5aa11ddbb1
emenu: clean up hexen2's maplist options slightly. emenu: modelviewer should now be slightly more friendly (click+wasd to move around). particles: fix up randomised s coords. csqc: try to fix issue with applycustomskin not refcounting properly. client: [s_]precache and (new) mod_precache cvars can be set to 2 to precache the resources after load, for faster loading at the expense of some early stutter, without risking later mid-game stuttering. gltf: add support for morphweights in a cpu-fallback path. don't expect good performance on surfaces with morphtargets for now. gtlf: add some support for gltf1 files. far from perfect. shaders: gltf1 semantics handling shaders: const correctness iqmtool: fix up mdl skin export. iqmtool: integrate the engine's gltf2 loader. works with animated models, but unanimated ones suffer from basepose-different-from-bindpose issues. q3bsp: hopefully fixed bih traces. still disabled for now. qc: change default value of pr_gc_threaded to 1. qcext: add the '__deprecated' keyword to various symbols in fteextensions.qc, now that fteqcc supports it. ssqc: spit out a more readable error for WriteByte(MSG_CSQC,...) outside of SendEntity. ssqc: add registercommand builtin, for consistency with menuqc and csqc (though only one can register any single command). sv: report userinfo/serverinfo sizes (some clients still have arbitrary limits, plus its nice to see how abusive things are) sv: try to optimise sv_cullentities_trace a little. movechain: relink moved ents. csqc: add spriteframe builtin, for freecs to use instead of more ugly less reliable hacks. menuqc: fopen("tls://host:port", FILE_STREAM) should now open a tls stream. tcp:// should also work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5703 fc73d0e0-1445-4013-8a0c-d673dee63da5
6537 lines
197 KiB
C
6537 lines
197 KiB
C
#include "quakedef.h"
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//#define FORCESTATE
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#ifdef _DEBUG
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#define DRAWCALL(f) if (developer.ival==-1) Con_Printf(f " (shader %s, ent %i)\n", shaderstate.curshader->name, (shaderstate.curbatch && shaderstate.curbatch->ent)?shaderstate.curbatch->ent->keynum:0)
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#else
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#define DRAWCALL(f)
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#endif
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void DumpGLState(void);
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#ifdef GLQUAKE
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#define r_refract_fboival (gl_config.ext_framebuffer_objects && r_refract_fbo.ival)
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#include "glquake.h"
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#include "shader.h"
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#ifdef FORCESTATE
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#pragma warningmsg("FORCESTATE is active")
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#endif
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#ifdef ANDROID
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/*android appears to have a bug, and requires f and not i*/
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#define qglTexEnvi qglTexEnvf
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#endif
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extern cvar_t gl_overbright;
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extern cvar_t r_tessellation;
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extern cvar_t r_wireframe;
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extern cvar_t r_outline;
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extern cvar_t r_outline_width;
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extern cvar_t r_refract_fbo;
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extern texid_t missing_texture;
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extern texid_t missing_texture_gloss;
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extern texid_t missing_texture_normal;
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extern texid_t scenepp_postproc_cube;
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extern texid_t r_whiteimage;
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#ifdef GLQUAKE
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static texid_t shadowmap[3];
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static int shadow_fbo_id;
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static int shadow_fbo_depth_num;
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#endif
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#ifndef GLSLONLY
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static void GenerateTCMods(const shaderpass_t *pass, int passnum);
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#endif
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static const char LIGHTPASS_SHADER[] = "\
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{\n\
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program rtlight%s\n\
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\
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{\n\
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map $diffuse\n\
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nodepth\n\
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blendfunc add\n\
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}\n\
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{\n\
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map $normalmap\n\
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}\n\
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{\n\
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map $specular\n\
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}\n\
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{\n\
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map $lightcubemap\n\
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}\n\
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{\n\
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map $shadowmap\n\
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}\n\
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{\n\
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map $loweroverlay\n\
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}\n\
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{\n\
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map $upperoverlay\n\
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}\n\
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}";
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extern cvar_t r_glsl_offsetmapping, r_portalrecursion, r_portalonly;
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static void BE_SendPassBlendDepthMask(unsigned int sbits);
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void GLBE_SubmitBatch(batch_t *batch);
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#ifdef RTLIGHTS
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static qboolean GLBE_RegisterLightShader(int mode);
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#endif
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struct {
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//internal state
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struct {
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int lastpasstmus;
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// int vbo_colour;
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// int vbo_texcoords[SHADER_PASS_MAX];
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// int vbo_deforms; //holds verticies... in case you didn't realise.
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const shader_t *shader_light[1u<<LSHADER_MODES];
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qboolean inited_shader_light[1u<<LSHADER_MODES];
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const shader_t *crepskyshader;
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const shader_t *crepopaqueshader;
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const shader_t *depthonlyshader;
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const shader_t *wireframeshader;
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union programhandle_u allblackshader;
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int allblack_mvp;
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program_t *programfixedemu[8];
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texid_t tex_gbuf[GBUFFER_COUNT];
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int fbo_current; //the one currently being rendered to
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texid_t tex_sourcecol; /*this is used by $sourcecolour tgen*/
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texid_t tex_sourcedepth;
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texid_t tex_reflectcube;/*used where $reflectcube was invalid or failed*/
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fbostate_t fbo_2dfbo;
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fbostate_t fbo_reflectrefrac[R_MAX_RECURSE];
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fbostate_t fbo_lprepass;
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texid_t tex_reflection[R_MAX_RECURSE]; /*basically a portal rendered to texture*/
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texid_t tex_refraction[R_MAX_RECURSE]; /*the (culled) underwater view*/
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texid_t tex_refractiondepth[R_MAX_RECURSE]; /*the (culled) underwater view*/
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texid_t tex_ripplemap[R_MAX_RECURSE]; /*temp image for waves and things.*/
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int curpatchverts;
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qboolean force2d;
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int currenttmu;
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int blendmode[SHADER_TMU_MAX];
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int texenvmode[SHADER_TMU_MAX];
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int currenttextures[SHADER_TMU_MAX];
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GLenum curtexturetype[SHADER_TMU_MAX];
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polyoffset_t curpolyoffset;
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unsigned int curcull;
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texid_t curshadowmap;
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unsigned int shaderbits;
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unsigned int sha_attr;
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int currentprogram;
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int lastuniform; /*program which was last set, so using the same prog for multiple surfaces on the same ent (ie: world) does not require lots of extra uniform chnges*/
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batch_t dummybatch;
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vbo_t dummyvbo;
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int currentvbo;
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int currentebo;
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int currentvao;
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mesh_t **meshes;
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unsigned int meshcount;
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float modelmatrix[16];
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float modelmatrixinv[16];
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float modelviewmatrix[16];
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float projectionmatrix[16];
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int colourarraytype;
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vec4_t pendingcolourflat;
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int pendingcolourvbo;
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void *pendingcolourpointer;
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int curcolourvbo;
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void *curcolourpointer;
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int pendingvertexvbo;
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void *pendingvertexpointer;
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int curvertexvbo;
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void *curvertexpointer;
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int streamvbo[64];
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int streamebo[64];
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int streamvao[64];
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int streamid;
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int pendingtexcoordparts[SHADER_TMU_MAX];
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int pendingtexcoordvbo[SHADER_TMU_MAX];
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void *pendingtexcoordpointer[SHADER_TMU_MAX];
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float identitylighting; //set to how bright world lighting should be (reduced by realtime_world_lightmaps)
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float identitylightmap; //set to how bright lightmaps should be (reduced by overbrights+realtime_world_lightmaps)
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polyoffset_t polyoffset; //mode-specific polygon offsets...
