mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-24 05:11:21 +00:00
515 lines
16 KiB
C++
515 lines
16 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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GENERAL INTERACTION RENDERING
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=========================================================================================
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*/
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/*
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====================
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GL_SelectTextureNoClient
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====================
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*/
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static void GL_SelectTextureNoClient( int unit ) {
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backEnd.glState.currenttmu = unit;
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qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
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}
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/*
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==================
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RB_ARB2_DrawInteraction
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==================
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*/
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void RB_ARB2_DrawInteraction( const drawInteraction_t *din ) {
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// load all the vertex program parameters
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, din->localLightOrigin.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_VIEW_ORIGIN, din->localViewOrigin.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_S, din->lightProjection[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_T, din->lightProjection[1].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_Q, din->lightProjection[2].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_FALLOFF_S, din->lightProjection[3].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_S, din->specularMatrix[0].ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_T, din->specularMatrix[1].ToFloatPtr() );
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// testing fragment based normal mapping
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if ( r_testARBProgram.GetBool() ) {
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 2, din->localLightOrigin.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 3, din->localViewOrigin.ToFloatPtr() );
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}
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static const float zero[4] = { 0, 0, 0, 0 };
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static const float one[4] = { 1, 1, 1, 1 };
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static const float negOne[4] = { -1, -1, -1, -1 };
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switch ( din->vertexColor ) {
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case SVC_IGNORE:
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, zero );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
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break;
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case SVC_MODULATE:
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, one );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, zero );
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break;
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case SVC_INVERSE_MODULATE:
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, negOne );
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qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
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break;
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}
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// set the constant colors
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, din->diffuseColor.ToFloatPtr() );
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qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, din->specularColor.ToFloatPtr() );
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// set the textures
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// texture 1 will be the per-surface bump map
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GL_SelectTextureNoClient( 1 );
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din->bumpImage->Bind();
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// texture 2 will be the light falloff texture
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GL_SelectTextureNoClient( 2 );
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din->lightFalloffImage->Bind();
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// texture 3 will be the light projection texture
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GL_SelectTextureNoClient( 3 );
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din->lightImage->Bind();
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// texture 4 is the per-surface diffuse map
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GL_SelectTextureNoClient( 4 );
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din->diffuseImage->Bind();
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// texture 5 is the per-surface specular map
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GL_SelectTextureNoClient( 5 );
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din->specularImage->Bind();
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// draw it
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RB_DrawElementsWithCounters( din->surf->geo );
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}
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/*
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=============
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RB_ARB2_CreateDrawInteractions
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=============
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*/
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void RB_ARB2_CreateDrawInteractions( const drawSurf_t *surf ) {
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if ( !surf ) {
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return;
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}
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// perform setup here that will be constant for all interactions
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );
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// bind the vertex program
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if ( r_testARBProgram.GetBool() ) {
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_TEST );
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST );
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} else {
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION );
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qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION );
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}
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qglEnable(GL_VERTEX_PROGRAM_ARB);
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qglEnable(GL_FRAGMENT_PROGRAM_ARB);
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// enable the vertex arrays
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qglEnableVertexAttribArrayARB( 8 );
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qglEnableVertexAttribArrayARB( 9 );
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qglEnableVertexAttribArrayARB( 10 );
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qglEnableVertexAttribArrayARB( 11 );
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qglEnableClientState( GL_COLOR_ARRAY );
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// texture 0 is the normalization cube map for the vector towards the light
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GL_SelectTextureNoClient( 0 );
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if ( backEnd.vLight->lightShader->IsAmbientLight() ) {
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globalImages->ambientNormalMap->Bind();
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} else {
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globalImages->normalCubeMapImage->Bind();
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}
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// texture 6 is the specular lookup table
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GL_SelectTextureNoClient( 6 );
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if ( r_testARBProgram.GetBool() ) {
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globalImages->specular2DTableImage->Bind(); // variable specularity in alpha channel
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} else {
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globalImages->specularTableImage->Bind();
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}
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for ( ; surf ; surf=surf->nextOnLight ) {
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// perform setup here that will not change over multiple interaction passes
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// set the vertex pointers
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idDrawVert *ac = (idDrawVert *)vertexCache.Position( surf->geo->ambientCache );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
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qglVertexAttribPointerARB( 11, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
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qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
