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fteqw/engine/gl/gl_backend.c

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#include "quakedef.h"
#include "glquake.h"
#include "shader.h"
#ifdef RGLQUAKE
#define MAX_MESH_VERTS 8192
//we don't support multitexturing yet.
static float tempstarray[MAX_MESH_VERTS*3];
static vec4_t tempxyzarray[MAX_MESH_VERTS];
shader_t nullshader, wallbumpshader, modelbumpshader;
#define frand() (rand()&32767)* (1.0/32767)
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand())//*((x)-floor(x)))
static float r_sintable[FTABLE_SIZE];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
void GLR_MeshInit(void)
{
int i;
double t;
for ( i = 0; i < FTABLE_SIZE; i++ )
{
t = (double)i / (double)FTABLE_SIZE;
r_sintable[i] = sin ( t * M_PI*2 );
if (t < 0.25)
r_triangletable[i] = t * 4.0;
else if (t < 0.75)
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
if (t < 0.5)
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
{
nullshader.numdeforms = 0;//1;
nullshader.deforms[0].type = DEFORMV_WAVE;
nullshader.deforms[0].args[0] = 10;
nullshader.deforms[0].func.type = SHADER_FUNC_SIN;
nullshader.deforms[0].func.args[1] = 1;
nullshader.deforms[0].func.args[3] = 10;
nullshader.pass[0].texturetype = GL_TEXTURE_2D;
nullshader.pass[0].envmode = GL_MODULATE;
nullshader.pass[0].blendsrc = GL_SRC_ALPHA;
nullshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA;
nullshader.pass[1].flags |= SHADER_PASS_BLEND;
nullshader.pass[1].tcgen = TC_GEN_LIGHTMAP;
nullshader.pass[1].blendsrc = GL_SRC_ALPHA;
nullshader.pass[1].blenddst = GL_ONE_MINUS_SRC_ALPHA;
nullshader.pass[1].texturetype = GL_TEXTURE_2D;
}
{
modelbumpshader.numpasses = 3;
if (1)
modelbumpshader.pass[0].mergedpasses = 4;
else
modelbumpshader.pass[0].mergedpasses = 2;
modelbumpshader.pass[2].mergedpasses = 1;
modelbumpshader.pass[0].tcgen = TC_GEN_BASE;
modelbumpshader.pass[0].envmode = GL_COMBINE_ARB;
modelbumpshader.pass[0].combinesrc0 = GL_TEXTURE;
modelbumpshader.pass[0].combinemode = GL_REPLACE;
modelbumpshader.pass[0].blendsrc = GL_SRC_ALPHA;
modelbumpshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA;
modelbumpshader.pass[0].anim_frames[0] = 0;//bumpmap
modelbumpshader.pass[0].texturetype = GL_TEXTURE_2D;
modelbumpshader.pass[1].tcgen = TC_GEN_DOTPRODUCT;
modelbumpshader.pass[1].envmode = GL_COMBINE_ARB;
modelbumpshader.pass[1].combinesrc0 = GL_TEXTURE;
modelbumpshader.pass[1].combinesrc1 = GL_PREVIOUS_ARB;
modelbumpshader.pass[1].combinemode = GL_DOT3_RGB_ARB;
modelbumpshader.pass[1].anim_frames[0] = 0;//delux
modelbumpshader.pass[1].texturetype = GL_TEXTURE_2D;
modelbumpshader.pass[2].flags |= SHADER_PASS_BLEND;
modelbumpshader.pass[2].tcgen = TC_GEN_BASE;
modelbumpshader.pass[2].envmode = GL_MODULATE;
modelbumpshader.pass[2].blendsrc = GL_DST_COLOR;
modelbumpshader.pass[2].blenddst = GL_ZERO;
modelbumpshader.pass[2].anim_frames[0] = 0;//texture
modelbumpshader.pass[2].texturetype = GL_TEXTURE_2D;
//gl_combine states that we need to use a textures.
