#include "quakedef.h" //#define FORCESTATE void DumpGLState(void); #ifdef GLQUAKE #define r_refract_fboival (gl_config.ext_framebuffer_objects && r_refract_fbo.ival) #include "glquake.h" #include "shader.h" #ifdef _WIN32 #include #else #include #endif #ifdef FORCESTATE #pragma warningmsg("FORCESTATE is active") #endif #ifdef ANDROID /*android appears to have a bug, and requires f and not i*/ #define qglTexEnvi qglTexEnvf #endif extern cvar_t gl_overbright; extern cvar_t gl_ati_truform; extern cvar_t r_wireframe; extern cvar_t r_refract_fbo; static const char LIGHTPASS_SHADER[] = "\ {\n\ program rtlight%s\n\ \ {\n\ map $diffuse\n\ blendfunc add\n\ }\n\ {\n\ map $normalmap\n\ }\n\ {\n\ map $specular\n\ }\n\ {\n\ map $lightcubemap\n\ }\n\ {\n\ map $shadowmap\n\ }\n\ {\n\ map $loweroverlay\n\ }\n\ {\n\ map $upperoverlay\n\ }\n\ }"; extern cvar_t r_glsl_offsetmapping, r_portalrecursion, r_portalonly; static void BE_SendPassBlendDepthMask(unsigned int sbits); void GLBE_SubmitBatch(batch_t *batch); #ifdef RTLIGHTS static qboolean GLBE_RegisterLightShader(int mode); #endif struct { //internal state struct { int lastpasstmus; // int vbo_colour; // int vbo_texcoords[SHADER_PASS_MAX]; // int vbo_deforms; //holds verticies... in case you didn't realise. const shader_t *shader_light[1u<polyoffset.factor; po.unit = shaderstate.curshader->polyoffset.unit; if (pushdepth) { /*some quake doors etc are flush with the walls that they're meant to be hidden behind, or plats the same height as the floor, etc we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/ extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor; po.factor += r_polygonoffset_submodel_factor.value; po.unit += r_polygonoffset_submodel_offset.value; } if (shaderstate.mode == BEM_DEPTHONLY) { po.factor += 5; po.unit += 25; } #ifndef FORCESTATE if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit) #endif { shaderstate.curpolyoffset = po; if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit) { qglEnable(GL_POLYGON_OFFSET_FILL); qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit); } else qglDisable(GL_POLYGON_OFFSET_FILL); } } #ifndef GLSLONLY void GL_TexEnv(GLenum mode) { #ifndef FORCESTATE if (mode != shaderstate.texenvmode[shaderstate.currenttmu]) #endif { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode); shaderstate.texenvmode[shaderstate.currenttmu] = mode; } } static void BE_SetPassBlendMode(int tmu, int pbm) { #ifndef FORCESTATE if (shaderstate.blendmode[tmu] != pbm) #endif { shaderstate.blendmode[tmu] = pbm; #ifndef FORCESTATE if (shaderstate.currenttmu != tmu) #endif GL_SelectTexture(tmu); switch (pbm) { case PBM_DOTPRODUCT: GL_TexEnv(GL_COMBINE_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1); break; case PBM_MODULATE_PREV_COLOUR: GL_TexEnv(GL_COMBINE_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1); break; case PBM_REPLACELIGHT: // if (shaderstate.identitylighting != 1) goto forcemod; GL_TexEnv(GL_REPLACE); break; case PBM_REPLACE: GL_TexEnv(GL_REPLACE); break; case PBM_DECAL: if (tmu == 0) goto forcemod; GL_TexEnv(GL_DECAL); break; case PBM_ADD: if (tmu == 0) goto forcemod; GL_TexEnv(GL_ADD); break; case PBM_OVERBRIGHT: GL_TexEnv(GL_COMBINE_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1<shaderTime; } void GL_SelectTexture(int target) { shaderstate.currenttmu = target; if (qglActiveTextureARB) qglActiveTextureARB(target + mtexid0); else if (qglSelectTextureSGIS) qglSelectTextureSGIS(target + mtexid0); } void GL_SelectVBO(int vbo) { #ifndef FORCESTATE if (shaderstate.currentvbo != vbo) #endif { shaderstate.currentvbo = vbo; qglBindBufferARB(GL_ARRAY_BUFFER_ARB, shaderstate.currentvbo); } } void GL_DeselectVAO(void) { if (shaderstate.currentvao) { qglBindVertexArray(0); shaderstate.currentvao = 0; } } void GL_SelectEBO(int vbo) { //EBO is part of the current VAO, so keep things matching that #ifndef FORCESTATE if (shaderstate.currentebo != vbo) #endif { shaderstate.currentebo = vbo; qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.currentebo); } } void GL_MTBind(int tmu, int target, texid_t texnum) { GL_SelectTexture(tmu); #ifndef FORCESTATE if (shaderstate.currenttextures[tmu] == texnum->num) return; #endif shaderstate.currenttextures[tmu] = texnum->num; if (target) qglBindTexture (target, texnum->num); if ( #ifndef FORCESTATE shaderstate.curtexturetype[tmu] != target && #endif !gl_config_nofixedfunc) { if (shaderstate.curtexturetype[tmu]) qglDisable(shaderstate.curtexturetype[tmu]); shaderstate.curtexturetype[tmu] = target; if (target) qglEnable(target); } } void GL_LazyBind(int tmu, int target, texid_t texnum) { int glnum = texnum?texnum->num:0; #ifndef FORCESTATE if (shaderstate.currenttextures[tmu] != glnum) #endif { GL_SelectTexture(tmu); shaderstate.currenttextures[shaderstate.currenttmu] = glnum; #ifndef FORCESTATE if (shaderstate.curtexturetype[tmu] != target) #endif { if (shaderstate.curtexturetype[tmu]) qglBindTexture (shaderstate.curtexturetype[tmu], 0); if (gl_config_nofixedfunc) { shaderstate.curtexturetype[tmu] = target; } else { if (shaderstate.curtexturetype[tmu]) qglDisable(shaderstate.curtexturetype[tmu]); shaderstate.curtexturetype[tmu] = target; if (target) qglEnable(target); } } if (target) qglBindTexture (target, glnum); } } static void BE_ApplyAttributes(unsigned int bitstochange, unsigned int bitstoendisable) { unsigned int i; //legacy colour attribute (including flat shaded) if ((bitstochange) & (1u<= (1u<= (1u<coord2.gl.vbo && !shaderstate.sourcevbo->coord2.gl.addr) { GL_SelectVBO(shaderstate.pendingvertexvbo); qglVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, VECV_STRIDE, shaderstate.pendingvertexpointer); } else { GL_SelectVBO(shaderstate.sourcevbo->coord2.gl.vbo); qglVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, GL_FALSE, VECV_STRIDE, shaderstate.sourcevbo->coord2.gl.addr); } break; case VATTR_COLOUR: if (shaderstate.sourcevbo->colours[0].gl.addr) { GL_SelectVBO(shaderstate.sourcevbo->colours[0].gl.vbo); qglVertexAttribPointer(VATTR_COLOUR, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[0].gl.addr); break; } break; #if MAXRLIGHTMAPS > 1 case VATTR_COLOUR2: GL_SelectVBO(shaderstate.sourcevbo->colours[1].gl.vbo); qglVertexAttribPointer(VATTR_COLOUR2, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[1].gl.addr); break; case VATTR_COLOUR3: GL_SelectVBO(shaderstate.sourcevbo->colours[2].gl.vbo); qglVertexAttribPointer(VATTR_COLOUR3, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[2].gl.addr); break; case VATTR_COLOUR4: GL_SelectVBO(shaderstate.sourcevbo->colours[3].gl.vbo); qglVertexAttribPointer(VATTR_COLOUR4, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[3].gl.addr); break; #endif case VATTR_TEXCOORD: GL_SelectVBO(shaderstate.sourcevbo->texcoord.gl.vbo); qglVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->texcoord.gl.addr); break; case VATTR_LMCOORD: if (!shaderstate.sourcevbo->lmcoord[0].gl.vbo && !shaderstate.sourcevbo->lmcoord[0].gl.addr) { GL_SelectVBO(shaderstate.sourcevbo->texcoord.gl.vbo); qglVertexAttribPointer(VATTR_LMCOORD, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->texcoord.gl.addr); } else { GL_SelectVBO(shaderstate.sourcevbo->lmcoord[0].gl.vbo); qglVertexAttribPointer(VATTR_LMCOORD, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[0].gl.addr); } break; #if MAXRLIGHTMAPS > 1 case VATTR_LMCOORD2: GL_SelectVBO(shaderstate.sourcevbo->lmcoord[1].gl.vbo); qglVertexAttribPointer(VATTR_LMCOORD2, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[1].gl.addr); break; case VATTR_LMCOORD3: GL_SelectVBO(shaderstate.sourcevbo->lmcoord[2].gl.vbo); qglVertexAttribPointer(VATTR_LMCOORD3, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[2].gl.addr); break; case VATTR_LMCOORD4: GL_SelectVBO(shaderstate.sourcevbo->lmcoord[3].gl.vbo); qglVertexAttribPointer(VATTR_LMCOORD4, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[3].gl.addr); break; #endif case VATTR_NORMALS: if (!shaderstate.sourcevbo->normals.gl.addr) { shaderstate.sha_attr &= ~(1u<normals.gl.vbo); qglVertexAttribPointer(VATTR_NORMALS, 3, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->normals.gl.addr); break; case VATTR_SNORMALS: if (!shaderstate.sourcevbo->svector.gl.addr) { shaderstate.sha_attr &= ~(1u<svector.gl.vbo); qglVertexAttribPointer(VATTR_SNORMALS, 3, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->svector.gl.addr); break; case VATTR_TNORMALS: if (!shaderstate.sourcevbo->tvector.gl.addr) { shaderstate.sha_attr &= ~(1u<tvector.gl.vbo); qglVertexAttribPointer(VATTR_TNORMALS, 3, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->tvector.gl.addr); break; case VATTR_BONENUMS: GL_SelectVBO(shaderstate.sourcevbo->bonenums.gl.vbo); qglVertexAttribPointer(VATTR_BONENUMS, 4, GL_UNSIGNED_BYTE, GL_FALSE, 0, shaderstate.sourcevbo->bonenums.gl.addr); break; case VATTR_BONEWEIGHTS: GL_SelectVBO(shaderstate.sourcevbo->boneweights.gl.vbo); qglVertexAttribPointer(VATTR_BONEWEIGHTS, 4, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->boneweights.gl.addr); break; } if ((bitstoendisable) & (1u<vaodynamic&progattrmask; #if 0 bitstoendisable = 0; #else bitstoendisable = shaderstate.sourcevbo->vaoenabled^progattrmask; if (bitstoendisable) bitstochange |= bitstoendisable; shaderstate.sourcevbo->vaoenabled = progattrmask; #endif if (bitstochange & (1u<indicies.gl.vbo); } } else { bitstochange = progattrmask; bitstoendisable = progattrmask^shaderstate.sha_attr; shaderstate.sha_attr = progattrmask; /* #ifndef FORCESTATE if (shaderstate.currentebo != shaderstate.sourcevbo->indicies.gl.vbo) #endif { shaderstate.currentebo = shaderstate.sourcevbo->indicies.gl.vbo; qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.currentebo); } */ } if (bitstochange || bitstoendisable) BE_ApplyAttributes(bitstochange, bitstoendisable); } void GLBE_SetupVAO(vbo_t *vbo, unsigned int vaodynamic, unsigned int vaostatic) { if (qglGenVertexArrays) { qglGenVertexArrays(1, &vbo->vao); if ((vaostatic & VATTR_VERTEX1) && !gl_config_nofixedfunc) vaostatic = (vaostatic & ~VATTR_VERTEX1) | VATTR_LEG_VERTEX; if ((vaodynamic & VATTR_VERTEX1) && !gl_config_nofixedfunc) vaodynamic = (vaodynamic & ~VATTR_VERTEX1) | VATTR_LEG_VERTEX; shaderstate.curvertexpointer = NULL; shaderstate.curvertexvbo = 0; shaderstate.sourcevbo = vbo; shaderstate.pendingvertexvbo = shaderstate.sourcevbo->coord.gl.vbo; shaderstate.pendingvertexpointer = shaderstate.sourcevbo->coord.gl.addr; shaderstate.colourarraytype = GL_FLOAT; shaderstate.currentvao = vbo->vao; qglBindVertexArray(vbo->vao); qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.sourcevbo->indicies.gl.vbo); BE_ApplyAttributes(vaostatic, vaodynamic|vaostatic); GL_SelectVBO(shaderstate.sourcevbo->coord.gl.vbo); vbo->vaoenabled = vaodynamic|vaostatic; vbo->vaodynamic = vaodynamic; shaderstate.curvertexpointer = NULL; shaderstate.curvertexvbo = 0; } else { GL_DeselectVAO(); /*always select the coord vbo and indicies ebo, for easy bufferdata*/ GL_SelectEBO(vbo->indicies.gl.vbo); GL_SelectVBO(vbo->coord.gl.vbo); } } void GL_SelectProgram(int program) { if (shaderstate.currentprogram != program) { qglUseProgramObjectARB(program); shaderstate.currentprogram = program; } } static void GL_DeSelectProgram(void) { if (shaderstate.currentprogram != 0) { qglUseProgramObjectARB(0); shaderstate.currentprogram = 0; } } void GLBE_RenderShadowBuffer(unsigned int numverts, int vbo, vecV_t *verts, unsigned numindicies, int ibo, index_t *indicies) { shaderstate.pendingvertexvbo = vbo; shaderstate.pendingvertexpointer = verts; shaderstate.sourcevbo = &shaderstate.dummyvbo; shaderstate.dummyvbo.indicies.gl.vbo = ibo; GL_SelectEBO(ibo); if (shaderstate.allblackshader) { GL_SelectProgram(shaderstate.allblackshader); BE_EnableShaderAttributes(gl_config_nofixedfunc?(1u<topcolour; if (cv >= 16) { *retred = (((cv&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[15]+0))>>8; *retgreen = (((cv&0x00ff00)>>8)**((unsigned char*)&d_8to24rgbtable[15]+1))>>8; *retblue = (((cv&0x0000ff)>>0)**((unsigned char*)&d_8to24rgbtable[15]+2))>>8; return; } if (cv >= 0) i = cv; else i = TOP_RANGE>>4; if (i > 8) { i<<=4; } else { i<<=4; i+=15; } i*=3; *retred = host_basepal[i+0]; *retgreen = host_basepal[i+1]; *retblue = host_basepal[i+2]; /* if (!gammaworks) { *retred = gammatable[*retred]; *retgreen = gammatable[*retgreen]; *retblue = gammatable[*retblue]; }*/ } void R_FetchBottomColour(int *retred, int *retgreen, int *retblue) { int i; unsigned int cv = shaderstate.curentity->bottomcolour; if (cv >= 16) { *retred = (((cv&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[15]+0))>>8; *retgreen = (((cv&0x00ff00)>>8)**((unsigned char*)&d_8to24rgbtable[15]+1))>>8; *retblue = (((cv&0x0000ff)>>0)**((unsigned char*)&d_8to24rgbtable[15]+2))>>8; return; } if (cv >= 0) i = cv; else i = BOTTOM_RANGE>>4; if (i > 8) { i<<=4; } else { i<<=4; i+=15; } i*=3; *retred = host_basepal[i+0]; *retgreen = host_basepal[i+1]; *retblue = host_basepal[i+2]; /* if (!gammaworks) { *retred = gammatable[*retred]; *retgreen = gammatable[*retgreen]; *retblue = gammatable[*retblue]; }*/ } static void RevertToKnownState(void) { if (shaderstate.currentvao) qglBindVertexArray(0); shaderstate.currentvao = 0; shaderstate.curvertexvbo = ~0; GL_SelectVBO(0); // GL_SelectEBO(0); while(shaderstate.lastpasstmus>0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } GL_SelectTexture(0); #ifndef GLSLONLY if (!gl_config_nofixedfunc) { BE_SetPassBlendMode(0, PBM_REPLACE); qglColor3f(1,1,1); GL_DeSelectProgram(); } #endif shaderstate.shaderbits &= ~(SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY|SBITS_MASK_BITS|SBITS_AFFINE); shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE; shaderstate.shaderbits &= ~(SBITS_BLEND_BITS); qglDisable(GL_BLEND); qglDepthFunc(GL_LEQUAL); qglDepthMask(GL_TRUE); qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } void PPL_RevertToKnownState(void) { RevertToKnownState(); } void R_IBrokeTheArrays(void) { RevertToKnownState(); } #ifdef RTLIGHTS //called from gl_shadow int GLBE_SetupForShadowMap(texid_t shadowmaptex, int texwidth, int texheight, float shadowscale) { extern cvar_t r_shadow_shadowmapping_bias; extern cvar_t r_shadow_shadowmapping_nearclip; float n = r_shadow_shadowmapping_nearclip.value; float f = shaderstate.lightradius; float b = r_shadow_shadowmapping_bias.value; //FIXME: this is used for rendering, not for shadow generation! #define SHADOWMAP_SIZE 512 //projection frustum, slots 10+11. scaled by 0.5 //lightshadowmapproj is a projection matrix packed into a vec4, with various texture scaling stuff built in. shaderstate.lightshadowmapproj[0] = shadowscale * (1.0-(1.0/texwidth)) * 0.5/3.0; shaderstate.lightshadowmapproj[1] = shadowscale * (1.0-(1.0/texheight)) * 0.5/2.0; shaderstate.lightshadowmapproj[2] = 0.5*(f+n)/(n-f); shaderstate.lightshadowmapproj[3] = (f*n)/(n-f) - b*n*(1024/texheight); shaderstate.lightshadowmapscale[0] = 1.0/(SHADOWMAP_SIZE*3); shaderstate.lightshadowmapscale[1] = 1.0/(SHADOWMAP_SIZE*2); shaderstate.curshadowmap = shadowmaptex; while(shaderstate.lastpasstmus>0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } shaderstate.shaderbits &= ~SBITS_MISC_DEPTHWRITE; if (qglShadeModel) qglShadeModel(GL_FLAT); GL_ForceDepthWritable(); // qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); BE_SelectMode(BEM_DEPTHONLY); return shaderstate.fbo_current; } #endif static void T_Gen_CurrentRender(int tmu) { int vwidth, vheight; int pwidth = vid.fbpwidth; int pheight = vid.fbpheight; if (r_refdef.recurse) return; if (gl_config.texture_non_power_of_two_limited) { vwidth = pwidth; vheight = pheight; } else { vwidth = 1; vheight = 1; while (vwidth < pwidth) { vwidth *= 2; } while (vheight < pheight) { vheight *= 2; } } // copy the scene to texture if (!TEXVALID(shaderstate.temptexture)) { TEXASSIGN(shaderstate.temptexture, Image_CreateTexture("***$currentrender***", NULL, 0)); qglGenTextures(1, &shaderstate.temptexture->num); } GL_MTBind(tmu, GL_TEXTURE_2D, shaderstate.temptexture); qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } static void Shader_BindTextureForPass(int tmu, const shaderpass_t *pass) { extern texid_t missing_texture; extern texid_t missing_texture_gloss; extern texid_t missing_texture_normal; extern texid_t scenepp_postproc_cube; extern texid_t r_whiteimage; texid_t t; switch(pass->texgen) { default: case T_GEN_SINGLEMAP: t = pass->anim_frames[0]; break; case T_GEN_ANIMMAP: t = pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes]; break; case T_GEN_LIGHTMAP: if ((unsigned short)shaderstate.curbatch->lightmap[0] >= numlightmaps) t = r_whiteimage; else t = lightmap[shaderstate.curbatch->lightmap[0]]->lightmap_texture; break; case T_GEN_DELUXMAP: { unsigned int lmi = shaderstate.curbatch->lightmap[0]; if (lmi >= numlightmaps || !lightmap[lmi]->hasdeluxe) t = missing_texture_normal; else t = lightmap[lmi+1]->lightmap_texture; } break; case T_GEN_DIFFUSE: if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->base)) t = shaderstate.curtexnums->base; else t = missing_texture; break; case T_GEN_NORMALMAP: t = (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->bump))?shaderstate.curtexnums->bump:missing_texture_normal; break; case T_GEN_SPECULAR: if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->specular)) t = shaderstate.curtexnums->specular; else t = missing_texture_gloss; break; case T_GEN_UPPEROVERLAY: if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->upperoverlay)) t = shaderstate.curtexnums->upperoverlay; else t = r_nulltex; break; case T_GEN_LOWEROVERLAY: if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->loweroverlay)) t = shaderstate.curtexnums->loweroverlay; else t = r_nulltex; break; case T_GEN_FULLBRIGHT: t = shaderstate.curtexnums->fullbright; break; case T_GEN_SHADOWMAP: t = shaderstate.curshadowmap; break; case T_GEN_LIGHTCUBEMAP: GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, shaderstate.lightcubemap); return; case T_GEN_CUBEMAP: t = pass->anim_frames[0]; GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, t); return; case T_GEN_SOURCECUBE: t = scenepp_postproc_cube; GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, t); return; case T_GEN_3DMAP: t = pass->anim_frames[0]; GL_LazyBind(tmu, GL_TEXTURE_3D, t); return; case T_GEN_VIDEOMAP: #ifdef NOMEDIA t = shaderstate.curtexnums?shaderstate.curtexnums->base:r_nulltex; #else t = Media_UpdateForShader(pass->cin); #endif break; case T_GEN_CURRENTRENDER: T_Gen_CurrentRender(tmu); return; case T_GEN_SOURCECOLOUR: t = shaderstate.tex_sourcecol; break; case T_GEN_SOURCEDEPTH: t = shaderstate.tex_sourcedepth; break; case T_GEN_REFLECTION: t = shaderstate.tex_reflection; break; case T_GEN_REFRACTION: if (!r_refract_fboival) { T_Gen_CurrentRender(tmu); return; } t = shaderstate.tex_refraction; break; case T_GEN_REFRACTIONDEPTH: t = shaderstate.tex_refractiondepth; break; case T_GEN_RIPPLEMAP: t = shaderstate.tex_ripplemap; break; } GL_LazyBind(tmu, GL_TEXTURE_2D, t); } /*========================================== matrix functions =====================================*/ typedef vec3_t mat3_t[3]; static mat3_t axisDefault={{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}; static void Matrix3_Transpose (mat3_t in, mat3_t out) { out[0][0] = in[0][0]; out[1][1] = in[1][1]; out[2][2] = in[2][2]; out[0][1] = in[1][0]; out[0][2] = in[2][0]; out[1][0] = in[0][1]; out[1][2] = in[2][1]; out[2][0] = in[0][2]; out[2][1] = in[1][2]; } static void Matrix3_Multiply_Vec3 (mat3_t a, vec3_t b, vec3_t product) { product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2]; product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2]; product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2]; } static int Matrix3_Compare(mat3_t in, mat3_t out) { return memcmp(in, out, sizeof(mat3_t)); } //end matrix functions /*========================================== tables for deforms =====================================*/ #define frand() (rand()*(1.0/RAND_MAX)) #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]; static float *FTableForFunc ( 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; } //bad values allow us to crash (so I can debug em) return NULL; } void Shader_LightPass(const char *shortname, shader_t *s, const void *args) { char shadertext[8192*2]; sprintf(shadertext, LIGHTPASS_SHADER, ""); Shader_DefaultScript(shortname, s, shadertext); } void GenerateFogTexture(texid_t *tex, float density, float zscale) { #define FOGS 256 #define FOGT 32 byte_vec4_t fogdata[FOGS*FOGT]; int s, t; float f, z; static float fogdensity, fogzscale; if (TEXVALID(*tex) && density == fogdensity && zscale == fogzscale) return; fogdensity = density; fogzscale = zscale; for(s = 0; s < FOGS; s++) for(t = 0; t < FOGT; t++) { z = (float)s / (FOGS-1); z *= zscale; if (0)//q3 f = pow(z, 0.5); else if (1)//GL_EXP f = 1-exp(-density * z); else //GL_EXP2 f = 1-exp(-(density*density) * z); if (f < 0) f = 0; if (f > 1) f = 1; f *= (float)t / (FOGT-1); fogdata[t*FOGS + s][0] = 255; fogdata[t*FOGS + s][1] = 255; fogdata[t*FOGS + s][2] = 255; fogdata[t*FOGS + s][3] = 255*f; } if (!TEXVALID(*tex)) *tex = Image_CreateTexture("***fog***", NULL, IF_CLAMP|IF_NOMIPMAP); Image_Upload(*tex, TF_RGBA32, fogdata, NULL, FOGS, FOGT, IF_CLAMP|IF_NOMIPMAP); } void GLBE_DestroyFBOs(void) { GLBE_FBO_Destroy(&shaderstate.fbo_2dfbo); GLBE_FBO_Destroy(&shaderstate.fbo_reflectrefrac); GLBE_FBO_Destroy(&shaderstate.fbo_lprepass); if (shaderstate.tex_reflection) { R_DestroyTexture(shaderstate.tex_reflection); shaderstate.tex_reflection = r_nulltex; } if (shaderstate.tex_refraction) { R_DestroyTexture(shaderstate.tex_refraction); shaderstate.tex_refraction = r_nulltex; } if (shaderstate.tex_refractiondepth) { R_DestroyTexture(shaderstate.tex_refractiondepth); shaderstate.tex_refractiondepth = r_nulltex; } if (shaderstate.temptexture) { R_DestroyTexture(shaderstate.temptexture); shaderstate.temptexture = r_nulltex; } } void GLBE_Shutdown(void) { GLBE_DestroyFBOs(); BZ_Free(shaderstate.wbatches); shaderstate.wbatches = NULL; shaderstate.maxwbatches = 0; } void GLBE_Init(void) { int i; double t; GLBE_Shutdown(); memset(&shaderstate, 0, sizeof(shaderstate)); shaderstate.curentity = &r_worldentity; be_maxpasses = gl_mtexarbable; gl_stencilbits = 0; if (gl_config.glversion >= 3.0 && gl_config_nofixedfunc) { //docs say this line should be okay in gl3+. nvidia do not seem to agree. GL_STENCIL_BITS is depricated however. so for now, just assume. //qglGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER_EXT, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &gl_stencilbits); gl_stencilbits = 8; } else qglGetIntegerv(GL_STENCIL_BITS, &gl_stencilbits); for (i = 0; i < FTABLE_SIZE; i++) { t = (double)i / (double)FTABLE_SIZE; r_sintable[i] = sin(t * 2*M_PI); 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; } shaderstate.identitylighting = 1; shaderstate.identitylightmap = 1; for (i = 0; i < MAXRLIGHTMAPS; i++) shaderstate.dummybatch.lightmap[i] = -1; #ifdef RTLIGHTS Sh_CheckSettings(); if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival) { if (r_shadow_shadowmapping.ival) GLBE_RegisterLightShader(LSHADER_SMAP); else GLBE_RegisterLightShader(0); } #endif gl_overbright.modified = true; /*in case the d3d renderer does the same*/ /*lock the cvar down if the backend can't actually do it*/ if (!gl_config.tex_env_combine && !gl_config_nofixedfunc && gl_overbright.ival) Cvar_ApplyLatchFlag(&gl_overbright, "0", CVAR_RENDERERLATCH); shaderstate.shaderbits = ~SBITS_ATEST_BITS; BE_SendPassBlendDepthMask(0); currententity = &r_worldentity; shaderstate.fogtexture = r_nulltex; shaderstate.depthonlyshader = R_RegisterShader("depthonly", SUF_NONE, "{\n" "program depthonly\n" "{\n" "depthwrite\n" "maskcolor\n" "}\n" "}\n" ); //if the shader doesn't work, give up with that. if (!shaderstate.depthonlyshader || !shaderstate.depthonlyshader->prog) shaderstate.depthonlyshader = NULL; //make sure the world draws correctly r_worldentity.shaderRGBAf[0] = 1; r_worldentity.shaderRGBAf[1] = 1; r_worldentity.shaderRGBAf[2] = 1; r_worldentity.shaderRGBAf[3] = 1; r_worldentity.axis[0][0] = 1; r_worldentity.axis[1][1] = 1; r_worldentity.axis[2][2] = 1; r_worldentity.light_avg[0] = 1; r_worldentity.light_avg[1] = 1; r_worldentity.light_avg[2] = 1; R_InitFlashblends(); //only do this where we have to. if (qglBufferDataARB && gl_config_nofixedfunc) { memset(&shaderstate.streamvbo, 0, sizeof(shaderstate.streamvbo)); memset(&shaderstate.streamebo, 0, sizeof(shaderstate.streamebo)); memset(&shaderstate.streamvao, 0, sizeof(shaderstate.streamvao)); qglGenBuffersARB(sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]), shaderstate.streamvbo); qglGenBuffersARB(sizeof(shaderstate.streamebo)/sizeof(shaderstate.streamebo[0]), shaderstate.streamebo); if (qglGenVertexArrays) qglGenVertexArrays(sizeof(shaderstate.streamvao)/sizeof(shaderstate.streamvao[0]), shaderstate.streamvao); } } //end tables #ifndef GLSLONLY #define MAX_ARRAY_VERTS 65535 static avec4_t coloursarray[MAX_ARRAY_VERTS]; static float texcoordarray[SHADER_PASS_MAX][MAX_ARRAY_VERTS*2]; static vecV_t vertexarray[MAX_ARRAY_VERTS]; /*========================================== texture coord generation =====================================*/ static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal) { int i; vec3_t viewer, reflected; float d; vec3_t rorg; RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg); for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), normal += 3, st += 2 ) { VectorSubtract (rorg, xyz, viewer); VectorNormalizeFast (viewer); d = DotProduct (normal, viewer); reflected[0] = normal[0]*2*d - viewer[0]; reflected[1] = normal[1]*2*d - viewer[1]; reflected[2] = normal[2]*2*d - viewer[2]; st[0] = 0.5 + reflected[1] * 0.5; st[1] = 0.5 - reflected[2] * 0.5; } } static void tcgen_fog(float *st, unsigned int numverts, float *xyz, mfog_t *fog) { int i; float z; float eye, point; vec4_t zmat; //generate a simple matrix to calc only the projected z coord zmat[0] = -shaderstate.modelviewmatrix[2]; zmat[1] = -shaderstate.modelviewmatrix[6]; zmat[2] = -shaderstate.modelviewmatrix[10]; zmat[3] = -shaderstate.modelviewmatrix[14]; Vector4Scale(zmat, shaderstate.fogfar, zmat); if (fog->visibleplane) eye = (DotProduct(r_refdef.vieworg, fog->visibleplane->normal) - fog->visibleplane->dist); else eye = 1; // if (eye < 1) // eye = 1; for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), st += 2 ) { z = DotProduct(xyz, zmat) + zmat[3]; st[0] = z; if (fog->visibleplane) point = (DotProduct(xyz, fog->visibleplane->normal) - fog->visibleplane->dist); else point = 1; if (eye < 0) st[1] = (point < 0)?1:0; else st[1] = point / (point - eye); if (st[1] > 31/32.0) st[1] = 31/32.0; } } static float *tcgen(unsigned int tcgen, int cnt, float *dst, const mesh_t *mesh) { int i; vecV_t *src; switch (tcgen) { default: case TC_GEN_BASE: return (float*)mesh->st_array; case TC_GEN_LIGHTMAP: if (!mesh->lmst_array) return (float*)mesh->st_array; else return (float*)mesh->lmst_array; case TC_GEN_NORMAL: return (float*)mesh->normals_array; case TC_GEN_SVECTOR: return (float*)mesh->snormals_array; case TC_GEN_TVECTOR: return (float*)mesh->tnormals_array; case TC_GEN_ENVIRONMENT: if (!mesh->normals_array) return (float*)mesh->st_array; tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array); return dst; // case TC_GEN_DOTPRODUCT: // return mesh->st_array[0]; case TC_GEN_VECTOR: src = mesh->xyz_array; for (i = 0; i < cnt; i++, dst += 2) { static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f }; static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f }; dst[0] = DotProduct(tc_gen_s, src[i]); dst[1] = DotProduct(tc_gen_t, src[i]); } return dst; // case TC_GEN_SKYBOX: // case TC_GEN_WOBBLESKY: // case TC_GEN_REFLECT: // break; } } /*src and dst can be the same address when tcmods are chained*/ static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh) { float *table; float t1, t2; float cost, sint; int j; #define R_FastSin(x) sin((x)*(2*M_PI)) switch (tcmod->type) { case SHADER_TCMOD_ROTATE: cost = tcmod->args[0] * shaderstate.curtime; sint = R_FastSin(cost); cost = R_FastSin(cost + 0.25); for (j = 0; j < cnt; j++, dst+=2,src+=2) { t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f; t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f; dst[0] = t1; dst[1] = t2; } break; case SHADER_TCMOD_SCALE: t1 = tcmod->args[0]; t2 = tcmod->args[1]; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] * t1; dst[1] = src[1] * t2; } break; case SHADER_TCMOD_TURB: t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3]; t2 = tcmod->args[1]; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2; dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2; } break; case SHADER_TCMOD_STRETCH: table = FTableForFunc(tcmod->args[0]); t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4]; t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1]; t1 = t1 ? 