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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
647 lines
22 KiB
C++
647 lines
22 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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==================
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RB_RenderInteraction
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backEnd.vLight
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backEnd.lightScale
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backEnd.depthFunc must be equal for alpha tested surfaces to work right,
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it is set to lessThan for blended transparent surfaces
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This expects a bumpmap stage before a diffuse stage before a specular stage
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The material code is responsible for guaranteeing that, but conditional stages
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can still make it invalid.
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you can't blend two bumpmaps, but you can change bump maps between
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blended diffuse / specular maps to get the same effect
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==================
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*/
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static void RB_RenderInteraction( const drawSurf_t *surf ) {
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const idMaterial *surfaceShader = surf->material;
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const float *surfaceRegs = surf->shaderRegisters;
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const viewLight_t *vLight = backEnd.vLight;
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const idMaterial *lightShader = vLight->lightShader;
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const float *lightRegs = vLight->shaderRegisters;
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static idPlane lightProject[4]; // reused across function calls
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const srfTriangles_t *tri = surf->geo;
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const shaderStage_t *lastBumpStage = NULL;
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RB_LogComment( "---------- RB_RenderInteraction %s on %s ----------\n",
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lightShader->GetName(), surfaceShader->GetName() );
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// change the matrix and light projection vectors if needed
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if ( surf->space != backEnd.currentSpace ) {
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backEnd.currentSpace = surf->space;
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qglLoadMatrixf( surf->space->modelViewMatrix );
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for ( int i = 0 ; i < 4 ; i++ ) {
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R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
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}
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}
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// change the scissor if needed
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if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
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backEnd.currentScissor = surf->scissorRect;
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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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// hack depth range if needed
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if ( surf->space->weaponDepthHack ) {
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RB_EnterWeaponDepthHack();
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}
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if ( surf->space->modelDepthHack != 0.0f ) {
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RB_EnterModelDepthHack( surf->space->modelDepthHack );
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}
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// set the vertex arrays, which may not all be enabled on a given pass
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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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GL_SelectTexture( 0 );
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qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
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// go through the individual stages
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for ( int i = 0 ; i < surfaceShader->GetNumStages() ; i++ ) {
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const shaderStage_t *surfaceStage = surfaceShader->GetStage( i );
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// ignore ambient stages while drawing interactions
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if ( surfaceStage->lighting == SL_AMBIENT ) {
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continue;
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}
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// ignore stages that fail the condition
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if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
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continue;
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}
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//-----------------------------------------------------
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//
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// bump / falloff
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//
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//-----------------------------------------------------
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if ( surfaceStage->lighting == SL_BUMP ) {
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// render light falloff * bumpmap lighting
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if ( surfaceStage->vertexColor != SVC_IGNORE ) {
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common->Printf( "shader %s: vertexColor on a bump stage\n",
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surfaceShader->GetName() );
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}
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// check for RGBA modulations in the stage, which are also illegal?
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// save the bump map stage for the specular calculation and diffuse
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// error checking
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lastBumpStage = surfaceStage;
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//
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// ambient lights combine non-directional bump and falloff
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// and write to the alpha channel
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//
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if ( lightShader->IsAmbientLight() ) {
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GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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// development aid
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if ( r_skipBump.GetBool() ) {
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globalImages->flatNormalMap->Bind();
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}
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// texture 1 will be the light falloff
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GL_SelectTexture( 1 );
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qglEnable( GL_TEXTURE_GEN_S );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
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qglTexCoord2f( 0, 0.5 );
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vLight->falloffImage->Bind();
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
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// set the constant color to a bit of an angle
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qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, tr.ambientLightVector.ToFloatPtr() );
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// stage 0 sets primary_color = bump dot constant color
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_CONSTANT_COLOR0_NV, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
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// stage 1 alpha sets primary_color = primary_color * falloff
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// final combiner takes the result for the alpha channel
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qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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// draw it
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RB_DrawElementsWithCounters( tri );
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globalImages->BindNull();
