|
|
This function is called again before currentRender size is needed by post processing
|
|
effects are done, so there's no clash.
|
|
// TODO: I'm using 4 for gamma in shaders, so the following shit must be incremented by 1
|
|
Only parameters 0..3 were in use before #3877 - and in dhewm3 also 4, for gamma in shader.
|
|
Now I've used a new parameter 5 for the size of _currentDepth. It's needed throughout,
|
|
including by light interactions, and its size might in theory differ from _currentRender.
|
|
Parameters 6 and 7 are used by soft particles #3878. Note these can be freely reused by different draw calls.
|
|
==================
|
|
*/
|
|
void RB_SetProgramEnvironment( bool isPostProcess ) {
|
|
float parm[4];
|
|
int pot;
|
|
|
|
if ( !glConfig.ARBVertexProgramAvailable ) {
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
// screen power of two correction factor, one pixel in so we don't get a bilerp
|
|
// of an uncopied pixel
|
|
int w = backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1;
|
|
pot = globalImages->currentRenderImage->uploadWidth;
|
|
if ( w == pot ) {
|
|
parm[0] = 1.0;
|
|
} else {
|
|
parm[0] = (float)(w-1) / pot;
|
|
}
|
|
|
|
int h = backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1;
|
|
pot = globalImages->currentRenderImage->uploadHeight;
|
|
if ( h == pot ) {
|
|
parm[1] = 1.0;
|
|
} else {
|
|
parm[1] = (float)(h-1) / pot;
|
|
}
|
|
|
|
parm[2] = 0;
|
|
parm[3] = 1;
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 0, parm );
|
|
#else
|
|
// screen power of two correction factor, assuming the copy to _currentRender
|
|
// also copied an extra row and column for the bilerp
|
|
int w = backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1;
|
|
pot = globalImages->currentRenderImage->uploadWidth;
|
|
parm[0] = (float)w / pot;
|
|
|
|
int h = backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1;
|
|
pot = globalImages->currentRenderImage->uploadHeight;
|
|
parm[1] = (float)h / pot;
|
|
|
|
parm[2] = 0;
|
|
parm[3] = 1;
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 0, parm );
|
|
#endif
|
|
|
|
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, parm );
|
|
|
|
// window coord to 0.0 to 1.0 conversion
|
|
parm[0] = 1.0 / w;
|
|
parm[1] = 1.0 / h;
|
|
parm[2] = 0;
|
|
parm[3] = 1;
|
|
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, parm );
|
|
|
|
// DG: brightness and gamma in shader as program.env[4]
|
|
if ( r_gammaInShader.GetBool() ) {
|
|
// program.env[4].xyz are all r_brightness, program.env[4].w is 1.0/r_gamma
|
|
if ( !isPostProcess ) {
|
|
parm[0] = parm[1] = parm[2] = r_brightness.GetFloat();
|
|
parm[3] = 1.0/r_gamma.GetFloat(); // 1.0/gamma so the shader doesn't have to do this calculation
|
|
} else {
|
|
// don't apply gamma/brightness in postprocess passes to avoid applying them twice
|
|
// (setting them to 1.0 makes them no-ops)
|
|
parm[0] = parm[1] = parm[2] = parm[3] = 1.0f;
|
|
}
|
|
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, PP_GAMMA_BRIGHTNESS, parm );
|
|
}
|
|
|
|
// #3877: Allow shaders to access depth buffer.
|
|
// Two useful ratios are packed into this parm: [0] and [1] hold the x,y multipliers you need to map a screen
|
|
// coordinate (fragment position) to the depth image: those are simply the reciprocal of the depth
|
|
// image size, which has been rounded up to a power of two. Slots [3] and [4] hold the ratio of the depth image
|
|
// size to the current render image size. These sizes can differ if the game crops the render viewport temporarily
|
|
// during post-processing effects. The depth render is smaller during the effect too, but the depth image doesn't
|
|
// need to be downsized, whereas the current render image does get downsized when it's captured by the game after
|
|
// the skybox render pass. The ratio is needed to map between the two render images.
|
|
parm[0] = 1.0f / globalImages->currentDepthImage->uploadWidth;
|
|
parm[1] = 1.0f / globalImages->currentDepthImage->uploadHeight;
|
|
parm[2] = static_cast<float>(globalImages->currentRenderImage->uploadWidth) / globalImages->currentDepthImage->uploadWidth;
|
|
parm[3] = static_cast<float>(globalImages->currentRenderImage->uploadHeight) / globalImages->currentDepthImage->uploadHeight;
|
|
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, PP_CURDEPTH_RECIPR, parm );
|
|
|
|
//
|
|
// set eye position in global space
|
|
//
|
|
parm[0] = backEnd.viewDef->renderView.vieworg[0];
|
|
parm[1] = backEnd.viewDef->renderView.vieworg[1];
|
|
parm[2] = backEnd.viewDef->renderView.vieworg[2];
|
|
parm[3] = 1.0;
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 1, parm );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_SetProgramEnvironmentSpace
|
|
|
|
Sets variables related to the current space that can be used by all vertex programs
|
|
==================
|
|
*/
|
|
void RB_SetProgramEnvironmentSpace( void ) {
|
|
if ( !glConfig.ARBVertexProgramAvailable ) {
|
|
return;
|
|
}
|
|
|
|
const struct viewEntity_s *space = backEnd.currentSpace;
|
|
float parm[4];
|
|
|
|
// set eye position in local space
|
|
R_GlobalPointToLocal( space->modelMatrix, backEnd.viewDef->renderView.vieworg, *(idVec3 *)parm );
|
|
parm[3] = 1.0;
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 5, parm );
|
|
|
|
// we need the model matrix without it being combined with the view matrix
|
|
// so we can transform local vectors to global coordinates
|
|
parm[0] = space->modelMatrix[0];
|
|
parm[1] = space->modelMatrix[4];
|
|
parm[2] = space->modelMatrix[8];
|
|
parm[3] = space->modelMatrix[12];
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 6, parm );
|
|
parm[0] = space->modelMatrix[1];
|
|
parm[1] = space->modelMatrix[5];
|
|
parm[2] = space->modelMatrix[9];
|
|
parm[3] = space->modelMatrix[13];
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 7, parm );
|
|
parm[0] = space->modelMatrix[2];
|
|
parm[1] = space->modelMatrix[6];