1.0f / t1 : 1.0f; t2 = 0.5f - 0.5f * t1; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] * t1 + t2; dst[1] = src[1] * t1 + t2; } break; case SHADER_TCMOD_SCROLL: t1 = tcmod->args[0] * shaderstate.curtime; t2 = tcmod->args[1] * shaderstate.curtime; for (j = 0; j < cnt; j++, dst += 2, src+=2) { dst[0] = src[0] + t1; dst[1] = src[1] + t2; } break; case SHADER_TCMOD_TRANSFORM: for (j = 0; j < cnt; j++, dst+=2, src+=2) { t1 = src[0]; t2 = src[1]; dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4]; dst[1] = t1 * tcmod->args[1] + t2 * tcmod->args[3] + tcmod->args[5]; } break; default: break; } } static void GenerateTCFog(int passnum, mfog_t *fog) { int m; mesh_t *mesh; for (m = 0; m < shaderstate.meshcount; m++) { mesh = shaderstate.meshes[m]; tcgen_fog(texcoordarray[passnum]+mesh->vbofirstvert*2, mesh->numvertexes, (float*)mesh->xyz_array, fog); } shaderstate.pendingtexcoordparts[passnum] = 2; shaderstate.pendingtexcoordvbo[passnum] = 0; shaderstate.pendingtexcoordpointer[passnum] = texcoordarray[passnum]; } static void GenerateTCMods(const shaderpass_t *pass, int passnum) { #if 1 int i, m; float *src; mesh_t *mesh; for (m = 0; m < shaderstate.meshcount; m++) { mesh = shaderstate.meshes[m]; src = tcgen(pass->tcgen, mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh); //tcgen might return unmodified info if (pass->numtcmods) { tcmod(&pass->tcmods[0], mesh->numvertexes, src, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh); for (i = 1; i < pass->numtcmods; i++) { tcmod(&pass->tcmods[i], mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*2, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh); } src = texcoordarray[passnum]+mesh->vbofirstvert*2; } else if (src != texcoordarray[passnum]+mesh->vbofirstvert*2) { //this shouldn't actually ever be true memcpy(texcoordarray[passnum]+mesh->vbofirstvert*2, src, 8*mesh->numvertexes); } } shaderstate.pendingtexcoordparts[passnum] = 2; shaderstate.pendingtexcoordvbo[passnum] = 0; shaderstate.pendingtexcoordpointer[passnum] = texcoordarray[passnum]; #else GL_DeselectVAO(); if (!shaderstate.vbo_texcoords[passnum]) { shaderstate.vbo_texcoords[passnum] = 0; qglGenBuffersARB(1, &shaderstate.vbo_texcoords[passnum]); } GL_SelectVBO(shaderstate.vbo_texcoords[passnum]); { qglBufferDataARB(GL_ARRAY_BUFFER_ARB, MAX_ARRAY_VERTS*sizeof(float)*2, NULL, GL_STREAM_DRAW_ARB); for (; meshlist; meshlist = meshlist->next) { int i; float *src; src = tcgen(pass, meshlist->numvertexes, texcoordarray[passnum], meshlist); //tcgen might return unmodified info if (pass->numtcmods) { tcmod(&pass->tcmods[0], meshlist->numvertexes, src, texcoordarray[passnum], meshlist); for (i = 1; i < pass->numtcmods; i++) { tcmod(&pass->tcmods[i], meshlist->numvertexes, texcoordarray[passnum], texcoordarray[passnum], meshlist); } src = texcoordarray[passnum]; } qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, meshlist->vbofirstvert*8, meshlist->numvertexes*8, src); } } shaderstate.pendingtexcoordparts[passnum] = 2; shaderstate.pendingtexcoordvbo[passnum] = shaderstate.vbo_texcoords[passnum]; shaderstate.pendingtexcoordpointer[passnum] = NULL; #endif } //end texture coords /*========================================== colour generation =====================================*/ //source is always packed //dest is packed too static void colourgen(const shaderpass_t *pass, int cnt, vec4_t *src, vec4_t *dst, const mesh_t *mesh) { switch (pass->rgbgen) { case RGB_GEN_ENTITY: while((cnt)--) { dst[cnt][0] = shaderstate.curentity->shaderRGBAf[0]; dst[cnt][1] = shaderstate.curentity->shaderRGBAf[1]; dst[cnt][2] = shaderstate.curentity->shaderRGBAf[2]; } break; case RGB_GEN_ONE_MINUS_ENTITY: while((cnt)--) { dst[cnt][0] = 1-shaderstate.curentity->shaderRGBAf[0]; dst[cnt][1] = 1-shaderstate.curentity->shaderRGBAf[1]; dst[cnt][2] = 1-shaderstate.curentity->shaderRGBAf[2]; } break; case RGB_GEN_VERTEX_LIGHTING: if (mesh->colors4f_array[1]) { float lm[MAXRLIGHTMAPS]; lm[0] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f*shaderstate.identitylighting; #if MAXRLIGHTMAPS > 1 lm[1] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[1]]/256.0f*shaderstate.identitylighting; lm[2] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[2]]/256.0f*shaderstate.identitylighting; lm[3] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[3]]/256.0f*shaderstate.identitylighting; #endif while((cnt)--) { VectorScale( mesh->colors4f_array[0][cnt], lm[0], dst[cnt]); #if MAXRLIGHTMAPS > 1 VectorMA(dst[cnt], lm[1], mesh->colors4f_array[1][cnt], dst[cnt]); VectorMA(dst[cnt], lm[2], mesh->colors4f_array[2][cnt], dst[cnt]); VectorMA(dst[cnt], lm[3], mesh->colors4f_array[3][cnt], dst[cnt]); #endif } break; } if (shaderstate.identitylighting != 1) { if (!src) { while((cnt)--) { dst[cnt][0] = shaderstate.identitylighting; dst[cnt][1] = shaderstate.identitylighting; dst[cnt][2] = shaderstate.identitylighting; } break; } while((cnt)--) { dst[cnt][0] = src[cnt][0]*shaderstate.identitylighting; dst[cnt][1] = src[cnt][1]*shaderstate.identitylighting; dst[cnt][2] = src[cnt][2]*shaderstate.identitylighting; } break; } case RGB_GEN_VERTEX_EXACT: if (!src) { while((cnt)--) { dst[cnt][0] = 1; dst[cnt][1] = 1; dst[cnt][2] = 1; } break; } while((cnt)--) { dst[cnt][0] = src[cnt][0]; dst[cnt][1] = src[cnt][1]; dst[cnt][2] = src[cnt][2]; } break; case RGB_GEN_ONE_MINUS_VERTEX: while((cnt)--) { dst[cnt][0] = 1-src[cnt][0]; dst[cnt][1] = 1-src[cnt][1]; dst[cnt][2] = 1-src[cnt][2]; } break; case RGB_GEN_IDENTITY_LIGHTING: if (shaderstate.curbatch->vtlightstyle[0] != 255 && d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]] != 256) { //FIXME: while((cnt)--) { dst[cnt][0] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f; dst[cnt][1] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f; dst[cnt][2] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f; } } else { //compensate for overbrights while((cnt)--) { dst[cnt][0] = shaderstate.identitylighting; dst[cnt][1] = shaderstate.identitylighting; dst[cnt][2] = shaderstate.identitylighting; } } break; case RGB_GEN_IDENTITY_OVERBRIGHT: while((cnt)--) { dst[cnt][0] = shaderstate.identitylightmap; dst[cnt][1] = shaderstate.identitylightmap; dst[cnt][2] = shaderstate.identitylightmap; } break; default: case RGB_GEN_IDENTITY: while((cnt)--) { dst[cnt][0] = shaderstate.identitylighting; dst[cnt][1] = shaderstate.identitylighting; dst[cnt][2] = shaderstate.identitylighting; } break; case RGB_GEN_CONST: while((cnt)--) { dst[cnt][0] = pass->rgbgen_func.args[0]; dst[cnt][1] = pass->rgbgen_func.args[1]; dst[cnt][2] = pass->rgbgen_func.args[2]; } break; case RGB_GEN_LIGHTING_DIFFUSE: //collect lighting details for mobile entities if (!mesh->normals_array) { while((cnt)--) { dst[cnt][0] = 1; dst[cnt][1] = 1; dst[cnt][2] = 1; } } else { R_LightArrays(shaderstate.curentity, mesh->xyz_array, dst, cnt, mesh->normals_array, shaderstate.identitylighting); } break; case RGB_GEN_WAVE: { float *table; float c; table = FTableForFunc(pass->rgbgen_func.type); c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3]; c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0]; c = bound(0.0f, c, 1.0f); while((cnt)--) { dst[cnt][0] = c; dst[cnt][1] = c; dst[cnt][2] = c; } } break; case RGB_GEN_TOPCOLOR: if (cnt) { int r, g, b; R_FetchTopColour(&r, &g, &b); dst[0][0] = r/255.0f; dst[0][1] = g/255.0f; dst[0][2] = b/255.0f; while((cnt)--) { dst[cnt][0] = dst[0][0]; dst[cnt][1] = dst[0][1]; dst[cnt][2] = dst[0][2]; } } break; case RGB_GEN_BOTTOMCOLOR: if (cnt) { int r, g, b; R_FetchBottomColour(&r, &g, &b); dst[0][0] = r/255.0f; dst[0][1] = g/255.0f; dst[0][2] = b/255.0f; while((cnt)--) { dst[cnt][0] = dst[0][0]; dst[cnt][1] = dst[0][1]; dst[cnt][2] = dst[0][2]; } } break; } } static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh) { float *table; int j, k; float args[4]; float deflect; switch (deformv->type) { default: case DEFORMV_NONE: if (src != dst) memcpy(dst, src, sizeof(*src)*cnt); break; case DEFORMV_WAVE: if (!mesh->normals_array) { if (src != dst) memcpy(dst, src, sizeof(*src)*cnt); return; } args[0] = deformv->func.args[0]; args[1] = deformv->func.args[1]; args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime; table = FTableForFunc(deformv->func.type); for ( j = 0; j < cnt; j++ ) { deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3]; deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0]; // Deflect vertex along its normal by wave amount VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]); } break; case DEFORMV_NORMAL: //normal does not actually move the verts, but it does change the normals array //we don't currently support that. if (src != dst) memcpy(dst, src, sizeof(*src)*cnt); /* args[0] = deformv->args[1] * shaderstate.curtime; for ( j = 0; j < cnt; j++ ) { args[1] = normalsArray[j][2] * args[0]; deflect = deformv->args[0] * R_FastSin(args[1]); normalsArray[j][0] *= deflect; deflect = deformv->args[0] * R_FastSin(args[1] + 0.25); normalsArray[j][1] *= deflect; VectorNormalizeFast(normalsArray[j]); } */ break; case DEFORMV_MOVE: table = FTableForFunc(deformv->func.type); deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3]; deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0]; for ( j = 0; j < cnt; j++ ) VectorMA(src[j], deflect, deformv->args, dst[j]); break; case DEFORMV_BULGE: args[0] = deformv->args[0]/(2*M_PI); args[1] = deformv->args[1]; args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI); for (j = 0; j < cnt; j++) { deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1]; dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0]; dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1]; dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2]; } break; case DEFORMV_AUTOSPRITE: if (mesh->numindexes < 6) break; for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4) { vec3_t mid, d; float radius; mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]); mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]); mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]); VectorSubtract(src[0], mid, d); radius = 2*VectorLength(d); for (k = 0; k < 4; k++) { dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]); dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]); dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]); } } break; case DEFORMV_AUTOSPRITE2: if (mesh->numindexes < 6) break; for (k = 0; k < mesh->numindexes; k += 6) { int long_axis, short_axis; vec3_t axis; float len[3]; mat3_t m0, m1, m2, result; float *quad[4]; vec3_t rot_centre, tv; quad[0] = (float *)(dst + mesh->indexes[k+0]); quad[1] = (float *)(dst + mesh->indexes[k+1]); quad[2] = (float *)(dst + mesh->indexes[k+2]); for (j = 2; j >= 0; j--) { quad[3] = (float *)(dst + mesh->indexes[k+3+j]); if (!VectorEquals (quad[3], quad[0]) && !VectorEquals (quad[3], quad[1]) && !VectorEquals (quad[3], quad[2])) { break; } } // build a matrix were the longest axis of the billboard is the Y-Axis VectorSubtract(quad[1], quad[0], m0[0]); VectorSubtract(quad[2], quad[0], m0[1]); VectorSubtract(quad[2], quad[1], m0[2]); len[0] = DotProduct(m0[0], m0[0]); len[1] = DotProduct(m0[1], m0[1]); len[2] = DotProduct(m0[2], m0[2]); if ((len[2] > len[1]) && (len[2] > len[0])) { if (len[1] > len[0]) { long_axis = 1; short_axis = 0; } else { long_axis = 0; short_axis = 1; } } else if ((len[1] > len[2]) && (len[1] > len[0])) { if (len[2] > len[0]) { long_axis = 2; short_axis = 0; } else { long_axis = 0; short_axis = 2; } } else //if ( (len[0] > len[1]) && (len[0] > len[2]) ) { if (len[2] > len[1]) { long_axis = 2; short_axis = 1; } else { long_axis = 1; short_axis = 2; } } if (DotProduct(m0[long_axis], m0[short_axis])) { VectorNormalize2(m0[long_axis], axis); VectorCopy(axis, m0[1]); if (axis[0] || axis[1]) { VectorVectors(m0[1], m0[2], m0[0]); } else { VectorVectors(m0[1], m0[0], m0[2]); } } else { VectorNormalize2(m0[long_axis], axis); VectorNormalize2(m0[short_axis], m0[0]); VectorCopy(axis, m0[1]); CrossProduct(m0[0], m0[1], m0[2]); } for (j = 0; j < 3; j++) rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25; if (shaderstate.curentity) { VectorAdd(shaderstate.curentity->origin, rot_centre, tv); } else { VectorCopy(rot_centre, tv); } VectorSubtract(r_origin, tv, tv); // filter any longest-axis-parts off the camera-direction deflect = -DotProduct(tv, axis); VectorMA(tv, deflect, axis, m1[2]); VectorNormalizeFast(m1[2]); VectorCopy(axis, m1[1]); CrossProduct(m1[1], m1[2], m1[0]); Matrix3_Transpose(m1, m2); Matrix3_Multiply(m2, m0, result); for (j = 0; j < 4; j++) { VectorSubtract(quad[j], rot_centre, tv); Matrix3_Multiply_Vec3(result, tv, quad[j]); VectorAdd(rot_centre, quad[j], quad[j]); } } break; // case DEFORMV_PROJECTION_SHADOW: // break; } } static void GenerateVertexBlends(const shader_t *shader) { int i, m; mesh_t *meshlist; vecV_t *ov, *iv1, *iv2; float w1, w2; for (m = 0; m < shaderstate.meshcount; m++) { meshlist = shaderstate.meshes[m]; ov = vertexarray+meshlist->vbofirstvert; iv1 = meshlist->xyz_array; iv2 = meshlist->xyz2_array; w1 = meshlist->xyz_blendw[0]; w2 = meshlist->xyz_blendw[1]; for (i = 0; i < meshlist->numvertexes; i++) { ov[i][0] = iv1[i][0]*w1 + iv2[i][0]*w2; ov[i][1] = iv1[i][1]*w1 + iv2[i][1]*w2; ov[i][2] = iv1[i][2]*w1 + iv2[i][2]*w2; } for (i = 0; i < shader->numdeforms; i++) { deformgen(&shader->deforms[i], meshlist->numvertexes, vertexarray+meshlist->vbofirstvert, vertexarray+meshlist->vbofirstvert, meshlist); } } shaderstate.pendingvertexpointer = vertexarray; shaderstate.pendingvertexvbo = 0; } static void GenerateVertexDeforms(const shader_t *shader) { int i, m; mesh_t *meshlist; for (m = 0; m < shaderstate.meshcount; m++) { meshlist = shaderstate.meshes[m]; deformgen(&shader->deforms[0], meshlist->numvertexes, meshlist->xyz_array, vertexarray+meshlist->vbofirstvert, meshlist); for (i = 1; i < shader->numdeforms; i++) { deformgen(&shader->deforms[i], meshlist->numvertexes, vertexarray+meshlist->vbofirstvert, vertexarray+meshlist->vbofirstvert, meshlist); } } shaderstate.pendingvertexpointer = vertexarray; shaderstate.pendingvertexvbo = 0; } /*======================================alpha ===============================*/ static void alphagen(const shaderpass_t *pass, int cnt, avec4_t *const src, avec4_t *dst, const mesh_t *mesh) { float *table; float t; float f; vec3_t v1, v2; int i; switch (pass->alphagen) { default: case ALPHA_GEN_IDENTITY: if (shaderstate.flags & BEF_FORCETRANSPARENT) { while(cnt--) dst[cnt][3] = shaderstate.curentity->shaderRGBAf[3]; } else { while(cnt--) dst[cnt][3] = 1; } break; case ALPHA_GEN_CONST: t = pass->alphagen_func.args[0]; while(cnt--) dst[cnt][3] = t; break; case ALPHA_GEN_WAVE: table = FTableForFunc(pass->alphagen_func.type); f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3]; f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0]; t = bound(0.0f, f, 1.0f); while(cnt--) dst[cnt][3] = t; break; case ALPHA_GEN_PORTAL: //FIXME: should this be per-vert? if (r_refdef.recurse) f = 1; else { VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1); VectorSubtract(r_origin, v1, v2); f = VectorLength(v2) * (1.0 / shaderstate.curshader->portaldist); f = bound(0.0f, f, 1.0f); } while(cnt--) dst[cnt][3] = f; break; case ALPHA_GEN_VERTEX: if (!src) { while(cnt--) { dst[cnt][3] = 1; } break; } while(cnt--) { dst[cnt][3] = src[cnt][3]; } break; case ALPHA_GEN_ENTITY: f = bound(0, shaderstate.curentity->shaderRGBAf[3], 1); while(cnt--) { dst[cnt][3] = f; } break; case ALPHA_GEN_SPECULAR: { mat3_t axis; AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]); VectorSubtract(r_origin, shaderstate.curentity->origin, v1); if (!Matrix3_Compare(axis, axisDefault)) { Matrix3_Multiply_Vec3(axis, v1, v2); } else { VectorCopy(v1, v2); } for (i = 0; i < cnt; i++) { VectorSubtract(v2, mesh->xyz_array[i], v1); f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1)); f = f * f * f * f * f; dst[i][3] = bound (0.0f, f, 1.0f); } } break; } } static void GenerateColourMods(const shaderpass_t *pass) { unsigned int m; mesh_t *meshlist; meshlist = shaderstate.meshes[0]; if (pass->flags & SHADER_PASS_NOCOLORARRAY && qglColor4fv) { colourgen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist); alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist); shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = NULL; } else { extern cvar_t r_nolightdir; if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE) { if (shaderstate.mode == BEM_DEPTHDARK || shaderstate.mode == BEM_DEPTHONLY) { shaderstate.pendingcolourflat[0] = shaderstate.pendingcolourflat[1] = shaderstate.pendingcolourflat[2] = 0; alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist); shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = NULL; return; } if (shaderstate.mode == BEM_LIGHT) { shaderstate.pendingcolourflat[0] = shaderstate.pendingcolourflat[1] = shaderstate.pendingcolourflat[2] = 1; alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist); shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = NULL; return; } if (r_nolightdir.ival) { VectorCopy(shaderstate.curentity->light_avg, shaderstate.pendingcolourflat); shaderstate.pendingcolourflat[3] = shaderstate.curentity->shaderRGBAf[3]; shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = NULL; return; } } //if its vetex lighting, just use the vbo if (((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING && shaderstate.identitylighting == 1) || pass->rgbgen == RGB_GEN_VERTEX_EXACT) && pass->alphagen == ALPHA_GEN_VERTEX) { shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo; shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr; return; } for (m = 0; m < shaderstate.meshcount; m++) { meshlist = shaderstate.meshes[m]; colourgen(pass, meshlist->numvertexes, meshlist->colors4f_array[0], coloursarray + meshlist->vbofirstvert, meshlist); alphagen(pass, meshlist->numvertexes, meshlist->colors4f_array[0], coloursarray + meshlist->vbofirstvert, meshlist); } shaderstate.colourarraytype = GL_FLOAT; shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = coloursarray; } } static void BE_GeneratePassTC(const shaderpass_t *pass, int tmu) { if (!pass->numtcmods) { //if there are no tcmods, pass through here as fast as possible switch(pass->tcgen) { case TC_GEN_BASE: shaderstate.pendingtexcoordparts[tmu] = 2; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr; break; case TC_GEN_LIGHTMAP: if (!shaderstate.sourcevbo->lmcoord[0].gl.addr) { shaderstate.pendingtexcoordparts[tmu] = 2; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr; } else { shaderstate.pendingtexcoordparts[tmu] = 2; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->lmcoord[0].gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->lmcoord[0].gl.addr; } break; case TC_GEN_NORMAL: shaderstate.pendingtexcoordparts[tmu] = 3; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->normals.gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->normals.gl.addr; break; case TC_GEN_SVECTOR: shaderstate.pendingtexcoordparts[tmu] = 3; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->svector.gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->svector.gl.addr; break; case TC_GEN_TVECTOR: shaderstate.pendingtexcoordparts[tmu] = 3; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->tvector.gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->tvector.gl.addr; break; // case TC_GEN_SKYBOX: //position - viewpos // case TC_GEN_WOBBLESKY: // case TC_GEN_REFLECT: default: //specular highlights and reflections have no fixed data, and must be generated. GenerateTCMods(pass, tmu); break; } } else { GenerateTCMods(pass, tmu); } } #endif static void BE_SendPassBlendDepthMask(unsigned int sbits) { unsigned int delta; /*2d mode doesn't depth test or depth write*/ if (shaderstate.force2d) { #ifdef warningmsg #pragma warningmsg("fixme: q3 doesn't seem to have this, why do we need it?") #endif sbits &= ~(SBITS_MISC_DEPTHWRITE|SBITS_MISC_DEPTHEQUALONLY); sbits |= SBITS_MISC_NODEPTHTEST; } if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE)) { if (shaderstate.flags & BEF_FORCEADDITIVE) sbits = (sbits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS)) | (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE); else if (shaderstate.flags & BEF_FORCETRANSPARENT) { if ((sbits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE| SBITS_DSTBLEND_ZERO) || !(sbits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/ sbits = (sbits & ~(SBITS_BLEND_BITS|SBITS_ATEST_BITS)) | (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_ATEST_GT0); } if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/ sbits |= SBITS_MISC_NODEPTHTEST; else { if (shaderstate.flags & BEF_FORCEDEPTHTEST) sbits &= ~SBITS_MISC_NODEPTHTEST; if (shaderstate.flags & BEF_FORCEDEPTHWRITE) sbits |= SBITS_MISC_DEPTHWRITE; } } delta = sbits^shaderstate.shaderbits; #ifdef FORCESTATE delta |= ~0; #endif if (!delta) return; shaderstate.shaderbits = sbits; if (delta & SBITS_BLEND_BITS) { if (sbits & SBITS_BLEND_BITS) { int src, dst; /*unpack the src and dst factors*/ switch(sbits & SBITS_SRCBLEND_BITS) { case SBITS_SRCBLEND_ZERO: src = GL_ZERO; break; default: case SBITS_SRCBLEND_ONE: src = GL_ONE; break; case SBITS_SRCBLEND_DST_COLOR: src = GL_DST_COLOR; break; case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: src = GL_ONE_MINUS_DST_COLOR; break; case SBITS_SRCBLEND_SRC_ALPHA: src = GL_SRC_ALPHA; break; case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: src = GL_ONE_MINUS_SRC_ALPHA; break; case SBITS_SRCBLEND_DST_ALPHA: src = GL_DST_ALPHA; break; case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: src = GL_ONE_MINUS_DST_ALPHA; break; case SBITS_SRCBLEND_ALPHA_SATURATE: src = GL_SRC_ALPHA_SATURATE; break; } switch((sbits & SBITS_DSTBLEND_BITS)>>4) { case SBITS_DSTBLEND_ZERO>>4: dst = GL_ZERO; break; default: case SBITS_DSTBLEND_ONE>>4: dst = GL_ONE; break; case SBITS_DSTBLEND_SRC_COLOR>>4: dst = GL_SRC_COLOR; break; case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR>>4: dst = GL_ONE_MINUS_SRC_COLOR; break; case SBITS_DSTBLEND_SRC_ALPHA>>4: dst = GL_SRC_ALPHA; break; case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA>>4: dst = GL_ONE_MINUS_SRC_ALPHA; break; case SBITS_DSTBLEND_DST_ALPHA>>4: dst = GL_DST_ALPHA; break; case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA>>4: dst = GL_ONE_MINUS_DST_ALPHA; break; } qglEnable(GL_BLEND); qglBlendFunc(src, dst); } else qglDisable(GL_BLEND); } #ifdef GL_ALPHA_TEST //alpha test doesn't exist in gles2 if ((delta & SBITS_ATEST_BITS) && !gl_config_nofixedfunc) { switch (sbits & SBITS_ATEST_BITS) { default: qglDisable(GL_ALPHA_TEST); break; case SBITS_ATEST_GT0: qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0); break; case SBITS_ATEST_LT128: qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_LESS, 0.5f); break; case SBITS_ATEST_GE128: qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GEQUAL, 0.5f); break; } } #endif if (delta & SBITS_MISC_NODEPTHTEST) { if (sbits & SBITS_MISC_NODEPTHTEST) qglDisable(GL_DEPTH_TEST); else qglEnable(GL_DEPTH_TEST); } if (delta & SBITS_MISC_DEPTHWRITE) { if (sbits & SBITS_MISC_DEPTHWRITE) qglDepthMask(GL_TRUE); else qglDepthMask(GL_FALSE); } if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY)) { extern int gldepthfunc; switch (sbits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY)) { case SBITS_MISC_DEPTHEQUALONLY: qglDepthFunc(GL_EQUAL); break; case SBITS_MISC_DEPTHCLOSERONLY: if (gldepthfunc == GL_LEQUAL) qglDepthFunc(GL_LESS); else qglDepthFunc(GL_GREATER); break; default: qglDepthFunc(gldepthfunc); break; } } if (delta & (SBITS_MASK_BITS)) { qglColorMask( (sbits&SBITS_MASK_RED)?GL_FALSE:GL_TRUE, (sbits&SBITS_MASK_GREEN)?GL_FALSE:GL_TRUE, (sbits&SBITS_MASK_BLUE)?GL_FALSE:GL_TRUE, (sbits&SBITS_MASK_ALPHA)?GL_FALSE:GL_TRUE ); } if ((delta & SBITS_TRUFORM) && qglPNTrianglesiATI) { if ((sbits & SBITS_TRUFORM) && gl_ati_truform.ival) qglEnable(GL_PN_TRIANGLES_ATI); else qglDisable(GL_PN_TRIANGLES_ATI); } #ifdef GL_PERSPECTIVE_CORRECTION_HINT if ((delta & SBITS_AFFINE) && qglHint) { if (!qglHint || (gl_config_gles && gl_config.glversion >= 2) || (!gl_config_gles && gl_config_nofixedfunc)) ; //doesn't exist in gles2 nor gl3+core contexts else if (sbits & SBITS_AFFINE) qglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); else qglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); } #endif } static void BE_SubmitMeshChain(void) { int startv, starti, endv, endi; int m; mesh_t *mesh; int batchtype = (shaderstate.flags & BEF_LINES)?GL_LINES:GL_TRIANGLES; if (!shaderstate.streamvbo[0]) //only if we're not forcing vbos elsewhere. { //q3map2 sucks. it splits static meshes randomly rather than with any pvs consistancy, and then splays them out over 1000 different surfaces. //this means we end up needing a boatload of draw calls whenever the batch got split. //so skip all that and splurge out a usable index list on demand. if (shaderstate.meshcount == 1) { GL_SelectEBO(shaderstate.sourcevbo->indicies.gl.vbo); mesh = shaderstate.meshes[0]; qglDrawRangeElements(batchtype, mesh->vbofirstvert, mesh->vbofirstvert+mesh->numvertexes, mesh->numindexes, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + mesh->vbofirstelement); RQuantAdd(RQUANT_DRAWS, 1); RQuantAdd(RQUANT_PRIMITIVES, mesh->numindexes); return; } else { index_t *fte_restrict ilst; //FIXME: this should be cached for multiple-pass shaders. GL_SelectEBO(0); mesh = shaderstate.meshes[0]; startv = mesh->vbofirstvert; endv = startv + mesh->numvertexes; endi = mesh->numindexes; for (m = 1; m < shaderstate.meshcount; m++) { mesh = shaderstate.meshes[m]; endi += mesh->numindexes; if (startv > mesh->vbofirstvert) startv = mesh->vbofirstvert; if (endv < mesh->vbofirstvert+mesh->numvertexes) endv = mesh->vbofirstvert+mesh->numvertexes; } ilst = alloca(endi*sizeof(index_t)); endi = 0; for (m = 0; m < shaderstate.meshcount; m++) { mesh = shaderstate.meshes[m]; for (starti = 0; starti < mesh->numindexes; ) ilst[endi++] = mesh->vbofirstvert + mesh->indexes[starti++]; } qglDrawRangeElements(batchtype, startv, endv, endi, GL_INDEX_TYPE, ilst); RQuantAdd(RQUANT_DRAWS, 1); RQuantAdd(RQUANT_PRIMITIVES, endi); } return; } else { GL_SelectEBO(shaderstate.sourcevbo->indicies.gl.vbo); /* if (qglLockArraysEXT) { endv = 0; startv = 0x7fffffff; for (m = 0; m < shaderstate.meshcount; m++) { mesh = shaderstate.meshes[m]; starti = mesh->vbofirstvert; if (starti < startv) startv = starti; endi = mesh->vbofirstvert+mesh->numvertexes; if (endi > endv) endv = endi; } qglLockArraysEXT(startv, endv); } */ for (m = 0, mesh = shaderstate.meshes[0]; m < shaderstate.meshcount; ) { startv = mesh->vbofirstvert; starti = mesh->vbofirstelement; endv = startv+mesh->numvertexes; endi = starti+mesh->numindexes; //find consecutive surfaces for (++m; m < shaderstate.meshcount; m++) { mesh = shaderstate.meshes[m]; if (endi == mesh->vbofirstelement) { endv = mesh->vbofirstvert+mesh->numvertexes; endi = mesh->vbofirstelement+mesh->numindexes; } else { break; } } qglDrawRangeElements(batchtype, startv, endv, endi-starti, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + starti); RQuantAdd(RQUANT_DRAWS, 1); RQuantAdd(RQUANT_PRIMITIVES, endi-starti); } /* if (qglUnlockArraysEXT) qglUnlockArraysEXT(); */ } } #ifndef GLSLONLY static void DrawPass(const shaderpass_t *pass) { int i, j, k; int tmu; int lastpass = pass->numMergedPasses; unsigned int attr = (1u<upperoverlay)) continue; if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay)) continue; if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright)) continue; break; } if (i == lastpass) return; BE_SendPassBlendDepthMask(pass[i].shaderbits); GenerateColourMods(pass+i); tmu = 0; for (; i < lastpass; i++) { if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay)) continue; if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay)) continue; if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright)) continue; Shader_BindTextureForPass(tmu, pass+i); attr |= (1u<<(VATTR_LEG_TMU0+tmu)); BE_GeneratePassTC(pass+i, tmu); BE_SetPassBlendMode(tmu, pass[i].blendmode); tmu++; //add in if (pass[i].texgen == T_GEN_LIGHTMAP) { //first pass should have been REPLACE //second pass should be an ADD //this depends upon rgbgens for light levels, so each pass *must* be pushed to hardware individually for (j = 1; j < MAXRLIGHTMAPS && shaderstate.curbatch->lightmap[j] >= 0; j++) { if (j == 1) BE_SetPassBlendMode(tmu, PBM_REPLACE); /*make sure no textures linger*/ for (k = tmu; k < shaderstate.lastpasstmus; k++) { GL_LazyBind(k, 0, r_nulltex); } shaderstate.lastpasstmus = tmu; /*push it*/ BE_EnableShaderAttributes(attr, 0); BE_SubmitMeshChain(); tmu = 0; /*bind the light texture*/ GL_LazyBind(tmu, GL_TEXTURE_2D, lightmap[shaderstate.curbatch->lightmap[j]]->lightmap_texture); /*set up the colourmod for this style's lighting*/ shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = NULL; shaderstate.pendingcolourflat[0] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->lmlightstyle[j]]/256.0f; shaderstate.pendingcolourflat[1] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->lmlightstyle[j]]/256.0f; shaderstate.pendingcolourflat[2] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->lmlightstyle[j]]/256.0f; shaderstate.pendingcolourflat[3] = 1; /*pick the correct st coords for this lightmap pass*/ shaderstate.pendingtexcoordparts[tmu] = 2; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->lmcoord[j].gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->lmcoord[j].gl.addr; BE_SetPassBlendMode(tmu, PBM_ADD); BE_SendPassBlendDepthMask((pass[0].shaderbits & ~SBITS_BLEND_BITS) | SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE); attr = (1u< 1 && i != lastpass) { for (k = tmu; k < shaderstate.lastpasstmus; k++) { GL_LazyBind(k, 0, r_nulltex); } shaderstate.lastpasstmus = tmu; BE_EnableShaderAttributes(attr, 0); BE_SubmitMeshChain(); tmu = 0; BE_SendPassBlendDepthMask(pass[i+1].shaderbits); GenerateColourMods(&pass[i+1]); } } } if (!tmu) return; for (i = tmu; i < shaderstate.lastpasstmus; i++) { GL_LazyBind(i, 0, r_nulltex); } shaderstate.lastpasstmus = tmu; BE_EnableShaderAttributes(attr, 0); BE_SubmitMeshChain(); } #endif static void BE_Program_Set_Attributes(const program_t *prog, unsigned int perm, qboolean entunchanged) { vec4_t param4; int r, g, b; int i; unsigned int ph; const shaderprogparm_t *p; /*don't bother setting it if the ent properties are unchanged (but do if the mesh changed)*/ if (entunchanged) return; for (i = 0; i < prog->numparams; i++) { p = &prog->parm[i]; ph = prog->permu[perm].parm[i]; if (ph == -1) continue; /*not in this permutation*/ switch(p->type) { case SP_M_VIEW: qglUniformMatrix4fvARB(ph, 1, false, r_refdef.m_view); break; case SP_M_PROJECTION: qglUniformMatrix4fvARB(ph, 1, false, r_refdef.m_projection); break; case SP_M_MODELVIEW: qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelviewmatrix); break; case SP_M_MODELVIEWPROJECTION: { float m16[16]; Matrix4_Multiply(r_refdef.m_projection, shaderstate.modelviewmatrix, m16); qglUniformMatrix4fvARB(ph, 1, false, m16); } break; case SP_M_INVMODELVIEWPROJECTION: { float m16[16], inv[16]; Matrix4_Multiply(r_refdef.m_projection, shaderstate.modelviewmatrix, m16); Matrix4_Invert(m16, inv); qglUniformMatrix4fvARB(ph, 1, false, inv); } break; case SP_M_MODEL: qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelmatrix); break; case SP_M_ENTBONES: { qglUniformMatrix3x4fv(ph, shaderstate.sourcevbo->numbones, false, shaderstate.sourcevbo->bones); } break; case SP_M_INVVIEWPROJECTION: { float m16[16], inv[16]; Matrix4_Multiply(r_refdef.m_projection, r_refdef.m_view, m16); Matrix4_Invert(m16, inv); qglUniformMatrix4fvARB(ph, 1, false, inv); } break; case SP_E_VBLEND: qglUniform2fvARB(ph, 1, shaderstate.meshes[0]->xyz_blendw); break; case SP_E_VLSCALE: #if MAXRLIGHTMAPS > 1 if (perm & PERMUTATION_LIGHTSTYLES) { vec4_t colscale[MAXRLIGHTMAPS]; int j, s; for (j = 0; j < MAXRLIGHTMAPS ; j++) { s = shaderstate.curbatch->vtlightstyle[j]; if (s == 255) { for (; j < MAXRLIGHTMAPS ; j++) { colscale[j][0] = 0; colscale[j][1] = 0; colscale[j][2] = 0; colscale[j][3] = 1; } break; } if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT) { float sc = (1< 1 if (perm & PERMUTATION_LIGHTSTYLES) { vec4_t colscale[MAXRLIGHTMAPS]; int j, s; for (j = 0; j < MAXRLIGHTMAPS ; j++) { s = shaderstate.curbatch->lmlightstyle[j]; if (s == 255) { for (; j < MAXRLIGHTMAPS ; j++) { colscale[j][0] = 0; colscale[j][1] = 0; colscale[j][2] = 0; colscale[j][3] = 1; } break; } if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT) { float sc = (1<model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT) { float sc = (1<glowmod); break; case SP_E_ORIGIN: qglUniform3fvARB(ph, 1, (GLfloat*)shaderstate.curentity->origin); break; case SP_E_COLOURS: qglUniform4fvARB(ph, 1, (GLfloat*)shaderstate.curentity->shaderRGBAf); break; case SP_E_COLOURSIDENT: if (shaderstate.flags & BEF_FORCECOLOURMOD) qglUniform4fvARB(ph, 1, (GLfloat*)shaderstate.curentity->shaderRGBAf); else qglUniform4fARB(ph, 1, 1, 1, shaderstate.curentity->shaderRGBAf[3]); break; case SP_E_TOPCOLOURS: R_FetchTopColour(&r, &g, &b); param4[0] = r/255.0f; param4[1] = g/255.0f; param4[2] = b/255.0f; qglUniform3fvARB(ph, 1, param4); break; case SP_E_BOTTOMCOLOURS: R_FetchBottomColour(&r, &g, &b); param4[0] = r/255.0f; param4[1] = g/255.0f; param4[2] = b/255.0f; qglUniform3fvARB(ph, 1, param4); break; case SP_RENDERTEXTURESCALE: if (gl_config.texture_non_power_of_two_limited) { param4[0] = 1; param4[1] = 1; } else { r = 1; g = 1; while (r < vid.pixelwidth) r *= 2; while (g < vid.pixelheight) g *= 2; param4[0] = vid.pixelwidth/(float)r; param4[1] = vid.pixelheight/(float)g; } param4[2] = 0; param4[3] = 0; qglUniform4fvARB(ph, 1, param4); break; case SP_LIGHTSCREEN: { float v[4], tempv[4]; v[0] = shaderstate.lightorg[0]; v[1] = shaderstate.lightorg[1]; v[2] = shaderstate.lightorg[2]; v[3] = 1; Matrix4x4_CM_Transform4(shaderstate.modelviewmatrix, v, tempv); Matrix4x4_CM_Transform4(r_refdef.m_projection, tempv, v); v[3] *= 2; v[0] = (v[0]/v[3]) + 0.5; v[1] = (v[1]/v[3]) + 0.5; v[2] = (v[2]/v[3]) + 0.5; qglUniform3fvARB(ph, 1, v); } break; case SP_LIGHTRADIUS: qglUniform1fARB(ph, shaderstate.lightradius); break; case SP_LIGHTCOLOUR: qglUniform3fvARB(ph, 1, shaderstate.lightcolours); break; case SP_W_FOG: qglUniform4fvARB(ph, 2, r_refdef.globalfog.colour); //and density break; case SP_V_EYEPOS: qglUniform3fvARB(ph, 1, r_origin); break; case SP_E_EYEPOS: { /*eye position in model space*/ vec3_t t2; Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, r_origin, t2); qglUniform3fvARB(ph, 1, t2); } break; case SP_LIGHTPOSITION: { /*light position in model space*/ vec3_t t2; Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, shaderstate.lightorg, t2); qglUniform3fvARB(ph, 1, t2); } break; case SP_LIGHTCOLOURSCALE: qglUniform3fvARB(ph, 1, shaderstate.lightcolourscale); break; case SP_LIGHTCUBEMATRIX: /*light's texture projection matrix*/ { float t[16]; Matrix4_Multiply(shaderstate.lightprojmatrix, shaderstate.modelmatrix, t); qglUniformMatrix4fvARB(ph, 1, false, t); } break; case SP_LIGHTSHADOWMAPPROJ: qglUniform4fvARB(ph, 1, shaderstate.lightshadowmapproj); break; case SP_LIGHTSHADOWMAPSCALE: qglUniform2fvARB(ph, 1, shaderstate.lightshadowmapscale); break; /*static lighting info*/ case SP_E_L_DIR: qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_dir); break; case SP_E_L_MUL: qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_range); break; case SP_E_L_AMBIENT: qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_avg); break; case SP_E_TIME: qglUniform1fARB(ph, shaderstate.curtime); break; case SP_CONSTI: case SP_TEXTURE: qglUniform1iARB(ph, p->ival); break; case SP_CONSTF: qglUniform1fARB(ph, p->fval); break; case SP_CVARI: qglUniform1iARB(ph, ((cvar_t*)p->pval)->ival); break; case SP_CVARF: qglUniform1fARB(ph, ((cvar_t*)p->pval)->value); break; case SP_CVAR3F: { cvar_t *var = (cvar_t*)p->pval; char *vs = var->string; vs = COM_Parse(vs); param4[0] = atof(com_token); vs = COM_Parse(vs); param4[1] = atof(com_token); vs = COM_Parse(vs); param4[2] = atof(com_token); qglUniform3fvARB(ph, 1, param4); } break; default: Host_EndGame("Bad shader program parameter type (%i)", p->type); break; } } } static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pass) { program_t *p = shader->prog; int i; int perm; perm = 0; if (shaderstate.sourcevbo->numbones) { if (p->permu[perm|PERMUTATION_SKELETAL].handle.glsl) perm |= PERMUTATION_SKELETAL; else return; } if (p->permu[perm|PERMUTATION_FRAMEBLEND].handle.glsl && shaderstate.sourcevbo->coord2.gl.addr) perm |= PERMUTATION_FRAMEBLEND; if (TEXLOADED(shaderstate.curtexnums->bump) && p->permu[perm|PERMUTATION_BUMPMAP].handle.glsl) perm |= PERMUTATION_BUMPMAP; if (TEXLOADED(shaderstate.curtexnums->fullbright) && p->permu[perm|PERMUTATION_FULLBRIGHT].handle.glsl) perm |= PERMUTATION_FULLBRIGHT; if ((TEXLOADED(shaderstate.curtexnums->loweroverlay) || TEXLOADED(shaderstate.curtexnums->upperoverlay)) && p->permu[perm|PERMUTATION_UPPERLOWER].handle.glsl) perm |= PERMUTATION_UPPERLOWER; if (r_refdef.globalfog.density && p->permu[perm|PERMUTATION_FOG].handle.glsl) perm |= PERMUTATION_FOG; if (p->permu[perm|PERMUTATION_DELUXE].handle.glsl && TEXLOADED(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe) perm |= PERMUTATION_DELUXE; #if MAXRLIGHTMAPS > 1 if (shaderstate.curbatch->lightmap[1] >= 0 && p->permu[perm|PERMUTATION_LIGHTSTYLES].handle.glsl) perm |= PERMUTATION_LIGHTSTYLES; #endif GL_SelectProgram(p->permu[perm].handle.glsl); #ifndef FORCESTATE if (shaderstate.lastuniform == p->permu[perm].handle.glsl) i = true; else #endif { i = false; shaderstate.lastuniform = p->permu[perm].handle.glsl; } BE_Program_Set_Attributes(p, perm, i); BE_SendPassBlendDepthMask(pass->shaderbits); BE_EnableShaderAttributes(p->permu[perm].attrmask, shaderstate.sourcevbo->vao); #ifndef GLSLONLY if (!p->nofixedcompat) { GenerateColourMods(pass); for (i = 0; i < pass->numMergedPasses; i++) { Shader_BindTextureForPass(i, pass+i); BE_GeneratePassTC(pass+i, i); } for (; i < shaderstate.lastpasstmus; i++) { GL_LazyBind(i, 0, r_nulltex); } shaderstate.lastpasstmus = pass->numMergedPasses; } else #endif { for (i = 0; i < pass->numMergedPasses; i++) { Shader_BindTextureForPass(i, pass+i); } #if MAXRLIGHTMAPS > 1 if (perm & PERMUTATION_LIGHTSTYLES) { GL_LazyBind(i++, GL_TEXTURE_2D, shaderstate.curbatch->lightmap[1] >= 0?lightmap[shaderstate.curbatch->lightmap[1]]->lightmap_texture:r_nulltex); GL_LazyBind(i++, GL_TEXTURE_2D, shaderstate.curbatch->lightmap[2] >= 0?lightmap[shaderstate.curbatch->lightmap[2]]->lightmap_texture:r_nulltex); GL_LazyBind(i++, GL_TEXTURE_2D, shaderstate.curbatch->lightmap[3] >= 0?lightmap[shaderstate.curbatch->lightmap[3]]->lightmap_texture:r_nulltex); //we need this loop to fix up fixed-function stuff for (; i < shaderstate.lastpasstmus; i++) { GL_LazyBind(i, 0, r_nulltex); } shaderstate.lastpasstmus = pass->numMergedPasses+3; } else #endif { //we need this loop to fix up fixed-function stuff for (; i < shaderstate.lastpasstmus; i++) { GL_LazyBind(i, 0, r_nulltex); } shaderstate.lastpasstmus = pass->numMergedPasses; } } BE_SubmitMeshChain(); } qboolean GLBE_LightCullModel(vec3_t org, model_t *model) { #ifdef RTLIGHTS if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY)) { float dist; vec3_t disp; if (model->type == mod_alias) { VectorSubtract(org, shaderstate.lightorg, disp); dist = DotProduct(disp, disp); if (dist > model->radius*model->radius + shaderstate.lightradius*shaderstate.lightradius) return true; } else { int i; for (i = 0; i < 3; i++) { if (shaderstate.lightorg[i]-shaderstate.lightradius > org[i] + model->maxs[i]) return true; if (shaderstate.lightorg[i]+shaderstate.lightradius < org[i] + model->mins[i]) return true; } } } #endif return false; } //Note: Be cautious about using BEM_LIGHT here, as it won't select the light. void GLBE_SelectMode(backendmode_t mode) { extern int gldepthfunc; // shaderstate.lastuniform = 0; if (mode != shaderstate.mode) { shaderstate.mode = mode; shaderstate.flags = 0; switch (mode) { default: break; case BEM_WIREFRAME: break; case BEM_DEPTHONLY: #ifndef GLSLONLY if (!gl_config_nofixedfunc) { BE_SetPassBlendMode(0, PBM_REPLACE); GL_DeSelectProgram(); } else #endif if (!shaderstate.allblackshader) { const char *defs[] = {NULL}; shaderstate.allblackshader = GLSlang_CreateProgram("allblackprogram", gl_config_gles?100:110, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL); shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader, "m_modelviewprojection"); } /*BEM_DEPTHONLY does support mesh writing, but its not the only way its used... FIXME!*/ while(shaderstate.lastpasstmus>0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } //we don't write or blend anything (maybe alpha test... but mneh) BE_SendPassBlendDepthMask(SBITS_MISC_DEPTHWRITE | SBITS_MASK_BITS); GL_CullFace(SHADER_CULL_FRONT); break; #ifdef RTLIGHTS case BEM_STENCIL: /*BEM_STENCIL doesn't support mesh writing*/ GLBE_PushOffsetShadow(false); if (gl_config_nofixedfunc && !shaderstate.allblackshader) { const char *defs[] = {NULL}; shaderstate.allblackshader = GLSlang_CreateProgram("allblackprogram", gl_config_gles?100:110, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL); shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader, "m_modelviewprojection"); } //disable all tmus while(shaderstate.lastpasstmus>0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } #ifndef GLSLONLY if (!gl_config_nofixedfunc) { GL_DeSelectProgram(); //replace mode please BE_SetPassBlendMode(0, PBM_REPLACE); } #endif //we don't write or blend anything (maybe alpha test... but mneh) BE_SendPassBlendDepthMask(SBITS_MISC_DEPTHCLOSERONLY | SBITS_MASK_BITS); GL_CullFace(0); //don't change cull stuff, and //don't actually change stencil stuff - caller needs to be //aware of how many times stuff is drawn, so they can do that themselves. break; case BEM_CREPUSCULAR: if (!shaderstate.crepopaqueshader) { shaderstate.crepopaqueshader = R_RegisterShader("crepuscular_opaque", SUF_NONE, "{\n" "program crepuscular_opaque\n" "}\n" ); } if (!shaderstate.crepskyshader) { shaderstate.crepskyshader = R_RegisterShader("crepuscular_sky", SUF_NONE, "{\n" "program crepuscular_sky\n" "{\n" "map $diffuse\n" "}\n" "{\n" "map $fullbright\n" "}\n" "}\n" ); } break; #endif case BEM_FOG: while(shaderstate.lastpasstmus>0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } GL_LazyBind(0, GL_TEXTURE_2D, shaderstate.fogtexture); shaderstate.lastpasstmus = 1; Vector4Set(shaderstate.pendingcolourflat, 1, 1, 1, 1); shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = NULL; #ifndef GLSLONLY if (!gl_config_nofixedfunc) BE_SetPassBlendMode(0, PBM_MODULATE); #endif BE_SendPassBlendDepthMask(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_MISC_DEPTHEQUALONLY); break; } } } void GLBE_SelectEntity(entity_t *ent) { float nd; shaderstate.curentity = ent; currententity = ent; R_RotateForEntity(shaderstate.modelmatrix, shaderstate.modelviewmatrix, shaderstate.curentity, shaderstate.curentity->model); Matrix4_Invert(shaderstate.modelmatrix, shaderstate.modelmatrixinv); if (qglLoadMatrixf) qglLoadMatrixf(shaderstate.modelviewmatrix); if (shaderstate.curentity->flags & RF_DEPTHHACK) nd = 0.3; else nd = 1; if (shaderstate.depthrange != nd) { shaderstate.depthrange = nd; if (qglDepthRange) qglDepthRange (gldepthmin, gldepthmin + shaderstate.depthrange*(gldepthmax-gldepthmin)); else if (qglDepthRangef) qglDepthRangef (gldepthmin, gldepthmin + shaderstate.depthrange*(gldepthmax-gldepthmin)); } shaderstate.lastuniform = 0; } #if 0 static void BE_SelectFog(vec3_t colour, float alpha, float density) { float zscale; density /= 64; zscale = 2048; /*this value is meant to be the distance at which fog the value becomes as good as fully fogged, just hack it to 2048...*/ GenerateFogTexture(&shaderstate.fogtexture, density, zscale); shaderstate.fogfar = 1/zscale; /*scaler for z coords*/ qglColor4f(colour[0], colour[1], colour[2], alpha); } #endif #ifdef RTLIGHTS static qboolean GLBE_RegisterLightShader(int mode) { if (!shaderstate.inited_shader_light[mode]) { char *name = va("rtlight%s%s%s%s", (mode & LSHADER_SMAP)?"