#include "quakedef.h" #ifdef RGLQUAKE #include "glquake.h" #include "shader.h" //these are shared with gl_rsurf - move to header void R_MirrorChain (msurface_t *s); void GL_SelectTexture (GLenum target); void R_RenderDynamicLightmaps (msurface_t *fa); void R_BlendLightmaps (void); extern int gldepthfunc; extern int *lightmap_textures; extern int lightmap_bytes; // 1, 2, or 4 extern cvar_t gl_detail; extern cvar_t r_fb_bmodels; extern cvar_t gl_part_flame; extern cvar_t gl_part_flame; extern cvar_t gl_maxshadowlights; extern cvar_t r_shadow_realtime_world; extern int detailtexture; //end header confict extern lightmapinfo_t **lightmap; extern model_t *currentmodel; extern int *deluxmap_textures; extern int normalisationCubeMap; int r_shadowframe; int shadowsurfcount; int shadowedgecount; int shadowlightfaces; int ppl_specular_fragmentprogram; //#define glBegin glEnd typedef struct shadowmesh_s { int numindicies; int *indicies; vec3_t *verts; } shadowmesh_t; #define Q2RF_WEAPONMODEL 4 // only draw through eyes struct { short count; short count2; short next; short prev; } edge[MAX_MAP_EDGES]; int firstedge; vec3_t lightorg = {0, 0, 0}; float lightradius; typedef struct { float xyz[3]; //xyz world coordinates float stw[2]; //base texture/normalmap/specular map st coords float stl[3]; //lightmap/deluxmap st coords (or attenuated distance*colour) float ncm[3]; //normalisation cube map (reflected light dir) } surfvertexarray_t; #define MAXARRAYVERTS 512 static surfvertexarray_t varray_v[MAXARRAYVERTS]; static unsigned int varray_i[MAXARRAYVERTS]; static unsigned int varray_i_forward[MAXARRAYVERTS]; static unsigned int varray_i_polytotri[MAXARRAYVERTS]; //012 023 034 045... int varray_ic; int varray_vc; #ifdef Q3SHADERS static qboolean pplvarrayactive; #endif #define inline static extern qboolean varrayactive; //used by the backend inline void PPL_EnableVertexArrays(void) { varrayactive = false; glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->xyz); glDisableClientState( GL_COLOR_ARRAY ); } inline void PPL_FlushArrays(void) { if (varray_ic) glDrawElements(GL_TRIANGLES, varray_ic, GL_UNSIGNED_INT, varray_i); varray_ic = 0; varray_vc = 0; } static void PPL_GenerateArrays(msurface_t *surf) { glpoly_t *p; int vi; int vc_s; float *v; for (p = surf->polys; p; p=p->next) { if (varray_ic + p->numverts*3>MAXARRAYVERTS) { PPL_FlushArrays(); } vc_s = varray_vc; v = p->verts[0]; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; varray_v[varray_vc].stl[0] = v[5]; varray_v[varray_vc].stl[1] = v[6]; varray_vc++; v += VERTEXSIZE; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; varray_v[varray_vc].stl[0] = v[5]; varray_v[varray_vc].stl[1] = v[6]; varray_vc++; v += VERTEXSIZE; for (vi=2 ; vinumverts ; vi++, v+= VERTEXSIZE) { varray_i[varray_ic] = vc_s; varray_i[varray_ic+1] = varray_vc-1; varray_i[varray_ic+2] = varray_vc; varray_ic+=3; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; varray_v[varray_vc].stl[0] = v[5]; varray_v[varray_vc].stl[1] = v[6]; varray_vc++; } } } #ifdef SPECULAR //same as above, but also generates cubemap texture coords for light reflection (based on blinn's formula) static void PPL_GenerateArraysBlinnCubeMap(msurface_t *surf) { glpoly_t *p; int vi; int vc_s; float *v; vec3_t eye, halfdir; for (p = surf->polys; p; p=p->next) { if (varray_ic + p->numverts*3>MAXARRAYVERTS) { PPL_FlushArrays(); } vc_s = varray_vc; v = p->verts[0]; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; varray_v[varray_vc].stl[0] = v[5]; varray_v[varray_vc].stl[1] = v[6]; VectorSubtract(cl.simorg[0], v, eye); VectorNormalize(eye); VectorAdd(eye, (v+7), halfdir); // VectorCopy(eye, halfdir); varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir); varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir); if (surf->flags & SURF_PLANEBACK) varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir); else varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir); varray_vc++; v += VERTEXSIZE; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; varray_v[varray_vc].stl[0] = v[5]; varray_v[varray_vc].stl[1] = v[6]; VectorSubtract(r_refdef.vieworg, v, eye); VectorNormalize(eye); VectorAdd(eye, (v+7), halfdir); varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir); varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir); if (surf->flags & SURF_PLANEBACK) varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir); else varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir); varray_vc++; v += VERTEXSIZE; for (vi=2 ; vinumverts ; vi++, v+= VERTEXSIZE) { varray_i[varray_ic] = vc_s; varray_i[varray_ic+1] = varray_vc-1; varray_i[varray_ic+2] = varray_vc; varray_ic+=3; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; varray_v[varray_vc].stl[0] = v[5]; varray_v[varray_vc].stl[1] = v[6]; VectorSubtract(cl.simorg[0], v, eye); VectorNormalize(eye); VectorAdd(eye, (v+7), halfdir); varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir); varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir); if (surf->flags & SURF_PLANEBACK) varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir); else varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir); varray_vc++; } } } #endif /* static void PPL_BaseChain_NoLightmap(msurface_t *first, texture_t *tex) { Sys_Error("1 TMU is disabled for now (surface has no lightmap)\n"); } */ static void PPL_BaseChain_NoBump_1TMU(msurface_t *first, texture_t *tex) { int vi; glRect_t *theRect; msurface_t *s; PPL_EnableVertexArrays(); glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_TexEnv(GL_REPLACE); GL_Bind (tex->gl_texturenum); for (s=first; s ; s=s->texturechain) { PPL_GenerateArrays(s); } PPL_FlushArrays(); glEnable(GL_BLEND); GL_TexEnv(GL_MODULATE); if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB) glBlendFunc (GL_ZERO, GL_SRC_COLOR); else if (gl_lightmap_format == GL_INTENSITY) { GL_TexEnv(GL_MODULATE); glColor4f (0,0,0,1); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if (gl_lightmap_format == GL_RGBA) { glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); } glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); vi = -1; for (s=first; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); vi = s->lightmaptexturenum; GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] ); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } PPL_GenerateArrays(s); } PPL_FlushArrays(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex) { int vi; glRect_t *theRect; PPL_EnableVertexArrays(); if (tex->alphaed) { glEnable(GL_BLEND); GL_TexEnv(GL_MODULATE); } else { glDisable(GL_BLEND); GL_TexEnv(GL_REPLACE); } GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_SelectTexture(GL_TEXTURE1_ARB); GL_TexEnv(GL_MODULATE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); vi = -1; for (; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); if (vi<0) glEnable(GL_TEXTURE_2D); vi = s->lightmaptexturenum; if (vi>=0) { GL_Bind(lightmap_textures[vi] ); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } else glDisable(GL_TEXTURE_2D); } PPL_GenerateArrays(s); } PPL_FlushArrays(); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } static void PPL_BaseChain_Bump_2TMU(msurface_t *first, texture_t *tex) { int vi; glRect_t *theRect; msurface_t *s; PPL_EnableVertexArrays(); if (tex->alphaed) { glEnable(GL_BLEND); GL_TexEnv(GL_MODULATE); } else { glDisable(GL_BLEND); GL_TexEnv(GL_REPLACE); } //Bind normal map to texture unit 0 GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); vi = -1; for (s=first; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); vi = s->lightmaptexturenum; GL_Bind(deluxmap_textures[vi] ); if (lightmap[vi]->deluxmodified) { lightmap[vi]->deluxmodified = false; theRect = &lightmap[vi]->deluxrectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } PPL_GenerateArrays(s); } PPL_FlushArrays(); GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum); GL_SelectTexture(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_MODULATE); vi = -1; for (s=first; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); vi = s->lightmaptexturenum; GL_Bind(lightmap_textures[vi] ); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } PPL_GenerateArrays(s); } PPL_FlushArrays(); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE0_ARB); } static void PPL_BaseChain_Bump_4TMU(msurface_t *s, texture_t *tex) { int vi; glRect_t *theRect; PPL_EnableVertexArrays(); //Bind normal map to texture unit 0 GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_REPLACE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); //1 gets the deluxmap