|
|
parm[2] = space->modelMatrix[10];
|
|
parm[3] = space->modelMatrix[14];
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 8, parm );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_STD_T_RenderShaderPasses
|
|
|
|
This is also called for the generated 2D rendering
|
|
==================
|
|
*/
|
|
void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
|
|
int stage;
|
|
const idMaterial *shader;
|
|
const shaderStage_t *pStage;
|
|
const float *regs;
|
|
float color[4];
|
|
const srfTriangles_t *tri;
|
|
|
|
tri = surf->geo;
|
|
shader = surf->material;
|
|
|
|
if ( !shader->HasAmbient() ) {
|
|
return;
|
|
}
|
|
|
|
if ( shader->IsPortalSky() ) {
|
|
return;
|
|
}
|
|
|
|
// change the matrix if needed
|
|
if ( surf->space != backEnd.currentSpace ) {
|
|
qglLoadMatrixf( surf->space->modelViewMatrix );
|
|
backEnd.currentSpace = surf->space;
|
|
RB_SetProgramEnvironmentSpace();
|
|
}
|
|
|
|
// change the scissor if needed
|
|
if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
|
|
backEnd.currentScissor = surf->scissorRect;
|
|
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
|
|
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
|
|
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
|
|
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
|
|
}
|
|
|
|
// some deforms may disable themselves by setting numIndexes = 0
|
|
if ( !tri->numIndexes ) {
|
|
return;
|
|
}
|
|
|
|
if ( !tri->ambientCache ) {
|
|
common->Printf( "RB_T_RenderShaderPasses: !tri->ambientCache\n" );
|
|
return;
|
|
}
|
|
|
|
// check whether we're drawing a soft particle surface #3878
|
|
const bool soft_particle = ( surf->dsFlags & DSF_SOFT_PARTICLE ) != 0;
|
|
|
|
// get the expressions for conditionals / color / texcoords
|
|
regs = surf->shaderRegisters;
|
|
|
|
// set face culling appropriately
|
|
GL_Cull( shader->GetCullType() );
|
|
|
|
// set polygon offset if necessary
|
|
if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
|
|
qglEnable( GL_POLYGON_OFFSET_FILL );
|
|
qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
|
|
}
|
|
|
|
if ( surf->space->weaponDepthHack ) {
|
|
RB_EnterWeaponDepthHack();
|
|
}
|
|
|
|
if ( surf->space->modelDepthHack != 0.0f && !soft_particle ) // #3878 soft particles don't want modelDepthHack, which is
|
|
{ // an older way to slightly "soften" particles
|
|
RB_EnterModelDepthHack( surf->space->modelDepthHack );
|
|
}
|
|
|
|
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
|
|
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
|
|
qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );
|
|
|
|
for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
|
|
pStage = shader->GetStage(stage);
|
|
|
|
// check the enable condition
|
|
if ( regs[ pStage->conditionRegister ] == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// skip the stages involved in lighting
|
|
if ( pStage->lighting != SL_AMBIENT ) {
|
|
continue;
|
|
}
|
|
|
|
// skip if the stage is ( GL_ZERO, GL_ONE ), which is used for some alpha masks
|
|
if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE ) ) {
|
|
continue;
|
|
}
|
|
|
|
// determine the blend mode (used by soft particles #3878)
|
|
const int src_blend = pStage->drawStateBits & GLS_SRCBLEND_BITS;
|
|
|
|
// see if we are a new-style stage
|
|
newShaderStage_t *newStage = pStage->newStage;
|
|
if ( newStage ) {
|
|
//--------------------------
|
|
//
|
|
// new style stages
|
|
//
|
|
//--------------------------
|
|
|
|
// completely skip the stage if we don't have the capability
|
|
if ( tr.backEndRenderer != BE_ARB2 ) {
|
|
continue;
|
|
}
|
|
if ( r_skipNewAmbient.GetBool() ) {
|
|
continue;
|
|
}
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
|
|
qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
|
|
qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
|
|
qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
|
|
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
qglEnableVertexAttribArrayARB( 9 );
|
|
qglEnableVertexAttribArrayARB( 10 );
|
|
qglEnableClientState( GL_NORMAL_ARRAY );
|
|
|
|
GL_State( pStage->drawStateBits );
|
|
|
|
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, newStage->vertexProgram );
|
|
qglEnable( GL_VERTEX_PROGRAM_ARB );
|
|
|
|
// megaTextures bind a lot of images and set a lot of parameters
|
|
if ( newStage->megaTexture ) {
|
|
newStage->megaTexture->SetMappingForSurface( tri );
|
|
idVec3 localViewer;
|
|
R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewer );
|
|
newStage->megaTexture->BindForViewOrigin( localViewer );
|
|
}
|
|
|
|
for ( int i = 0 ; i < newStage->numVertexParms ; i++ ) {
|
|
float parm[4];
|
|
parm[0] = regs[ newStage->vertexParms[i][0] ];
|
|
parm[1] = regs[ newStage->vertexParms[i][1] ];
|
|
parm[2] = regs[ newStage->vertexParms[i][2] ];
|
|
parm[3] = regs[ newStage->vertexParms[i][3] ];
|
|
qglProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, parm );
|
|
}
|
|
|
|
for ( int i = 0 ; i < newStage->numFragmentProgramImages ; i++ ) {
|
|
if ( newStage->fragmentProgramImages[i] ) {
|
|
GL_SelectTexture( i );
|
|
newStage->fragmentProgramImages[i]->Bind();
|
|
}
|
|
}
|
|
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, newStage->fragmentProgram );
|
|
qglEnable( GL_FRAGMENT_PROGRAM_ARB );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
for ( int i = 1 ; i < newStage->numFragmentProgramImages ; i++ ) {
|
|
if ( newStage->fragmentProgramImages[i] ) {
|
|
GL_SelectTexture( i );
|
|
globalImages->BindNull();
|
|
}
|
|
}
|
|
if ( newStage->megaTexture ) {
|
|
newStage->megaTexture->Unbind();
|
|
}
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
qglDisable( GL_VERTEX_PROGRAM_ARB );
|
|
qglDisable( GL_FRAGMENT_PROGRAM_ARB );
|
|
// Fixme: Hack to get around an apparent bug in ATI drivers. Should remove as soon as it gets fixed.
|
|
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 ); // FIXME: ...