#PCF":"", (mode & LSHADER_SPOT)?"#SPOT":"", (mode & LSHADER_CUBE)?"#CUBE":"", (gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT|LSHADER_CUBE)))?"#USE_ARB_SHADOW":"" ); shaderstate.inited_shader_light[mode] = true; shaderstate.shader_light[mode] = R_RegisterCustom(name, SUF_NONE, Shader_LightPass, NULL); } if (shaderstate.shader_light[mode]) { //make sure it has a program and forget it if it doesn't, to save a compare. if (!shaderstate.shader_light[mode]->prog) { shaderstate.shader_light[mode] = NULL; return false; } return true; } return false; } #endif qboolean GLBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode) { extern cvar_t gl_specular; shaderstate.lastuniform = 0; shaderstate.curdlight = dl; shaderstate.lightmode = lmode; /*simple info*/ shaderstate.lightradius = dl->radius; VectorCopy(dl->origin, shaderstate.lightorg); VectorCopy(colour, shaderstate.lightcolours); #ifdef RTLIGHTS VectorCopy(dl->lightcolourscales, shaderstate.lightcolourscale); shaderstate.lightcolourscale[2] *= gl_specular.value; if (lmode & LSHADER_SPOT) shaderstate.lightcubemap = r_nulltex; else shaderstate.lightcubemap = dl->cubetexture; if (TEXLOADED(shaderstate.lightcubemap) && GLBE_RegisterLightShader(shaderstate.lightmode | LSHADER_CUBE)) shaderstate.lightmode |= LSHADER_CUBE; if (!GLBE_RegisterLightShader(shaderstate.lightmode)) return false; /*generate light projection information*/ if (shaderstate.lightmode & LSHADER_SPOT) { float view[16]; float proj[16]; extern cvar_t r_shadow_shadowmapping_nearclip; Matrix4x4_CM_Projection_Far(proj, dl->fov, dl->fov, r_shadow_shadowmapping_nearclip.value, dl->radius); Matrix4x4_CM_ModelViewMatrixFromAxis(view, axis[0], axis[1], axis[2], dl->origin); Matrix4_Multiply(proj, view, shaderstate.lightprojmatrix); } else if (shaderstate.lightmode & (LSHADER_SMAP|LSHADER_CUBE)) { Matrix4x4_CM_LightMatrixFromAxis(shaderstate.lightprojmatrix, axis[0], axis[1], axis[2], dl->origin); /* vec3_t down; vec3_t back; vec3_t right; VectorScale(axis[2], -1, down); VectorScale(axis[1], 1, right); VectorScale(axis[0], 1, back); Matrix4x4_CM_ModelViewMatrixFromAxis(shaderstate.lightprojmatrix, down, back, right, dl->origin); */ } #endif return true; } void GLBE_Scissor(srect_t *rect) { if (rect) { qglScissor( floor(r_refdef.pxrect.x + rect->x*r_refdef.pxrect.width), // floor(r_refdef.pxrect.y + rect->y*r_refdef.pxrect.height),// - r_refdef.pxrect.maxheight), floor(rect->y*r_refdef.pxrect.height + (r_refdef.pxrect.maxheight-r_refdef.pxrect.y)-r_refdef.pxrect.height), ceil(rect->width * r_refdef.pxrect.width), ceil(rect->height * r_refdef.pxrect.height)); qglEnable(GL_SCISSOR_TEST); if (qglDepthBoundsEXT) { qglDepthBoundsEXT(rect->dmin, rect->dmax); qglEnable(GL_DEPTH_BOUNDS_TEST_EXT); } } else { /* qglScissor( r_refdef.pxrect.x, r_refdef.pxrect.y - r_refdef.pxrect.height, r_refdef.pxrect.width, r_refdef.pxrect.height); */ qglDisable(GL_SCISSOR_TEST); if (qglDepthBoundsEXT) qglDisable(GL_DEPTH_BOUNDS_TEST_EXT); // if (qglDepthBoundsEXT) // qglDepthBoundsEXT(0, 1); } } void GLBE_PushOffsetShadow(qboolean pushdepth) { extern cvar_t r_polygonoffset_stencil_offset, r_polygonoffset_stencil_factor; polyoffset_t po; if (pushdepth) { /*some quake doors etc are flush with the walls that they're meant to be hidden behind, or plats the same height as the floor, etc we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/ extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor; po.factor = r_polygonoffset_submodel_factor.value + r_polygonoffset_stencil_factor.value; po.unit = r_polygonoffset_submodel_offset.value + r_polygonoffset_stencil_offset.value; } else { po.factor = r_polygonoffset_stencil_factor.value; po.unit = r_polygonoffset_stencil_offset.value; } #ifndef FORCESTATE if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit) #endif { shaderstate.curpolyoffset = po; if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit) { qglEnable(GL_POLYGON_OFFSET_FILL); qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit); } else qglDisable(GL_POLYGON_OFFSET_FILL); } } #if defined(RTLIGHTS) && !defined(GLSLONLY) texid_t GenerateNormalisationCubeMap(void); static void BE_LegacyLighting(void) { //bigfoot wants rtlight support without glsl, so here goes madness... //register combiners for bumpmapping using 4 tmus... float *col; float *ldir; vec3_t lightdir, rellight; float scale; int i, m; mesh_t *mesh; unsigned int attr = (1u<xyz_array) return; if (!mesh->normals_array) return; col = coloursarray[0] + mesh->vbofirstvert*4; ldir = texcoordarray[0] + mesh->vbofirstvert*3; for (i = 0; i < mesh->numvertexes; i++, col+=4, ldir+=3) { VectorSubtract(rellight, mesh->xyz_array[i], lightdir); scale = VectorNormalize(lightdir); scale = 1 - (scale/shaderstate.lightradius); VectorScale(shaderstate.lightcolours, scale, col); col[3] = 1; ldir[0] = -DotProduct(lightdir, mesh->snormals_array[i]); ldir[1] = DotProduct(lightdir, mesh->tnormals_array[i]); ldir[2] = DotProduct(lightdir, mesh->normals_array[i]); } } if (TEXVALID(shaderstate.curtexnums->bump) && gl_config.arb_texture_cube_map && gl_config.arb_texture_env_dot3 && gl_config.arb_texture_env_combine && be_maxpasses >= 4) { //we could get this down to 2 tmus by arranging for the dot3 result to be written the alpha buffer. But then we'd need to have an alpha buffer too. if (!shaderstate.normalisationcubemap) shaderstate.normalisationcubemap = GenerateNormalisationCubeMap(); //tmu0: normalmap+replace+regular tex coords GL_LazyBind(tmu, GL_TEXTURE_2D, shaderstate.curtexnums->bump); BE_SetPassBlendMode(tmu, PBM_REPLACE); shaderstate.pendingtexcoordparts[tmu] = 2; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr; attr |= (1u<<(VATTR_LEG_TMU0+tmu)); tmu++; //tmu1: normalizationcubemap+dot3+lightdir GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, shaderstate.normalisationcubemap); BE_SetPassBlendMode(tmu, PBM_DOTPRODUCT); shaderstate.pendingtexcoordparts[tmu] = 3; shaderstate.pendingtexcoordvbo[tmu] = 0; shaderstate.pendingtexcoordpointer[tmu] = texcoordarray[0]; attr |= (1u<<(VATTR_LEG_TMU0+tmu)); tmu++; //tmu2: $diffuse+multiply+regular tex coords GL_LazyBind(tmu, GL_TEXTURE_2D, shaderstate.curtexnums->base); //texture not used, its just to make sure the code leaves it enabled. BE_SetPassBlendMode(tmu, PBM_MODULATE); shaderstate.pendingtexcoordparts[tmu] = 2; shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo; shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr; attr |= (1u<<(VATTR_LEG_TMU0+tmu)); tmu++; //tmu3: $any+multiply-by-colour+notc GL_LazyBind(tmu, GL_TEXTURE_2D, shaderstate.curtexnums->bump); //texture not used, its just to make sure the code leaves it enabled. BE_SetPassBlendMode(tmu, PBM_MODULATE_PREV_COLOUR); shaderstate.pendingtexcoordparts[tmu] = 0; shaderstate.pendingtexcoordvbo[tmu] = 0; shaderstate.pendingtexcoordpointer[tmu] = NULL; tmu++; //note we need 4 combiners in the first because we can't use the colour argument in the first without breaking the normals. for (i = tmu; i < shaderstate.lastpasstmus; i++) { GL_LazyBind(i, 0, r_nulltex); } shaderstate.lastpasstmus = tmu; } else { attr |= (1u<<(VATTR_LEG_TMU0)); //tmu0: $diffuse+multiply+regular tex coords //multiplies by vertex colours GL_LazyBind(0, GL_TEXTURE_2D, shaderstate.curtexnums->base); //texture not used, its just to make sure the code leaves it enabled. BE_SetPassBlendMode(0, PBM_MODULATE); shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo; shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr; for (i = 1; i < shaderstate.lastpasstmus; i++) { GL_LazyBind(i, 0, r_nulltex); } shaderstate.lastpasstmus = 1; } shaderstate.colourarraytype = GL_FLOAT; shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = coloursarray; GL_DeSelectProgram(); BE_EnableShaderAttributes(attr, 0); BE_SubmitMeshChain(); GL_LazyBind(1, 0, r_nulltex); GL_LazyBind(2, 0, r_nulltex); GL_LazyBind(3, 0, r_nulltex); } #endif static void DrawMeshes(void) { const shader_t *altshader; const shaderpass_t *p; int passno; int flags; passno = 0; if (shaderstate.force2d) { RQuantAdd(RQUANT_2DBATCHES, 1); } else if (shaderstate.curentity == &r_worldentity) { RQuantAdd(RQUANT_WORLDBATCHES, 1); } else { RQuantAdd(RQUANT_ENTBATCHES, 1); } flags = shaderstate.curshader->flags; #ifndef FORCESTATE if (shaderstate.curcull != ((flags^r_refdef.flipcull) & (SHADER_CULL_FRONT|SHADER_CULL_BACK))) #endif { shaderstate.curcull = ((flags^r_refdef.flipcull) & (SHADER_CULL_FRONT|SHADER_CULL_BACK)); if (shaderstate.curcull & SHADER_CULL_FRONT) { qglEnable(GL_CULL_FACE); qglCullFace(GL_FRONT); } else if (shaderstate.curcull & SHADER_CULL_BACK) { qglEnable(GL_CULL_FACE); qglCullFace(GL_BACK); } else { qglDisable(GL_CULL_FACE); } } #ifndef GLSLONLY if (shaderstate.sourcevbo->coord2.gl.addr && (shaderstate.curshader->numdeforms || !shaderstate.curshader->prog)) GenerateVertexBlends(shaderstate.curshader); else if (shaderstate.curshader->numdeforms) GenerateVertexDeforms(shaderstate.curshader); else #endif { shaderstate.pendingvertexpointer = shaderstate.sourcevbo->coord.gl.addr; shaderstate.pendingvertexvbo = shaderstate.sourcevbo->coord.gl.vbo; } #ifdef FTE_TARGET_WEB if (!shaderstate.pendingvertexvbo) return; if (!shaderstate.sourcevbo->indicies.gl.vbo) return; #endif BE_PolyOffset(shaderstate.flags & BEF_PUSHDEPTH); switch(shaderstate.mode) { case BEM_STENCIL: Host_Error("Shader system is not meant to accept stencil meshes\n"); break; #ifdef RTLIGHTS case BEM_LIGHT: altshader = shaderstate.curshader->bemoverrides[shaderstate.lightmode]; if (!altshader) altshader = shaderstate.shader_light[shaderstate.lightmode]; if (altshader && altshader->prog) BE_RenderMeshProgram(altshader, altshader->passes); #ifndef GLSLONLY else BE_LegacyLighting(); #endif break; case BEM_DEPTHNORM: altshader = shaderstate.curshader->bemoverrides[bemoverride_prelight]; if (!altshader) altshader = shaderstate.depthnormshader; if (altshader && altshader->prog) BE_RenderMeshProgram(altshader, altshader->passes); break; #endif case BEM_CREPUSCULAR: altshader = shaderstate.curshader->bemoverrides[bemoverride_crepuscular]; if (!altshader && (shaderstate.curshader->flags & SHADER_SKY)) altshader = shaderstate.crepskyshader; if (!altshader) altshader = shaderstate.crepopaqueshader; if (altshader && altshader->prog) BE_RenderMeshProgram(altshader, altshader->passes); break; case BEM_DEPTHONLY: altshader = shaderstate.curshader->bemoverrides[bemoverride_depthonly]; if (!altshader) altshader = shaderstate.depthonlyshader; if (altshader && altshader->prog) BE_RenderMeshProgram(altshader, altshader->passes); else { GL_DeSelectProgram(); #ifdef warningmsg #pragma warningmsg("fixme: support alpha test") #endif BE_EnableShaderAttributes((1u<0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } BE_SendPassBlendDepthMask((shaderstate.curshader->passes[0].shaderbits & ~SBITS_BLEND_BITS) | SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_MISC_NODEPTHTEST); BE_EnableShaderAttributes((1u<flags & SHADER_HASLIGHTMAP) && !TEXVALID(shaderstate.curtexnums->fullbright)) { if (gl_config.arb_shader_objects) { if (!shaderstate.allblackshader) { const char *defs[] = {NULL}; shaderstate.allblackshader = GLSlang_CreateProgram("allblackprogram", gl_config_gles?100:110, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL); shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader, "m_modelviewprojection"); } GL_SelectProgram(shaderstate.allblackshader); BE_SendPassBlendDepthMask(shaderstate.curshader->passes[0].shaderbits); BE_EnableShaderAttributes(gl_config_nofixedfunc?(1u<0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } BE_SetPassBlendMode(0, PBM_REPLACE); BE_SendPassBlendDepthMask(shaderstate.curshader->passes[0].shaderbits); BE_EnableShaderAttributes((1u<prog) { BE_RenderMeshProgram(shaderstate.curshader, shaderstate.curshader->passes); } #ifdef GLSLONLY break; #else else if (gl_config_nofixedfunc) break; else { GL_DeSelectProgram(); while (passno < shaderstate.curshader->numpasses) { p = &shaderstate.curshader->passes[passno]; passno += p->numMergedPasses; // if (p->flags & SHADER_PASS_DETAIL) // continue; DrawPass(p); } } if (shaderstate.curbatch->fog && shaderstate.curbatch->fog->shader) { GL_DeSelectProgram(); GenerateFogTexture(&shaderstate.fogtexture, shaderstate.curbatch->fog->shader->fog_dist, 2048); shaderstate.fogfar = 1.0f/2048; /*scaler for z coords*/ while(shaderstate.lastpasstmus>1) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } GL_LazyBind(0, GL_TEXTURE_2D, shaderstate.fogtexture); shaderstate.lastpasstmus = 1; Vector4Scale(shaderstate.curbatch->fog->shader->fog_color, (1/255.0), shaderstate.pendingcolourflat); shaderstate.pendingcolourvbo = 0; shaderstate.pendingcolourpointer = NULL; BE_SetPassBlendMode(0, PBM_MODULATE); BE_SendPassBlendDepthMask(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_MISC_DEPTHEQUALONLY); GenerateTCFog(0, shaderstate.curbatch->fog); BE_EnableShaderAttributes((1u<xyz_array, sizeof(*m->xyz_array) * m->numvertexes); shaderstate.dummyvbo.coord.gl.addr = (void*)len; shaderstate.dummyvbo.coord.gl.vbo = shaderstate.streamvbo[shaderstate.streamid]; len += sizeof(*m->xyz_array) * m->numvertexes; if (m->xyz2_array) { memcpy(buffer+len, m->xyz2_array, sizeof(*m->xyz2_array) * m->numvertexes); shaderstate.dummyvbo.coord2.gl.addr = (void*)len; shaderstate.dummyvbo.coord2.gl.vbo = shaderstate.streamvbo[shaderstate.streamid]; len += sizeof(*m->xyz2_array) * m->numvertexes; } else { shaderstate.dummyvbo.coord2.gl.addr = NULL; shaderstate.dummyvbo.coord2.gl.vbo = 0; } memcpy(buffer+len, m->st_array, sizeof(*m->st_array) * m->numvertexes); shaderstate.dummyvbo.texcoord.gl.addr = (void*)len; shaderstate.dummyvbo.texcoord.gl.vbo = shaderstate.streamvbo[shaderstate.streamid]; len += sizeof(*m->st_array) * m->numvertexes; //FIXME: lightmaps if (m->colors4f_array[0]) { memcpy(buffer+len, m->colors4f_array[0], sizeof(*m->colors4f_array[0]) * m->numvertexes); shaderstate.dummyvbo.colours[0].gl.addr = (void*)len; shaderstate.dummyvbo.colours[0].gl.vbo = shaderstate.streamvbo[shaderstate.streamid]; len += sizeof(*m->colors4f_array[0]) * m->numvertexes; shaderstate.colourarraytype = GL_FLOAT; } else if (m->colors4b_array) { memcpy(buffer+len, m->colors4b_array, sizeof(*m->colors4b_array) * m->numvertexes); shaderstate.dummyvbo.colours[0].gl.addr = (void*)len; shaderstate.dummyvbo.colours[0].gl.vbo = shaderstate.streamvbo[shaderstate.streamid]; len += sizeof(*m->colors4b_array) * m->numvertexes; shaderstate.colourarraytype = GL_UNSIGNED_BYTE; } else { shaderstate.dummyvbo.colours[0].gl.addr = NULL; shaderstate.dummyvbo.colours[0].gl.vbo = 0; shaderstate.colourarraytype = GL_FLOAT; } //FIXME: normals, svector, tvector, bone nums, bone weights //now we've got a single buffer in a single place, update the buffer qglBufferDataARB(GL_ARRAY_BUFFER_ARB, len, buffer, GL_STREAM_DRAW_ARB); //and finally the elements array, which is a much simpler affair qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*m->indexes) * m->numindexes, m->indexes, GL_STREAM_DRAW_ARB); shaderstate.dummyvbo.indicies.gl.addr = (void*)NULL; shaderstate.dummyvbo.indicies.gl.vbo = shaderstate.streamebo[shaderstate.streamid]; } else { //client memory. may be slower. will probably be faster. shaderstate.dummyvbo.coord.gl.addr = m->xyz_array; shaderstate.dummyvbo.coord2.gl.addr = m->xyz2_array; shaderstate.dummyvbo.texcoord.gl.addr = m->st_array; shaderstate.dummyvbo.indicies.gl.addr = m->indexes; shaderstate.dummyvbo.normals.gl.addr = m->normals_array; shaderstate.dummyvbo.svector.gl.addr = m->snormals_array; shaderstate.dummyvbo.tvector.gl.addr = m->tnormals_array; if (m->colors4f_array[0]) { shaderstate.colourarraytype = GL_FLOAT; shaderstate.dummyvbo.colours[0].gl.addr = m->colors4f_array[0]; } else { shaderstate.colourarraytype = GL_UNSIGNED_BYTE; shaderstate.dummyvbo.colours[0].gl.addr = m->colors4b_array; } shaderstate.dummyvbo.bonenums.gl.addr = m->bonenums; shaderstate.dummyvbo.boneweights.gl.addr = m->boneweights; } shaderstate.dummyvbo.bones = m->bones; shaderstate.dummyvbo.numbones = m->numbones; shaderstate.meshcount = 1; shaderstate.meshes = &m; return true; } void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags) { shaderstate.curbatch = &shaderstate.dummybatch; shaderstate.curshader = shader->remapto; if (!vbo) { mesh_t *m; shaderstate.flags = beflags; TRACE(("GLBE_DrawMesh_List: shader %s\n", shader->name)); if (shaderstate.curentity != &r_worldentity) GLBE_SelectEntity(&r_worldentity); shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + shader->remaptime); shaderstate.curtexnums = texnums; while (nummeshes--) { m = *meshlist++; if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, m)) continue; shaderstate.meshcount = 1; shaderstate.meshes = &m; DrawMeshes(); } } else { shaderstate.sourcevbo = vbo; shaderstate.colourarraytype = GL_FLOAT; shaderstate.flags = beflags; if (shaderstate.curentity != &r_worldentity) GLBE_SelectEntity(&r_worldentity); shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + shader->remaptime); shaderstate.curtexnums = texnums; shaderstate.meshcount = nummeshes; shaderstate.meshes = meshlist; DrawMeshes(); } } void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags) { shader->next = NULL; BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums, beflags); } void GLBE_SubmitBatch(batch_t *batch) { shaderstate.curbatch = batch; if (batch->vbo) { shaderstate.sourcevbo = batch->vbo; shaderstate.colourarraytype = GL_FLOAT; } else { //we're only allowed one mesh per batch if there's no vbo info. if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, batch->mesh[0])) return; } shaderstate.curshader = batch->shader->remapto; shaderstate.flags = batch->flags; if (shaderstate.curentity != batch->ent) GLBE_SelectEntity(batch->ent); shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + batch->shader->remaptime); if (batch->skin) shaderstate.curtexnums = batch->skin; else shaderstate.curtexnums = &batch->shader->defaulttextures; if (0) { int i; for (i = batch->firstmesh; i < batch->meshes; i++) { shaderstate.meshcount = 1; shaderstate.meshes = &batch->mesh[i]; DrawMeshes(); } } else { shaderstate.meshcount = batch->meshes - batch->firstmesh; shaderstate.meshes = batch->mesh+batch->firstmesh; DrawMeshes(); } } static void GLBE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist) { batch_t *batch, *masklists[2]; int i; /*attempt to draw portal shaders*/ if (shaderstate.mode == BEM_STANDARD) { for (i = 0; i < 2; i++) { for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next) { if (batch->meshes == batch->firstmesh) continue; if (batch->buildmeshes) batch->buildmeshes(batch); masklists[0] = worldlist[SHADER_SORT_PORTAL]; masklists[1] = dynamiclist; GLR_DrawPortal(batch, worldlist, masklists, 0); /*clear depth again*/ GL_ForceDepthWritable(); qglClear(GL_DEPTH_BUFFER_BIT); } } //make sure the current scene doesn't draw over the portal where its not meant to. clamp depth so the near clip plane doesn't cause problems. if (gl_config.arb_depth_clamp) qglEnable(GL_DEPTH_CLAMP_ARB); for (i = 0; i < 2; i++) { for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next) { if (batch->meshes == batch->firstmesh) continue; /*draw depth only, to mask it off*/ GLBE_SelectMode(BEM_DEPTHONLY); GLBE_SubmitBatch(batch); GLBE_SelectMode(BEM_STANDARD); } } if (gl_config.arb_depth_clamp) qglDisable(GL_DEPTH_CLAMP_ARB); } } static void GLBE_SubmitMeshesSortList(batch_t *sortlist) { batch_t *batch; for (batch = sortlist; batch; batch = batch->next) { if (batch->meshes == batch->firstmesh) continue; if (batch->flags & BEF_NODLIGHT) if (shaderstate.mode == BEM_LIGHT) continue; if (batch->flags & BEF_NOSHADOWS) if (shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY) //fixme: depthonly is not just shadows. continue; //buildmeshes updates shaders and generates pose information for sufaces that need it. //the shader flags checked *after* this call may be a performance issue if it generated lots of new mesh data. //FIXME: should we assume that the batch's shader will have the same flags? if (batch->buildmeshes) { TRACE(("GLBE_SubmitMeshesSortList: build\n")); batch->buildmeshes(batch); } TRACE(("GLBE_SubmitMeshesSortList: shader %s\n", batch->shader->name)); //FIXME:!! if (!batch->shader) { Con_Printf("Shader not set...\n"); if (batch->texture) batch->shader = R_TextureAnimation(0, batch->texture)->shader; else continue; } if (batch->shader->flags & SHADER_NODRAW) continue; if (batch->shader->flags & SHADER_NODLIGHT) if (shaderstate.mode == BEM_LIGHT) continue; if (batch->shader->flags & SHADER_NOSHADOWS) if (shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY) //fixme: depthonly is not just shadows. continue; if (batch->shader->flags & SHADER_SKY) { if (shaderstate.mode == BEM_STANDARD || shaderstate.mode == BEM_DEPTHDARK)// || shaderstate.mode == BEM_WIREFRAME) { if (!batch->shader->prog) { R_DrawSkyChain (batch); continue; } } else if (shaderstate.mode != BEM_FOG && shaderstate.mode != BEM_CREPUSCULAR && shaderstate.mode != BEM_WIREFRAME) continue; } if ((batch->shader->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT | SHADER_HASRIPPLEMAP)) && shaderstate.mode != BEM_WIREFRAME) { int oldfbo; float oldil; int oldbem; //these flags require rendering some view as an fbo if (r_refdef.recurse) continue; if (shaderstate.mode != BEM_STANDARD && shaderstate.mode != BEM_DEPTHDARK) continue; oldbem = shaderstate.mode; oldil = shaderstate.identitylighting; if ((batch->shader->flags & SHADER_HASREFLECT) && gl_config.ext_framebuffer_objects) { vrect_t orect = r_refdef.vrect; pxrect_t oprect = r_refdef.pxrect; if (!shaderstate.tex_reflection) { shaderstate.tex_reflection = Image_CreateTexture("***tex_reflection***", NULL, 0); qglGenTextures(1, &shaderstate.tex_reflection->num); GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_reflection); qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth/2, vid.pixelheight/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, FBO_RB_DEPTH, &shaderstate.tex_reflection, 1, r_nulltex, vid.pixelwidth/2, vid.pixelheight/2); r_refdef.vrect.x = 0; r_refdef.vrect.y = 0; r_refdef.vrect.width = vid.fbvwidth/2; r_refdef.vrect.height = vid.fbvheight/2; r_refdef.pxrect.x = 0; r_refdef.pxrect.y = 0; r_refdef.pxrect.width = vid.fbpwidth/2; r_refdef.pxrect.height = vid.fbpheight/2; r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac.rb_size[1]; GL_ViewportUpdate(); GL_ForceDepthWritable(); qglClearColor(0, 0, 0, 1); qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, 1); GLBE_FBO_Pop(oldfbo); r_refdef.vrect = orect; r_refdef.pxrect = oprect; GL_ViewportUpdate(); } if (batch->shader->flags & (SHADER_HASREFRACT|SHADER_HASREFRACTDEPTH)) { if (r_refract_fboival) { vrect_t ovrect = r_refdef.vrect; pxrect_t oprect = r_refdef.pxrect; if (!shaderstate.tex_refraction) { shaderstate.tex_refraction = Image_CreateTexture("***tex_refraction***", NULL, 0); qglGenTextures(1, &shaderstate.tex_refraction->num); GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_refraction); qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth/2, vid.pixelheight/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } if (batch->shader->flags & SHADER_HASREFRACTDEPTH) { if (!shaderstate.tex_refractiondepth) { shaderstate.tex_refractiondepth = Image_CreateTexture("***tex_refractiondepth***", NULL, 0); qglGenTextures(1, &shaderstate.tex_refractiondepth->num); GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_refractiondepth); qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24_ARB, vid.pixelwidth/2, vid.pixelheight/2, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, FBO_TEX_DEPTH, &shaderstate.tex_refraction, 1, shaderstate.tex_refractiondepth, vid.pixelwidth/2, vid.pixelheight/2); } else { oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, FBO_RB_DEPTH, &shaderstate.tex_refraction, 1, r_nulltex, vid.pixelwidth/2, vid.pixelheight/2); } r_refdef.vrect.x = 0; r_refdef.vrect.y = 0; r_refdef.vrect.width = vid.fbvwidth/2; r_refdef.vrect.height = vid.fbvheight/2; r_refdef.pxrect.x = 0; r_refdef.pxrect.y = 0; r_refdef.pxrect.width = vid.fbpwidth/2; r_refdef.pxrect.height = vid.fbpheight/2; r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac.rb_size[1]; GL_ViewportUpdate(); GL_ForceDepthWritable(); qglClearColor(0, 0, 0, 1); qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, ((batch->shader->flags & SHADER_HASREFRACTDEPTH)?3:2)); //fixme GLBE_FBO_Pop(oldfbo); r_refdef.vrect = ovrect; r_refdef.pxrect = oprect; GL_ViewportUpdate(); } else GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, 3); } if ((batch->shader->flags & SHADER_HASRIPPLEMAP) && gl_config.ext_framebuffer_objects) { vrect_t orect = r_refdef.vrect; pxrect_t oprect = r_refdef.pxrect; if (!shaderstate.tex_ripplemap) { //FIXME: can we use RGB8 instead? shaderstate.tex_ripplemap = Image_CreateTexture("***tex_ripplemap***", NULL, 0); qglGenTextures(1, &shaderstate.tex_ripplemap->num); GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_ripplemap); qglTexImage2D(GL_TEXTURE_2D, 0, /*(gl_config.glversion>3.1)?GL_RGBA8_SNORM:*/GL_RGBA16F_ARB, vid.pixelwidth/2, vid.pixelheight/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, 0, &shaderstate.tex_ripplemap, 1, r_nulltex, vid.pixelwidth/2, vid.pixelheight/2); r_refdef.vrect.x = 0; r_refdef.vrect.y = 0; r_refdef.vrect.width = vid.fbvwidth/2; r_refdef.vrect.height = vid.fbvheight/2; r_refdef.pxrect.x = 0; r_refdef.pxrect.y = 0; r_refdef.pxrect.width = vid.fbpwidth/2; r_refdef.pxrect.height = vid.fbpheight/2; r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac.rb_size[1]; GL_ViewportUpdate(); qglClearColor(0, 0, 0, 1); qglClear(GL_COLOR_BUFFER_BIT); // r_refdef.waterheight = DotProduct(batch->mesh[0]->xyz_array[0], batch->mesh[0]->normals_array[0]); r_refdef.recurse+=1; //paranoid, should stop potential infinite loops GLBE_SubmitMeshes(true, SHADER_SORT_RIPPLE, SHADER_SORT_RIPPLE); r_refdef.recurse-=1; GLBE_FBO_Pop(oldfbo); r_refdef.vrect = orect; r_refdef.pxrect = oprect; GL_ViewportUpdate(); } BE_SelectMode(oldbem); shaderstate.identitylighting = oldil; } GLBE_SubmitBatch(batch); } } void GLBE_SubmitMeshes (qboolean drawworld, int start, int stop) { model_t *model = cl.worldmodel; int i; int portaldepth = r_portalrecursion.ival; for (i = start; i <= stop; i++) { if (drawworld) { if (i == SHADER_SORT_PORTAL && r_refdef.recurse < portaldepth) { GLBE_SubmitMeshesPortals(model->batches, shaderstate.mbatches[i]); if (!r_refdef.recurse && r_portalonly.ival) return; } GLBE_SubmitMeshesSortList(model->batches[i]); } GLBE_SubmitMeshesSortList(shaderstate.mbatches[i]); } } static void BE_UpdateLightmaps(void) { lightmapinfo_t *lm; int lmidx; int glformat, gltype; switch (lightmap_bytes) { case 4: glformat = lightmap_bgra?GL_BGRA_EXT:GL_RGBA; gltype = GL_UNSIGNED_INT_8_8_8_8_REV; break; case 3: glformat = lightmap_bgra?GL_BGR_EXT:GL_RGB; gltype = GL_UNSIGNED_BYTE; break; default: glformat = GL_LUMINANCE; gltype = GL_UNSIGNED_BYTE; break; } for (lmidx = 0; lmidx < numlightmaps; lmidx++) { lm = lightmap[lmidx]; if (!lm) continue; if (lm->modified) { lm->modified = false; if (!TEXVALID(lm->lightmap_texture)) { extern cvar_t gl_lightmap_nearest; TEXASSIGN(lm->lightmap_texture, Image_CreateTexture("***lightmap***", NULL, (gl_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP)); qglGenTextures(1, &lm->lightmap_texture->num); GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lm->width, lm->height, 0, glformat, gltype, lm->lightmaps); } else { GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture); qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, lm->rectchange.t, lm->width, lm->rectchange.h, glformat, gltype, lm->lightmaps+(lm->rectchange.t) *lm->width*lightmap_bytes); } lm->rectchange.l = LMBLOCK_WIDTH; lm->rectchange.t = LMBLOCK_HEIGHT; lm->rectchange.h = 0; lm->rectchange.w = 0; } } } batch_t *GLBE_GetTempBatch(void) { batch_t *b; if (shaderstate.wbatch >= shaderstate.maxwbatches) { shaderstate.wbatch++; return NULL; } b = &shaderstate.wbatches[shaderstate.wbatch++]; b->fog = NULL; return b; } /*called from shadowmapping code*/ #ifdef RTLIGHTS void GLBE_BaseEntTextures(void) { batch_t *batches[SHADER_SORT_COUNT]; batch_t **ob = shaderstate.mbatches; shaderstate.mbatches = batches; BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode); GLBE_SubmitMeshes(false, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1); GLBE_SelectEntity(&r_worldentity); shaderstate.mbatches = ob; } #endif void GLBE_RenderToTextureUpdate2d(qboolean destchanged) { unsigned int width = 0, height = 0; if (destchanged) { if (*r_refdef.rt_destcolour[0].texname) { texid_t tex = R2D_RT_GetTexture(r_refdef.rt_destcolour[0].texname, &width, &height); GLBE_FBO_Update(&shaderstate.fbo_2dfbo, 0, &tex, 1, r_nulltex, width, height); } else GLBE_FBO_Push(NULL); GL_Set2D(false); } else { shaderstate.tex_sourcecol = R2D_RT_GetTexture(r_refdef.rt_sourcecolour.texname, &width, &height); shaderstate.tex_sourcedepth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &width, &height); } } void GLBE_FBO_Sources(texid_t sourcecolour, texid_t sourcedepth) { shaderstate.tex_sourcecol = sourcecolour; shaderstate.tex_sourcedepth = sourcedepth; } int GLBE_FBO_Push(fbostate_t *state) { int newfbo; int oldfbo = shaderstate.fbo_current; if (state) newfbo = state->fbo; else newfbo = 0; if (shaderstate.fbo_current == newfbo) //don't bother if its not changed (also avoids crashes when fbos are not supported) return oldfbo; qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_current=newfbo); return oldfbo; } void GLBE_FBO_Pop(int oldfbo) { qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oldfbo); shaderstate.fbo_current = oldfbo; } void GLBE_FBO_Destroy(fbostate_t *state) { if (state->fbo == shaderstate.fbo_current) GLBE_FBO_Push(NULL); //wasn't initialised anyway. if (!state->fbo) return; qglDeleteFramebuffersEXT(1, &state->fbo); state->fbo = 0; if (state->rb_depth) qglDeleteRenderbuffersEXT(1, &state->rb_depth); state->rb_depth = 0; if (state->rb_stencil) qglDeleteRenderbuffersEXT(1, &state->rb_stencil); state->rb_stencil = 0; if (state->rb_depthstencil) qglDeleteRenderbuffersEXT(1, &state->rb_depthstencil); state->rb_depthstencil = 0; state->enables = 0; } //state->colour is created if usedepth is set and it doesn't previously exist int GLBE_FBO_Update(fbostate_t *state, unsigned int enables, texid_t *destcol, int mrt, texid_t destdepth, int width, int height) { GLenum allcolourattachments[] ={GL_COLOR_ATTACHMENT0_EXT,GL_COLOR_ATTACHMENT1_EXT,GL_COLOR_ATTACHMENT2_EXT,GL_COLOR_ATTACHMENT3_EXT, GL_COLOR_ATTACHMENT4_EXT,GL_COLOR_ATTACHMENT5_EXT,GL_COLOR_ATTACHMENT6_EXT,GL_COLOR_ATTACHMENT7_EXT}; int i; int old; if (TEXVALID(destdepth)) { enables |= FBO_TEX_DEPTH; enables &= ~FBO_RB_DEPTH; } enables |= (mrt<<16); if ((state->enables ^ enables) & ~FBO_RESET) { GLBE_FBO_Destroy(state); state->enables = enables & ~FBO_RESET; enables |= FBO_RESET; } if (!state->fbo) { qglGenFramebuffersEXT(1, &state->fbo); old = GLBE_FBO_Push(state); enables |= FBO_RESET; } else old = GLBE_FBO_Push(state); if (state->rb_size[0] != width || state->rb_size[1] != height || (enables & FBO_RESET)) { if (state->rb_depth && !