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qglDisable( GL_TEXTURE_GEN_S );
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GL_SelectTexture( 0 );
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RB_FinishStageTexture( &surfaceStage->texture, surf );
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continue;
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}
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//
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// draw light falloff to the alpha channel
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//
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GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglDisableClientState( GL_COLOR_ARRAY );
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qglEnable( GL_TEXTURE_GEN_S );
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qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
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qglTexCoord2f( 0, 0.5 );
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vLight->falloffImage->Bind();
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// make sure a combiner output doesn't step on the texture
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// final combiner
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qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_TEXTURE0_ARB,
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GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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// draw it
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RB_DrawElementsWithCounters( tri );
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qglDisable( GL_TEXTURE_GEN_S );
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//
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// draw the bump map result onto the alpha channel
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//
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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// texture 1 is the normalization cube map
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// the texccords are the non-normalized vector towards the light origin
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GL_SelectTexture( 1 );
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globalImages->normalCubeMapImage->Bind();
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
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qglDisableClientState( GL_COLOR_ARRAY );
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// program the nvidia register combiners
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// I just want alpha = Dot( texture0, texture1 )
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
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// stage 0 rgb performs the dot product
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// SPARE0 = TEXTURE0 dot TEXTURE1
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
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// final combiner just takes the dot result and puts it in alpha
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_SPARE0_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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// draw it
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RB_DrawElementsWithCounters( tri );
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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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RB_FinishStageTexture( &surfaceStage->texture, surf );
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continue;
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}
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if ( surfaceStage->lighting == SL_DIFFUSE ) {
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if ( !lastBumpStage ) {
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common->Printf( "shader %s: diffuse stage without a preceeding bumpmap stage\n",
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surfaceShader->GetName() );
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continue;
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}
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}
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//-----------------------------------------------------
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//
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// specular exponent modification of the bump / falloff
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//
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//-----------------------------------------------------
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if ( surfaceStage->lighting == SL_SPECULAR ) {
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// put specular bump map into alpha channel, then treat as a diffuse
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// allow the specular to be skipped as a user speed optimization
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if ( r_skipSpecular.GetBool() ) {
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continue;
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}
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// ambient lights don't have specular
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if ( lightShader->IsAmbientLight() ) {
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continue;
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}
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if ( !lastBumpStage ) {
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common->Printf( "shader %s: specular stage without a preceeding bumpmap stage\n",
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surfaceShader->GetName() );
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continue;
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}
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_SRC_ALPHA | GLS_COLORMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will be the per-surface bump map
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &lastBumpStage->texture, surf );
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// development aid
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if ( r_skipBump.GetBool() ) {
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globalImages->flatNormalMap->Bind();
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}
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// texture 1 is the normalization cube map
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// indexed by the dynamic halfangle texcoords
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GL_SelectTexture( 1 );
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globalImages->normalCubeMapImage->Bind();
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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qglTexCoordPointer( 4, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
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// program the nvidia register combiners
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qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
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// stage 0 rgb performs the dot product
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// GL_PRIMARY_COLOR_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2
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// the scale and bias steepen the specular curve
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
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GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
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GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE );
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// stage 0 alpha does nothing
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qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
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GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// stage 1 rgb does nothing
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qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
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// stage 1 alpha takes bump * bump
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// PRIMARY_COLOR = ( GL_PRIMARY_COLOR_NV * GL_PRIMARY_COLOR_NV - 0.5 ) * 2
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// the scale and bias steepen the specular curve
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
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GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
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qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
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GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
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GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE );
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// final combiner
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qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