|
|
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
qglDisableVertexAttribArrayARB( 9 );
|
|
qglDisableVertexAttribArrayARB( 10 );
|
|
qglDisableClientState( GL_NORMAL_ARRAY );
|
|
continue;
|
|
}
|
|
else if ( soft_particle
|
|
&& surf->particle_radius > 0.0f
|
|
&& ( src_blend == GLS_SRCBLEND_ONE || src_blend == GLS_SRCBLEND_SRC_ALPHA )
|
|
&& tr.backEndRenderer == BE_ARB2
|
|
&& !r_skipNewAmbient.GetBool() )
|
|
{
|
|
// SteveL #3878. Particles are automatically softened by the engine, unless they have shader programs of
|
|
// their own (i.e. are "newstages" handled above). This section comes after the newstage part so that if a
|
|
// designer has specified their own shader programs, those will be used instead of the soft particle program.
|
|
if ( pStage->vertexColor == SVC_IGNORE )
|
|
{
|
|
// Ignoring vertexColor is not recommended for particles. The particle system uses vertexColor for fading.
|
|
// However, there are existing particle effects that don't use it, in which case we default to using the
|
|
// rgb color modulation specified in the material like the "old stages" do below.
|
|
color[0] = regs[pStage->color.registers[0]];
|
|
color[1] = regs[pStage->color.registers[1]];
|
|
color[2] = regs[pStage->color.registers[2]];
|
|
color[3] = regs[pStage->color.registers[3]];
|
|
qglColor4fv( color );
|
|
}
|
|
else
|
|
{
|
|
// A properly set-up particle shader
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
|
|
GL_State( pStage->drawStateBits | GLS_DEPTHFUNC_ALWAYS ); // Disable depth clipping. The fragment program will
|
|
// handle it to allow overdraw.
|
|
|
|
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_SOFT_PARTICLE );
|
|
qglEnable( GL_VERTEX_PROGRAM_ARB );
|
|
|
|
// Bind image and _currentDepth
|
|
GL_SelectTexture( 0 );
|
|
pStage->texture.image->Bind();
|
|
GL_SelectTexture( 1 );
|
|
globalImages->currentDepthImage->Bind();
|
|
|
|
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_SOFT_PARTICLE );
|
|
qglEnable( GL_FRAGMENT_PROGRAM_ARB );
|
|
|
|
// Set up parameters for fragment program
|
|
const char* srcblendstr = "???";
|
|
if ( src_blend >= 0 && src_blend <= 9 ) {
|
|
const char* blendModes[] = {
|
|
"ONE",
|
|
"ZERO",
|
|
"!! INVALID !!",
|
|
"DST_COLOR",
|
|
"ONE_MINUS_DST_COLOR",
|
|
"SRC_ALPHA",
|
|
"ONE_MINUS_SRC_ALPHA",
|
|
"DST_ALPHA",
|
|
"ONE_MINUS_DST_ALPHA",
|
|
"ALPHA_SATURATE"
|
|
};
|
|
srcblendstr = blendModes[src_blend];
|
|
}
|
|
|
|
|
|
int dst_blend = pStage->drawStateBits & GLS_DSTBLEND_BITS;
|
|
const char* dstblend = "???";
|
|
switch ( dst_blend ) {
|
|
#define MY_CASE(X) case GLS_DSTBLEND_ ##X : dstblend = #X; break;
|
|
MY_CASE(ZERO)
|
|
MY_CASE(ONE)
|
|
MY_CASE(SRC_COLOR)
|
|
MY_CASE(ONE_MINUS_SRC_COLOR)
|
|
MY_CASE(SRC_ALPHA)
|
|
MY_CASE(ONE_MINUS_SRC_ALPHA)
|
|
MY_CASE(DST_ALPHA)
|
|
MY_CASE(ONE_MINUS_DST_ALPHA)
|
|
#undef MY_CASE
|
|
}
|
|
|
|
//printf("XX mat: %s, src_blend = %s dest_blend = %s radius = %g\n", shader->GetName(), srcblendstr, dstblend, surf->particle_radius);
|
|
|
|
// program.env[5] is the particle radius, given as { radius, 1/(faderange), 1/radius }
|
|
float fadeRange = 1.0f;
|
|
// fadeRange is the particle diameter for alpha blends (like smoke), but the particle radius for additive
|
|
// blends (light glares), because additive effects work differently. Fog is half as apparent when a wall
|
|
// is in the middle of it. Light glares lose no visibility when they have something to reflect off. See
|
|
// issue #3878 for diagram
|
|
if ( src_blend == GLS_SRCBLEND_SRC_ALPHA ) // an alpha blend material
|
|
{
|
|
fadeRange = surf->particle_radius * 2.0f;
|
|
}
|
|
else if ( src_blend == GLS_SRCBLEND_ONE ) // an additive (blend add) material
|
|
{
|
|
fadeRange = surf->particle_radius;
|
|
}
|
|
|
|
float parm[4] = {
|
|
surf->particle_radius,
|
|
1.0f / ( fadeRange ),
|
|
1.0f / surf->particle_radius,
|
|
0.0f
|
|
};
|
|
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, PP_PARTICLE_RADIUS, parm );
|
|
|
|
// program.env[6] is the color channel mask. It gets added to the fade multiplier, so adding 1
|
|
// to a channel will make sure it doesn't get faded at all. Particles with additive blend
|
|
// need their RGB channels modifying to blend them out. Particles with an alpha blend need
|
|
// their alpha channel modifying.