GL_SelectTexture(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); //2 gets the diffusemap GL_MBind(GL_TEXTURE2_ARB, tex->gl_texturenum); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_MODULATE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); //3 gets the lightmap GL_SelectTexture(GL_TEXTURE3_ARB); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_MODULATE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); vi = -1; for (; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); vi = s->lightmaptexturenum; GL_MBind(GL_TEXTURE1_ARB, deluxmap_textures[vi] ); if (lightmap[vi]->deluxmodified) { lightmap[vi]->deluxmodified = false; theRect = &lightmap[vi]->deluxrectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } GL_MBind(GL_TEXTURE3_ARB, lightmap_textures[vi] ); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } PPL_GenerateArrays(s); } PPL_FlushArrays(); GL_SelectTexture(GL_TEXTURE3_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); GL_SelectTexture(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); GL_SelectTexture(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); GL_SelectTexture(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_TexEnv(GL_MODULATE); } #ifdef SPECULAR //Draw a texture chain with specular exponant 1. //erm... //this uses the wrong stuff to work on gf4tis. /* static void PPL_BaseChain_Specular_4TMU(msurface_t *first, texture_t *tex) { //if I ever do write this function, It'll take a couple of passes. int vi; glRect_t *theRect; msurface_t *s; glColorMask(1,1,1,0); PPL_EnableVertexArrays(); if (qglGetError()) Con_Printf("Error before PPL_BaseChain_Specular\n"); //first 4 texture units: (N.((L+V)/2))^2 glDisable(GL_BLEND); qglActiveTextureARB(GL_TEXTURE0_ARB); GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_REPLACE); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); if (qglGetError()) Con_Printf("Error binding dot3 tmu1\n"); qglActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); glEnable(GL_TEXTURE_CUBE_MAP_ARB); if (qglGetError()) Con_Printf("Error binding dot3 cubemap\n"); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); if (qglGetError()) Con_Printf("Error binding dot3 combine\n"); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm); if (qglGetError()) Con_Printf("Error binding dot3 tmu2\n"); //prev*prev (the exponential) qglActiveTextureARB(GL_TEXTURE2_ARB); GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap); //need to bind something. glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); if (qglGetError()) Con_Printf("Error binding prev*prev\n"); qglActiveTextureARB(GL_TEXTURE3_ARB); GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumspec); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); qglClientActiveTextureARB(GL_TEXTURE3_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); if (qglGetError()) Con_Printf("Error binding specular in PPL_BaseChain_Specular\n"); for (s = first; s ; s=s->texturechain) { PPL_GenerateArraysBlinnCubeMap(s); } PPL_FlushArrays(); glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR, GL_ZERO); // Add normal dot delux times diffusemap then multiple the entire lot by the lightmap. qglActiveTextureARB(GL_TEXTURE0_ARB); GL_TexEnv(GL_REPLACE); qglActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_CUBE_MAP_ARB); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); qglActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_2D); GL_BindType(GL_TEXTURE_2D, tex->gl_texturenum); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); qglClientActiveTextureARB(GL_TEXTURE2_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); qglActiveTextureARB(GL_TEXTURE3_ARB); glEnable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); qglClientActiveTextureARB(GL_TEXTURE3_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); vi = -1; for (s = first; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); vi = s->lightmaptexturenum; qglActiveTextureARB(GL_TEXTURE1_ARB); GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] ); if (lightmap[vi]->deluxmodified) { lightmap[vi]->deluxmodified = false; theRect = &lightmap[vi]->deluxrectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } qglActiveTextureARB(GL_TEXTURE3_ARB); GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] ); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } PPL_GenerateArrays(s); } PPL_FlushArrays(); glColorMask(1,1,1,0); if (qglGetError()) Con_Printf("Error drawing in PPL_BaseChain_Specular\n"); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); qglActiveTextureARB(GL_TEXTURE0_ARB); qglClientActiveTextureARB(GL_TEXTURE0_ARB); } */ void PPL_LoadSpecularFragmentProgram(void) { GLint errorPos, isNative; int i; const char *error; //What should the minimum resource limits be? //RESOLVED: 10 attributes, 24 parameters, 4 texture indirections, //48 ALU instructions, 24 texture instructions, and 16 temporaries. //16 temps? hmm. that means we should be keeping the indirections instead of temp usage. //temps should be same speed, indirections could prevent texture loading for a bit. char *fp = //FP to do: //(diffuse*n.l + gloss*(n.h)^8)*lm //note excessive temp reuse... "!!ARBfp1.0\n" "OUTPUT ocol = result.color;\n" "PARAM half = { 0.5, 0.5, 0.5, 0.5 };\n" "PARAM negone = { -1,-1,-1,-1 };\n" "ATTRIB tm_tc = fragment.texcoord[0];\n" "ATTRIB lm_tc = fragment.texcoord[1];\n" "ATTRIB cm_tc = fragment.texcoord[2];\n" "TEMP diff, spec, nm, ld, cm, gm, lm, dm;\n" "TEX nm.rgb, tm_tc, texture[1], 2D;\n" "TEX ld.rgb, lm_tc, texture[3], 2D;\n" "TEX dm.rgb, tm_tc, texture[0], 2D;\n" "TEX gm.rgb, tm_tc, texture[4], 2D;\n" "TEX lm.rgb, lm_tc, texture[2], 2D;\n" "TEX cm.rgb, cm_tc, texture[5], CUBE;\n" //textures loaded - get diffuse "MAD nm.rgb, nm, 2, negone;\n" "MAD ld.rgb, ld, 2, negone;\n" "DP3 diff.rgb, nm, ld;\n" "MUL diff.rgb, diff, dm;\n" //diff now contains the entire diffuse part of the equation. //l 19 "MAD cm.rgb, cm, 2, negone;\n" "DP3 spec.rgb, nm, cm;\n" "MUL spec.rgb, spec, spec;\n" "MUL spec.rgb, spec, spec;\n" "MUL spec.rgb, spec, spec;\n" "MUL spec.rgb, spec, gm;\n" //that's the specular part done. //we have diffuse and specular - wahoo //combine then halve. "ADD diff.rgb, diff, spec;\n" //"MUL diff.rgb, diff, half;\n" //multiply by inverse lm and output the result. // "SUB lm.rgb, 1, lm;\n" "MUL_SAT ocol.rgb, diff, lm;\n" //that's all folks. "END"; /* //okay, the NV fallback char *nvfp = "!!FP1.0\n" "PARAM half = { 0.5, 0.5, 0.5, 0.5 };\n" "PARAM negone = { -1,-1,-1,-1 };\n" "ATTRIB tm_tc = fragment.texcoord[0];\n" "ATTRIB lm_tc = fragment.texcoord[1];\n" "ATTRIB cm_tc = fragment.texcoord[2];\n" "TEMP diff, spec, nm, ld, cm, gm, lm, dm;\n" "TEX nm.rgb, tm_tc, f[TEX1], 2D;\n" //normalmap "TEX ld.rgb, lm_tc, f[TEX3], 2D;\n" // "TEX dm.rgb, tm_tc, f[TEX0], 2D;\n" //deluxmap "TEX gm.rgb, tm_tc, f[TEX4], 2D;\n" //glossmap "TEX lm.rgb, lm_tc, f[TEX2], 2D;\n" //lightmap "TEX cm.rgb, cm_tc, f[TEX5], CUBE;\n" //cubemap //textures loaded - get diffuse "MAD nm.rgb, nm, 2, negone;\n" "MAD ld.rgb, ld, 2, negone;\n" "DP3 diff.rgb, nm, ld;\n" "MUL diff.rgb, diff, dm;\n" //diff now contains the entire diffuse part of the equation. //l 19 "MAD cm.rgb, cm, 2, negone;\n" "DP3 spec.rgb, nm, cm;\n" "MUL spec.rgb, spec, spec;\n" "MUL spec.rgb, spec, spec;\n" "MUL spec.rgb, spec, spec;\n" "MUL spec.rgb, spec, gm;\n" //that's the specular part done. //we have diffuse and specular - wahoo //combine then halve. "ADD diff.rgb, diff, spec;\n" //"MUL diff.rgb, diff, half;\n" //multiply by inverse lm and output the result. // "SUB lm.rgb, 1, lm;\n" "MUL_SAT o[COLR].rgb, diff, lm;\n" "" "END"; */ ppl_specular_fragmentprogram = 0; for (i = 0; i < MAXARRAYVERTS; i++) { varray_i_forward[i] = i; } for (i = 0; i < MAXARRAYVERTS/3; i++) { varray_i_polytotri[i*3+0] = 0; varray_i_polytotri[i*3+1] = i+1; varray_i_polytotri[i*3+2] = i+2; } if (!gl_config.arb_fragment_program) return; glEnable(GL_FRAGMENT_PROGRAM_ARB); qglGenProgramsARB( 1, &ppl_specular_fragmentprogram ); qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ppl_specular_fragmentprogram); if (qglGetError()) Con_Printf("GL Error binding fragment program\n"); qglProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fp), fp); if (qglGetError()) { glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos); error = glGetString(GL_PROGRAM_ERROR_STRING_ARB); Con_Printf("Fragment program error \'%s\'\n", error); ppl_specular_fragmentprogram = 0; } else { qglGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &isNative); if (!isNative) Con_Printf("Warning: Fragment program is emulated. You will likly experience poor performace.