modelbumpshader.pass[3].tcgen = TC_GEN_BASE; //multiply by colors
modelbumpshader.pass[3].envmode = GL_COMBINE_ARB;
modelbumpshader.pass[3].combinesrc0 = GL_PREVIOUS_ARB;
modelbumpshader.pass[3].combinesrc1 = GL_PRIMARY_COLOR_ARB;
modelbumpshader.pass[3].combinemode = GL_MODULATE;
modelbumpshader.pass[3].anim_frames[0] = 1; //any, has to be present
modelbumpshader.pass[3].texturetype = GL_TEXTURE_2D;
}
{
wallbumpshader.numpasses = 4;
if (1)
wallbumpshader.pass[0].mergedpasses = 4;
else
wallbumpshader.pass[0].mergedpasses = 2;
wallbumpshader.pass[2].mergedpasses = 2;
wallbumpshader.pass[0].tcgen = TC_GEN_BASE;
wallbumpshader.pass[0].envmode = GL_COMBINE_ARB;
wallbumpshader.pass[0].combinesrc0 = GL_TEXTURE;
wallbumpshader.pass[0].combinemode = GL_REPLACE;
wallbumpshader.pass[0].anim_frames[0] = 0;//bumpmap
wallbumpshader.pass[0].blendsrc = GL_SRC_ALPHA;
wallbumpshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA;
wallbumpshader.pass[0].texturetype = GL_TEXTURE_2D;
wallbumpshader.pass[1].tcgen = TC_GEN_LIGHTMAP;
wallbumpshader.pass[1].envmode = GL_COMBINE_ARB;
wallbumpshader.pass[1].combinesrc0 = GL_TEXTURE;
wallbumpshader.pass[1].combinesrc1 = GL_PREVIOUS_ARB;
wallbumpshader.pass[1].combinemode = GL_DOT3_RGB_ARB;
wallbumpshader.pass[1].anim_frames[0] = 0;//delux
wallbumpshader.pass[1].texturetype = GL_TEXTURE_2D;
wallbumpshader.pass[2].flags |= SHADER_PASS_BLEND;
wallbumpshader.pass[2].tcgen = TC_GEN_BASE;
wallbumpshader.pass[2].envmode = GL_MODULATE;
wallbumpshader.pass[2].blendsrc = GL_DST_COLOR;
wallbumpshader.pass[2].blenddst = GL_ZERO;
wallbumpshader.pass[2].anim_frames[0] = 0;//texture
wallbumpshader.pass[2].texturetype = GL_TEXTURE_2D;
wallbumpshader.pass[3].tcgen = TC_GEN_LIGHTMAP;
wallbumpshader.pass[3].envmode = GL_BLEND;
wallbumpshader.pass[3].anim_frames[0] = 0;//lightmap
wallbumpshader.pass[3].texturetype = GL_TEXTURE_2D;
}
}
static float *R_TableForFunc ( unsigned int func )
{
switch (func)
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
}
// assume noise
return NULL;
}
static void MakeDeforms(shader_t *shader, vec4_t *out, vec4_t *in, int number)
{
float *table;
int d, j;
float args[4], deflect;
deformv_t *dfrm = shader->deforms;
for (d = 0; d < shader->numdeforms; d++, dfrm++)
{
switch(dfrm->type)
{
case DEFORMV_WAVE:
args[0] = dfrm->func.args[0];
args[1] = dfrm->func.args[1];
args[3] = dfrm->func.args[2] + dfrm->func.args[3] * realtime;
table = R_TableForFunc ( dfrm->func.type );
for ( j = 0; j < number; j++ ) {
deflect = dfrm->args[0] * (in[j][0]+in[j][1]+in[j][2]) + args[3];
deflect = sin(deflect)/*FTABLE_EVALUATE ( table, deflect )*/ * args[1] + args[0];
out[j][0] = in[j][0]+deflect;
out[j][1] = in[j][1]+deflect;
out[j][2] = in[j][2]+deflect;
// Deflect vertex along its normal by wave amount
// VectorMA ( out[j], deflect, normalsArray[j], in[j] );
}
break;
case DEFORMV_MOVE:
table = R_TableForFunc ( dfrm->func.type );
deflect = dfrm->func.args[2] + realtime * dfrm->func.args[3];