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texid_t temptexture; //$current
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texid_t fogtexture;
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texid_t normalisationcubemap;
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float fogfar;
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float depthrange;
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batch_t **mbatches; //model batches (ie: not world)
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};
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//exterior state (paramters)
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struct {
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backendmode_t mode;
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unsigned int flags;
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int oldwidth, oldheight;
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vbo_t *sourcevbo;
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const material_t *curshader;
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const entity_t *curentity;
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const batch_t *curbatch;
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const texnums_t *curtexnums;
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const mfog_t *fog;
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const dlight_t *curdlight;
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float curtime;
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float updatetime;
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int lightmode;
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vec3_t lightorg;
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vec3_t lightdir;
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vec3_t lightcolours;
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vec3_t lightcolourscale;
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float lightradius;
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texid_t lighttexture;
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texid_t lightcubemap;
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float lightprojmatrix[16]; /*world space*/
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vec2_t lightshadowmapscale;
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vec4_t lightshadowmapinfo;
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vec4_t lightshadowmapproj;
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};
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int wbatch;
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int maxwbatches;
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batch_t *wbatches;
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} shaderstate;
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static void BE_PolyOffset(void)
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{
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polyoffset_t po;
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po.factor = shaderstate.curshader->polyoffset.factor;
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po.unit = shaderstate.curshader->polyoffset.unit;
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#ifdef BEF_PUSHDEPTH
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if (shaderstate.flags & BEF_PUSHDEPTH)
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{
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/*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
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we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/
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extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor;
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po.factor += r_polygonoffset_submodel_factor.value;
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po.unit += r_polygonoffset_submodel_offset.value;
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}
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#endif
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po.factor += shaderstate.polyoffset.factor;
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po.unit += shaderstate.polyoffset.unit;
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#ifndef FORCESTATE
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if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit)
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#endif
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{
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shaderstate.curpolyoffset = po;
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if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit)
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{
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qglEnable(GL_POLYGON_OFFSET_FILL);
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qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
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}
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else
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qglDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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void GLBE_PolyOffsetStencilShadow
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#ifdef BEF_PUSHDEPTH
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(qboolean pushdepth)
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#else
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(void)
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#endif
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{
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extern cvar_t r_polygonoffset_stencil_offset, r_polygonoffset_stencil_factor;
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polyoffset_t po;
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po.factor = r_polygonoffset_stencil_factor.value;
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po.unit = r_polygonoffset_stencil_offset.value;
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#ifdef BEF_PUSHDEPTH
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if (pushdepth)
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{
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/*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
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we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/
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extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor;
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po.factor += r_polygonoffset_submodel_factor.value;
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po.unit += r_polygonoffset_submodel_offset.value;
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}
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#endif
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#ifndef FORCESTATE
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if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit)
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#endif
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{
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shaderstate.curpolyoffset = po;
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if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit)
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{
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qglEnable(GL_POLYGON_OFFSET_FILL);
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qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
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}
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else
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qglDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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static void GLBE_PolyOffsetShadowMap(void)
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{
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extern cvar_t r_polygonoffset_shadowmap_offset, r_polygonoffset_shadowmap_factor;
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polyoffset_t po;
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#if 0//def BEF_PUSHDEPTH
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if (pushdepth)
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{
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/*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
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we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/
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extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor;
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po.factor = r_polygonoffset_submodel_factor.value + r_polygonoffset_shadowmap_factor.value;
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po.unit = r_polygonoffset_submodel_offset.value + r_polygonoffset_shadowmap_offset.value;
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}
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else
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#endif
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{
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po.factor = r_polygonoffset_shadowmap_factor.value;
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po.unit = r_polygonoffset_shadowmap_offset.value;
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}
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#ifndef FORCESTATE
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if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit)
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#endif
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{
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shaderstate.curpolyoffset = po;
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if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit)
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{
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qglEnable(GL_POLYGON_OFFSET_FILL);
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qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
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}
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else
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qglDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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#ifndef GLSLONLY
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void GL_TexEnv(GLenum mode)
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{
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#ifndef FORCESTATE
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if (mode != shaderstate.texenvmode[shaderstate.currenttmu])
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#endif
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{
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qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
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shaderstate.texenvmode[shaderstate.currenttmu] = mode;
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}
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}
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static void BE_SetPassBlendMode(int tmu, int pbm)
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{
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#ifndef FORCESTATE
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if (shaderstate.blendmode[tmu] != pbm)
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#endif
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{
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shaderstate.blendmode[tmu] = pbm;
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#ifndef FORCESTATE
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if (shaderstate.currenttmu != tmu)
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#endif
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GL_SelectTexture(tmu);
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switch (pbm)
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{
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case PBM_DOTPRODUCT:
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GL_TexEnv(GL_COMBINE_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
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qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
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break;
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case PBM_MODULATE_PREV_COLOUR:
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GL_TexEnv(GL_COMBINE_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
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break;
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case PBM_REPLACELIGHT:
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// if (shaderstate.identitylighting != 1)
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goto forcemod;
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GL_TexEnv(GL_REPLACE);
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break;
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case PBM_REPLACE:
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GL_TexEnv(GL_REPLACE);
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break;
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case PBM_DECAL:
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if (tmu == 0)
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goto forcemod;
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GL_TexEnv(GL_DECAL);
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break;
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case PBM_ADD:
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if (tmu == 0)
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goto forcemod;
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GL_TexEnv(GL_ADD);
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break;
|
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case PBM_OVERBRIGHT:
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GL_TexEnv(GL_COMBINE_ARB);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
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|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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|
qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1<<gl_overbright.ival);
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break;
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|
default:
|
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case PBM_MODULATE:
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forcemod:
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GL_TexEnv(GL_MODULATE);
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break;
|
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}
|
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}