|
|
if ( src_blend == GLS_SRCBLEND_SRC_ALPHA ) // an alpha blend material
|
|
{
|
|
parm[0] = parm[1] = parm[2] = 1.0f; // Leave the rgb channels at full strength when fading
|
|
parm[3] = 0.0f; // but fade the alpha channel
|
|
}
|
|
else if ( src_blend == GLS_SRCBLEND_ONE ) // an additive (blend add) material
|
|
{
|
|
parm[0] = parm[1] = parm[2] = 0.0f; // Fade the rgb channels but
|
|
parm[3] = 1.0f; // leave the alpha channel at full strength
|
|
}
|
|
//parm[0] = parm[1] = parm[2] = 1.0f; // XXX hack
|
|
//parm[3] = 1.0f; // XXX hack
|
|
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, PP_PARTICLE_COLCHAN_MASK, parm );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
// Clean up GL state
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 0 );
|
|
globalImages->BindNull();
|
|
|
|
qglDisable( GL_VERTEX_PROGRAM_ARB );
|
|
qglDisable( GL_FRAGMENT_PROGRAM_ARB );
|
|
|
|
if ( pStage->vertexColor != SVC_IGNORE ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
continue;
|
|
}
|
|
|
|
//--------------------------
|
|
//
|
|
// old style stages
|
|
//
|
|
//--------------------------
|
|
|
|
// set the color
|
|
color[0] = regs[ pStage->color.registers[0] ];
|
|
color[1] = regs[ pStage->color.registers[1] ];
|
|
color[2] = regs[ pStage->color.registers[2] ];
|
|
color[3] = regs[ pStage->color.registers[3] ];
|
|
|
|
// skip the entire stage if an add would be black
|
|
if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE )
|
|
&& color[0] <= 0 && color[1] <= 0 && color[2] <= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// skip the entire stage if a blend would be completely transparent
|
|
if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA )
|
|
&& color[3] <= 0 ) {
|
|
continue;
|
|
}
|
|
|
|
// select the vertex color source
|
|
if ( pStage->vertexColor == SVC_IGNORE ) {
|
|
qglColor4fv( color );
|
|
} else {
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
|
|
if ( pStage->vertexColor == SVC_INVERSE_MODULATE ) {
|
|
GL_TexEnv( GL_COMBINE_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
|
|
}
|
|
|
|
// for vertex color and modulated color, we need to enable a second
|
|
// texture stage
|
|
if ( color[0] != 1 || color[1] != 1 || color[2] != 1 || color[3] != 1 ) {
|
|
GL_SelectTexture( 1 );
|
|
|
|
globalImages->whiteImage->Bind();
|
|
GL_TexEnv( GL_COMBINE_ARB );
|
|
|
|
qglTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
|
|
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
|
|
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA );
|
|
qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
|
|
|
|
GL_SelectTexture( 0 );
|
|
}
|
|
}
|
|
|
|
// bind the texture
|
|
RB_BindVariableStageImage( &pStage->texture, regs );
|
|
|
|
// set the state
|
|
GL_State( pStage->drawStateBits );
|
|
|
|
RB_PrepareStageTexturing( pStage, surf, ac );
|
|
|
|
// draw it
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
RB_FinishStageTexturing( pStage, surf, ac );
|
|
|
|
if ( pStage->vertexColor != SVC_IGNORE ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
|
|
GL_SelectTexture( 1 );
|
|
GL_TexEnv( GL_MODULATE );
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 0 );
|
|
GL_TexEnv( GL_MODULATE );
|
|
}
|
|
}
|
|
|
|
// reset polygon offset
|
|
if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
if ( surf->space->weaponDepthHack || ( !soft_particle && surf->space->modelDepthHack != 0.0f ) ) // #3878 soft particles
|
|
{
|
|
RB_LeaveDepthHack();
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
RB_STD_DrawShaderPasses
|
|
|
|
Draw non-light dependent passes
|
|
=====================
|
|
*/
|
|
int RB_STD_DrawShaderPasses( drawSurf_t **drawSurfs, int numDrawSurfs ) {
|
|
int i;
|
|
|
|
// only obey skipAmbient if we are rendering a view
|
|
if ( backEnd.viewDef->viewEntitys && r_skipAmbient.GetBool() ) {
|
|
return numDrawSurfs;
|
|
}
|
|
|
|
bool isPostProcess = false;
|
|
|
|
// if we are about to draw the first surface that needs
|
|
// the rendering in a texture, copy it over
|
|
if ( drawSurfs[0]->material->GetSort() >= SS_POST_PROCESS ) {
|
|
if ( r_skipPostProcess.GetBool() ) {
|
|
return 0;
|
|
}
|
|
isPostProcess = true;
|
|
|
|
// only dump if in a 3d view
|
|
if ( backEnd.viewDef->viewEntitys && tr.backEndRenderer == BE_ARB2 ) {
|
|
globalImages->currentRenderImage->CopyFramebuffer( backEnd.viewDef->viewport.x1,
|
|
backEnd.viewDef->viewport.y1, backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1,
|
|
backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1, true );
|
|
}
|
|
backEnd.currentRenderCopied = true;
|
|
}
|
|
|
|
GL_SelectTexture( 1 );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 0 );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
RB_SetProgramEnvironment( isPostProcess );
|
|
|
|
// we don't use RB_RenderDrawSurfListWithFunction()
|
|
// because we want to defer the matrix load because many
|
|
// surfaces won't draw any ambient passes
|
|
backEnd.currentSpace = NULL;
|
|
for (i = 0 ; i < numDrawSurfs ; i++ ) {
|
|
if ( drawSurfs[i]->material->SuppressInSubview() ) {
|
|
continue;
|
|
}
|
|
|
|
if ( backEnd.viewDef->isXraySubview && drawSurfs[i]->space->entityDef ) {
|
|
if ( drawSurfs[i]->space->entityDef->parms.xrayIndex != 2 ) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// we need to draw the post process shaders after we have drawn the fog lights
|
|
if ( drawSurfs[i]->material->GetSort() >= SS_POST_PROCESS
|
|
&& !backEnd.currentRenderCopied ) {
|
|
break;
|
|
}
|
|
|
|
RB_STD_T_RenderShaderPasses( drawSurfs[i] );
|
|
}
|
|
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
qglColor3f( 1, 1, 1 );
|
|
|
|
return i;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