\n"); } if (qglGetError()) Con_Printf("GL Error loading fragment program\n"); glDisable(GL_FRAGMENT_PROGRAM_ARB); } static void PPL_BaseChain_Specular_FP(msurface_t *s, texture_t *tex) { int vi; glRect_t *theRect; PPL_EnableVertexArrays(); glEnable(GL_FRAGMENT_PROGRAM_ARB); qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ppl_specular_fragmentprogram); if (qglGetError()) Con_Printf("GL Error on shadow lighting\n"); GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); GL_SelectTexture(GL_TEXTURE2_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm); //qglActiveTextureARB(GL_TEXTURE2_ARB); //GL_BindType(GL_TEXTURE_2D, ); //lightmap //qglActiveTextureARB(GL_TEXTURE3_ARB); //GL_BindType(GL_TEXTURE_2D, ); //deluxmap if (qglGetError()) Con_Printf("GL Error on shadow lighting\n"); GL_MBind(GL_TEXTURE4_ARB, tex->gl_texturenumspec); GL_SelectTexture(GL_TEXTURE5_ARB); GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); if (qglGetError()) Con_Printf("GL Error on shadow lighting\n"); vi = -1; for (; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); vi = s->lightmaptexturenum; GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] ); if (lightmap[vi]->deluxmodified) { lightmap[vi]->deluxmodified = false; theRect = &lightmap[vi]->deluxrectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } GL_MBind(GL_TEXTURE2_ARB, lightmap_textures[vi] ); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } PPL_GenerateArraysBlinnCubeMap(s); } PPL_FlushArrays(); if (qglGetError()) Con_Printf("GL Error on shadow lighting\n"); glDisable(GL_FRAGMENT_PROGRAM_ARB); GL_SelectTexture(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (qglGetError()) Con_Printf("GL Error on shadow lighting\n"); } #define GL_MODULATE_ADD_ATI 0x8744 //we actually only use 7, so nur. static void PPL_BaseChain_Specular_8TMU(msurface_t *first, texture_t *tex) { //uses blinn shading instead of phong. This way we don't have to generate lots of complex stuff. int vi; glRect_t *theRect; msurface_t *s; // float fourhalffloats[4] = {0.5,0.5,0.5,0.5}; glColorMask(1,1,1,1); PPL_EnableVertexArrays(); /* lets do things in parallel. normalmap -> rgb rgb . halfvector -> alpha alpha*alpha -> alpha normalmap -> rgb (alpha*alpha -> alpha) rgb . luxmap -> rgb alpha*gloss -> alpha rgb * diffuse -> rgb rgb + alpha -> rgb rgb * lightmap -> rgb //note: crossbar could use third input texture removing the first tmu. //note: could combine3 combine the last two? //note: 5 tmus: not enough to work on a gf4. */ glDisable(GL_BLEND); //0 takes a normalmap GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_TexEnv(GL_REPLACE); //1 takes a cubemap for specular half-vectors. GL_SelectTexture(GL_TEXTURE1_ARB); GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_CUBE_MAP_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB); //writes alpha //2 takes a normalmap GL_MBind(GL_TEXTURE2_ARB, tex->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); //square the alpha glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); //3 takes the deluxmap GL_SelectTexture(GL_TEXTURE3_ARB); glEnable(GL_TEXTURE_2D); //bind with the surface texturenum glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); //square the alpha again. glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); //4 multiplies with diffuse GL_MBind(GL_TEXTURE4_ARB, tex->gl_texturenum); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); //nothing to the alpha (square yet again?) // glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); // glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); //square the alpha again. glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); //5 halves rgb and alpha (so that adding will not clamp) GL_MBind(GL_TEXTURE5_ARB, tex->gl_texturenum); //need to bind something. glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); /* glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, fourhalffloats); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); */ GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); //6 adds rgb and alpha, using the glossmap... GL_MBind(GL_TEXTURE6_ARB, tex->gl_texturenumspec); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); //broken diffuse + specular GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE_ADD_ATI); //perfect diffuse /* GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); */ //perfect specular /* GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); */ //7 multiplies by lightmap GL_SelectTexture(GL_TEXTURE7_ARB); glEnable(GL_TEXTURE_2D); //bind with the surface texturenum glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); GL_TexEnv(GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); vi = -1; for (s = first; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { PPL_FlushArrays(); vi = s->lightmaptexturenum; GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] ); if (lightmap[vi]->deluxmodified) { lightmap[vi]->deluxmodified = false; theRect = &lightmap[vi]->deluxrectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } GL_MBind(GL_TEXTURE7_ARB, lightmap_textures[vi] ); if (lightmap[vi]->modified) { lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } PPL_GenerateArraysBlinnCubeMap(s); } PPL_FlushArrays(); glColorMask(1,1,1,0); for (vi = 7; vi > 0; vi--) { GL_SelectTexture(GL_TEXTURE0_ARB+vi); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } glDisable(GL_TEXTURE_CUBE_MAP_ARB);//1 glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE0_ARB); } #endif static void PPL_BaseTextureChain(msurface_t *first) { extern cvar_t gl_bump, gl_specular; texture_t *t; #ifdef Q3SHADERS if (first->texinfo->texture->shader) { meshbuffer_t mb; msurface_t *s; int vi=-1; int redraw = false; glRect_t *theRect; if (first->texinfo->texture->shader->flags & SHADER_FLARE ) return; if (!varrayactive) R_IBrokeTheArrays(); mb.entity = &r_worldentity; mb.shader = first->texinfo->texture->shader; mb.mesh = NULL; mb.fog = NULL; mb.infokey = -2; mb.dlightbits = 0; GL_DisableMultitexture(); glShadeModel(GL_SMOOTH); { for (s = first; s ; s=s->texturechain) { if (vi != s->lightmaptexturenum) { vi = s->lightmaptexturenum; if (vi >= 0) { if (lightmap[vi]->deluxmodified) { GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] ); lightmap[vi]->deluxmodified = false; theRect = &lightmap[vi]->deluxrectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } if (lightmap[vi]->modified) { GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] ); lightmap[vi]->modified = false; theRect = &lightmap[vi]->rectchange; glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE, lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; } } } if (s->flags&SURF_DRAWALPHA || !(mb.shader->sort & SHADER_SORT_OPAQUE)) { extern msurface_t *r_alpha_surfaces; s->nextalphasurface = r_alpha_surfaces; r_alpha_surfaces = s; s->ownerent = &r_worldentity; continue; } if (s->mesh) { redraw = mb.fog != s->fog || mb.infokey != vi|| mb.shader->flags&SHADER_DEFORMV_BULGE; if (redraw) { if (mb.mesh) R_RenderMeshBuffer ( &mb, false ); redraw = false; } mb.infokey = vi; mb.mesh = s->mesh; mb.fog = s->fog; R_PushMesh(s->mesh, mb.shader->features); } } } if (mb.mesh) R_RenderMeshBuffer ( &mb, false ); return; } #endif glEnable(GL_TEXTURE_2D); t = GLR_TextureAnimation (first->texinfo->texture); if (first->flags & SURF_DRAWTURB) { GL_DisableMultitexture(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Bind (t->gl_texturenum); for (; first ; first=first->texturechain) EmitWaterPolys (first, currententity->alpha); glDisable(GL_BLEND); glColor4f(1,1,1, 1); t->texturechain = NULL; //no lighting effects. (good job these don't animate eh?) return; } /* else if (s->lightmaptexturenum < 0) //no lightmap { PPL_BaseChain_NoLightmap(first, t); }*/ else if (gl_mtexarbable < 2) { //multitexture isn't supported. PPL_BaseChain_NoBump_1TMU(first, t); } else { if (gl_bump.value && currentmodel->deluxdata && t->gl_texturenumbumpmap) { if (gl_mtexarbable>=4) { if (t->gl_texturenumspec && gl_specular.value) { if (ppl_specular_fragmentprogram) PPL_BaseChain_Specular_FP(first, t); else if (gl_mtexarbable>=8) PPL_BaseChain_Specular_8TMU(first, t); else PPL_BaseChain_Bump_4TMU(first, t); //can't do specular. } else PPL_BaseChain_Bump_4TMU(first, t); } else PPL_BaseChain_Bump_2TMU(first, t); } else { PPL_BaseChain_NoBump_2TMU(first, t); } } } static void PPL_FullBrightTextureChain(msurface_t *first) { texture_t *t; msurface_t *s; t = GLR_TextureAnimation (first->texinfo->texture); if (detailtexture && gl_detail.value) { GL_Bind(detailtexture); glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR); PPL_EnableVertexArrays(); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); for (s = first; s ; s=s->texturechain) { PPL_GenerateArrays(s); } PPL_FlushArrays(); } if (t->gl_texturenumfb && r_fb_bmodels.value && cls.allow_luma) { GL_Bind(t->gl_texturenumfb); glBlendFunc(GL_ONE, GL_ONE); PPL_EnableVertexArrays(); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); for (s = first; s ; s=s->texturechain) { PPL_GenerateArrays(s); } PPL_FlushArrays(); } } //requires multitexture void PPL_BaseTextures(model_t *model) { int i; msurface_t *s; texture_t *t; GL_DoSwap(); glDisable(GL_BLEND); glColor4f(1,1,1, 1); // glDepthFunc(GL_LESS); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glShadeModel(GL_FLAT); currentmodel = model; currententity->alpha = 1; if (model == cl.worldmodel && skytexturenum>=0) { t = model->textures[skytexturenum]; if (t) { s = t->texturechain; if (s) { t->texturechain = NULL; R_DrawSkyChain (s); } } } if (mirrortexturenum>=0 && model == cl.worldmodel && r_mirroralpha.value != 1.0) { t = model->textures[mirrortexturenum]; if (t) { s = t->texturechain; if (s) { t->texturechain = NULL; R_MirrorChain (s); } } } for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t) continue; s = t->texturechain; if (!s) continue; if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0) continue; // draw translucent water later PPL_BaseTextureChain(s); } GL_DisableMultitexture(); } void PPL_BaseBModelTextures(entity_t *e) { extern msurface_t *r_alpha_surfaces; int i, k; model_t *model; msurface_t *s; msurface_t *chain = NULL; glPushMatrix(); R_RotateForEntity(e); currentmodel = model = e->model; s = model->surfaces+model->firstmodelsurface; GL_TexEnv(GL_MODULATE); if (currententity->alpha<1) { glEnable(GL_BLEND); glColor4f(1, 1, 1, currententity->alpha); } else { glDisable(GL_BLEND); glColor4f(1, 1, 1, 1); } glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // calculate dynamic lighting for bmodel if it's not an // instanced model if (currentmodel->firstmodelsurface != 0 && r_dynamic.value) { for (k=0 ; kfuncs.MarkLights (&cl_dlights[k], 1<nodes + currentmodel->hulls[0].firstclipnode); } } //update lightmaps. for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) R_RenderDynamicLightmaps (s); for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) { if (s->texinfo->flags & SURF_TRANS33 || s->texinfo->flags & SURF_TRANS66) { s->ownerent = currententity; s->nextalphasurface = r_alpha_surfaces; r_alpha_surfaces = s; continue; } else if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next { PPL_BaseTextureChain(chain); chain = NULL; } s->texturechain = chain; chain = s; } if (chain) PPL_BaseTextureChain(chain); glPopMatrix(); GL_DisableMultitexture(); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (!varrayactive) R_IBrokeTheArrays(); } void PPL_BaseEntTextures(void) { extern model_t *currentmodel; int i; if (!r_drawentities.value) return; // draw sprites seperately, because of alpha blending for (i=0 ; ikeynum == cl.viewentity[r_refdef.currentplayernum]) continue; if (!Cam_DrawPlayer(0, currententity->keynum-1)) continue; if (!currententity->model) continue; if (cls.allow_anyparticles || currententity->visframe) //allowed or static { if (currententity->model->particleeffect>=0) { if (currententity->model->particleengulphs) { if (gl_part_flame.value) { //particle effect is addedin GLR_DrawEntitiesOnList. Is this so wrong? continue; } } } } switch (currententity->model->type) { case mod_alias: if (!varrayactive) R_IBrokeTheArrays(); R_DrawGAliasModel (currententity); break; case mod_brush: PPL_BaseBModelTextures (currententity); break; default: break; } } currentmodel = cl.worldmodel; } #ifdef PPL static void PPL_GenerateLightArrays(msurface_t *surf, vec3_t relativelightorigin, dlight_t *light) { glpoly_t *p; int vi; int vc_s; float *v; vec3_t lightdir; float dist; for (p = surf->polys; p; p=p->next) { shadowlightfaces++; if (varray_ic + p->numverts*3>MAXARRAYVERTS) { PPL_FlushArrays(); } vc_s = varray_vc; v = p->verts[0]; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; lightdir[0] = relativelightorigin[0] - v[0]; lightdir[1] = relativelightorigin[1] - v[1]; lightdir[2] = relativelightorigin[2] - v[2]; dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) + (lightdir[1])*(lightdir[1]) + (lightdir[2])*(lightdir[2])) / light->radius); VectorNormalize(lightdir); varray_v[varray_vc].stl[0] = light->color[0]*dist; varray_v[varray_vc].stl[1] = light->color[1]*dist; varray_v[varray_vc].stl[2] = light->color[2]*dist; varray_v[varray_vc].ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]); varray_v[varray_vc].ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]); varray_v[varray_vc].ncm[2] = DotProduct(lightdir, surf->normal); varray_vc++; v += VERTEXSIZE; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; lightdir[0] = relativelightorigin[0] - v[0]; lightdir[1] = relativelightorigin[1] - v[1]; lightdir[2] = relativelightorigin[2] - v[2]; dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) + (lightdir[1])*(lightdir[1]) + (lightdir[2])*(lightdir[2])) / light->radius); VectorNormalize(lightdir); varray_v[varray_vc].stl[0] = light->color[0]*dist; varray_v[varray_vc].stl[1] = light->color[1]*dist; varray_v[varray_vc].stl[2] = light->color[2]*dist; varray_v[varray_vc].ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]); varray_v[varray_vc].ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]); varray_v[varray_vc].ncm[2] = DotProduct(lightdir, surf->normal); varray_vc++; v += VERTEXSIZE; for (vi=2 ; vinumverts ; vi++, v+= VERTEXSIZE) { varray_i[varray_ic] = vc_s; varray_i[varray_ic+1] = varray_vc-1; varray_i[varray_ic+2] = varray_vc; varray_ic+=3; varray_v[varray_vc].xyz[0] = v[0]; varray_v[varray_vc].xyz[1] = v[1]; varray_v[varray_vc].xyz[2] = v[2]; varray_v[varray_vc].stw[0] = v[3]; varray_v[varray_vc].stw[1] = v[4]; lightdir[0] = relativelightorigin[0] - v[0]; lightdir[1] = relativelightorigin[1] - v[1]; lightdir[2] = relativelightorigin[2] - v[2]; dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) + (lightdir[1])*(lightdir[1]) + (lightdir[2])*(lightdir[2])) / light->radius); VectorNormalize(lightdir); varray_v[varray_vc].stl[0] = light->color[0]*dist; varray_v[varray_vc].stl[1] = light->color[1]*dist; varray_v[varray_vc].stl[2] = light->color[2]*dist; varray_v[varray_vc].ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]); varray_v[varray_vc].ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]); varray_v[varray_vc].ncm[2] = DotProduct(lightdir, surf->normal); varray_vc++; } } } void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light) { int i; msurface_t *s; texture_t *t; vec3_t relativelightorigin; PPL_EnableVertexArrays(); VectorSubtract(light->origin, modelorigin, relativelightorigin); glShadeModel(GL_SMOOTH); for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t) continue; s = t->texturechain; if (!s) continue; if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0) continue; // draw translucent water later { extern int normalisationCubeMap; t = GLR_TextureAnimation (t); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); if (t->gl_texturenumbumpmap && gl_mtexarbable>3) { GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); //Set up texture environment to do (tex0 dot tex1)*color GL_TexEnv(GL_REPLACE); //make texture normalmap available. glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_SelectTexture(GL_TEXTURE1_ARB); GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); glEnable(GL_TEXTURE_CUBE_MAP_ARB); GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap . normalmap glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm); GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap); //a dummy glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture) glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); GL_MBind(GL_TEXTURE3_ARB, t->gl_texturenum); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); } else { if (gl_mtexarbable>3) { GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } GL_SelectTexture(GL_TEXTURE1_ARB); GL_TexEnv(GL_MODULATE); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_CUBE_MAP_ARB); GL_SelectTexture(GL_TEXTURE0_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); glDisable(GL_TEXTURE_2D); } for (; s; s=s->texturechain) { if (s->shadowframe != r_shadowframe) continue; /* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius || fabs(s->center[1] - lightorg[1]) > lightradius+s->radius || fabs(s->center[2] - lightorg[2]) > lightradius+s->radius) continue;*/ if (s->flags & SURF_PLANEBACK) {//inverted