|
|
}
|
|
#endif
|
|
|
|
/*OpenGL requires glDepthMask(GL_TRUE) or glClear(GL_DEPTH_BUFFER_BIT) will fail*/
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|
void GL_ForceDepthWritable(void)
|
|
{
|
|
#ifndef FORCESTATE
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|
if (!(shaderstate.shaderbits & SBITS_MISC_DEPTHWRITE))
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#endif
|
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{
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shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
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qglDepthMask(GL_TRUE);
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|
}
|
|
}
|
|
|
|
void GL_SetShaderState2D(qboolean is2d)
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|
{
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|
shaderstate.depthrange = 0; //force projection matrix info to get reset
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shaderstate.updatetime = realtime;
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shaderstate.force2d = is2d;
|
|
if (is2d)
|
|
{
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|
memcpy(shaderstate.modelviewmatrix, r_refdef.m_view, sizeof(shaderstate.modelviewmatrix));
|
|
if (qglLoadMatrixf)
|
|
qglLoadMatrixf(r_refdef.m_view);
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|
}
|
|
BE_SelectMode(BEM_STANDARD);
|
|
|
|
|
|
// if (cl.paused || cls.state < ca_active)
|
|
shaderstate.updatetime = r_refdef.time;
|
|
// else
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|
// shaderstate.updatetime = cl.servertime;
|
|
BE_SelectEntity(&r_worldentity);
|
|
shaderstate.curtime = shaderstate.updatetime - shaderstate.curentity->shaderTime;
|
|
}
|
|
|
|
void GL_SelectTexture(int target)
|
|
{
|
|
shaderstate.currenttmu = target;
|
|
if (qglActiveTextureARB)
|
|
qglActiveTextureARB(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);
|
|
}
|
|
}
|
|
|
|
#if 0//def GLSLONLY
|
|
void GL_LazyBind(int tmu, int target, texid_t texnum)
|
|
{
|
|
int glnum = texnum?texnum->num:0;
|
|
if (shaderstate.currenttextures[tmu] != glnum)
|
|
{
|
|
qglBindTextureUnit(tmu, glnum);
|
|
shaderstate.currenttextures[tmu] = glnum;
|
|
}
|
|
}
|
|
#else
|
|
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 (gl_config_nofixedfunc)
|
|
{
|
|
shaderstate.curtexturetype[tmu] = target;
|
|
}
|
|
else
|
|
{
|
|
if (shaderstate.curtexturetype[tmu])
|
|
{
|
|
qglBindTexture (shaderstate.curtexturetype[tmu], 0);
|
|
qglDisable(shaderstate.curtexturetype[tmu]);
|
|
}
|
|
shaderstate.curtexturetype[tmu] = target;
|
|
if (target)
|
|
qglEnable(target);
|
|
}
|
|
}
|
|
|
|
if (target)
|
|
qglBindTexture (target, glnum);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static void BE_ApplyAttributes(unsigned int bitstochange, unsigned int bitstoendisable)
|
|
{
|
|
unsigned int i;
|
|
|
|
#ifndef GLSLONLY
|
|
//legacy colour attribute (including flat shaded)
|
|
if ((bitstochange) & (1u<<VATTR_LEG_COLOUR))
|
|
{
|
|
if (!shaderstate.pendingcolourpointer && !shaderstate.pendingcolourvbo)
|
|
{
|
|
if (shaderstate.curcolourpointer || shaderstate.curcolourvbo)
|
|
{
|
|
qglShadeModel(GL_FLAT);
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
shaderstate.curcolourpointer = NULL;
|
|
shaderstate.curcolourvbo = 0;
|
|
qglColor4fv(shaderstate.pendingcolourflat);
|
|
}
|
|
else
|
|
{
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.curcolourpointer != shaderstate.pendingcolourpointer || shaderstate.pendingcolourvbo != shaderstate.curcolourvbo)
|
|
#endif
|
|
{
|
|
if (!shaderstate.curcolourpointer && !shaderstate.curcolourvbo)
|
|
{
|
|
if (qglShadeModel)
|
|
qglShadeModel(GL_SMOOTH);
|
|
bitstoendisable |= (1u<<VATTR_LEG_COLOUR);
|
|
}
|
|
shaderstate.curcolourpointer = shaderstate.pendingcolourpointer;
|
|
shaderstate.curcolourvbo = shaderstate.pendingcolourvbo;
|
|
GL_SelectVBO(shaderstate.curcolourvbo);
|
|
qglColorPointer(4, shaderstate.colourarraytype, 0, shaderstate.curcolourpointer);
|
|
}
|
|
|
|
if ((bitstoendisable) & (1u<<VATTR_LEG_COLOUR))
|
|
{
|
|
qglEnableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((bitstoendisable) & (1u<<VATTR_LEG_COLOUR))
|
|
{
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
}
|
|
|
|
//legacy tmus
|
|
if ((bitstoendisable|bitstochange) >= (1u<<VATTR_LEG_TMU0))
|
|
{
|
|
for (i = VATTR_LEG_TMU0; (bitstoendisable|bitstochange) >= (1u<<i); i++)
|
|
{
|
|
if ((bitstochange) & (1u<<i))
|
|
{
|
|
qglClientActiveTextureARB(i-VATTR_LEG_TMU0 + mtexid0);
|
|
if (bitstoendisable & (1u<<i))
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_SelectVBO(shaderstate.pendingtexcoordvbo[i-VATTR_LEG_TMU0]);
|
|
qglTexCoordPointer(shaderstate.pendingtexcoordparts[i-VATTR_LEG_TMU0], GL_FLOAT, 0, shaderstate.pendingtexcoordpointer[i-VATTR_LEG_TMU0]);
|
|
}
|
|
|
|
#ifndef FORCESTATE
|
|
else if (bitstoendisable & (1u<<i))
|
|
#endif
|
|
{
|
|
qglClientActiveTextureARB(i-VATTR_LEG_TMU0 + mtexid0);
|
|
if (bitstochange & (1u<<i))
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
else
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
}
|
|
}
|
|
|
|
//legacy vertex coords
|
|
if ((bitstochange) & (1u<<VATTR_LEG_VERTEX))
|
|
{
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.currentvao || shaderstate.curvertexpointer != shaderstate.pendingvertexpointer || shaderstate.pendingvertexvbo != shaderstate.curvertexvbo)
|
|
#endif
|
|
{
|
|
shaderstate.curvertexpointer = shaderstate.pendingvertexpointer;
|
|
shaderstate.curvertexvbo = shaderstate.pendingvertexvbo;
|
|
GL_SelectVBO(shaderstate.curvertexvbo);
|
|
qglVertexPointer(3, GL_FLOAT, VECV_STRIDE, shaderstate.curvertexpointer);
|
|
}
|
|
if ((bitstoendisable) & (1u<<VATTR_LEG_VERTEX))
|
|
{
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((bitstoendisable) & (1u<<VATTR_LEG_VERTEX))
|
|
{
|
|
qglDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (!((bitstochange|bitstoendisable) & ((1u<<VATTR_LEG_FIRST)-1)))
|
|
return;
|
|
|
|
for (i = 0; i < VATTR_LEG_FIRST; i++)
|
|
{
|
|
if ((bitstochange) & (1u<<i))
|
|
{
|
|
switch (i)
|
|
{
|
|
case VATTR_VERTEX1:
|
|
/*we still do vertex transforms for billboards and shadows and such*/
|
|
GL_SelectVBO(shaderstate.pendingvertexvbo);
|
|
qglVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, VECV_STRIDE, shaderstate.pendingvertexpointer);
|
|
break;
|
|
case VATTR_VERTEX2:
|
|
if (!shaderstate.sourcevbo->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.pendingcolourvbo && !shaderstate.pendingcolourpointer)
|
|
{
|
|
shaderstate.sha_attr &= ~(1u<<i);
|
|
qglDisableVertexAttribArray(i);
|
|
qglVertexAttrib4f(VATTR_COLOUR, 1, 1, 1, 1);
|
|
continue;
|
|
}
|
|
GL_SelectVBO(shaderstate.pendingcolourvbo);
|
|
qglVertexAttribPointer(VATTR_COLOUR, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.pendingcolourpointer);
|
|
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:
|
|
if (!shaderstate.pendingtexcoordvbo[0] && !shaderstate.pendingtexcoordpointer[0])
|
|
{
|
|
shaderstate.sha_attr &= ~(1u<<i);
|
|
qglDisableVertexAttribArray(i);
|
|
continue;
|
|
}
|
|
GL_SelectVBO(shaderstate.pendingtexcoordvbo[0]);
|
|
qglVertexAttribPointer(VATTR_TEXCOORD, shaderstate.pendingtexcoordparts[0], GL_FLOAT, GL_FALSE, 0, shaderstate.pendingtexcoordpointer[0]);
|
|
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<<i);
|
|
qglDisableVertexAttribArray(i);
|
|
continue;
|
|
}
|
|
GL_SelectVBO(shaderstate.sourcevbo->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<<i);
|
|
qglDisableVertexAttribArray(i);
|
|
continue;
|
|
}
|
|
GL_SelectVBO(shaderstate.sourcevbo->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<<i);
|
|
qglDisableVertexAttribArray(i);
|
|
continue;
|
|
}
|
|
GL_SelectVBO(shaderstate.sourcevbo->tvector.gl.vbo);
|
|
qglVertexAttribPointer(VATTR_TNORMALS, 3, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->tvector.gl.addr);
|
|
break;
|
|
case VATTR_BONENUMS:
|
|
if (!shaderstate.sourcevbo->bonenums.gl.vbo && !shaderstate.sourcevbo->bonenums.gl.addr)
|
|
{
|
|
shaderstate.sha_attr &= ~(1u<<i);
|
|
qglDisableVertexAttribArray(i);
|
|
continue;
|
|
}
|
|
GL_SelectVBO(shaderstate.sourcevbo->bonenums.gl.vbo);
|
|
qglVertexAttribPointer(VATTR_BONENUMS, 4, GL_BONE_INDEX_TYPE, GL_FALSE, 0, shaderstate.sourcevbo->bonenums.gl.addr);
|
|
break;
|
|
case VATTR_BONEWEIGHTS:
|
|
if (!shaderstate.sourcevbo->boneweights.gl.vbo && !shaderstate.sourcevbo->boneweights.gl.addr)
|
|
{
|
|
shaderstate.sha_attr &= ~(1u<<i);
|
|
qglDisableVertexAttribArray(i);
|
|
continue;
|
|
}
|
|
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<<i))
|
|
{
|
|
qglEnableVertexAttribArray(i);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((bitstoendisable) & (1u<<i))
|
|
{
|
|
qglDisableVertexAttribArray(i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BE_EnableShaderAttributes(unsigned int progattrmask, int usevao)
|
|
{
|
|
unsigned int bitstochange, bitstoendisable;
|
|
|
|
if (shaderstate.currentvao != usevao)
|
|
{
|
|
shaderstate.currentvao = usevao;
|
|
qglBindVertexArray(usevao);
|
|
}
|
|
|
|
if (shaderstate.currentvao)
|
|
{
|
|
bitstochange = shaderstate.sourcevbo->vaodynamic&progattrmask;
|
|
#if 0
|
|
bitstoendisable = 0;
|
|
#else
|
|
bitstoendisable = shaderstate.sourcevbo->vaoenabled^progattrmask;
|
|
if (bitstoendisable)
|
|
bitstochange |= bitstoendisable;
|
|
shaderstate.sourcevbo->vaoenabled = progattrmask;
|
|
#endif
|
|
|
|
if (bitstochange & (1u<<VATTR_LEG_ELEMENTS))
|
|
{
|
|
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.sourcevbo->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 = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
|
|
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;
|
|
|
|
if (shaderstate.mode != BEM_STENCIL)
|
|
GLBE_PolyOffsetShadowMap();
|
|
|
|
if (shaderstate.allblackshader.glsl.handle)
|
|
{
|
|
GL_SelectProgram(shaderstate.allblackshader.glsl.handle);
|
|
|
|
BE_EnableShaderAttributes(gl_config_nofixedfunc?(1u<<VATTR_VERTEX1):(1u<<VATTR_LEG_VERTEX), 0);
|
|
|
|
if (shaderstate.allblackshader.glsl.handle != shaderstate.lastuniform && shaderstate.allblack_mvp != -1)
|
|
{
|
|
float m16[16];
|
|
Matrix4_Multiply(shaderstate.projectionmatrix, shaderstate.modelviewmatrix, m16);
|
|
qglUniformMatrix4fvARB(shaderstate.allblack_mvp, 1, false, m16);
|
|
}
|
|
shaderstate.lastuniform = shaderstate.allblackshader.glsl.handle;
|
|
|
|
GL_SelectEBO(ibo);
|
|
qglDrawRangeElements(GL_TRIANGLES, 0, numverts - 1, numindicies, GL_INDEX_TYPE, indicies);
|
|
}
|
|
else
|
|
{
|
|
GL_DeSelectProgram();
|
|
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX), 0);
|
|
|
|
//draw cached world shadow mesh
|
|
GL_SelectEBO(ibo);
|
|
qglDrawRangeElements(GL_TRIANGLES, 0, numverts - 1, numindicies, GL_INDEX_TYPE, indicies);
|
|
}
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
DRAWCALL("GLBE_RenderShadowBuffer");
|
|
RQuantAdd(RQUANT_SHADOWINDICIES, numindicies);
|
|
shaderstate.dummyvbo.indicies.gl.vbo = 0;
|
|
shaderstate.sourcevbo = NULL;
|
|
}
|
|
|
|
void GL_CullFace(unsigned int sflags)
|
|
{
|
|
if (shaderstate.flags & BEF_FORCETWOSIDED)
|
|
sflags = 0;
|
|
else if (sflags)
|
|
sflags ^= r_refdef.flipcull;
|
|
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.curcull == sflags)
|
|
return;
|
|
#endif
|
|
shaderstate.curcull = sflags;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void R_FetchPlayerColour(unsigned int cv, vec3_t rgb)
|
|
{
|
|
int i;
|
|
|
|
if (cv >= 16)
|
|
{
|
|
rgb[0] = (((cv&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[15]+0)) / (256.0*256);
|
|
rgb[1] = (((cv&0x00ff00)>>8)**((unsigned char*)&d_8to24rgbtable[15]+1)) / (256.0*256);
|
|
rgb[2] = (((cv&0x0000ff)>>0)**((unsigned char*)&d_8to24rgbtable[15]+2)) / (256.0*256);
|
|
return;
|
|
}
|
|
i = cv;
|
|
if (i >= 8)
|
|
{
|
|
i<<=4;
|
|
}
|
|
else
|
|
{
|
|
i<<=4;
|
|
i+=15;
|
|
}
|
|
i*=3;
|
|
rgb[0] = host_basepal[i+0] / 255.0;
|
|
rgb[1] = host_basepal[i+1] / 255.0;
|
|
rgb[2] = host_basepal[i+2] / 255.0;
|
|
/* if (!gammaworks)
|
|
{
|
|
*retred = gammatable[*retred];
|
|
*retgreen = gammatable[*retgreen];
|
|
*retblue = gammatable[*retblue];
|
|
}*/
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
|
void GLBE_SetupForShadowMap(dlight_t *dl, int texwidth, int texheight, float shadowscale)
|
|
{
|
|
extern cvar_t r_shadow_shadowmapping_bias;
|
|
extern cvar_t r_shadow_shadowmapping_nearclip;
|
|
float n = dl->nearclip?dl->nearclip:r_shadow_shadowmapping_nearclip.value;
|
|
float f = dl->radius;
|
|
float b = r_shadow_shadowmapping_bias.value;
|
|
|
|
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/texwidth;
|
|
shaderstate.lightshadowmapscale[1] = 1.0/texheight;
|
|
}
|
|
|
|
int GLBE_BeginRenderBuffer_DepthOnly(texid_t depthtexture);
|
|
qboolean GLBE_BeginShadowMap(int id, int w, int h, uploadfmt_t encoding, int *restorefbo)
|
|
{
|
|
if (!gl_config.ext_framebuffer_objects)
|
|
return false;
|
|
|
|
if (!TEXVALID(shadowmap[id]) || shadowmap[id]->width != w || shadowmap[id]->height != h || shadowmap[id]->format != encoding || shadowmap[id]->status != TEX_LOADED)
|
|
{
|
|
texid_t tex;
|
|
if (shadowmap[id])
|
|
Image_DestroyTexture(shadowmap[id]);
|
|
tex = shadowmap[id] = Image_CreateTexture(va("***shadowmap2d%i***", id), NULL, 0);
|
|
tex->width = w;
|
|
tex->height = h;
|
|
tex->format = encoding;
|
|
qglGenTextures(1, &tex->num);
|
|
GL_MTBind(0, GL_TEXTURE_2D, tex);
|
|
#ifdef SHADOWDBG_COLOURNOTDEPTH
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
#else
|
|
if (qglTexStorage2D)
|
|
qglTexStorage2D(GL_TEXTURE_2D, 1, gl_config.formatinfo[encoding].sizedformat, w, h);
|
|
else if (gl_config.formatinfo[encoding].type)
|
|
qglTexImage2D (GL_TEXTURE_2D, 0, gl_config.formatinfo[encoding].sizedformat, w, h, 0, gl_config.formatinfo[encoding].format, gl_config.formatinfo[encoding].type, NULL);
|
|
else
|
|
qglCompressedTexImage2D (GL_TEXTURE_2D, 0, gl_config.formatinfo[encoding].sizedformat, w, h, 0, 0, NULL);
|
|
#endif
|
|
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
#if 0//def SHADOWDBG_COLOURNOTDEPTH
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
#else
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
#endif
|
|
//in case we're using shadow samplers
|
|
if (gl_config.arb_shadow)
|
|
{
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
|
|
}
|
|
tex->status = TEX_LOADED;
|
|
}
|
|
shaderstate.curshadowmap = shadowmap[id];
|
|
|
|
/*set framebuffer*/
|
|
*restorefbo = GLBE_BeginRenderBuffer_DepthOnly(shaderstate.curshadowmap);
|
|
|
|
shaderstate.depthrange = 0; //make sure the projection matrix is updated.
|
|
|
|
while(shaderstate.lastpasstmus>0)
|
|
{
|
|
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
|
|
}
|
|
|
|
shaderstate.shaderbits &= ~SBITS_MISC_DEPTHWRITE;
|
|
|
|
BE_SelectMode(BEM_DEPTHONLY);
|
|
|
|
BE_Scissor(NULL);
|
|
qglViewport(0, 0, w, h);
|
|
GL_ForceDepthWritable();
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
#ifdef SHADOWDBG_COLOURNOTDEPTH
|
|
qglColorMask(TRUE,TRUE,TRUE,TRUE);
|
|
qglClearColor(1,1,1,1);
|
|
qglClear (GL_COLOR_BUFFER_BIT);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
void GLBE_EndShadowMap(int restorefbo)
|
|
{
|
|
GLBE_FBO_Pop(restorefbo);
|
|
shaderstate.depthrange = 0; //make sure the projection matrix is updated.