BACK END RENDERING OF STENCIL SHADOWS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
RB_T_Shadow
|
|
|
|
the shadow volumes face INSIDE
|
|
=====================
|
|
*/
|
|
static void RB_T_Shadow( const drawSurf_t *surf ) {
|
|
const srfTriangles_t *tri;
|
|
|
|
// set the light position if we are using a vertex program to project the rear surfaces
|
|
if ( tr.backEndRendererHasVertexPrograms && r_useShadowVertexProgram.GetBool()
|
|
&& surf->space != backEnd.currentSpace ) {
|
|
idVec4 localLight;
|
|
|
|
R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.vLight->globalLightOrigin, localLight.ToVec3() );
|
|
localLight.w = 0.0f;
|
|
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, localLight.ToFloatPtr() );
|
|
}
|
|
|
|
tri = surf->geo;
|
|
|
|
if ( !tri->shadowCache ) {
|
|
return;
|
|
}
|
|
|
|
qglVertexPointer( 4, GL_FLOAT, sizeof( shadowCache_t ), vertexCache.Position(tri->shadowCache) );
|
|
|
|
// we always draw the sil planes, but we may not need to draw the front or rear caps
|
|
int numIndexes;
|
|
bool external = false;
|
|
|
|
if ( !r_useExternalShadows.GetInteger() ) {
|
|
numIndexes = tri->numIndexes;
|
|
} else if ( r_useExternalShadows.GetInteger() == 2 ) { // force to no caps for testing
|
|
numIndexes = tri->numShadowIndexesNoCaps;
|
|
} else if ( !(surf->dsFlags & DSF_VIEW_INSIDE_SHADOW) ) {
|
|
// if we aren't inside the shadow projection, no caps are ever needed needed
|
|
numIndexes = tri->numShadowIndexesNoCaps;
|
|
external = true;
|
|
} else if ( !backEnd.vLight->viewInsideLight && !(surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE) ) {
|
|
// if we are inside the shadow projection, but outside the light, and drawing
|
|
// a non-infinite shadow, we can skip some caps
|
|
if ( backEnd.vLight->viewSeesShadowPlaneBits & surf->geo->shadowCapPlaneBits ) {
|
|
// we can see through a rear cap, so we need to draw it, but we can skip the
|
|
// caps on the actual surface
|
|
numIndexes = tri->numShadowIndexesNoFrontCaps;
|
|
} else {
|
|
// we don't need to draw any caps
|
|
numIndexes = tri->numShadowIndexesNoCaps;
|
|
}
|
|
external = true;
|
|
} else {
|
|
// must draw everything
|
|
numIndexes = tri->numIndexes;
|
|
}
|
|
|
|
// set depth bounds
|
|
if( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) {
|
|
qglDepthBoundsEXT( surf->scissorRect.zmin, surf->scissorRect.zmax );
|
|
}
|
|
|
|
// debug visualization
|
|
if ( r_showShadows.GetInteger() ) {
|
|
if ( r_showShadows.GetInteger() == 3 ) {
|
|
if ( external ) {
|
|
qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
|
|
} else {
|
|
// these are the surfaces that require the reverse
|
|
qglColor3f( 1/backEnd.overBright, 0.1/backEnd.overBright, 0.1/backEnd.overBright );
|
|
}
|
|
} else {
|
|
// draw different color for turboshadows
|
|
if ( surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE ) {
|
|
if ( numIndexes == tri->numIndexes ) {
|
|
qglColor3f( 1/backEnd.overBright, 0.1/backEnd.overBright, 0.1/backEnd.overBright );
|
|
} else {
|
|
qglColor3f( 1/backEnd.overBright, 0.4/backEnd.overBright, 0.1/backEnd.overBright );
|
|
}
|
|
} else {
|
|
if ( numIndexes == tri->numIndexes ) {
|
|
qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
|
|
} else if ( numIndexes == tri->numShadowIndexesNoFrontCaps ) {
|
|
qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.6/backEnd.overBright );
|
|
} else {
|
|
qglColor3f( 0.6/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
|
|
}
|
|
}
|
|
}
|
|
|
|
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
|
qglDisable( GL_STENCIL_TEST );
|
|
GL_Cull( CT_TWO_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
qglEnable( GL_STENCIL_TEST );
|
|
|
|
return;
|
|
}
|
|
|
|
// DG: that bloody patent on depth-fail stencil shadows has finally expired on 2019-10-13,
|
|
// so use them (see https://patents.google.com/patent/US6384822B1/en for expiration status)
|
|
bool useStencilOpSeperate = r_useStencilOpSeparate.GetBool() && qglStencilOpSeparate != NULL;
|
|
if( !r_useCarmacksReverse.GetBool() ) {
|
|
if( useStencilOpSeperate ) {
|
|
// not using z-fail, but using qglStencilOpSeparate()
|
|
GLenum firstFace = backEnd.viewDef->isMirror ? GL_FRONT : GL_BACK;
|
|
GLenum secondFace = backEnd.viewDef->isMirror ? GL_BACK : GL_FRONT;
|
|
GL_Cull( CT_TWO_SIDED );
|
|
if ( !external ) {
|
|
qglStencilOpSeparate( firstFace, GL_KEEP, tr.stencilDecr, tr.stencilDecr );
|
|
qglStencilOpSeparate( secondFace, GL_KEEP, tr.stencilIncr, tr.stencilIncr );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
}
|
|
|
|
qglStencilOpSeparate( firstFace, GL_KEEP, GL_KEEP, tr.stencilIncr );
|
|
qglStencilOpSeparate( secondFace, GL_KEEP, GL_KEEP, tr.stencilDecr );
|
|
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
|
|
} else { // DG: this is the original code:
|
|
// patent-free work around
|
|
if ( !external ) {
|
|
// "preload" the stencil buffer with the number of volumes
|
|
// that get clipped by the near or far clip plane
|
|
qglStencilOp( GL_KEEP, tr.stencilDecr, tr.stencilDecr );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
qglStencilOp( GL_KEEP, tr.stencilIncr, tr.stencilIncr );
|
|
GL_Cull( CT_BACK_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
}
|
|
|
|
// traditional depth-pass stencil shadows
|
|
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilIncr );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
|
|
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilDecr );
|
|
GL_Cull( CT_BACK_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
}
|
|
} else { // use the formerly patented "Carmack's Reverse" Z-Fail code
|
|
if( useStencilOpSeperate ) {
|
|
// Z-Fail with glStencilOpSeparate() which will reduce draw calls