deflect = FTABLE_EVALUATE (table, deflect) * dfrm->func.args[1] + dfrm->func.args[0];
for ( j = 0; j < number; j++ )
VectorMA ( out[j], deflect, dfrm->args, in[j] );
break;
default:
Sys_Error("Bad deform type %i\n", dfrm->type);
}
in = out;
}
}
static void Mesh_DeformTextureCoords(mesh_t *mesh, shaderpass_t *pass)
{
int d;
// tcmod_t *tcmod = pass->tcmod;
float *in, *out;
switch(pass->tcgen)
{
case TC_GEN_DOTPRODUCT: //take normals, use the dotproduct and produce texture coords for bumpmapping
{
out = tempstarray;
in = (float*)mesh->normals_array;
for (d = 0; d < mesh->numvertexes; d++)
{
out[d*3+0] = DotProduct((in+d*3), mesh->lightaxis[0]);
out[d*3+1] = DotProduct((in+d*3), mesh->lightaxis[1]);
out[d*3+2] = DotProduct((in+d*3), mesh->lightaxis[2]);
}
glTexCoordPointer(3, GL_FLOAT, 0, out);
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
}
return;
case TC_GEN_LIGHTMAP:
in = (float*)mesh->lmst_array;
if (in)
break; //fallthrought
case TC_GEN_BASE:
in = (float*)mesh->st_array;
break;
default:
Sys_Error("Mesh_DeformTextureCoords: Bad TC_GEN type\n");
return;
}
/*
for (d = 0; d < pass->numtcmods; d++, dfrm++)
{
}
*/
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, 0, in);
}
static void Mesh_SetShaderpassState ( shaderpass_t *pass, qboolean mtex )
{
if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) )
{
glEnable (GL_BLEND);
glBlendFunc (pass->blendsrc, pass->blenddst);
}
else
{
// glDisable (GL_BLEND);
}
if (pass->flags & SHADER_PASS_ALPHAFUNC)
{
glEnable (GL_ALPHA_TEST);
if (pass->alphafunc == SHADER_ALPHA_GT0)
{
glAlphaFunc (GL_GREATER, 0);
}
else if (pass->alphafunc == SHADER_ALPHA_LT128)
{
glAlphaFunc (GL_LESS, 0.5f);
}
else if (pass->alphafunc == SHADER_ALPHA_GE128)
{
glAlphaFunc (GL_GEQUAL, 0.5f);
}
}
else
{
// glDisable (GL_ALPHA_TEST);
}
// glDepthFunc (pass->depthfunc);
if (pass->flags & SHADER_PASS_DEPTHWRITE)
{
glDepthMask (GL_TRUE);
}
else
{
// glDepthMask (GL_FALSE);
}
}
static void Mesh_DrawPass(shaderpass_t *pass, mesh_t *mesh)
{
Mesh_SetShaderpassState(pass, false);
if (pass->mergedpasses>1 && gl_mtexarbable)
{
int p;
// Mesh_DrawPass(pass+2,mesh);
// return;
for (p = 0; p < pass->mergedpasses; p++)
{
qglActiveTextureARB(GL_TEXTURE0_ARB+p);
qglClientActiveTextureARB(GL_TEXTURE0_ARB+p);
GL_BindType(pass[p].texturetype, pass[p].anim_frames[0]);
glEnable(pass[p].texturetype);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pass[p].envmode);
if (pass[p].envmode == GL_COMBINE_ARB)
{
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, pass[p].combinesrc0);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, pass[p].combinesrc1);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, pass[p].combinemode);
}
Mesh_DeformTextureCoords(mesh, pass+p);
}
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
for (p = pass->mergedpasses-1; p >= 0; p--)
{
qglActiveTextureARB(GL_TEXTURE0_ARB+p);
qglClientActiveTextureARB(GL_TEXTURE0_ARB+p);
glDisable(pass[p].texturetype);
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
}
else
{