|
|
}
|
|
#endif
|
|
|
|
static void T_Gen_CurrentRender(int tmu)
|
|
{
|
|
int vwidth, vheight;
|
|
int pwidth = vid.fbpwidth;
|
|
int pheight = vid.fbpheight;
|
|
GLenum fmt;
|
|
if (r_refdef.recurse)
|
|
return;
|
|
|
|
if (sh_config.texture_non_power_of_two_pic)
|
|
{
|
|
vwidth = pwidth;
|
|
vheight = pheight;
|
|
}
|
|
else
|
|
{
|
|
vwidth = 1;
|
|
vheight = 1;
|
|
while (vwidth < pwidth)
|
|
{
|
|
vwidth *= 2;
|
|
}
|
|
while (vheight < pheight)
|
|
{
|
|
vheight *= 2;
|
|
}
|
|
}
|
|
|
|
if (vid.flags&VID_FP16)
|
|
fmt = GL_RGBA16F;
|
|
else if (vid.flags&VID_SRGB_FB)
|
|
fmt = GL_SRGB8_EXT;
|
|
else
|
|
fmt = GL_RGB;
|
|
|
|
// 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, fmt, 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 cvar_t gl_specular_fallback;
|
|
|
|
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_PALETTED:
|
|
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->paletted))
|
|
t = shaderstate.curtexnums->paletted;
|
|
else
|
|
t = r_whiteimage;
|
|
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 if (gl_specular_fallback.value<0 && shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->base))
|
|
t = shaderstate.curtexnums->base;
|
|
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_REFLECTCUBE:
|
|
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->reflectcube))
|
|
t = shaderstate.curtexnums->reflectcube;
|
|
else if (shaderstate.curbatch->envmap)
|
|
t = shaderstate.curbatch->envmap;
|
|
else
|
|
t = shaderstate.tex_reflectcube;
|
|
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, t);
|
|
return;
|
|
case T_GEN_REFLECTMASK:
|
|
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->reflectmask))
|
|
t = shaderstate.curtexnums->reflectmask;
|
|
else if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->base))
|
|
t = shaderstate.curtexnums->base;
|
|
else
|
|
t = r_whiteimage;
|
|
break;
|
|
case T_GEN_DISPLACEMENT:
|
|
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->displacement))
|
|
t = shaderstate.curtexnums->displacement;
|
|
else
|
|
t = r_whiteimage;
|
|
break;
|
|
case T_GEN_OCCLUSION:
|
|
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->occlusion))
|
|
t = shaderstate.curtexnums->occlusion;
|
|
else
|
|
t = r_whiteimage;
|
|
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;
|
|
|
|
#ifdef HAVE_MEDIA_DECODER
|
|
case T_GEN_VIDEOMAP:
|
|
t = Media_UpdateForShader(pass->cin);
|
|
if (!TEXLOADED(t))
|
|
t = shaderstate.curtexnums?shaderstate.curtexnums->base:r_nulltex;
|
|
break;
|
|
#endif
|
|
|
|
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[r_refdef.recurse];
|
|
break;
|
|
case T_GEN_REFRACTION:
|
|
if (!r_refract_fboival)
|
|
{
|
|
T_Gen_CurrentRender(tmu);
|
|
return;
|
|
}
|
|
t = shaderstate.tex_refraction[r_refdef.recurse];
|
|
break;
|
|
case T_GEN_REFRACTIONDEPTH:
|
|
t = shaderstate.tex_refractiondepth[r_refdef.recurse];
|
|
break;
|
|
case T_GEN_RIPPLEMAP:
|
|
t = shaderstate.tex_ripplemap[r_refdef.recurse];
|
|
break;
|
|
case T_GEN_GBUFFERCASE:
|
|
t = shaderstate.tex_gbuf[pass->texgen-T_GEN_GBUFFER0];
|
|
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 (const mat3_t a, const 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(const mat3_t in, const 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];
|
|
|
|
//#define R_FastSin(x) sin((x)*(2*M_PI))
|
|
#define R_FastSin(x) r_sintable[FTABLE_CLAMP(x)]
|
|
|
|
static float *FTableForFunc ( unsigned int func )
|
|
{
|
|
switch (func)
|
|
{
|
|
default:
|
|
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;
|
|
|
|
case SHADER_FUNC_NOISE:
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
void Shader_LightPass(struct shaderparsestate_s *ps, const char *shortname, const void *args)
|
|
{
|
|
char shadertext[8192*2];
|
|
extern cvar_t r_drawflat;
|
|
sprintf(shadertext, LIGHTPASS_SHADER, (r_lightmap.ival||r_drawflat.ival)?"#FLAT=1.0":"");
|
|
Shader_DefaultScript(ps, shortname, 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)
|
|
{
|
|
size_t i;
|
|
GLBE_FBO_Destroy(&shaderstate.fbo_lprepass);
|
|
|
|
for (i = 0; i < R_MAX_RECURSE; i++)
|
|
{
|
|
GLBE_FBO_Destroy(&shaderstate.fbo_reflectrefrac[i]);
|
|
if (shaderstate.tex_reflection[i])
|
|
{
|
|
Image_DestroyTexture(shaderstate.tex_reflection[i]);
|
|
shaderstate.tex_reflection[i] = r_nulltex;
|
|
}
|
|
if (shaderstate.tex_refraction[i])
|
|
{
|
|
Image_DestroyTexture(shaderstate.tex_refraction[i]);
|
|
shaderstate.tex_refraction[i] = r_nulltex;
|
|
}
|
|
if (shaderstate.tex_refractiondepth[i])
|
|
{
|
|
Image_DestroyTexture(shaderstate.tex_refractiondepth[i]);
|
|
shaderstate.tex_refractiondepth[i] = r_nulltex;
|
|
}
|
|
}
|
|
if (shaderstate.temptexture)
|
|
{
|
|
Image_DestroyTexture(shaderstate.temptexture);
|
|
shaderstate.temptexture = r_nulltex;
|
|
}
|
|
|
|
//shadowmapping stuff
|
|
if (shadow_fbo_id)
|
|
{
|
|
qglDeleteFramebuffersEXT(1, &shadow_fbo_id);
|
|
shadow_fbo_id = 0;
|
|
shadow_fbo_depth_num = 0;
|
|
}
|
|
for (i = 0; i < countof(shadowmap); i++)
|
|
{
|
|
if (shadowmap[i])
|
|
{
|
|
Image_DestroyTexture(shadowmap[i]);
|
|
shadowmap[i] = r_nulltex;
|
|
}
|
|
}
|
|
|
|
//nuke deferred rendering stuff
|
|
for (i = 0; i < countof(shaderstate.tex_gbuf); i++)
|
|
{
|
|
if (shaderstate.tex_gbuf[i])
|
|
{
|
|
Image_DestroyTexture(shaderstate.tex_gbuf[i]);
|
|
shaderstate.tex_gbuf[i] = r_nulltex;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GLBE_Shutdown(void)
|
|
{
|
|
size_t u;
|
|
GLBE_FBO_Destroy(&shaderstate.fbo_2dfbo);
|
|
GLBE_DestroyFBOs();
|
|
|
|
for (u = 0; u < countof(shaderstate.programfixedemu); u++)
|
|
{
|
|
Shader_ReleaseGeneric(shaderstate.programfixedemu[u]);
|
|
shaderstate.programfixedemu[u] = NULL;
|
|
}
|
|
|
|
BZ_Free(shaderstate.wbatches);
|
|
shaderstate.wbatches = NULL;
|
|
shaderstate.maxwbatches = 0;
|
|
|
|
//on vid_reload, the gl drivers might have various things bound that have since been destroyed/etc
|
|
//so reset that state to avoid any issues with state
|
|
BE_EnableShaderAttributes(0, 0);
|
|
GL_SelectVBO(0);
|
|
GL_SelectEBO(0);
|
|
|
|
for (u = 0; u < countof(shaderstate.currenttextures); u++)
|
|
GL_LazyBind(u, 0, r_nulltex);
|
|
GL_SelectTexture(0);
|
|
}
|
|
|
|
void GLBE_Init(void)
|
|
{
|
|
int i;
|
|
double t;
|
|
|
|
GLBE_Shutdown();
|
|
|
|
memset(&shaderstate, 0, sizeof(shaderstate));
|
|
|
|
shaderstate.curentity = &r_worldentity;
|
|
be_maxpasses = gl_config_nofixedfunc?1:gl_mtexarbable;
|
|
be_maxpasses = min(SHADER_TMU_MAX, min(be_maxpasses, 32-VATTR_LEG_TMU0));
|
|
gl_stencilbits = 0;
|
|
#ifndef GLESONLY
|
|
if (!gl_config_gles && 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);
|
|
if (qglGetError())
|
|
gl_stencilbits = 8;
|
|
}
|
|
else
|
|
#endif
|
|
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;
|
|
shaderstate.dummybatch.lmlightstyle[i] = INVALID_LIGHTSTYLE;
|
|
shaderstate.dummybatch.vtlightstyle[i] = ~0;
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
|
Sh_CheckSettings();
|
|
if ((r_shadow_realtime_dlight.ival && r_shadow_shadowmapping.ival) ||
|
|
(r_shadow_realtime_world.ival && r_shadow_shadowmapping.ival) )
|
|
{ //we expect some lights that will need shadowmapped shadows.
|
|
GLBE_RegisterLightShader(LSHADER_SMAP);
|
|
GLBE_RegisterLightShader(LSHADER_SMAP|LSHADER_CUBE);
|
|
GLBE_RegisterLightShader(LSHADER_SMAP|LSHADER_SPOT);
|
|
}
|
|
if ((r_shadow_realtime_dlight.ival && (!r_shadow_shadowmapping.ival || !r_shadow_realtime_dlight_shadows.ival)) ||
|
|
(r_shadow_realtime_world.ival && (!r_shadow_shadowmapping.ival || !r_shadow_realtime_world_shadows.ival )) )
|
|
{ //these are also used when there's no shadow.
|
|
//FIXME: should also happen if there's static world lights without shadows. Move elsewhere?
|
|
GLBE_RegisterLightShader(LSHADER_STANDARD);
|
|
GLBE_RegisterLightShader(LSHADER_STANDARD|LSHADER_CUBE);
|
|
GLBE_RegisterLightShader(LSHADER_STANDARD|LSHADER_SPOT);
|
|
}
|
|
#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 (
|
|
#if 1//defined(QUAKETC)
|
|
//TCs are expected to be using glsl and weird overbright things etc, don't take the risk.