|
|
GLenum firstFace = backEnd.viewDef->isMirror ? GL_FRONT : GL_BACK;
|
|
GLenum secondFace = backEnd.viewDef->isMirror ? GL_BACK : GL_FRONT;
|
|
if ( !external ) { // z-fail
|
|
qglStencilOpSeparate( firstFace, GL_KEEP, tr.stencilDecr, GL_KEEP );
|
|
qglStencilOpSeparate( secondFace, GL_KEEP, tr.stencilIncr, GL_KEEP );
|
|
} else { // depth-pass
|
|
qglStencilOpSeparate( firstFace, GL_KEEP, GL_KEEP, tr.stencilIncr );
|
|
qglStencilOpSeparate( secondFace, GL_KEEP, GL_KEEP, tr.stencilDecr );
|
|
}
|
|
GL_Cull( CT_TWO_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
|
|
} else { // Z-Fail without glStencilOpSeparate()
|
|
|
|
// LEITH: the (formerly patented) "Carmack's Reverse" code
|
|
|
|
// depth-fail/Z-Fail stencil shadows
|
|
if ( !external ) {
|
|
qglStencilOp( GL_KEEP, tr.stencilDecr, GL_KEEP );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
qglStencilOp( GL_KEEP, tr.stencilIncr, GL_KEEP );
|
|
GL_Cull( CT_BACK_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
}
|
|
// traditional depth-pass stencil shadows
|
|
else {
|
|
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilIncr );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
|
|
qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilDecr );
|
|
GL_Cull( CT_BACK_SIDED );
|
|
RB_DrawShadowElementsWithCounters( tri, numIndexes );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
RB_StencilShadowPass
|
|
|
|
Stencil test should already be enabled, and the stencil buffer should have
|
|
been set to 128 on any surfaces that might receive shadows
|
|
=====================
|
|
*/
|
|
void RB_StencilShadowPass( const drawSurf_t *drawSurfs ) {
|
|
if ( !r_shadows.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
if ( !drawSurfs ) {
|
|
return;
|
|
}
|
|
|
|
globalImages->BindNull();
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
// for visualizing the shadows
|
|
if ( r_showShadows.GetInteger() ) {
|
|
if ( r_showShadows.GetInteger() == 2 ) {
|
|
// draw filled in
|
|
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_LESS );
|
|
} else {
|
|
// draw as lines, filling the depth buffer
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS );
|
|
}
|
|
} else {
|
|
// don't write to the color buffer, just the stencil buffer
|
|
GL_State( GLS_DEPTHMASK | GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHFUNC_LESS );
|
|
}
|
|
|
|
if ( r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat() ) {
|
|
qglPolygonOffset( r_shadowPolygonFactor.GetFloat(), -r_shadowPolygonOffset.GetFloat() );
|
|
qglEnable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
qglStencilFunc( GL_ALWAYS, 1, 255 );
|
|
|
|
if ( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) {
|
|
qglEnable( GL_DEPTH_BOUNDS_TEST_EXT );
|
|
}
|
|
|
|
RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_Shadow );
|
|
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
|
|
if ( r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat() ) {
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
if ( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) {
|
|
qglDisable( GL_DEPTH_BOUNDS_TEST_EXT );
|
|
}
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
qglStencilFunc( GL_GEQUAL, 128, 255 );
|
|
qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============================================================================================
|
|
|
|
BLEND LIGHT PROJECTION
|
|
|
|
=============================================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================
|
|
RB_T_BlendLight
|
|
|
|
=====================
|
|
*/
|
|
static void RB_T_BlendLight( const drawSurf_t *surf ) {
|
|
const srfTriangles_t *tri;
|
|
|
|
tri = surf->geo;
|
|
|
|
if ( backEnd.currentSpace != surf->space ) {
|
|
idPlane lightProject[4];
|
|
int i;
|
|
|
|
for ( i = 0 ; i < 4 ; i++ ) {
|
|
R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
|
|
}
|
|
|
|
GL_SelectTexture( 0 );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() );
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() );
|
|
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() );
|
|
|
|
GL_SelectTexture( 1 );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
|
|
}
|
|
|
|
// this gets used for both blend lights and shadow draws
|
|
if ( tri->ambientCache ) {
|
|
idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
|
|
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
|
|
} else if ( tri->shadowCache ) {
|
|
shadowCache_t *sc = (shadowCache_t *)vertexCache.Position( tri->shadowCache );
|
|
qglVertexPointer( 3, GL_FLOAT, sizeof( shadowCache_t ), sc->xyz.ToFloatPtr() );
|
|
}
|
|
|
|
RB_DrawElementsWithCounters( tri );
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
RB_BlendLight
|
|
|
|
Dual texture together the falloff and projection texture with a blend
|
|
mode to the framebuffer, instead of interacting with the surface texture
|
|
=====================
|
|
*/
|
|
static void RB_BlendLight( const drawSurf_t *drawSurfs, const drawSurf_t *drawSurfs2 ) {
|
|
const idMaterial *lightShader;
|
|
const shaderStage_t *stage;
|
|
int i;
|
|
const float *regs;
|
|
|
|
if ( !drawSurfs ) {
|
|
return;
|
|
}
|
|
if ( r_skipBlendLights.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
lightShader = backEnd.vLight->lightShader;
|
|
regs = backEnd.vLight->shaderRegisters;
|
|
|
|
// texture 1 will get the falloff texture
|
|
GL_SelectTexture( 1 );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglTexCoord2f( 0, 0.5 );
|
|
backEnd.vLight->falloffImage->Bind();
|
|
|
|
// texture 0 will get the projected texture
|
|
GL_SelectTexture( 0 );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