Mesh_DeformTextureCoords(mesh, pass);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pass->envmode);
GL_Bind(pass->anim_frames[0]);
if (pass->texturetype != GL_TEXTURE_2D)
{
glDisable(pass->texturetype);
glEnable(pass->texturetype);
}
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
if (pass->texturetype != GL_TEXTURE_2D)
{
glDisable(pass->texturetype);
glEnable(GL_TEXTURE_2D);
}
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
}
void GL_DrawMesh(mesh_t *mesh, shader_t *shader, int texturenum, int lmtexturenum)
{
int i;
if (!shader)
{
shader = &nullshader;
shader->pass[0].anim_frames[0] = texturenum;
shader->pass[0].mergedpasses=1;
if (lmtexturenum && !texturenum)
{
shader->pass[0].anim_frames[0] = lmtexturenum;
shader->numpasses = 1;
shader->pass[0].flags |= SHADER_PASS_BLEND;
}
else if (lmtexturenum)
{
shader->numpasses = 2;
shader->pass[1].anim_frames[0] = lmtexturenum;//lmtexture;
shader->pass[0].flags &= ~SHADER_PASS_BLEND;
}
else
{
shader->pass[0].flags &= ~SHADER_PASS_BLEND;
shader->numpasses = 1;
}
shader->pass[0].texturetype = GL_TEXTURE_2D;
}
if (!shader->numdeforms)
glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
else
{
MakeDeforms(shader, tempxyzarray, mesh->xyz_array, mesh->numvertexes);
glVertexPointer(3, GL_FLOAT, 16, tempxyzarray);
}
if (mesh->normals_array && glNormalPointer)
{
glNormalPointer(GL_FLOAT, 0, mesh->normals_array);
glEnableClientState( GL_NORMAL_ARRAY );
}
glEnableClientState( GL_VERTEX_ARRAY );
if (mesh->colors_array && glColorPointer)
{
glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
glEnableClientState( GL_COLOR_ARRAY );
}
for (i =0 ; i < shader->numpasses; i+=shader->pass[i].mergedpasses)
Mesh_DrawPass(shader->pass+i, mesh);
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
glDisableClientState( GL_NORMAL_ARRAY );
/* //show normals
if (mesh->normals_array)
{
glColor3f(1,1,1);
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINES);
for (i = 0; i < mesh->numvertexes; i++)
{
glVertex3f( mesh->xyz_array[i][0],
mesh->xyz_array[i][1],
mesh->xyz_array[i][2]);
glVertex3f( mesh->xyz_array[i][0] + mesh->normals_array[i][0],
mesh->xyz_array[i][1] + mesh->normals_array[i][1],
mesh->xyz_array[i][2] + mesh->normals_array[i][2]);
}
glEnd();
glEnable(GL_TEXTURE_2D);
}
*/
}
void GL_DrawMeshBump(mesh_t *mesh, int texturenum, int lmtexturenum, int bumpnum, int deluxnum)
{
shader_t *shader;
extern int normalisationCubeMap;
if (lmtexturenum)
{
shader = &wallbumpshader;
shader->pass[3].anim_frames[0] = lmtexturenum;
}
else
shader = &modelbumpshader;
shader->pass[0].anim_frames[0] = bumpnum;
if (deluxnum)
{
shader->pass[1].anim_frames[0] = deluxnum;
shader->pass[1].tcgen = TC_GEN_LIGHTMAP;
shader->pass[1].texturetype = GL_TEXTURE_2D;
}
else
{
shader->pass[1].anim_frames[0] = normalisationCubeMap;
shader->pass[1].tcgen = TC_GEN_DOTPRODUCT;
shader->pass[1].texturetype = GL_TEXTURE_CUBE_MAP_ARB;
}
shader->pass[2].anim_frames[0] = texturenum;
// mesh->colors_array=NULL; //don't bother coloring it.
GL_DrawMesh(mesh, shader, 0, 0);
}
#endif