normal. if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius) continue; } else { if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius) continue; } PPL_GenerateLightArrays(s, relativelightorigin, light); } PPL_FlushArrays(); } } if (gl_mtexarbable>2) { GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_2D); GL_SelectTexture(GL_TEXTURE1_ARB); GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_CUBE_MAP_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); } void PPL_LightBModelTextures(entity_t *e, dlight_t *light) { int i; model_t *model = e->model; msurface_t *s; texture_t *t; vec3_t relativelightorigin; glPushMatrix(); R_RotateForEntity(e); glColor4f(1, 1, 1, 1); VectorSubtract(light->origin, e->origin, relativelightorigin); glShadeModel(GL_SMOOTH); for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) { t = GLR_TextureAnimation (s->texinfo->texture); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl); if (t->gl_texturenumbumpmap && gl_mtexarbable>3) { GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); //Set up texture environment to do (tex0 dot tex1)*color GL_TexEnv(GL_REPLACE); //make texture normalmap available. glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); GL_SelectTexture(GL_TEXTURE1_ARB); GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap); glEnable(GL_TEXTURE_CUBE_MAP_ARB); GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap * normalmap glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm); GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap); glEnable(GL_TEXTURE_2D); GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture) glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); GL_MBind(GL_TEXTURE3_ARB, t->gl_texturenum); glEnable(GL_TEXTURE_2D); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); } else { if (gl_mtexarbable>3) { GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_2D); qglActiveTextureARB(GL_TEXTURE1_ARB); GL_TexEnv(GL_MODULATE); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_CUBE_MAP_ARB); qglActiveTextureARB(GL_TEXTURE0_ARB); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw); } // for (; s; s=s->texturechain) { // if (s->shadowframe != r_shadowframe) // continue; /* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius || fabs(s->center[1] - lightorg[1]) > lightradius+s->radius || fabs(s->center[2] - lightorg[2]) > lightradius+s->radius) continue;*/ if (s->flags & SURF_PLANEBACK) {//inverted normal. if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius) continue; } else { if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius) continue; } PPL_GenerateLightArrays(s, relativelightorigin, light); } PPL_FlushArrays(); } if (gl_mtexarbable>2) { GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_SelectTexture(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_2D); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglActiveTextureARB(GL_TEXTURE1_ARB); GL_TexEnv(GL_MODULATE); glDisable(GL_TEXTURE_CUBE_MAP_ARB); qglActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_2D); glPopMatrix(); } //draw the bumps on the models for each light. void PPL_DrawEntLighting(dlight_t *light) { int i; PPL_LightTextures(cl.worldmodel, r_worldentity.origin, light); if (!r_drawentities.value) return; for (i=0 ; ikeynum == cl.viewentity[r_refdef.currentplayernum]) continue; if (!Cam_DrawPlayer(0, currententity->keynum-1)) continue; if (!currententity->model) continue; if (cls.allow_anyparticles || currententity->visframe) //allowed or static { if (currententity->model->particleeffect>=0) { if (currententity->model->particleengulphs) { if (gl_part_flame.value) { continue; } } } } switch (currententity->model->type) { case mod_alias: if (!varrayactive) R_IBrokeTheArrays(); R_DrawGAliasModelLighting (currententity, light->origin, light->color, light->radius); break; case mod_brush: PPL_LightBModelTextures (currententity, light); break; default: break; } } } #endif void PPL_FullBrights(model_t *model) { int tn; msurface_t *s; texture_t *t; glColor3f(1,1,1); glDepthMask(0); //don't bother writing depth GL_TexEnv(GL_MODULATE); glShadeModel(GL_FLAT); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); for (tn=0 ; tnnumtextures ; tn++) { t = model->textures[tn]; if (!t) continue; s = t->texturechain; if (!s) continue; if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0) continue; // draw translucent water later PPL_FullBrightTextureChain(s); t->texturechain=NULL; } GL_TexEnv(GL_REPLACE); glDepthMask(1); } void PPL_FullBrightBModelTextures(entity_t *e) { int i; model_t *model; msurface_t *s; msurface_t *chain = NULL; glPushMatrix(); R_RotateForEntity(e); currentmodel = model = e->model; s = model->surfaces+model->firstmodelsurface; glColor4f(1, 1, 1, 1); glDepthMask(0); //don't bother writing depth GL_TexEnv(GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glShadeModel(GL_FLAT); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++) { if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next { PPL_FullBrightTextureChain(chain); chain = NULL; } s->texturechain = chain; chain = s; } if (chain) PPL_FullBrightTextureChain(chain); glPopMatrix(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDepthMask(1); } //draw the bumps on the models for each light. void PPL_DrawEntFullBrights(void) { int i; PPL_FullBrights(cl.worldmodel); if (!r_drawentities.value) return; for (i=0 ; ikeynum == cl.viewentity[r_refdef.currentplayernum]) continue; if (!Cam_DrawPlayer(0, currententity->keynum-1)) continue; if (!currententity->model) continue; if (cls.allow_anyparticles || currententity->visframe) //allowed or static { if (currententity->model->particleeffect>=0) { if (currententity->model->particleengulphs) { if (gl_part_flame.value) { continue; } } } } switch (currententity->model->type) { case mod_alias: // R_DrawGAliasModelLighting (currententity); break; case mod_brush: PPL_FullBrightBModelTextures (currententity); break; default: break; } } } #ifdef PPL qboolean PPL_VisOverlaps(qbyte *v1, qbyte *v2) { int i, m; m = (cl.worldmodel->numleafs-1)>>3; for (i=0 ; ishadowframe != r_shadowframe) return; if (node->contents == Q1CONTENTS_SOLID) return; // solid //if light areabox is outside node, ignore node + children for (c = 0; c < 3; c++) { if (lightorg[c] + lightradius < node->minmaxs[c]) return; if (lightorg[c] - lightradius > node->minmaxs[3+c]) return; } // if a leaf node, draw stuff if (node->contents < 0) { pleaf = (mleaf_t *)node; mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark++)->shadowframe = r_shadowframe; } while (--c); } return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) side = 0; else side = 1; // recurse down the children, front side first PPL_RecursiveWorldNode_r (node->children[side]); // draw stuff c = node->numsurfaces; if (c) { surf = cl.worldmodel->surfaces + node->firstsurface; { for ( ; c ; c--, surf++) { if (surf->shadowframe != r_shadowframe) continue; // if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) // continue; // wrong side // if (surf->flags & SURF_PLANEBACK) // continue; if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED)) { // no shadows continue; } //is the light on the right side? if (surf->flags & SURF_PLANEBACK) {//inverted normal. if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius) continue; } else { if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius) continue; } /* if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius || fabs(surf->center[1] - lightorg[1]) > lightradius+surf->radius || fabs(surf->center[2] - lightorg[2]) > lightradius+surf->radius) continue; */ #define PROJECTION_DISTANCE (float)(lightradius*2)//0x7fffffff //build a list of the edges that are to be drawn. for (v = 0; v < surf->numedges; v++) { int e, delta; e = cl.worldmodel->surfedges[surf->firstedge+v]; //negative edge means backwards edge. if (e < 0) { e=-e; delta = -1; } else { delta = 1; } if (!edge[e].count) { if (firstedge) edge[firstedge].prev = e; edge[e].next = firstedge; edge[e].prev = 0; firstedge = e; edge[e].count = delta; } else { edge[e].count += delta; if (!edge[e].count) //unlink { if (edge[e].next) { edge[edge[e].next].prev = edge[e].prev; } if (edge[e].prev) edge[edge[e].prev].next = edge[e].next; else firstedge = edge[e].next; } } } for (p = surf->polys; p; p=p->next) { shadowsurfcount++; //front face glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts[0]); glDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_UNSIGNED_INT, varray_i_polytotri); //back glBegin(GL_POLYGON); for (v = p->numverts-1; v >=0; v--) { v1 = p->verts[v]; v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE; v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE; v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE; glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] ); } glEnd(); } } } } // recurse down the back side PPL_RecursiveWorldNode_r (node->children[!side]); } //2 changes, but otherwise the same void PPL_RecursiveWorldNodeQ2_r (mnode_t *node) { int c, side; mplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; glpoly_t *p; int v; float *v1; vec3_t v3; if (node->contents == Q2CONTENTS_SOLID) return; // solid if (node->shadowframe != r_shadowframe) return; // if (R_CullBox (node->minmaxs, node->minmaxs+3)) // return; // if a leaf node, draw stuff if (node->contents != -1) { pleaf = (mleaf_t *)node; mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { (*mark++)->shadowframe = r_shadowframe; } while (--c); } return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) side = 0; else side = 1; // recurse down the children, front side first PPL_RecursiveWorldNodeQ2_r (node->children[side]); // draw stuff c = node->numsurfaces; if (c) { surf = cl.worldmodel->surfaces + node->firstsurface; { for ( ; c ; c--, surf++) { if (surf->shadowframe != r_shadowframe) continue; // if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) // continue; // wrong side // if (surf->flags & SURF_PLANEBACK) // continue; if (surf->flags & SURF_PLANEBACK) {//inverted normal. if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= 0) continue; } else { if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0) continue; } //#define PROJECTION_DISTANCE (float)0x7fffffff if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED)) { // no shadows continue; } //build a list of the edges that are to be drawn. for (v = 0; v < surf->numedges; v++) { int e, delta; e = cl.worldmodel->surfedges[surf->firstedge+v]; //negative edge means backwards edge. if (e < 0) { e=-e; delta = -1; } else { delta = 1; } if (!edge[e].count) { if (firstedge) edge[firstedge].prev = e; edge[e].next = firstedge; edge[e].prev = 0; firstedge = e; edge[e].count = delta; } else { edge[e].count += delta; if (!edge[e].count) //unlink { if (edge[e].next) { edge[edge[e].next].prev = edge[e].prev; } if (edge[e].prev) edge[edge[e].prev].next = edge[e].next; else firstedge = edge[e].next; } } } for (p = surf->polys; p; p=p->next) { //front face glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts); glDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_UNSIGNED_INT, varray_i_polytotri); //back glBegin(GL_POLYGON); for (v = p->numverts-1; v >=0; v--) { v1 = p->verts[v]; v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE; v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE; v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE; glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] ); } glEnd(); } } } } // recurse down the back side PPL_RecursiveWorldNodeQ2_r (node->children[!side]); } void PPL_RecursiveWorldNodeQ3_r (mnode_t *node) { int c, side; mplane_t *plane; msurface_t *surf, **mark; mleaf_t *pleaf; double dot; glpoly_t *p; int v; float *v2; vec3_t v4; float *v1; vec3_t v3; if (node->contents == Q2CONTENTS_SOLID) return; // solid if (node->shadowframe != r_shadowframe) return; // if (R_CullBox (node->minmaxs, node->minmaxs+3)) // return; // if a leaf node, draw stuff if (node->contents != -1) { pleaf = (mleaf_t *)node; mark = pleaf->firstmarksurface; c = pleaf->nummarksurfaces; if (c) { do { surf = *mark; (*mark++)->shadowframe = r_shadowframe; /* if (surf->shadowframe != r_shadowframe) continue; */ // if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) // continue; // wrong side // if (surf->flags & SURF_PLANEBACK) // continue; if (surf->flags & SURF_PLANEBACK) {//inverted normal. if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius) continue; } else { if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius) continue; } //#define PROJECTION_DISTANCE (float)0x7fffffff /*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED)) { // no shadows continue; }*/ for (p = surf->polys; p; p=p->next) { //front face glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts); glDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_UNSIGNED_INT, varray_i_polytotri); //fixme... for (v = 0; v < p->numverts; v++) { //border v1 = p->verts[v]; v2 = p->verts[( v+1 )%p->numverts]; //get positions of v3 and v4 based on the light position v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE; v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE; v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE; v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE; v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE; v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE; //Now draw the quad from the two verts to the projected light //verts glBegin( GL_QUAD_STRIP ); glVertex3f( v1[0], v1[1], v1[2] ); glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] ); glVertex3f( v2[0], v2[1], v2[2] ); glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] ); glEnd(); } //back glBegin(GL_POLYGON); for (v = p->numverts-1; v >=0; v--) { v1 = p->verts[v]; v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE; v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE; v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE; glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] ); } glEnd(); } } while (--c); } return; } // node is just a decision point, so go down the apropriate sides // find which side of the node we are on plane = node->plane; switch (plane->type) { case PLANE_X: dot = modelorg[0] - plane->dist; break; case PLANE_Y: dot = modelorg[1] - plane->dist; break; case PLANE_Z: dot = modelorg[2] - plane->dist; break; default: dot = DotProduct (modelorg, plane->normal) - plane->dist; break; } if (dot >= 0) side = 0; else side = 1; // recurse down the children, front side first PPL_RecursiveWorldNodeQ3_r (node->children[side]); // draw stuff c = node->numsurfaces; if (c) { surf = cl.worldmodel->surfaces + node->firstsurface; { for ( ; c ; c--, surf++) { } } } // recurse down the back side PPL_RecursiveWorldNodeQ3_r (node->children[!side]); } void PPL_RecursiveWorldNode (dlight_t *dl) { float *v1, *v2; vec3_t v3, v4; if (dl->worldshadowmesh) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(vec3_t), dl->worldshadowmesh->verts); glDrawElements(GL_TRIANGLES, dl->worldshadowmesh->numindicies, GL_UNSIGNED_INT, dl->worldshadowmesh->indicies); return; } lightradius = dl->radius; lightorg[0] = dl->origin[0]+0.5; lightorg[1] = dl->origin[1]+0.5; lightorg[2] = dl->origin[2]+0.5; modelorg[0] = lightorg[0]; modelorg[1] = lightorg[1]; modelorg[2] = lightorg[2]; glEnableClientState(GL_VERTEX_ARRAY); if (qglGetError()) Con_Printf("GL Error on entities\n"); if (cl.worldmodel->fromgame == fg_quake3) PPL_RecursiveWorldNodeQ3_r(cl.worldmodel->nodes); else if (cl.worldmodel->fromgame == fg_quake2) PPL_RecursiveWorldNodeQ2_r(cl.worldmodel->nodes); else PPL_RecursiveWorldNode_r(cl.worldmodel->nodes); if (qglGetError()) Con_Printf("GL Error on entities\n"); glVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v[0].xyz); if (qglGetError()) Con_Printf("GL Error on entities\n"); while(firstedge) { //border v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position; v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position; //get positions of v3 and v4 based on the light position v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE; v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE; v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE; v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE; v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE; v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE; if (varray_vc + 4>MAXARRAYVERTS) { glDrawElements(GL_QUADS, varray_vc, GL_UNSIGNED_INT, varray_i_forward); if (qglGetError()) Con_Printf("GL Error on entities\n"); varray_vc=0; } if (edge[firstedge].count > 0) { varray_v[varray_vc].xyz[0] = v1[0]+v3[0]; varray_v[varray_vc].xyz[1] = v1[1]+v3[1]; varray_v[varray_vc].xyz[2] = v1[2]+v3[2]; varray_vc++; varray_v[varray_vc].xyz[0] = v2[0]+v4[0]; varray_v[varray_vc].xyz[1] = v2[1]+v4[1]; varray_v[varray_vc].xyz[2] = v2[2]+v4[2]; varray_vc++; varray_v[varray_vc].xyz[0] = v2[0]; varray_v[varray_vc].xyz[1] = v2[1]; varray_v[varray_vc].xyz[2] = v2[2]; varray_vc++; varray_v[varray_vc].xyz[0] = v1[0]; varray_v[varray_vc].xyz[1] = v1[1]; varray_v[varray_vc].xyz[2] = v1[2]; varray_vc++; } else { varray_v[varray_vc].xyz[0] = v1[0]; varray_v[varray_vc].xyz[1] = v1[1]; varray_v[varray_vc].xyz[2] = v1[2]; varray_vc++; varray_v[varray_vc].xyz[0] = v2[0]; varray_v[varray_vc].xyz[1] = v2[1]; varray_v[varray_vc].xyz[2] = v2[2]; varray_vc++; varray_v[varray_vc].xyz[0] = v2[0]+v4[0]; varray_v[varray_vc].xyz[1] = v2[1]+v4[1]; varray_v[varray_vc].xyz[2] = v2[2]+v4[2]; varray_vc++; varray_v[varray_vc].xyz[0] = v1[0]+v3[0]; varray_v[varray_vc].xyz[1] = v1[1]+v3[1]; varray_v[varray_vc].xyz[2] = v1[2]+v3[2]; varray_vc++; } edge[firstedge].count=0; firstedge = edge[firstedge].next; shadowedgecount++; } glDrawElements(GL_QUADS, varray_vc, GL_UNSIGNED_INT, varray_i_forward); if (qglGetError()) Con_Printf("GL Error on entities\n"); varray_vc=0; firstedge=0; } void PPL_DrawBrushModel(dlight_t *dl, entity_t *e) { glpoly_t *p; int v; float *v1, *v2; vec3_t v3, v4; int i; model_t *model; msurface_t *surf; RotateLightVector(e->angles, e->origin, dl->origin, lightorg); glPushMatrix(); R_RotateForEntity(e); model = e->model; surf = model->surfaces+model->firstmodelsurface; for (i = 0; i < model->nummodelsurfaces; i++, surf++) { if (surf->flags & SURF_PLANEBACK) {//inverted normal. if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1) continue; } else { if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1) continue; } //#define PROJECTION_DISTANCE (float)0x7fffffff if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED)) { // no shadows continue; } for (p = surf->polys; p; p=p->next) { //front face glBegin(GL_POLYGON); for (v = 0; v < p->numverts; v++) glVertex3fv(p->verts[v]); glEnd(); for (v = 0; v < p->numverts; v++) { //border v1 = p->verts[v]; v2 = p->verts[( v+1 )%p->numverts]; //get positions of v3 and v4 based on the light position v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE; v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE; v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE; v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE; v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE; v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE; //Now draw the quad from the two verts to the projected light //verts glBegin( GL_QUAD_STRIP ); glVertex3f( v1[0], v1[1], v1[2] ); glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] ); glVertex3f( v2[0], v2[1], v2[2] ); glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] ); glEnd(); } //back glBegin(GL_POLYGON); for (v = p->numverts-1; v >=0; v--) { v1 = p->verts[v]; v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE; v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE; v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE; glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] ); } glEnd(); } } glPopMatrix(); } void PPL_DrawShadowMeshes(dlight_t *dl) { int i; if (!r_drawentities.value) return; // draw sprites seperately, because of alpha blending for (i=0 ; ikeynum == cl.viewentity[r_refdef.currentplayernum]) continue; if (!currententity->model) continue; if (dl->key == currententity->keynum) continue; if (currententity->flags & Q2RF_WEAPONMODEL) continue; //weapon models don't cast shadows. if (cls.allow_anyparticles || currententity->visframe) //allowed or static { if (currententity->model->particleeffect>=0) { if (currententity->model->particleengulphs) { if (gl_part_flame.value) { continue; } } } } switch (currententity->model->type) { case mod_alias: R_DrawGAliasShadowVolume (currententity, dl->origin, dl->radius); break; case mod_brush: PPL_DrawBrushModel (dl, currententity); break; default: break; } } } void PPL_UpdateNodeShadowFrames(qbyte *lvis) { int i; mnode_t *node; #ifdef Q3BSPS if (cl.worldmodel->fromgame == fg_quake3) { mleaf_t *leaf; r_shadowframe++; for (i=0, leaf=cl.worldmodel->leafs; inumleafs ; i++, leaf++) { node = (mnode_t *)leaf; while (node) { if (node->shadowframe == r_shadowframe) break; node->shadowframe = r_shadowframe; node = node->parent; } } } else #endif #ifdef Q2BSPS if (cl.worldmodel->fromgame == fg_quake2) { mleaf_t *leaf; int cluster; r_shadowframe++; for (i=0, leaf=cl.worldmodel->leafs; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1) continue; if (lvis[cluster>>3] & (1<<(cluster&7))) { node = (mnode_t *)leaf; do { if (node->shadowframe == r_shadowframe) break; node->shadowframe = r_shadowframe; node = node->parent; } while (node); } } } else #endif { if (r_novis.value != 2) { r_shadowframe++; //variation on mark leaves for (i=0 ; inumleafs ; i++) { if (lvis[i>>3] & (1<<(i&7)))// && vvis[i>>3] & (1<<(i&7))) { node = (mnode_t *)&cl.worldmodel->leafs[i+1]; do { if (node->shadowframe == r_shadowframe) break; node->shadowframe = r_shadowframe; node = node->parent; } while (node); } } } } } #if 1 //DP's stolen code static void GL_Scissor (int x, int y, int width, int height) { #if 0 //visible scissors glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho (0, glwidth, glheight, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); // GL_Set2D(); glColor4f(1,1,1,1); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE ); glDisable(GL_TEXTURE_2D); GL_TexEnv(GL_REPLACE); glBegin(GL_LINE_LOOP); glVertex2f(x, y); glVertex2f(x+glwidth, y); glVertex2f(x+glwidth, y+glheight); glVertex2f(x, y+glheight); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); #endif qglScissor(x, glheight - (y + height),width,height); } #define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2]) qboolean PPL_ScissorForBox(vec3_t mins, vec3_t maxs) { int i, ix1, iy1, ix2, iy2; float x1, y1, x2, y2, x, y, f; vec3_t smins, smaxs; vec4_t v, v2; int r_view_x = 0; int r_view_y = 0; int r_view_width = glwidth; int r_view_height = glheight; if (0)//!r_shadow_scissor.integer) { GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; } // if view is inside the box, just say yes it's visible if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs)) { GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return false; } for (i = 0;i < 3;i++) { if (vpn[i] >= 0) { v[i] = mins[i]; v2[i] = maxs[i]; } else { v[i] = maxs[i]; v2[i] = mins[i]; } } f = DotProduct(vpn, r_refdef.vieworg) + 1; if (DotProduct(vpn, v2) <= f) { // entirely behind nearclip plane GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); return true; } if (DotProduct(vpn, v) >= f) { // entirely infront of nearclip plane x1 = y1 = x2 = y2 = 0; for (i = 0;i < 8;i++) { v[0] = (i & 1) ? mins[0] : maxs[0]; v[1] = (i & 2) ? mins[1] : maxs[1]; v[2] = (i & 4) ? mins[2] : maxs[2]; v[3] = 1.0f; ML_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, (float)vid.width/vid.height, r_refdef.fov_y); v2[0]*=r_view_width; v2[1]*=r_view_height; // GL_TransformToScreen(v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); x = v2[0]; y = v2[1]; if (i) { if (x1 > x) x1 = x; if (x2 < x) x2 = x; if (y1 > y) y1 = y; if (y2 < y) y2 = y; } else { x1 = x2 = x; y1 = y2 = y; } } } else { // clipped by nearclip plane // this is nasty and crude... // create viewspace bbox for (i = 0;i < 8;i++) { v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0]; v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1]; v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2]; v2[0] = DotProduct(v, vright); v2[1] = DotProduct(v, vup); v2[2] = DotProduct(v, vpn); if (i) { if (smins[0] > v2[0]) smins[0] = v2[0]; if (smaxs[0] < v2[0]) smaxs[0] = v2[0]; if (smins[1] > v2[1]) smins[1] = v2[1]; if (smaxs[1] < v2[1]) smaxs[1] = v2[1]; if (smins[2] > v2[2]) smins[2] = v2[2]; if (smaxs[2] < v2[2]) smaxs[2] = v2[2]; } else { smins[0] = smaxs[0] = v2[0]; smins[1] = smaxs[1] = v2[1]; smins[2] = smaxs[2] = v2[2]; } } // now we have a bbox in viewspace // clip it to the view plane if (smins[2] < 1) smins[2] = 1; // return true if that culled the box if (smins[2] >= smaxs[2]) return true; // ok some of it is infront of the view, transform each corner back to // worldspace and then to screenspace and make screen rect // initialize these variables just to avoid compiler warnings x1 = y1 = x2 = y2 = 0; for (i = 0;i < 8;i++) { v2[0] = (i & 1) ? smins[0] : smaxs[0]; v2[1] = (i & 2) ? smins[1] : smaxs[1]; v2[2] = (i & 4) ? smins[2] : smaxs[2]; v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0]; v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1]; v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2]; v[3] = 1.0f; ML_Project(v, v2, r_refdef.viewangles, r_refdef.vieworg, vid.width/vid.height, r_refdef.fov_y); v2[0]*=r_view_width; v2[1]*=r_view_height; // GL_TransformToScreen(v, v2); //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); x = v2[0]; y = v2[1]; if (i) { if (x1 > x) x1 = x; if (x2 < x) x2 = x; if (y1 > y) y1 = y; if (y2 < y) y2 = y; } else { x1 = x2 = x; y1 = y2 = y; } } #if 0 // this code doesn't handle boxes with any points