|
|
(!sh_config.progs_supported)
|
|
#else
|
|
//Q3 can get away with tex_env_combine for everything, if only because the content allows everything to be flattened to a single pass if needed...
|
|
//some shaders might screw up from our approach though...
|
|
(!gl_config.tex_env_combine && !gl_config_nofixedfunc)
|
|
#endif
|
|
&& 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();
|
|
|
|
memset(&shaderstate.streamvbo, 0, sizeof(shaderstate.streamvbo));
|
|
memset(&shaderstate.streamebo, 0, sizeof(shaderstate.streamebo));
|
|
memset(&shaderstate.streamvao, 0, sizeof(shaderstate.streamvao));
|
|
//only do this where we have to.
|
|
if (qglBufferDataARB && gl_config_nofixedfunc
|
|
#ifndef FTE_TARGET_WEB
|
|
&& !gl_config_gles
|
|
#endif
|
|
)
|
|
{
|
|
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
|
|
|
|
#define MAX_ARRAY_VERTS 65536
|
|
static vecV_t vertexarray[MAX_ARRAY_VERTS];
|
|
#if 1//ndef GLSLONLY
|
|
static avec4_t coloursarray[MAX_ARRAY_VERTS];
|
|
#ifdef FTE_TARGET_WEB
|
|
static float texcoordarray[1][MAX_ARRAY_VERTS*2];
|
|
#else
|
|
static float texcoordarray[SHADER_PASS_MAX][MAX_ARRAY_VERTS*2];
|
|
#endif
|
|
|
|
/*========================================== 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;
|
|
}
|
|
}
|
|
|
|
#ifndef GLSLONLY
|
|
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 && fog->visibleplane)
|
|
{
|
|
eye = (DotProduct(r_refdef.vieworg, fog->visibleplane->normal) - fog->visibleplane->dist);
|
|
if (eye < 1)
|
|
eye = 1; //avoids a nan
|
|
|
|
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;
|
|
st[1] = point / (point - eye);
|
|
if (st[1] > 31/32.0)
|
|
st[1] = 31/32.0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), st += 2 )
|
|
{
|
|
z = DotProduct(xyz, zmat) + zmat[3];
|
|
st[0] = z;
|
|
st[1] = 31/32.0;
|
|
}
|
|
}
|
|
}
|
|
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];
|
|
}
|
|
#endif
|
|
|
|
static float *tcgen3(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
|
|
{
|
|
int i;
|
|
vecV_t *src;
|
|
switch (pass->tcgen)
|
|
{
|
|
default:
|
|
case TC_GEN_SKYBOX:
|
|
src = mesh->xyz_array;
|
|
for (i = 0; i < cnt; i++, dst += 3)
|
|
{
|
|
dst[0] = src[i][0] - r_refdef.vieworg[0];
|
|
dst[1] = src[i][1] - r_refdef.vieworg[1];
|
|
dst[2] = src[i][2] - r_refdef.vieworg[2];
|
|
}
|
|
return dst-cnt*3;
|
|
|
|
// case TC_GEN_WOBBLESKY:
|
|
// case TC_GEN_REFLECT:
|
|
// break;
|
|
}
|
|
}
|
|
static float *tcgen(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
|
|
{
|
|
int i;
|
|
vecV_t *src;
|
|
switch (pass->tcgen)
|
|
{
|
|
default:
|
|
case TC_GEN_BASE:
|
|
return (float*)mesh->st_array;
|
|
case TC_GEN_LIGHTMAP:
|
|
if (!mesh->lmst_array[0])
|
|
return (float*)mesh->st_array;
|
|
else
|
|
return (float*)mesh->lmst_array[0];
|
|
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)
|
|
{
|
|
dst[0] = DotProduct(pass->tcgenvec[0], src[i]);
|
|
dst[1] = DotProduct(pass->tcgenvec[1], src[i]);
|
|
}
|
|
return dst-cnt*2;
|
|
|
|
// 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;
|
|
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;
|
|
|
|
case SHADER_TCMOD_PAGE:
|
|
{ //simple atlas bias with no scaling. use a separate tcmod for that.
|
|
int w = tcmod->args[0];
|
|
int h = tcmod->args[1];
|
|
float f = shaderstate.curtime / (tcmod->args[2]*w*h);
|
|
int idx = (f - floor(f))*w*h;
|
|
t1 = (idx%w)/tcmod->args[0];
|
|
t2 = (idx/w)/tcmod->args[1];
|
|
|
|
for (j = 0; j < cnt; j++, dst += 2, src+=2)
|
|
{
|
|
dst[0] = src[0] + t1;
|
|
dst[1] = src[1] + t2;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void GenerateTCMods3(const shaderpass_t *pass, int passnum)
|
|
{
|
|
#if 1
|
|
int m;
|
|
float *src;
|
|
mesh_t *mesh;
|
|
for (m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
mesh = shaderstate.meshes[m];
|
|
|
|
src = tcgen3(pass, mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*3, mesh);
|
|
|
|
if (src != texcoordarray[passnum]+mesh->vbofirstvert*3)
|
|
{
|
|
//this shouldn't actually ever be true
|
|
memcpy(texcoordarray[passnum]+mesh->vbofirstvert*3, src, sizeof(vec3_t)*mesh->numvertexes);
|
|
}
|
|
}
|
|
shaderstate.pendingtexcoordparts[passnum] = 3;
|
|
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)*3, NULL, GL_STREAM_DRAW_ARB);
|
|
for (; meshlist; meshlist = meshlist->next)
|
|
{
|
|
int i;
|
|
float *src;
|
|
src = tcge3n(pass, meshlist->numvertexes, texcoordarray[passnum], meshlist);
|
|
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
|
|
}
|
|
|
|
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, 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 MAXRLIGHTMAPS > 1
|
|
if (mesh->colors4f_array[1])
|
|
{
|
|
float lm[MAXRLIGHTMAPS];
|
|
lm[0] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f*shaderstate.identitylighting;
|
|
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;
|
|
while((cnt)--)
|
|
{
|
|
VectorScale( mesh->colors4f_array[0][cnt], lm[0], dst[cnt]);
|
|
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]);
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
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_ENTITY_LIGHTING_DIFFUSE:
|
|
R_LightArrays(shaderstate.curentity, mesh->xyz_array, dst, cnt, mesh->normals_array, shaderstate.identitylighting, true);
|
|
break;
|
|
case RGB_GEN_LIGHTING_DIFFUSE:
|
|
R_LightArrays(shaderstate.curentity, mesh->xyz_array, dst, cnt, mesh->normals_array, shaderstate.identitylighting, false);
|
|
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)
|
|
{
|
|
R_FetchPlayerColour(shaderstate.curentity->topcolour, dst[0]);
|
|
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)
|
|
{
|
|
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, dst[0]);
|
|
while((cnt)--)
|
|
{
|
|
dst[cnt][0] = dst[0][0];
|
|
dst[cnt][1] = dst[0][1];
|
|
dst[cnt][2] = dst[0][2];
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
static qboolean BE_GenTempMeshVBO(vbo_t **vbo, mesh_t *m);
|
|
static void DeformGen_Text(int stringid, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
|
|
{
|
|
#define maxlen 32
|
|
vecV_t *textverts = vertexarray;
|
|
static vec2_t texttc[maxlen*4];
|
|
extern index_t r_quad_indexes[];
|
|
static mesh_t textmesh, *meshptr = &textmesh;
|
|
int i;
|
|
vec3_t org;
|
|
vec3_t right;
|
|
vec3_t down;
|
|
float s, t, d;
|
|
char cvarname[64];
|
|
const char *text;
|
|
Q_snprintfz(cvarname, sizeof(cvarname), "r_shadertext_%i", stringid);
|
|
text = Cvar_Get(cvarname, "", 0, "Shader System")->string;
|
|
VectorCopy(mesh->snormals_array[0], right);
|
|
VectorNegate(mesh->tnormals_array[0], down);
|
|
CrossProduct(right, down, org);
|
|
if (DotProduct(mesh->normals_array[0], org) > 0)
|
|
VectorNegate(right, right);
|
|
VectorClear(org);
|
|
for (i = 0; i < cnt; i++)
|
|
VectorAdd(org, src[i], org);
|
|
VectorScale(org, 1.0/i, org);
|
|
for (i = 0, s = 0; i < 4; i++)
|
|
{
|
|
d = DotProduct(right, src[i]) - DotProduct(right, org);
|
|
if (s < d)
|
|
s = d;
|
|
}
|
|
i = strlen(text);
|
|
VectorScale(right, 2*s/i, right);
|
|
VectorScale(down, 2*s/i, down);
|
|
VectorMA(org, -i*0.5, right, org);
|
|
|
|
memset(&textmesh, 0, sizeof(textmesh));
|
|
textmesh.indexes = r_quad_indexes;
|
|
textmesh.xyz_array = textverts;
|
|
textmesh.st_array = texttc;
|
|
|
|
org[1] += 0;
|
|
|
|
for (i = 0; i < maxlen; )
|
|
{
|
|
qbyte c = *text++;
|
|
if (!c)
|
|
break;
|
|
if (c != ' ')
|
|
{
|
|
const float sz = 1 / 16.0f;
|
|
s = (c&15)*sz;
|
|
t = (c>>4)*sz;
|
|
VectorCopy(org, textverts[i*4+0]);
|
|
Vector2Set(texttc[i*4+0], s, t);
|
|
|
|
VectorAdd(textverts[i*4+0], right, textverts[i*4+1]);
|
|
Vector2Set(texttc[i*4+1], s+sz, t);
|
|
|
|
VectorAdd(textverts[i*4+1], down, textverts[i*4+2]);
|
|
Vector2Set(texttc[i*4+2], s+sz, t+sz);
|
|
|
|
VectorAdd(textverts[i*4+0], down, textverts[i*4+3]);
|
|
Vector2Set(texttc[i*4+3], s, t+sz);
|
|
i++;
|
|
}
|
|
VectorAdd(org, right, org);
|
|
}
|
|
textmesh.numindexes = i*6;
|
|
textmesh.numvertexes = i*4;
|
|
|
|
if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, &textmesh))
|
|
return;
|
|
shaderstate.meshcount = 1;
|
|
shaderstate.meshes = &meshptr;
|
|
#undef maxlen
|
|
}
|
|
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:
|
|
if (!mesh->normals_array)
|
|
{
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
break;
|
|
}
|
|
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+3 < cnt; j+=4, src+=4, dst+=4)
|
|
{
|
|
vec3_t mid, d;
|
|
vec2_t mid2;
|
|
float radius, s,t;
|
|
vec2_t *fte_restrict st = &mesh->st_array[j];
|
|
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 = VectorLength(d) * 0.707;
|
|
|
|
mid2[0] = 0.25*(st[0][0] + st[1][0] + st[2][0] + st[3][0]);
|
|
mid2[1] = 0.25*(st[0][1] + st[1][1] + st[2][1] + st[3][1]);
|
|
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
//q3 fully regenerates verts. we don't because that destroys ST coords.