qglEnable( GL_TEXTURE_GEN_Q );
|
|
|
|
for ( i = 0 ; i < lightShader->GetNumStages() ; i++ ) {
|
|
stage = lightShader->GetStage(i);
|
|
|
|
if ( !regs[ stage->conditionRegister ] ) {
|
|
continue;
|
|
}
|
|
|
|
GL_State( GLS_DEPTHMASK | stage->drawStateBits | GLS_DEPTHFUNC_EQUAL );
|
|
|
|
GL_SelectTexture( 0 );
|
|
stage->texture.image->Bind();
|
|
|
|
if ( stage->texture.hasMatrix ) {
|
|
RB_LoadShaderTextureMatrix( regs, &stage->texture );
|
|
}
|
|
|
|
// get the modulate values from the light, including alpha, unlike normal lights
|
|
backEnd.lightColor[0] = regs[ stage->color.registers[0] ];
|
|
backEnd.lightColor[1] = regs[ stage->color.registers[1] ];
|
|
backEnd.lightColor[2] = regs[ stage->color.registers[2] ];
|
|
backEnd.lightColor[3] = regs[ stage->color.registers[3] ];
|
|
qglColor4fv( backEnd.lightColor );
|
|
|
|
RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_BlendLight );
|
|
RB_RenderDrawSurfChainWithFunction( drawSurfs2, RB_T_BlendLight );
|
|
|
|
if ( stage->texture.hasMatrix ) {
|
|
GL_SelectTexture( 0 );
|
|
qglMatrixMode( GL_TEXTURE );
|
|
qglLoadIdentity();
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
}
|
|
}
|
|
|
|
GL_SelectTexture( 1 );
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 0 );
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
qglDisable( GL_TEXTURE_GEN_Q );
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
|
|
static idPlane fogPlanes[4];
|
|
|
|
/*
|
|
=====================
|
|
RB_T_BasicFog
|
|
|
|
=====================
|
|
*/
|
|
static void RB_T_BasicFog( const drawSurf_t *surf ) {
|
|
if ( backEnd.currentSpace != surf->space ) {
|
|
idPlane local;
|
|
|
|
GL_SelectTexture( 0 );
|
|
|
|
R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[0], local );
|
|
local[3] += 0.5;
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() );
|
|
|
|
// R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[1], local );
|
|
// local[3] += 0.5;
|
|
local[0] = local[1] = local[2] = 0; local[3] = 0.5;
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() );
|
|
|
|
GL_SelectTexture( 1 );
|
|
|
|
// GL_S is constant per viewer
|
|
R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[2], local );
|
|
local[3] += FOG_ENTER;
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() );
|
|
|
|
R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[3], local );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() );
|
|
}
|
|
|
|
RB_T_RenderTriangleSurface( surf );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_FogPass
|
|
==================
|
|
*/
|
|
static void RB_FogPass( const drawSurf_t *drawSurfs, const drawSurf_t *drawSurfs2 ) {
|
|
const srfTriangles_t*frustumTris;
|
|
drawSurf_t ds;
|
|
const idMaterial *lightShader;
|
|
const shaderStage_t *stage;
|
|
const float *regs;
|
|
|
|
// create a surface for the light frustom triangles, which are oriented drawn side out
|
|
frustumTris = backEnd.vLight->frustumTris;
|
|
|
|
// if we ran out of vertex cache memory, skip it
|
|
if ( !frustumTris->ambientCache ) {
|
|
return;
|
|
}
|
|
memset( &ds, 0, sizeof( ds ) );
|
|
ds.space = &backEnd.viewDef->worldSpace;
|
|
ds.geo = frustumTris;
|
|
ds.scissorRect = backEnd.viewDef->scissor;
|
|
|
|
// find the current color and density of the fog
|
|
lightShader = backEnd.vLight->lightShader;
|
|
regs = backEnd.vLight->shaderRegisters;
|
|
// assume fog shaders have only a single stage
|
|
stage = lightShader->GetStage(0);
|
|
|
|
backEnd.lightColor[0] = regs[ stage->color.registers[0] ];
|
|
backEnd.lightColor[1] = regs[ stage->color.registers[1] ];
|
|
backEnd.lightColor[2] = regs[ stage->color.registers[2] ];
|
|
backEnd.lightColor[3] = regs[ stage->color.registers[3] ];
|
|
|
|
qglColor3fv( backEnd.lightColor );
|
|
|
|
// calculate the falloff planes
|
|
float a;
|
|
|
|
// if they left the default value on, set a fog distance of 500
|
|
if ( backEnd.lightColor[3] <= 1.0 ) {
|
|
a = -0.5f / DEFAULT_FOG_DISTANCE;
|
|
} else {
|
|
// otherwise, distance = alpha color
|
|
a = -0.5f / backEnd.lightColor[3];
|
|
}
|
|
|
|
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
|
|
|
|
// texture 0 is the falloff image
|
|
GL_SelectTexture( 0 );
|
|
globalImages->fogImage->Bind();
|
|
//GL_Bind( tr.whiteImage );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
qglTexCoord2f( 0.5f, 0.5f ); // make sure Q is set
|
|
|
|
fogPlanes[0][0] = a * backEnd.viewDef->worldSpace.modelViewMatrix[2];
|
|
fogPlanes[0][1] = a * backEnd.viewDef->worldSpace.modelViewMatrix[6];
|
|
fogPlanes[0][2] = a * backEnd.viewDef->worldSpace.modelViewMatrix[10];
|
|
fogPlanes[0][3] = a * backEnd.viewDef->worldSpace.modelViewMatrix[14];
|
|
|
|
fogPlanes[1][0] = a * backEnd.viewDef->worldSpace.modelViewMatrix[0];
|
|
fogPlanes[1][1] = a * backEnd.viewDef->worldSpace.modelViewMatrix[4];
|
|
fogPlanes[1][2] = a * backEnd.viewDef->worldSpace.modelViewMatrix[8];
|
|
fogPlanes[1][3] = a * backEnd.viewDef->worldSpace.modelViewMatrix[12];
|
|
|
|
|
|
// texture 1 is the entering plane fade correction
|
|
GL_SelectTexture( 1 );
|
|
globalImages->fogEnterImage->Bind();
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
|
|
// T will get a texgen for the fade plane, which is always the "top" plane on unrotated lights
|
|
fogPlanes[2][0] = 0.001f * backEnd.vLight->fogPlane[0];
|
|
fogPlanes[2][1] = 0.001f * backEnd.vLight->fogPlane[1];
|
|
fogPlanes[2][2] = 0.001f * backEnd.vLight->fogPlane[2];
|
|
fogPlanes[2][3] = 0.001f * backEnd.vLight->fogPlane[3];
|
|
|
|
// S is based on the view origin
|
|
float s = backEnd.viewDef->renderView.vieworg * fogPlanes[2].Normal() + fogPlanes[2][3];
|
|
|
|
fogPlanes[3][0] = 0;
|
|
fogPlanes[3][1] = 0;
|
|
fogPlanes[3][2] = 0;