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GL_UNSIGNED_IDENTITY_NV, GL_RGB );
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qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
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GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
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// draw it
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RB_DrawElementsWithCounters( tri );
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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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RB_FinishStageTexture( &lastBumpStage->texture, surf );
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// the bump map in the alpha channel is now corrupted, so a normal diffuse
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// map can't be drawn unless a new bumpmap is put down
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lastBumpStage = NULL;
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// fall through to the common handling of diffuse and specular projected lighting
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}
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//-----------------------------------------------------
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//
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// projected light / surface color for diffuse and specular maps
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//
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//-----------------------------------------------------
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if ( surfaceStage->lighting == SL_DIFFUSE || surfaceStage->lighting == SL_SPECULAR ) {
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// don't trash alpha
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GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
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| backEnd.depthFunc );
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// texture 0 will get the surface color texture
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
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// development aid
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if ( ( surfaceStage->lighting == SL_DIFFUSE && r_skipDiffuse.GetBool() )
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|| ( surfaceStage->lighting == SL_SPECULAR && r_skipSpecular.GetBool() ) ) {
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globalImages->blackImage->Bind();
|
|
}
|
|
|
|
// texture 1 will get the light projected texture
|
|
GL_SelectTexture( 1 );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnable( GL_TEXTURE_GEN_S );
|
|
qglEnable( GL_TEXTURE_GEN_T );
|
|
qglEnable( GL_TEXTURE_GEN_Q );
|
|
qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() );
|
|
qglTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() );
|
|
qglTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() );
|
|
|
|
// texture0 * texture1 * primaryColor * constantColor
|
|
qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
|
|
|
|
// SPARE0 = TEXTURE0 * PRIMARY_COLOR
|
|
// SPARE1 = TEXTURE1 * CONSTANT_COLOR
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
|
|
GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
// variable B will be overriden based on the stage vertexColor option
|
|
if ( surfaceStage->vertexColor == SVC_MODULATE ) {
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
|
|
GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
} else if ( surfaceStage->vertexColor == SVC_INVERSE_MODULATE ) {
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
|
|
GL_PRIMARY_COLOR_NV, GL_UNSIGNED_INVERT_NV, GL_RGB );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
} else { // SVC_IGNORE
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
|
|
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
|
|
GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
|
|
GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
|
|
GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV,
|
|
GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
|
|
// final combiner
|
|
qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE1_NV,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_SPARE0_NV,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_RGB );
|
|
qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO,
|
|
GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
|
|
|
|
// for all light stages, multiply the projected color by the surface
|
|
// color, and blend with the framebuffer
|
|
for ( int j = 0 ; j < lightShader->GetNumStages() ; j++ ) {
|
|
const shaderStage_t *lightStage = lightShader->GetStage( j );
|
|
float color[4];
|
|
|
|
// ignore stages that fail the condition
|
|
if ( !lightRegs[ lightStage->conditionRegister ] ) {
|
|
continue;
|
|
}
|
|
|
|
// set the color to the light color times the surface color
|
|
color[0] = backEnd.lightScale
|
|
* lightRegs[ lightStage->color.registers[0] ]
|
|
* surfaceRegs[ surfaceStage->color.registers[0] ];
|
|
color[1] = backEnd.lightScale
|
|
* lightRegs[ lightStage->color.registers[1] ]
|
|
* surfaceRegs[ surfaceStage->color.registers[1] ];
|
|
color[2] = backEnd.lightScale
|
|
* lightRegs[ lightStage->color.registers[2] ]
|
|
* surfaceRegs[ surfaceStage->color.registers[2] ];
|
|
color[3] = 1;
|
|
|
|
// don't draw if it would be all black
|
|
if ( color[0] == 0 && color[1] == 0 && color[2] == 0 ) {
|
|
continue;
|
|
}
|
|
|
|
qglCombinerParameterfvNV( GL_CONSTANT_COLOR1_NV, color );
|
|
|
|
RB_BindStageTexture( lightRegs, &lightStage->texture, surf );
|
|
|
|
RB_DrawElementsWithCounters( tri );
|
|
|
|
RB_FinishStageTexture( &lightStage->texture, surf );
|
|
}
|
|
|
|
if ( surfaceStage->vertexColor != SVC_IGNORE ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
|
|
qglDisable( GL_TEXTURE_GEN_S );
|
|
qglDisable( GL_TEXTURE_GEN_T );
|
|
qglDisable( GL_TEXTURE_GEN_Q );
|
|
|
|
globalImages->BindNull();
|
|
GL_SelectTexture( 0 );
|
|
RB_FinishStageTexture( &surfaceStage->texture, surf );
|
|
|
|
continue;
|
|
}
|
|
|
|
}
|
|
// unhack depth range if needed
|
|
if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
|
|
RB_LeaveDepthHack();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
RB_RenderInteractionList
|
|
==================
|
|
*/
|
|
static void RB_RenderInteractionList( const drawSurf_t *surf ) {
|
|
if ( !surf ) {
|
|
return;
|
|
}
|
|
|
|
qglEnable( GL_REGISTER_COMBINERS_NV );
|
|
|
|
// force a space calculation for light vectors
|
|
backEnd.currentSpace = NULL;
|
|
|
|
for ( const drawSurf_t *s = surf ; s ; s = s->nextOnLight ) {
|
|
RB_RenderInteraction( s );
|
|
}
|
|
|
|
qglDisable( GL_REGISTER_COMBINERS_NV );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_RenderViewLight
|
|
|
|
==================
|
|
*/
|
|
static void RB_RenderViewLight( viewLight_t *vLight ) {
|
|
backEnd.vLight = vLight;
|
|
|
|
// do fogging later
|
|
if ( vLight->lightShader->IsFogLight() ) {
|
|
return;
|
|
}
|
|
if ( vLight->lightShader->IsBlendLight() ) {
|
|
return;
|
|
}
|
|
|
|
RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
|
|
|
|
// clear the stencil buffer if needed
|
|
if ( vLight->globalShadows || vLight->localShadows ) {
|
|
backEnd.currentScissor = vLight->scissorRect;
|
|
if ( r_useScissor.GetBool() ) {
|
|
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
|
|
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
|
|
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
|
|
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
|
|
}
|
|
qglClear( GL_STENCIL_BUFFER_BIT );
|
|
} else {
|
|
// no shadows, so no need to read or write the stencil buffer
|
|
// we might in theory want to use GL_ALWAYS instead of disabling
|
|
// completely, to satisfy the invarience rules
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
}
|
|
|
|
backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
|
|
RB_StencilShadowPass( vLight->globalShadows );
|
|
RB_RenderInteractionList( vLight->localInteractions );
|
|
RB_StencilShadowPass( vLight->localShadows );
|
|
RB_RenderInteractionList( vLight->globalInteractions );
|
|
|
|
if ( r_skipTranslucent.GetBool() ) {
|
|
return;
|
|
}
|
|
|
|
// disable stencil testing for translucent interactions, because
|
|
// the shadow isn't calculated at their point, and the shadow
|
|
// behind them may be depth fighting with a back side, so there
|
|
// isn't any reasonable thing to do
|
|
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
|
backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
|
|
RB_RenderInteractionList( vLight->translucentInteractions );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
RB_NV10_DrawInteractions
|
|
==================
|
|
*/
|
|
void RB_NV10_DrawInteractions( void ) {
|
|
qglEnable( GL_STENCIL_TEST );
|
|
|
|
for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
|
|
RB_RenderViewLight( vLight );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
R_NV10_Init
|
|
|
|
==================
|
|
*/
|
|
void R_NV10_Init( void ) {
|
|
glConfig.allowNV10Path = false;
|
|
|
|
if ( !glConfig.registerCombinersAvailable ) {
|
|
return;
|
|
}
|
|
|
|
glConfig.allowNV10Path = true;
|
|
}
|