|
|
//even so, if the ST coords are non-centered for some reason then we still need to get the right values as if they were.
|
|
//hence the mid2.
|
|
s = (st[k][0] > mid2[0])?1:-1;
|
|
t = (st[k][1] > mid2[1])?1:-1;
|
|
dst[k][0] = mid[0] + radius*(s*shaderstate.modelviewmatrix[0+0]-t*shaderstate.modelviewmatrix[0+1]);
|
|
dst[k][1] = mid[1] + radius*(s*shaderstate.modelviewmatrix[4+0]-t*shaderstate.modelviewmatrix[4+1]);
|
|
dst[k][2] = mid[2] + radius*(s*shaderstate.modelviewmatrix[8+0]-t*shaderstate.modelviewmatrix[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, tv2;
|
|
|
|
quad[0] = (float *)(src + mesh->indexes[k+0]);
|
|
quad[1] = (float *)(src + mesh->indexes[k+1]);
|
|
quad[2] = (float *)(src + mesh->indexes[k+2]);
|
|
|
|
for (j = 2; j >= 0; j--)
|
|
{
|
|
quad[3] = (float *)(src + 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++)
|
|
{
|
|
int v = ((vecV_t*)quad[j]-src);
|
|
VectorSubtract(quad[j], rot_centre, tv);
|
|
Matrix3_Multiply_Vec3((const vec3_t*)result, tv, tv2);
|
|
VectorAdd(rot_centre, tv2, dst[v]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// case DEFORMV_PROJECTION_SHADOW:
|
|
// break;
|
|
|
|
case DEFORMV_TEXT:
|
|
DeformGen_Text(deformv->args[0], cnt, src, dst, mesh);
|
|
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;
|
|
}
|
|
|
|
#if 1//ndef GLSLONLY
|
|
|
|
/*======================================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:
|
|
if (!mesh->normals_array)
|
|
{
|
|
while(cnt--)
|
|
dst[cnt][3] = 0.2;
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
|
|
|
|
if (!Matrix3_Compare((const vec3_t*)shaderstate.curentity->axis, (const vec3_t*)axisDefault))
|
|
{
|
|
Matrix3_Multiply_Vec3(shaderstate.curentity->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)
|
|
{
|
|
colourgen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist);
|
|
alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist);
|
|
shaderstate.colourarraytype = 0;
|
|
shaderstate.pendingcolourvbo = 0;
|
|
shaderstate.pendingcolourpointer = NULL;
|
|
}
|
|
else
|
|
{
|
|
extern cvar_t r_nolightdir;
|
|
if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE || pass->rgbgen == RGB_GEN_ENTITY_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.colourarraytype = 0;
|
|
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.colourarraytype = 0;
|
|
shaderstate.pendingcolourvbo = 0;
|
|
shaderstate.pendingcolourpointer = NULL;
|
|
return;
|
|
}
|
|
if (r_nolightdir.ival || (!shaderstate.curentity->light_range[0] && !shaderstate.curentity->light_range[1] && !shaderstate.curentity->light_range[2]))
|
|
{
|
|
VectorCopy(shaderstate.curentity->light_avg, shaderstate.pendingcolourflat);
|
|
alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist);
|
|
shaderstate.colourarraytype = 0;
|
|
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.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
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:
|
|
GenerateTCMods3(pass, tmu);
|
|
break;
|
|
//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_DEPTHFUNC_BITS);
|
|
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) || (sbits & SBITS_ATEST_GE128)) /*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_DEPTHFUNC_BITS))
|
|
{
|
|
extern int gldepthfunc;
|
|
switch (sbits & SBITS_DEPTHFUNC_BITS)
|
|
{
|
|
case SBITS_DEPTHFUNC_EQUAL:
|
|
qglDepthFunc(GL_EQUAL);
|
|
break;
|
|
case SBITS_DEPTHFUNC_FURTHER:
|
|
if (gldepthfunc == GL_LEQUAL)
|
|
qglDepthFunc(GL_GREATER);
|
|
else
|
|
qglDepthFunc(GL_LESS);
|
|
break;
|
|
case SBITS_DEPTHFUNC_CLOSER:
|
|
if (gldepthfunc == GL_LEQUAL)
|
|
qglDepthFunc(GL_LESS);
|
|
else
|
|
qglDepthFunc(GL_GREATER);
|
|
break;
|
|
default:
|
|
case SBITS_DEPTHFUNC_CLOSEREQUAL:
|
|
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_TESSELLATION) && qglPNTrianglesiATI)
|
|
{
|
|
if ((sbits & SBITS_TESSELLATION) && r_tessellation.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(qboolean usetesselation)
|
|
{
|
|
int startv, starti, endv, endi;
|
|
int m;
|
|
mesh_t *mesh;
|
|
int batchtype;
|
|
|
|
if (usetesselation)
|
|
{
|
|
m = (shaderstate.flags & BEF_LINES)?2:3;
|
|
if (shaderstate.curpatchverts != m)
|
|
{
|
|
shaderstate.curpatchverts = m;
|
|
qglPatchParameteriARB(GL_PATCH_VERTICES_ARB, m);
|
|
}
|
|
batchtype = GL_PATCHES_ARB;
|
|
}
|
|
else
|
|
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 - 1, mesh->numindexes, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + mesh->vbofirstelement);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
DRAWCALL("BE_SubmitMeshChain 1");
|
|
RQuantAdd(RQUANT_PRIMITIVEINDICIES, mesh->numindexes);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
index_t *fte_restrict ilst; //FIXME: this should be cached for multiple-pass shaders.
|
|
GL_SelectEBO(0);
|
|
|
|
//FIXME: use a coherant persistently mapped buffer.
|
|
|
|
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 - 1, endi, GL_INDEX_TYPE, ilst);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
DRAWCALL("BE_SubmitMeshChain N");
|
|
RQuantAdd(RQUANT_PRIMITIVEINDICIES, endi);
|
|
}
|
|
return;
|
|
}
|
|
else if (qglMultiDrawElements)
|
|
{ //if we're drawing via a VBO then we don't really need DrawRangeElements any more.
|
|
//and avoiding so many calls into the driver also gives the driver a chance to optimise the draws instead of constantly checking if anything changed.
|
|
static GLsizei counts[1024];
|
|
static const GLvoid *indicies[countof(counts)];
|
|
GLsizei drawcount = 0;
|
|
GL_SelectEBO(shaderstate.sourcevbo->indicies.gl.vbo);
|
|
|
|
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;
|
|
}
|
|
}
|
|
if (drawcount == countof(counts))
|
|
{
|
|
qglMultiDrawElements(batchtype, counts, GL_INDEX_TYPE, indicies, drawcount);
|
|
RQuantAdd(RQUANT_DRAWS, drawcount);
|
|
DRAWCALL("BE_SubmitMeshChain MultiDraw");
|
|
drawcount = 0;
|
|
}
|
|
counts[drawcount] = endi-starti;
|
|
indicies[drawcount] = (index_t*)shaderstate.sourcevbo->indicies.gl.addr + starti;
|
|
drawcount++;
|
|
RQuantAdd(RQUANT_PRIMITIVEINDICIES, endi-starti);
|
|
}
|
|
qglMultiDrawElements(batchtype, counts, GL_INDEX_TYPE, indicies, drawcount);
|
|
RQuantAdd(RQUANT_DRAWS, drawcount);
|
|
DRAWCALL("BE_SubmitMeshChain MultiDraw");
|
|
}
|
|
#if 0 //def FTE_TARGET_WEB
|
|
else if (shaderstate.meshcount > 1)
|
|
{ //FIXME: not really needed if index lists are consecutive
|
|
index_t *tmp;
|
|
int ebo;
|
|
|
|
for (endi = 0, m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
mesh = shaderstate.meshes[m];
|
|
endi += mesh->numindexes;
|
|
}
|
|
tmp = alloca(endi * sizeof(*tmp));
|
|
for (endi = 0, m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
mesh = shaderstate.meshes[m];
|
|
for (starti = 0; starti < mesh->numindexes; starti++)
|
|
tmp[endi++] = mesh->vbofirstvert + mesh->indexes[starti];
|
|
}
|
|
|
|
shaderstate.streamid = (shaderstate.streamid + 1) & (sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]) - 1);
|
|
ebo = shaderstate.streamebo[shaderstate.streamid];
|
|
GL_SelectEBO(ebo);
|
|
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*tmp) * endi, tmp, GL_STREAM_DRAW_ARB);
|
|
qglDrawElements(batchtype, endi, GL_INDEX_TYPE, NULL);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
RQuantAdd(RQUANT_PRIMITIVEINDICIES, endi);
|
|
}
|
|
#endif
|
|
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 - 1, endi-starti, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + starti);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
DRAWCALL("BE_SubmitMeshChain Fallback");
|
|
RQuantAdd(RQUANT_PRIMITIVEINDICIES, endi-starti);
|
|
}
|
|
/*
|
|
if (qglUnlockArraysEXT)
|
|
qglUnlockArraysEXT();
|
|
*/
|
|
}
|
|
}
|
|
|
|
#ifndef GLSLONLY
|
|
static void DrawPass(const shaderpass_t *pass)
|
|
{
|
|
int i;
|
|
#if MAXRLIGHTMAPS > 1
|
|
int j, k;
|
|
#endif
|
|
int tmu;
|
|
int lastpass = pass->numMergedPasses;
|
|