(enables & FBO_RB_DEPTH)) { qglDeleteRenderbuffersEXT(1, &state->rb_depth); state->rb_depth = 0; } if (state->rb_stencil && !(enables & FBO_RB_STENCIL)) { qglDeleteRenderbuffersEXT(1, &state->rb_stencil); state->rb_stencil = 0; } state->rb_size[0] = width; state->rb_size[1] = height; enables |= FBO_RESET; if (mrt) { //be careful here, gles2 doesn't support glDrawBuffer. hopefully it'll make things up, but this is worrying. if (qglDrawBuffers) qglDrawBuffers(mrt, allcolourattachments); else if (qglDrawBuffer) qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); if (qglReadBuffer) qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT); } else { if (qglDrawBuffers) qglDrawBuffers(0, NULL); else if (qglDrawBuffer) qglDrawBuffer(GL_NONE); if (qglReadBuffer) qglReadBuffer(GL_NONE); } } if (enables & FBO_TEX_DEPTH) { qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, destdepth->num, 0); //fixme: no stencil } else if (enables & FBO_RB_DEPTH) { if (!state->rb_depth) { //create an unnamed depth buffer qglGenRenderbuffersEXT(1, &state->rb_depth); // if (!gl_config.ext_packed_depth_stencil) // qglGenRenderbuffersEXT(1, &state->rb_stencil); enables |= FBO_RESET; //make sure it gets instanciated } if (enables & FBO_RESET) { qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, state->rb_depth); if (gl_config.ext_packed_depth_stencil) qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, state->rb_size[0], state->rb_size[1]); else { qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16_ARB, state->rb_size[0], state->rb_size[1]); // qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, state->rb_stencil); // qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, state->rb_size[0], state->rb_size[1]); } qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, state->rb_depth); if (gl_config.ext_packed_depth_stencil) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, state->rb_depth); else qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, state->rb_stencil); } } for (i = 0; i < mrt; i++) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i, GL_TEXTURE_2D, destcol[i]->num, 0); i = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (GL_FRAMEBUFFER_COMPLETE_EXT != i) { switch(i) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n"); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n"); break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS\n"); break; case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_FORMATS\n"); break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER\n"); break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER\n"); break; case GL_FRAMEBUFFER_UNSUPPORTED_EXT: Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_UNSUPPORTED\n"); break; default: Con_Printf("glCheckFramebufferStatus returned %#x\n", i); break; } } return old; } /* void GLBE_RenderToTexture(texid_t sourcecol, texid_t sourcedepth, texid_t destcol, texid_t destdepth, qboolean usedepth) { shaderstate.tex_sourcecol = sourcecol; shaderstate.tex_sourcedepth = sourcedepth; if (!destcol.num) { shaderstate.fbo_current = 0; qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_current); } else { if (usedepth) { if (!shaderstate.fbo_diffuse) { qglGenFramebuffersEXT(1, &shaderstate.fbo_diffuse); qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_diffuse); //create an unnamed depth buffer qglGenRenderbuffersEXT(1, &shaderstate.rb_depth); qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_depth); if (gl_config.ext_packed_depth_stencil) { qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth); } else { qglGenRenderbuffersEXT(1, &shaderstate.rb_stencil); qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_stencil); qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_stencil); } qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth); qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); qglReadBuffer(GL_NONE); } else qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_diffuse); shaderstate.fbo_current = shaderstate.fbo_diffuse; if (destdepth.num) { qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, destdepth.num, 0); qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0); } else { //resize the depth renderbuffer if its the wrong size now if (shaderstate.rb_depth_size[0] != r_refdef.fbo_width || shaderstate.rb_depth_size[1] != r_refdef.fbo_height) { shaderstate.rb_depth_size[0] = r_refdef.fbo_width; shaderstate.rb_depth_size[1] = r_refdef.fbo_height; qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_depth); if (gl_config.ext_packed_depth_stencil) { qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, r_refdef.fbo_width, r_refdef.fbo_height); qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth); } else { qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_ARB, r_refdef.fbo_width, r_refdef.fbo_height); qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_stencil); qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, r_refdef.fbo_width, r_refdef.fbo_height); } } qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth); if (gl_config.ext_packed_depth_stencil) qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth); else qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_stencil); } } else { if (!shaderstate.fbo_depthless) { qglGenFramebuffersEXT(1, &shaderstate.fbo_depthless); qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_depthless); qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); qglReadBuffer(GL_NONE); } else qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_depthless); shaderstate.fbo_current = shaderstate.fbo_depthless; } qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, destcol.num, 0); } } */ void GLBE_DrawLightPrePass(qbyte *vis) { /* walls(bumps) -> normalbuffer lights+normalbuffer -> lightlevelbuffer walls(diffuse)+lightlevelbuffer -> screen normalbuffer contains depth in the alpha channel. an actual depthbuffer is also generated at this time, which is used for depth test stuff but not as a shader input. */ int oldfbo; if (!shaderstate.initeddepthnorm) { shaderstate.initeddepthnorm = true; shaderstate.depthnormshader = R_RegisterShader("lpp_depthnorm", SUF_NONE, "{\n" "program lpp_depthnorm\n" "{\n" "map $normalmap\n" "tcgen base\n" "}\n" "}\n" ); } if (!shaderstate.depthnormshader) { Con_Printf("%s requires content support\n", r_lightprepass.name); r_lightprepass.ival = 0; return; } /*do portals*/ BE_SelectMode(BEM_STANDARD); GLBE_SubmitMeshes(true, SHADER_SORT_PORTAL, SHADER_SORT_PORTAL); BE_SelectMode(BEM_DEPTHNORM); if (!shaderstate.depthnormshader) { BE_SelectMode(BEM_STANDARD); return; } if (!TEXVALID(shaderstate.tex_normals)) { shaderstate.tex_normals = Image_CreateTexture("***prepass normals***", NULL, 0); qglGenTextures(1, &shaderstate.tex_normals->num); r_lightprepass.modified = true; } if (r_lightprepass.modified) { GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_normals); qglTexImage2D(GL_TEXTURE_2D, 0, (r_lightprepass.ival==2)?GL_RGBA32F_ARB:GL_RGBA16F_ARB, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); r_lightprepass.modified = false; } if (!TEXVALID(shaderstate.tex_diffuse)) { shaderstate.tex_diffuse = Image_CreateTexture("***prepass diffuse***", NULL, 0); qglGenTextures(1, &shaderstate.tex_diffuse->num); GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_diffuse); qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_normals); qglTexImage2D(GL_TEXTURE_2D, 0, (r_lightprepass.ival==2)?GL_RGBA32F_ARB:GL_RGBA16F_ARB, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); r_lightprepass.modified = false; qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } /*set the FB up to draw surface info*/ oldfbo = GLBE_FBO_Update(&shaderstate.fbo_lprepass, FBO_RB_DEPTH, &shaderstate.tex_normals, 1, r_nulltex, vid.pixelwidth, vid.pixelheight); GL_ForceDepthWritable(); //FIXME: should probably clear colour buffer too. qglClear(GL_DEPTH_BUFFER_BIT); if (GL_FRAMEBUFFER_COMPLETE_EXT != qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)) { Con_Printf("Bad framebuffer\n"); return; } /*draw surfaces that can be drawn this way*/ GLBE_SubmitMeshes(true, SHADER_SORT_OPAQUE, SHADER_SORT_OPAQUE); /*reconfigure - now drawing diffuse light info using the previous fb image as a source image*/ GLBE_FBO_Sources(shaderstate.tex_normals, r_nulltex); GLBE_FBO_Update(&shaderstate.fbo_lprepass, FBO_RB_DEPTH, &shaderstate.tex_diffuse, 1, r_nulltex, vid.pixelwidth, vid.pixelheight); BE_SelectMode(BEM_STANDARD); qglClearColor (0,0,0,1); qglClear(GL_COLOR_BUFFER_BIT); GLBE_SelectEntity(&r_worldentity); /*now draw the prelights*/ GLBE_SubmitMeshes(true, SHADER_SORT_PRELIGHT, SHADER_SORT_PRELIGHT); /*final reconfigure - now drawing final surface data onto true framebuffer*/ GLBE_FBO_Pop(oldfbo); GLBE_FBO_Sources(shaderstate.tex_diffuse, r_nulltex); qglDrawBuffer(GL_BACK); /*now draw the postlight passes (this includes blended stuff which will NOT be lit)*/ GLBE_SelectEntity(&r_worldentity); GLBE_SubmitMeshes(true, SHADER_SORT_SKY, SHADER_SORT_NEAREST); #ifdef RTLIGHTS /*regular lighting now*/ GLBE_SelectEntity(&r_worldentity); Sh_DrawLights(vis); #endif GLBE_FBO_Sources(r_nulltex, r_nulltex); qglClearColor (1,0,0,1); } void GLBE_DrawWorld (qboolean drawworld, qbyte *vis) { extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps; batch_t *batches[SHADER_SORT_COUNT]; batch_t **ob = shaderstate.mbatches; RSpeedLocals(); shaderstate.mbatches = batches; shaderstate.depthrange = 0; TRACE(("GLBE_DrawWorld: %i %p\n", drawworld, vis)); //reset batches if we needed more mem, to avoid allocations mid-frame. if (!r_refdef.recurse) { if (shaderstate.wbatch + 50 > shaderstate.maxwbatches) { int newm = shaderstate.wbatch + 100; shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches)); memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches)); shaderstate.maxwbatches = newm; } shaderstate.wbatch = 0; } //if the video mode changed, update any fbos (hopefully this won't happen on mirrors) if (shaderstate.oldwidth != vid.pixelwidth || shaderstate.oldheight != vid.pixelheight) { GLBE_DestroyFBOs(); //will be recreated on demand shaderstate.oldwidth = vid.pixelwidth; shaderstate.oldheight = vid.pixelheight; while(shaderstate.lastpasstmus>0) { GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex); } #ifdef RTLIGHTS Sh_Reset(); #endif } //memset(batches, 0, sizeof(batches)); BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD); R_GenDlightBatches(batches); shaderstate.curentity = &r_worldentity; // if (cl.paused || cls.state < ca_active) shaderstate.updatetime = r_refdef.time; // else // shaderstate.updatetime = cl.servertime; GLBE_SelectEntity(&r_worldentity); BE_UpdateLightmaps(); if (drawworld) { if (gl_overbright.modified) { int i; gl_overbright.modified = false; if (gl_overbright.ival > 2) gl_overbright.ival = 2; for (i = 0; i < SHADER_TMU_MAX; i++) shaderstate.blendmode[i] = -1; } #ifdef RTLIGHTS if (drawworld && r_shadow_realtime_world.ival) shaderstate.identitylighting = r_shadow_realtime_world_lightmaps.value; else #endif shaderstate.identitylighting = 1; shaderstate.identitylightmap = shaderstate.identitylighting / (1<maxsize = maxsize; ctx->pos = 0; ctx->fallback = NULL; if (qglBufferDataARB) { ctx->vboid[0] = 0; ctx->vboid[1] = 0; qglGenBuffersARB(2, ctx->vboid); GL_SelectVBO(ctx->vboid[0]); //WARNING: in emscripten/webgl, we should probably not pass null. qglBufferDataARB(GL_ARRAY_BUFFER_ARB, ctx->maxsize, NULL, GL_STATIC_DRAW_ARB); } else ctx->fallback = BZ_Malloc(maxsize); } void GLBE_VBO_Data(vbobctx_t *ctx, void *data, unsigned int size, vboarray_t *varray) { if (ctx->fallback) { memcpy((char*)ctx->fallback + ctx->pos, data, size); varray->gl.vbo = 0; varray->gl.addr = (char*)ctx->fallback + ctx->pos; } else { qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, ctx->pos, size, data); varray->gl.vbo = ctx->vboid[0]; varray->gl.addr = (void*)ctx->pos; } ctx->pos += size; } void GLBE_VBO_Finish(vbobctx_t *ctx, void *edata, unsigned int esize, vboarray_t *earray) { if (ctx->pos > ctx->maxsize) Sys_Error("BE_VBO_Finish: too much data given\n"); if (ctx->fallback) { void *d = BZ_Malloc(esize); memcpy(d, edata, esize); earray->gl.vbo = 0; earray->gl.addr = d; } else { GL_SelectEBO(ctx->vboid[1]); qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, esize, edata, GL_STATIC_DRAW_ARB); earray->gl.vbo = ctx->vboid[1]; earray->gl.addr = NULL; } } void GLBE_VBO_Destroy(vboarray_t *vearray) { if (vearray->gl.vbo) qglDeleteBuffersARB(1, &vearray->gl.vbo); else BZ_Free(vearray->gl.addr); } #endif