|
|
fogPlanes[3][3] = FOG_ENTER + s;
|
|
|
|
qglTexCoord2f( FOG_ENTER + s, FOG_ENTER );
|
|
|
|
|
|
// draw it
|
|
RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_BasicFog );
|
|
RB_RenderDrawSurfChainWithFunction( drawSurfs2, RB_T_BasicFog );
|
|
|
|
// the light frustum bounding planes aren't in the depth buffer, so use depthfunc_less instead
|
|
// of depthfunc_equal
|
|
GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_LESS );
|
|
GL_Cull( CT_BACK_SIDED );
|
|
RB_RenderDrawSurfChainWithFunction( &ds, RB_T_BasicFog );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
|
|
GL_SelectTexture( 1 );
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
globalImages->BindNull();
|
|
|
|
GL_SelectTexture( 0 );
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_STD_FogAllLights
|
|
==================
|
|
*/
|
|
void RB_STD_FogAllLights( void ) {
|
|
viewLight_t *vLight;
|
|
|
|
if ( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0
|
|
|| backEnd.viewDef->isXraySubview /* dont fog in xray mode*/
|
|
) {
|
|
return;
|
|
}
|
|
|
|
qglDisable( GL_STENCIL_TEST );
|
|
|
|
for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
|
|
backEnd.vLight = vLight;
|
|
|
|
if ( !vLight->lightShader->IsFogLight() && !vLight->lightShader->IsBlendLight() ) {
|
|
continue;
|
|
}
|
|
|
|
#if 0 // _D3XP disabled that
|
|
if ( r_ignore.GetInteger() ) {
|
|
// we use the stencil buffer to guarantee that no pixels will be
|
|
// double fogged, which happens in some areas that are thousands of
|
|
// units from the origin
|
|
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 );
|
|
|
|
qglEnable( GL_STENCIL_TEST );
|
|
|
|
// only pass on the cleared stencil values
|
|
qglStencilFunc( GL_EQUAL, 128, 255 );
|
|
|
|
// when we pass the stencil test and depth test and are going to draw,
|
|
// increment the stencil buffer so we don't ever draw on that pixel again
|
|
qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
|
|
}
|
|
#endif
|
|
|
|
if ( vLight->lightShader->IsFogLight() ) {
|
|
RB_FogPass( vLight->globalInteractions, vLight->localInteractions );
|
|
} else if ( vLight->lightShader->IsBlendLight() ) {
|
|
RB_BlendLight( vLight->globalInteractions, vLight->localInteractions );
|
|
}
|
|
qglDisable( GL_STENCIL_TEST );
|
|
}
|
|
|
|
qglEnable( GL_STENCIL_TEST );
|
|
}
|
|
|
|
//=========================================================================================
|
|
|
|
/*
|
|
==================
|
|
RB_STD_LightScale
|
|
|
|
Perform extra blending passes to multiply the entire buffer by
|
|
a floating point value
|
|
==================
|
|
*/
|
|
void RB_STD_LightScale( void ) {
|
|
float v, f;
|
|
|
|
if ( backEnd.overBright == 1.0f ) {
|
|
return;
|
|
}
|
|
|
|
if ( r_skipLightScale.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
// the scissor may be smaller than the viewport for subviews
|
|
if ( r_useScissor.GetBool() ) {
|
|
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
|
|
backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
|
|
backEnd.viewDef->scissor.x2 - backEnd.viewDef->scissor.x1 + 1,
|
|
backEnd.viewDef->scissor.y2 - backEnd.viewDef->scissor.y1 + 1 );
|
|
backEnd.currentScissor = backEnd.viewDef->scissor;
|
|
}
|
|
|
|
// full screen blends
|
|
qglLoadIdentity();
|
|
qglMatrixMode( GL_PROJECTION );
|
|
qglPushMatrix();
|
|
qglLoadIdentity();
|
|
qglOrtho( 0, 1, 0, 1, -1, 1 );
|
|
|
|
GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR );
|
|
GL_Cull( CT_TWO_SIDED ); // so mirror views also get it
|
|
globalImages->BindNull();
|
|
qglDisable( GL_DEPTH_TEST );
|
|
qglDisable( GL_STENCIL_TEST );
|
|
|
|
v = 1;
|
|
while ( idMath::Fabs( v - backEnd.overBright ) > 0.01 ) { // a little extra slop
|
|
f = backEnd.overBright / v;
|
|
f /= 2;
|
|
if ( f > 1 ) {
|
|
f = 1;
|
|
}
|
|
qglColor3f( f, f, f );
|
|
v = v * f * 2;
|
|
|
|
qglBegin( GL_QUADS );
|
|
qglVertex2f( 0,0 );
|
|
qglVertex2f( 0,1 );
|
|
qglVertex2f( 1,1 );
|
|
qglVertex2f( 1,0 );
|
|
qglEnd();
|
|
}
|
|
|
|
|
|
qglPopMatrix();
|
|
qglEnable( GL_DEPTH_TEST );
|
|
qglMatrixMode( GL_MODELVIEW );
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
}
|
|
|
|
//=========================================================================================
|
|
|
|
/*
|
|
=============
|
|
RB_STD_DrawView
|
|
|
|
=============
|
|
*/
|
|
void RB_STD_DrawView( void ) {
|
|
drawSurf_t **drawSurfs;
|
|
int numDrawSurfs;
|
|
|
|
backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
|
|
|
|
drawSurfs = (drawSurf_t **)&backEnd.viewDef->drawSurfs[0];
|
|
numDrawSurfs = backEnd.viewDef->numDrawSurfs;
|
|
|
|
// clear the z buffer, set the projection matrix, etc
|
|
RB_BeginDrawingView();
|
|
|
|
// decide how much overbrighting we are going to do
|
|
RB_DetermineLightScale();
|
|
|
|
// fill the depth buffer and clear color buffer to black except on
|
|
// subviews
|
|
RB_STD_FillDepthBuffer( drawSurfs, numDrawSurfs );
|
|
|
|
// main light renderer
|
|
switch( tr.backEndRenderer ) {
|
|
case BE_ARB2:
|
|
RB_ARB2_DrawInteractions();
|
|
break;
|
|
}
|
|
|
|
// disable stencil shadow test
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
|
|
// uplight the entire screen to crutch up not having better blending range
|
|
RB_STD_LightScale();
|
|
|
|
// now draw any non-light dependent shading passes
|
|
int processed = RB_STD_DrawShaderPasses( drawSurfs, numDrawSurfs );
|
|
|
|
// fob and blend lights
|
|
RB_STD_FogAllLights();
|
|
|
|
// now draw any post-processing effects using _currentRender
|
|
if ( processed < numDrawSurfs ) {
|
|
RB_STD_DrawShaderPasses( drawSurfs+processed, numDrawSurfs-processed );
|
|
}
|
|
|
|
RB_RenderDebugTools( drawSurfs, numDrawSurfs );
|
|
|
|
}
|