unsigned int attr = (1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR);
|
|
|
|
for (i = 0; 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;
|
|
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
|
|
|
|
#if MAXRLIGHTMAPS > 1
|
|
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(false);
|
|
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<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR);
|
|
attr |= (1u<<(VATTR_LEG_TMU0+tmu));
|
|
|
|
tmu++;
|
|
}
|
|
|
|
//might need to break the pass here
|
|
if (j > 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(false);
|
|
tmu = 0;
|
|
|
|
BE_SendPassBlendDepthMask(pass[i+1].shaderbits);
|
|
GenerateColourMods(&pass[i+1]);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
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(false);
|
|
}
|
|
#endif
|
|
|
|
static void BE_Program_Set_Attributes(const program_t *prog, struct programpermu_s *perm, qboolean entunchanged)
|
|
{
|
|
vec4_t param4;
|
|
int r, g;//, b;
|
|
int i;
|
|
unsigned int ph;
|
|
const shaderprogparm_t *p;
|
|
|
|
if (perm->factorsuniform != -1)
|
|
qglUniform4fvARB(perm->factorsuniform, countof(shaderstate.curshader->factors), shaderstate.curshader->factors[0]);
|
|
|
|
/*don't bother setting it if the ent properties are unchanged (but do if the mesh changed)*/
|
|
if (entunchanged)
|
|
return;
|
|
|
|
p = perm->parm;
|
|
for (i = perm->numparms; i > 0; i--, p++)
|
|
{
|
|
ph = p->handle;
|
|
switch(p->type)
|
|
{
|
|
/*
|
|
case SP_UBO_ENTITYINFO:
|
|
struct
|
|
{
|
|
vec2_t blendweights;
|
|
vec2_t pad1;
|
|
vec3_t glowmod;
|
|
vec_t pad2;
|
|
vec3_t origin;
|
|
vec_t pad3;
|
|
vec4_t colormod;
|
|
vec3_t glowmod;
|
|
vec_t pad4;
|
|
vec3_t uppercolour;
|
|
vec_t pad5;
|
|
vec3_t lowercolour;
|
|
vec_t pad6;
|
|
vec3_t fogcolours;
|
|
vec_t fogalpha;
|
|
vec3_t vlightdir;
|
|
vec_t fogdensity;
|
|
vec3_t vlightmul;
|
|
vec_t fogdepthbias;
|
|
vec3_t vlightadd;
|
|
vec_t time;
|
|
} u_entityinfo;
|
|
|
|
Vector2Copy(shaderstate.meshes[0]->xyz_blendw, u_entityinfo.blendweights);
|
|
VectorCopy(shaderstate.curentity->glowmod, u_entityinfo.glowmod);
|
|
VectorCopy(shaderstate.curentity->origin, u_entityinfo.origin);
|
|
Vector4Copy(shaderstate.curentity->shaderRGBAf, u_entityinfo.colormod);
|
|
R_FetchPlayerColour(shaderstate.curentity->topcolour, u_entityinfo.uppercolour);
|
|
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, u_entityinfo.lowercolour);
|
|
Vector3Copy(r_refdef.globalfog.colour, u_entityinfo.fogcolours);
|
|
u_entityinfo.fogalpha = r_refdef.globalfog.alpha;
|
|
u_entityinfo.fogdensity = r_refdef.globalfog.density;
|
|
u_entityinfo.fogdepthbias = r_refdef.globalfog.depthbias;
|
|
u_entityinfo.time = shaderstate.curtime;
|
|
Vector3Copy(shaderstate.curentity->light_dir, u_entityinfo.vlightdir);
|
|
Vector3Copy(shaderstate.curentity->light_range, u_entityinfo.vlightmul);
|
|
Vector3Copy(shaderstate.curentity->light_avg, u_entityinfo.vlightadd);
|
|
break;
|
|
*/
|
|
|
|
/*
|
|
case SP_UBO_LIGHTINFO:
|
|
struct
|
|
{
|
|
vec3_t toscreen;
|
|
vec_t lightradius;
|
|
vec3_t lightcolours;
|
|
vec_t pad1;
|
|
vec3_t lightcolourscale;
|
|
vec_t pad2;
|
|
vec3_t lightorigin_modelspace;
|
|
vec_t pad3;
|
|
matrix4x4_t lightcubematrix;
|
|
vec4_t lightshadowmapproj;
|
|
vec2_t lightshadowmapscale;
|
|
vec2_t pad4;
|
|
} u_lightinfo;
|
|
{
|
|
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;
|
|
u_lightinfo.toscreen[0] = (v[0]/v[3]) + 0.5;
|
|
u_lightinfo.toscreen[1] = (v[1]/v[3]) + 0.5;
|
|
u_lightinfo.toscreen[2] = (v[2]/v[3]) + 0.5;
|
|
}
|
|
u_lightinfo.lightradius = shaderstate.lightradius;
|
|
Vector3Copy(shaderstate.lightcolours, u_lightinfo.lightcolours);
|
|
|
|
Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, shaderstate.lightorg, u_lightinfo.lightorigin_modelspace);
|
|
Vector3Copy(shaderstate.lightcolourscale, u_lightinfo.lightcolourscale);
|
|
Matrix4_Multiply(shaderstate.lightprojmatrix, shaderstate.modelmatrix, u_lightinfo.lightcubematrix);
|
|
Vector4Copy(shaderstate.lightshadowmapproj, u_lightinfo.lightshadowmapproj);
|
|
Vector2Copy(shaderstate.lightshadowmapscale, u_lightinfo.lightshadowmapscale);
|
|
break;
|
|
*/
|
|
case SP_M_VIEW:
|
|
qglUniformMatrix4fvARB(ph, 1, false, r_refdef.m_view);
|
|
break;
|
|
case SP_M_PROJECTION:
|
|
qglUniformMatrix4fvARB(ph, 1, false, shaderstate.projectionmatrix);
|
|
break;
|
|
case SP_M_MODELVIEW:
|
|
qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelviewmatrix);
|
|
break;
|
|
case SP_M_MODELVIEWPROJECTION:
|
|
{
|
|
float m16[16];
|
|
Matrix4_Multiply(shaderstate.projectionmatrix, shaderstate.modelviewmatrix, m16);
|
|
qglUniformMatrix4fvARB(ph, 1, false, m16);
|
|
}
|
|
break;
|
|
case SP_M_INVMODELVIEWPROJECTION:
|
|
{
|
|
float m16[16], inv[16];
|
|
Matrix4_Multiply(shaderstate.projectionmatrix, shaderstate.modelviewmatrix, m16);
|
|
Matrix4_Invert(m16, inv);
|
|
qglUniformMatrix4fvARB(ph, 1, false, inv);
|
|
}
|
|
break;
|
|
case SP_M_INVMODELVIEW:
|
|
{
|
|
float inv[9];
|
|
Matrix3x4_InvertTo3x3(shaderstate.modelviewmatrix, inv);
|
|
qglUniformMatrix3fvARB(ph, 1, false, inv);
|
|
}
|
|
break;
|
|
case SP_M_MODEL:
|
|
qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelmatrix);
|
|
break;
|
|
case SP_M_ENTBONES_PACKED:
|
|
qglUniform4fvARB(ph, shaderstate.sourcevbo->numbones*3, shaderstate.sourcevbo->bones);
|
|
break;
|
|
case SP_M_ENTBONES_MAT3X4:
|
|
qglUniformMatrix3x4fv(ph, shaderstate.sourcevbo->numbones, false, shaderstate.sourcevbo->bones);
|
|
break;
|
|
case SP_M_INVVIEWPROJECTION:
|
|
{
|
|
float m16[16], inv[16];
|
|
Matrix4_Multiply(shaderstate.projectionmatrix, 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 & 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<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
|
|
VectorSet(colscale[j], sc, sc, sc);
|
|
}
|
|
else
|
|
{
|
|
VectorSet(colscale[j], shaderstate.identitylighting, shaderstate.identitylighting, shaderstate.identitylighting);
|
|
}
|
|
colscale[j][3] = 1;
|
|
|
|
VectorScale(colscale[j], d_lightstylevalue[s]/256.0f, colscale[j]);
|
|
}
|
|
|
|
qglUniform4fvARB(ph, j, (GLfloat*)colscale);
|
|
shaderstate.lastuniform = 0;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
vec4_t param4;
|
|
if (shaderstate.curbatch->flags & BEF_NODLIGHT)
|
|
{
|
|
Vector4Set(param4, 1, 1, 1, 1);
|
|
}
|
|
else
|
|
{
|
|
Vector4Set(param4, shaderstate.identitylighting, shaderstate.identitylighting, shaderstate.identitylighting, 1);
|
|
}
|
|
qglUniform4fvARB(ph, 1, (GLfloat*)param4);
|
|
}
|
|
break;
|
|
case SP_E_LMSCALE:
|
|
#if MAXRLIGHTMAPS > 1
|
|
if (perm->permutation & PERMUTATION_LIGHTSTYLES)
|
|
{
|
|
vec4_t colscale[MAXRLIGHTMAPS];
|
|
int j, s;
|
|
for (j = 0; j < MAXRLIGHTMAPS ; j++)
|
|
{
|
|
s = shaderstate.curbatch->lmlightstyle[j];
|
|
if (s == INVALID_LIGHTSTYLE)
|
|
{
|
|
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) && !shaderstate.force2d)
|
|
{
|
|
float sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
|
|
VectorSet(colscale[j], sc, sc, sc);
|
|
}
|
|
else
|
|
{
|
|
VectorSet(colscale[j], shaderstate.identitylighting, shaderstate.identitylighting, shaderstate.identitylighting);
|
|
}
|
|
colscale[j][3] = 1;
|
|
|
|
VectorScale(colscale[j], d_lightstylevalue[s]/256.0f, colscale[j]);
|
|
}
|
|
|
|
qglUniform4fvARB(ph, j, (GLfloat*)colscale);
|
|
shaderstate.lastuniform = 0;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
unsigned short s;
|
|
if (shaderstate.curentity->model && (shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT) && !shaderstate.force2d)
|
|
{
|
|
float sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
|
|
Vector4Set(param4, sc, sc, sc, 1);
|
|
}
|
|
else
|
|
{
|
|
Vector4Set(param4, shaderstate.identitylighting, shaderstate.identitylighting, shaderstate.identitylighting, 1);
|
|
}
|
|
|
|
s = shaderstate.curbatch->lmlightstyle[0]; //only one style.