behind view properly x1 = 1000;x2 = -1000; y1 = 1000;y2 = -1000; for (i = 0;i < 8;i++) { v[0] = (i & 1) ? mins[0] : maxs[0]; v[1] = (i & 2) ? mins[1] : maxs[1]; v[2] = (i & 4) ? mins[2] : maxs[2]; v[3] = 1.0f; GL_TransformToScreen(v, v2); v2[0]*=r_view_width; v2[1]*=r_view_height; //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]); if (v2[2] > 0) { x = v2[0]; y = v2[1]; if (x1 > x) x1 = x; if (x2 < x) x2 = x; if (y1 > y) y1 = y; if (y2 < y) y2 = y; } } #endif } ix1 = x1 - 1.0f; iy1 = y1 - 1.0f; ix2 = x2 + 1.0f; iy2 = y2 + 1.0f; //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); if (ix1 < r_view_x) ix1 = r_view_x; if (iy1 < r_view_y) iy1 = r_view_y; if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width; if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height; if (ix2 <= ix1 || iy2 <= iy1) return true; // set up the scissor rectangle qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1); //qglEnable(GL_SCISSOR_TEST); return false; } #endif void CL_NewDlight (int key, float x, float y, float z, float radius, float time, int type); //generates stencil shadows of the world geometry. //redraws world geometry void PPL_AddLight(dlight_t *dl) { int i; int sdecrw; int sincrw; int leaf; qbyte *lvis; qbyte *vvis; qbyte lvisb[MAX_MAP_LEAFS/8]; qbyte vvisb[MAX_MAP_LEAFS/8]; vec3_t mins; vec3_t maxs; mins[0] = dl->origin[0] - dl->radius; mins[1] = dl->origin[1] - dl->radius; mins[2] = dl->origin[2] - dl->radius; maxs[0] = dl->origin[0] + dl->radius; maxs[1] = dl->origin[1] + dl->radius; maxs[2] = dl->origin[2] + dl->radius; if (PPL_ScissorForBox(mins, maxs)) return; //was culled. if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3) i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel); else i = r_viewleaf - cl.worldmodel->leafs; leaf = cl.worldmodel->funcs.LeafForPoint(dl->origin, cl.worldmodel); lvis = cl.worldmodel->funcs.LeafPVS(leaf, cl.worldmodel, lvisb); vvis = cl.worldmodel->funcs.LeafPVS(i, cl.worldmodel, vvisb); // if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be. // return; if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect. return; PPL_EnableVertexArrays(); glDisable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // if (1) // goto noshadows; glEnable(GL_SCISSOR_TEST); glDisable(GL_BLEND); glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); glDepthMask(0); if (gldepthfunc==GL_LEQUAL) glDepthFunc(GL_LESS); else glDepthFunc(GL_GREATER); glEnable(GL_DEPTH_TEST); glEnable(GL_STENCIL_TEST); sincrw = GL_INCR; sdecrw = GL_DECR; if (gl_config.ext_stencil_wrap) { //minamlise damage... sincrw = GL_INCR_WRAP_EXT; sdecrw = GL_DECR_WRAP_EXT; } //our stencil writes. #ifdef _DEBUG if (r_shadows.value == 666) //testing (visible shadow volumes) { if (qglGetError()) Con_Printf("GL Error on entities\n"); glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); glColor3f(dl->color[0], dl->color[1], dl->color[2]); glDisable(GL_STENCIL_TEST); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (qglGetError()) Con_Printf("GL Error on entities\n"); PPL_RecursiveWorldNode(dl); if (qglGetError()) Con_Printf("GL Error on entities\n"); PPL_DrawShadowMeshes(dl); if (qglGetError()) Con_Printf("GL Error on entities\n"); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } else #endif if (qglStencilOpSeparateATI && !((int)r_shadows.value & 2))//GL_ATI_separate_stencil { glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_CULL_FACE); glStencilFunc( GL_ALWAYS, 1, ~0 ); qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP); qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP); PPL_UpdateNodeShadowFrames(lvisb); PPL_RecursiveWorldNode(dl); PPL_DrawShadowMeshes(dl); qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP); glEnable(GL_CULL_FACE); glStencilFunc( GL_EQUAL, 0, ~0 ); } else if (qglActiveStencilFaceEXT && !((int)r_shadows.value & 2)) //NVidias variation on a theme. (GFFX class) { glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_CULL_FACE); glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); qglActiveStencilFaceEXT(GL_BACK); glStencilOp(GL_KEEP, sincrw, GL_KEEP); glStencilFunc( GL_ALWAYS, 1, ~0 ); qglActiveStencilFaceEXT(GL_FRONT); glStencilOp(GL_KEEP, sdecrw, GL_KEEP); glStencilFunc( GL_ALWAYS, 1, ~0 ); PPL_UpdateNodeShadowFrames(lvisb); PPL_RecursiveWorldNode(dl); PPL_DrawShadowMeshes(dl); qglActiveStencilFaceEXT(GL_BACK); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglActiveStencilFaceEXT(GL_FRONT); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); glEnable(GL_CULL_FACE); qglActiveStencilFaceEXT(GL_BACK); glStencilFunc( GL_EQUAL, 0, ~0 ); } else //your graphics card sucks and lacks efficient stencil shadow techniques. { //centered around 0. Will only be increased then decreased less. glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_CULL_FACE); glStencilFunc( GL_ALWAYS, 0, ~0 ); shadowsurfcount = 0; glCullFace(GL_BACK); glStencilOp(GL_KEEP, sincrw, GL_KEEP); PPL_UpdateNodeShadowFrames(lvis); PPL_RecursiveWorldNode(dl); PPL_DrawShadowMeshes(dl); shadowsurfcount=0; glCullFace(GL_FRONT); glStencilOp(GL_KEEP, sdecrw, GL_KEEP); PPL_UpdateNodeShadowFrames(lvis); PPL_RecursiveWorldNode(dl); PPL_DrawShadowMeshes(dl); glStencilFunc( GL_EQUAL, 0, ~0 ); } //end stencil writing. glEnable(GL_DEPTH_TEST); glDepthMask(0); glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); glCullFace(GL_FRONT); //noshadows: glColor3f(1,1,1); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glColor4f(dl->color[0], dl->color[1], dl->color[2], 1); glDepthFunc(GL_EQUAL); lightorg[0] = dl->origin[0]+0.5; lightorg[1] = dl->origin[1]+0.5; lightorg[2] = dl->origin[2]+0.5; PPL_DrawEntLighting(dl); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(1); glDepthFunc(gldepthfunc); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glStencilFunc( GL_ALWAYS, 0, ~0 ); qglDisable(GL_SCISSOR_TEST); } #endif void PPL_DrawWorld (void) { dlight_t *l; #if 0 dlight_t *lc, *furthestprev; float furthest; #endif int i; vec3_t mins, maxs; int maxshadowlights = gl_maxshadowlights.value; if (maxshadowlights < 1) maxshadowlights = 1; // if (qglGetError()) // Con_Printf("GL Error before world\n"); //glColorMask(0,0,0,0); TRACE(("dbg: calling PPL_BaseTextures\n")); PPL_BaseTextures(cl.worldmodel); // if (qglGetError()) // Con_Printf("GL Error during base textures\n"); //glColorMask(1,1,1,1); TRACE(("dbg: calling PPL_BaseEntTextures\n")); PPL_BaseEntTextures(); // CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1); // if (qglGetError()) // Con_Printf("GL Error on entities\n"); #ifdef PPL if (r_shadows.value && glStencilFunc && gl_canstencil) { if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife || cl.worldmodel->fromgame == fg_quake2 /*|| cl.worldmodel->fromgame == fg_quake3*/) { // lc = NULL; for (l = cl_dlights, i=0 ; iradius || l->noppl) continue; if (l->color[0]<0) continue; //quick check for darklight if (l->isstatic) { if (!r_shadow_realtime_world.value) continue; } mins[0] = l->origin[0] - l->radius; mins[1] = l->origin[1] - l->radius; mins[2] = l->origin[2] - l->radius; maxs[0] = l->origin[0] + l->radius; maxs[1] = l->origin[1] + l->radius; maxs[2] = l->origin[2] + l->radius; if (R_CullBox(mins, maxs)) continue; // if (R_CullSphere(l->origin, l->radius*1.1)) // continue; #if 1 if (!maxshadowlights--) continue; #else VectorSubtract(l->origin, r_refdef.vieworg, mins) l->dist = Length(mins); VectorNormalize(mins); l->dist*=1-sqrt(DotProduct(vpn, mins)*DotProduct(vpn, mins)); l->next = lc; lc = l; maxshadowlights--; } while (maxshadowlights<0)//ooer... we exceeded our quota... strip the furthest ones out. { furthest = lc->dist; furthestprev=NULL; for (l = lc; l->next; l = l->next) { if (l->next->dist > furthest) { furthest = l->next->dist; furthestprev = l; } } if (furthestprev) furthestprev->next = furthestprev->next->next; else lc = lc->next; maxshadowlights++; } for (l = lc; l; l = l->next) //we now have our quotaed list { #endif if(!l->isstatic) { l->color[0]*=10; l->color[1]*=10; l->color[2]*=10; } TRACE(("dbg: calling PPL_AddLight\n")); PPL_AddLight(l); if(!l->isstatic) { l->color[0]/=10; l->color[1]/=10; l->color[2]/=10; } } glEnable(GL_TEXTURE_2D); } glDisableClientState(GL_COLOR_ARRAY); } #endif // if (qglGetError()) // Con_Printf("GL Error on shadow lighting\n"); TRACE(("dbg: calling PPL_DrawEntFullBrights\n")); PPL_DrawEntFullBrights(); // if (qglGetError()) // Con_Printf("GL Error on fullbrights/details\n"); // Con_Printf("%i %i %i\n", shadowsurfcount, shadowedgecount, shadowlightfaces); shadowsurfcount = 0; shadowedgecount = 0; shadowlightfaces = 0; R_IBrokeTheArrays(); } #endif