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qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
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qglVertexAttribPointerARB( 8, 2, GL_FLOAT, false, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
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qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
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// this may cause RB_ARB2_DrawInteraction to be exacuted multiple
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// times with different colors and images if the surface or light have multiple layers
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RB_CreateSingleDrawInteractions( surf, RB_ARB2_DrawInteraction );
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}
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qglDisableVertexAttribArrayARB( 8 );
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qglDisableVertexAttribArrayARB( 9 );
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qglDisableVertexAttribArrayARB( 10 );
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qglDisableVertexAttribArrayARB( 11 );
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qglDisableClientState( GL_COLOR_ARRAY );
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// disable features
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GL_SelectTextureNoClient( 6 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 5 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 4 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 3 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 2 );
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globalImages->BindNull();
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GL_SelectTextureNoClient( 1 );
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globalImages->BindNull();
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backEnd.glState.currenttmu = -1;
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GL_SelectTexture( 0 );
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qglDisable(GL_VERTEX_PROGRAM_ARB);
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qglDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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/*
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==================
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RB_ARB2_DrawInteractions
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==================
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*/
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void RB_ARB2_DrawInteractions( void ) {
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viewLight_t *vLight;
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GL_SelectTexture( 0 );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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//
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// for each light, perform adding and shadowing
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//
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for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
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backEnd.vLight = vLight;
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// do fogging later
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if ( vLight->lightShader->IsFogLight() ) {
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continue;
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}
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if ( vLight->lightShader->IsBlendLight() ) {
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continue;
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}
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if ( !vLight->localInteractions && !vLight->globalInteractions
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&& !vLight->translucentInteractions ) {
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continue;
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}
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// clear the stencil buffer if needed
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if ( vLight->globalShadows || vLight->localShadows ) {
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backEnd.currentScissor = vLight->scissorRect;
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if ( r_useScissor.GetBool() ) {
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qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
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backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
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backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
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backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
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}
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qglClear( GL_STENCIL_BUFFER_BIT );
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} else {
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// no shadows, so no need to read or write the stencil buffer
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// we might in theory want to use GL_ALWAYS instead of disabling
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// completely, to satisfy the invarience rules
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qglStencilFunc( GL_ALWAYS, 128, 255 );
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}
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if ( r_useShadowVertexProgram.GetBool() ) {
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qglEnable( GL_VERTEX_PROGRAM_ARB );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
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RB_StencilShadowPass( vLight->globalShadows );
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RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
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qglEnable( GL_VERTEX_PROGRAM_ARB );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
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RB_StencilShadowPass( vLight->localShadows );
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RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
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qglDisable( GL_VERTEX_PROGRAM_ARB ); // if there weren't any globalInteractions, it would have stayed on
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} else {
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RB_StencilShadowPass( vLight->globalShadows );
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RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
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RB_StencilShadowPass( vLight->localShadows );
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RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
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}
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// translucent surfaces never get stencil shadowed
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if ( r_skipTranslucent.GetBool() ) {
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continue;
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}
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qglStencilFunc( GL_ALWAYS, 128, 255 );
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backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
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RB_ARB2_CreateDrawInteractions( vLight->translucentInteractions );
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backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
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}
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// disable stencil shadow test
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qglStencilFunc( GL_ALWAYS, 128, 255 );
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GL_SelectTexture( 0 );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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//===================================================================================
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typedef struct {
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GLenum target;
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GLuint ident;
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char name[64];
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} progDef_t;
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static const int MAX_GLPROGS = 200;
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// a single file can have both a vertex program and a fragment program
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static progDef_t progs[MAX_GLPROGS] = {
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{ GL_VERTEX_PROGRAM_ARB, VPROG_TEST, "test.vfp" },
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{ GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST, "test.vfp" },
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{ GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION, "interaction.vfp" },
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{ GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION, "interaction.vfp" },
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{ GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp" },
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{ GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp" },
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{ GL_VERTEX_PROGRAM_ARB, VPROG_AMBIENT, "ambientLight.vfp" },
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{ GL_FRAGMENT_PROGRAM_ARB, FPROG_AMBIENT, "ambientLight.vfp" },
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{ GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW, "shadow.vp" },
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{ GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT, "environment.vfp" },
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{ GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT, "environment.vfp" },
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{ GL_VERTEX_PROGRAM_ARB, VPROG_GLASSWARP, "arbVP_glasswarp.txt" },
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{ GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP, "arbFP_glasswarp.txt" },
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// additional programs can be dynamically specified in materials
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};
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/*
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=================
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R_LoadARBProgram
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=================
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*/
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void R_LoadARBProgram( int progIndex ) {
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int ofs;
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int err;
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idStr fullPath = "glprogs/";
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fullPath += progs[progIndex].name;
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char *fileBuffer;
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char *buffer;
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char *start = NULL, *end;
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common->Printf( "%s", fullPath.c_str() );
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// load the program even if we don't support it, so
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// fs_copyfiles can generate cross-platform data dumps
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fileSystem->ReadFile( fullPath.c_str(), (void **)&fileBuffer, NULL );
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if ( !fileBuffer ) {
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common->Printf( ": File not found\n" );
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return;
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}
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// copy to stack memory and free
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buffer = (char *)_alloca( strlen( fileBuffer ) + 1 );
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strcpy( buffer, fileBuffer );
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fileSystem->FreeFile( fileBuffer );
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if ( !glConfig.isInitialized ) {
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return;
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}
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//
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// submit the program string at start to GL
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//
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if ( progs[progIndex].ident == 0 ) {
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// allocate a new identifier for this program
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progs[progIndex].ident = PROG_USER + progIndex;
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}
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// vertex and fragment programs can both be present in a single file, so
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// scan for the proper header to be the start point, and stamp a 0 in after the end
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if ( progs[progIndex].target == GL_VERTEX_PROGRAM_ARB ) {
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if ( !glConfig.ARBVertexProgramAvailable ) {
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common->Printf( ": GL_VERTEX_PROGRAM_ARB not available\n" );
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return;
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}
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start = strstr( buffer, "!!ARBvp" );
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}
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if ( progs[progIndex].target == GL_FRAGMENT_PROGRAM_ARB ) {
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if ( !glConfig.ARBFragmentProgramAvailable ) {
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common->Printf( ": GL_FRAGMENT_PROGRAM_ARB not available\n" );
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return;
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}
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start = strstr( buffer, "!!ARBfp" );
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}
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if ( !start ) {
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common->Printf( ": !!ARB not found\n" );
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return;
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}
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end = strstr( start, "END" );
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if ( !end ) {
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common->Printf( ": END not found\n" );
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return;
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}
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end[3] = 0;
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qglBindProgramARB( progs[progIndex].target, progs[progIndex].ident );
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qglGetError();
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qglProgramStringARB( progs[progIndex].target, GL_PROGRAM_FORMAT_ASCII_ARB,
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strlen( start ), start );
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err = qglGetError();
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qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, (GLint *)&ofs );
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if ( err == GL_INVALID_OPERATION ) {
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const GLubyte *str = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
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common->Printf( "\nGL_PROGRAM_ERROR_STRING_ARB: %s\n", str );
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if ( ofs < 0 ) {
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common->Printf( "GL_PROGRAM_ERROR_POSITION_ARB < 0 with error\n" );
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} else if ( ofs >= (int)strlen( start ) ) {
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common->Printf( "error at end of program\n" );
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} else {
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common->Printf( "error at %i:\n%s", ofs, start + ofs );
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}
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return;
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}
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if ( ofs != -1 ) {
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common->Printf( "\nGL_PROGRAM_ERROR_POSITION_ARB != -1 without error\n" );
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return;
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}
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common->Printf( "\n" );
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}
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/*
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==================
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R_FindARBProgram
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Returns a GL identifier that can be bound to the given target, parsing
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a text file if it hasn't already been loaded.
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==================
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*/
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int R_FindARBProgram( GLenum target, const char *program ) {
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int i;
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idStr stripped = program;
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stripped.StripFileExtension();
|
|
|
|
// see if it is already loaded
|
|
for ( i = 0 ; progs[i].name[0] ; i++ ) {
|
|
if ( progs[i].target != target ) {
|
|
continue;
|
|
}
|
|
|
|
idStr compare = progs[i].name;
|
|
compare.StripFileExtension();
|
|
|
|
if ( !idStr::Icmp( stripped.c_str(), compare.c_str() ) ) {
|
|
return progs[i].ident;
|
|
}
|
|
}
|
|
|
|
if ( i == MAX_GLPROGS ) {
|
|
common->Error( "R_FindARBProgram: MAX_GLPROGS" );
|
|
}
|
|
|
|
// add it to the list and load it
|
|
progs[i].ident = (program_t)0; // will be gen'd by R_LoadARBProgram
|
|
progs[i].target = target;
|
|
strncpy( progs[i].name, program, sizeof( progs[i].name ) - 1 );
|
|
|
|
R_LoadARBProgram( i );
|
|
|
|
return progs[i].ident;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_ReloadARBPrograms_f
|
|
==================
|
|
*/
|
|
void R_ReloadARBPrograms_f( const idCmdArgs &args ) {
|
|
int i;
|
|
|
|
common->Printf( "----- R_ReloadARBPrograms -----\n" );
|
|
for ( i = 0 ; progs[i].name[0] ; i++ ) {
|
|
R_LoadARBProgram( i );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_ARB2_Init
|
|
|
|
==================
|
|
*/
|
|
void R_ARB2_Init( void ) {
|
|
glConfig.allowARB2Path = false;
|
|
|
|
common->Printf( "ARB2 renderer: " );
|
|
|
|
if ( !glConfig.ARBVertexProgramAvailable || !glConfig.ARBFragmentProgramAvailable ) {
|
|
common->Printf( "Not available.\n" );
|
|
return;
|
|
}
|
|
|
|
common->Printf( "Available.\n" );
|
|
|
|
glConfig.allowARB2Path = true;
|
|
}
|