|
|
if (s != INVALID_LIGHTSTYLE)
|
|
VectorScale(param4, d_lightstylevalue[s]/256.0f, param4);
|
|
|
|
qglUniform4fvARB(ph, 1, (GLfloat*)param4);
|
|
}
|
|
break;
|
|
|
|
case SP_E_GLOWMOD:
|
|
qglUniform3fvARB(ph, 1, (GLfloat*)shaderstate.curentity->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_S_COLOUR:
|
|
if (shaderstate.colourarraytype)
|
|
qglUniform4fARB(ph, 1, 1, 1, 1); //invalid use
|
|
else
|
|
qglUniform4fvARB(ph, 1, (GLfloat*)shaderstate.pendingcolourflat);
|
|
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_FetchPlayerColour(shaderstate.curentity->topcolour, param4);
|
|
qglUniform3fvARB(ph, 1, param4);
|
|
break;
|
|
case SP_E_BOTTOMCOLOURS:
|
|
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, param4);
|
|
qglUniform3fvARB(ph, 1, param4);
|
|
break;
|
|
|
|
case SP_SOURCESIZE:
|
|
if (shaderstate.tex_sourcecol)
|
|
{
|
|
param4[0] = shaderstate.tex_sourcecol->width;
|
|
param4[1] = shaderstate.tex_sourcecol->height;
|
|
}
|
|
else if (shaderstate.tex_sourcedepth)
|
|
{
|
|
param4[0] = shaderstate.tex_sourcedepth->width;
|
|
param4[1] = shaderstate.tex_sourcedepth->height;
|
|
}
|
|
else
|
|
{
|
|
param4[0] = 1;
|
|
param4[1] = 1;
|
|
}
|
|
qglUniform2fvARB(ph, 1, param4);
|
|
break;
|
|
case SP_RENDERTEXTURESCALE:
|
|
if (sh_config.texture_non_power_of_two_pic)
|
|
{
|
|
param4[0] = 1;
|
|
param4[1] = 1;
|
|
}
|
|
else
|
|
{
|
|
r = 1;
|
|
g = 1;
|
|
while (r < vid.pixelwidth)
|
|
param4[0] *= 2;
|
|
while (g < vid.pixelheight)
|
|
param4[1] *= 2;
|
|
param4[0] = vid.pixelwidth/param4[0];
|
|
param4[1] = vid.pixelheight/param4[1];
|
|
}
|
|
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(shaderstate.projectionmatrix, 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_W_USER:
|
|
qglUniform4fvARB(ph, countof(r_refdef.userdata), r_refdef.userdata[0]); //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_LIGHTDIRECTION:
|
|
{
|
|
/*light position in model space*/
|
|
vec3_t t2;
|
|
Matrix4x4_CM_Transform3x3(shaderstate.modelmatrixinv, shaderstate.lightdir, 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:
|
|
if (shaderstate.mode == BEM_DEPTHDARK)
|
|
qglUniform3fvARB(ph, 1, vec3_origin);
|
|
else
|
|
qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_range);
|
|
break;
|
|
case SP_E_L_AMBIENT:
|
|
if (shaderstate.mode == BEM_DEPTHDARK)
|
|
qglUniform3fvARB(ph, 1, vec3_origin);
|
|
else
|
|
qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_avg);
|
|
break;
|
|
|
|
case SP_E_TIME:
|
|
qglUniform1fARB(ph, shaderstate.curtime);
|
|
break;
|
|
case SP_CONST1I:
|
|
case SP_TEXTURE:
|
|
qglUniform1iARB(ph, p->ival[0]);
|
|
break;
|
|
case SP_CONST1F:
|
|
qglUniform1fARB(ph, p->fval[0]);
|
|
break;
|
|
case SP_CONST2F:
|
|
qglUniform3fARB(ph, p->fval[0], p->fval[1], 0);
|
|
break;
|
|
case SP_CONST3F:
|
|
qglUniform3fARB(ph, p->fval[0], p->fval[1], p->fval[2]);
|
|
break;
|
|
case SP_CONST4F:
|
|
qglUniform4fARB(ph, p->fval[0], p->fval[1], p->fval[2], p->fval[3]);
|
|
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:
|
|
qglUniform3fvARB(ph, 1, ((cvar_t*)p->pval)->vec4);
|
|
break;
|
|
case SP_CVAR4F:
|
|
qglUniform3fvARB(ph, 1, ((cvar_t*)p->pval)->vec4);
|
|
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)
|
|
{
|
|
int i;
|
|
|
|
int perm;
|
|
|
|
struct programpermu_s *permu;
|
|
|
|
perm = 0;
|
|
if (shaderstate.sourcevbo->numbones)
|
|
perm |= PERMUTATION_SKELETAL;
|
|
#ifdef NONSKELETALMODELS
|
|
if (shaderstate.sourcevbo->coord2.gl.addr)
|
|
perm |= PERMUTATION_FRAMEBLEND;
|
|
#endif
|
|
if (TEXLOADED(shaderstate.curtexnums->bump))
|
|
perm |= PERMUTATION_BUMPMAP;
|
|
if (TEXLOADED(shaderstate.curtexnums->fullbright))
|
|
perm |= PERMUTATION_FULLBRIGHT;
|
|
if ((TEXLOADED(shaderstate.curtexnums->loweroverlay) || TEXLOADED(shaderstate.curtexnums->upperoverlay)))
|
|
perm |= PERMUTATION_UPPERLOWER;
|
|
if (r_refdef.globalfog.density)
|
|
perm |= PERMUTATION_FOG;
|
|
// if (TEXLOADED(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
|
|
// perm |= PERMUTATION_DELUXE;
|
|
if ((TEXLOADED(shaderstate.curtexnums->reflectcube) || TEXLOADED(shaderstate.curtexnums->reflectmask)))
|
|
perm |= PERMUTATION_REFLECTCUBEMASK;
|
|
#if MAXRLIGHTMAPS > 1
|
|
if (shaderstate.curbatch->lightmap[1] >= 0)
|
|
perm |= PERMUTATION_LIGHTSTYLES;
|
|
#endif
|
|
|
|
perm &= p->supportedpermutations;
|
|
permu = p->permu[perm];
|
|
if (!permu)
|
|
{
|
|
p->permu[perm] = permu = Shader_LoadPermutation(p, perm);
|
|
if (!permu)
|
|
{ //failed? copy from 0 so we don't keep re-failing
|
|
permu = p->permu[perm] = p->permu[0];
|
|
}
|
|
}
|
|
|
|
GL_SelectProgram(permu->h.glsl.handle);
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.lastuniform == shaderstate.currentprogram)
|
|
i = true;
|
|
else
|
|
#endif
|
|
{
|
|
i = false;
|
|
shaderstate.lastuniform = shaderstate.currentprogram;
|
|
}
|
|
BE_Program_Set_Attributes(p, permu, i);
|
|
|
|
BE_SendPassBlendDepthMask(pass->shaderbits);
|
|
|
|
#ifndef GLSLONLY
|
|
if (p->calcgens)
|
|
{
|
|
GenerateColourMods(pass);
|
|
for (i = 0; i < pass->numMergedPasses; i++)
|
|
{
|
|
Shader_BindTextureForPass(i, pass+i);
|
|
BE_GeneratePassTC(pass+i, i);
|
|
}
|
|
}
|
|
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);
|
|
GL_LazyBind(i++, GL_TEXTURE_2D, (shaderstate.curbatch->lightmap[1]>=0&&lightmap[shaderstate.curbatch->lightmap[1]]->hasdeluxe)?lightmap[shaderstate.curbatch->lightmap[1]+1]->lightmap_texture:missing_texture_normal);
|
|
GL_LazyBind(i++, GL_TEXTURE_2D, (shaderstate.curbatch->lightmap[2]>=0&&lightmap[shaderstate.curbatch->lightmap[2]]->hasdeluxe)?lightmap[shaderstate.curbatch->lightmap[2]+1]->lightmap_texture:missing_texture_normal);
|
|
GL_LazyBind(i++, GL_TEXTURE_2D, (shaderstate.curbatch->lightmap[3]>=0&&lightmap[shaderstate.curbatch->lightmap[3]]->hasdeluxe)?lightmap[shaderstate.curbatch->lightmap[3]+1]->lightmap_texture:missing_texture_normal);
|
|
}
|
|
#endif
|
|
while (shaderstate.lastpasstmus > i)
|
|
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
|
|
shaderstate.lastpasstmus = i;
|
|
|
|
BE_EnableShaderAttributes(permu->attrmask, shaderstate.sourcevbo->vao);
|
|
BE_SubmitMeshChain(permu->h.glsl.usetesselation);
|
|
}
|
|
|
|
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 cvar_t r_polygonoffset_shadowmap_offset, r_polygonoffset_shadowmap_factor;
|
|
extern int gldepthfunc;
|
|
|
|
// shaderstate.lastuniform = 0;
|
|
#ifndef FORCESTATE
|
|
if (mode != shaderstate.mode)
|
|
#endif
|
|
{
|
|
shaderstate.mode = mode;
|
|
shaderstate.flags = 0;
|
|
shaderstate.polyoffset.factor = 0;
|
|
shaderstate.polyoffset.unit = 0;
|
|
switch (mode)
|
|
{
|
|
default:
|
|
break;
|
|
case BEM_WIREFRAME:
|
|
if (!shaderstate.wireframeshader && gl_config.arb_shader_objects)
|
|
shaderstate.wireframeshader = R_RegisterShader("wireframe", SUF_NONE,
|
|
"{\n"
|
|
"program wireframe\n"
|
|
"{\n"
|
|
"nodepthtest\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
break;
|
|
case BEM_DEPTHONLY:
|
|
shaderstate.polyoffset.factor = r_polygonoffset_shadowmap_factor.value;
|
|
shaderstate.polyoffset.unit = r_polygonoffset_shadowmap_offset.value;
|
|
#ifndef GLSLONLY
|
|
if (!gl_config_nofixedfunc)
|
|
{
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
GL_DeSelectProgram();
|
|
}
|
|
else
|
|
#endif
|
|
if (!shaderstate.allblackshader.glsl.handle)
|
|
{
|
|
const char *defs[] = {NULL};
|
|
shaderstate.allblackshader = GLSlang_CreateProgram(NULL, "allblackprogram", sh_config.minver, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", NULL, NULL, NULL, "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL);
|
|
shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader.glsl.handle, "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);
|
|
|
|
// BE_PolyOffset(false);
|
|
|
|
GL_CullFace(SHADER_CULL_FRONT);
|
|
break;
|
|
|
|
#ifdef RTLIGHTS
|
|
case BEM_STENCIL:
|
|
/*BEM_STENCIL doesn't support mesh writing*/
|
|
#ifdef BEF_PUSHDEPTH
|
|
GLBE_PolyOffsetStencilShadow(false);
|
|
#else
|
|
GLBE_PolyOffsetStencilShadow();
|
|
#endif
|
|
|
|
if (gl_config_nofixedfunc && !shaderstate.allblackshader.glsl.handle)
|
|
{
|
|
const char *defs[] = {NULL};
|
|
shaderstate.allblackshader = GLSlang_CreateProgram(NULL, "allblackprogram", sh_config.minver, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", NULL, NULL, NULL, "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL);
|
|
shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader.glsl.handle, "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_DEPTHFUNC_CLOSER | 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_DEPTHFUNC_EQUAL);
|
|
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)
|
|
{
|
|
if (nd < 1)
|
|
memcpy(shaderstate.projectionmatrix, r_refdef.m_projection_view, sizeof(shaderstate.projectionmatrix));
|
|
else
|
|
memcpy(shaderstate.projectionmatrix, r_refdef.m_projection_std, sizeof(shaderstate.projectionmatrix));
|
|
if (qglLoadMatrixf)
|
|
{
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(shaderstate.projectionmatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
#ifndef GLSLONLY
|
|
static void BE_SelectFog(vec3_t colour, float alpha, float density)
|
|
{
|
|
float zscale;
|
|
|
|
GL_DeSelectProgram();
|
|
|
|
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*/
|
|
|
|
VectorCopy(colour, shaderstate.pendingcolourflat);
|
|
shaderstate.pendingcolourflat[3] = alpha;
|
|
shaderstate.pendingcolourvbo = 0;
|
|
shaderstate.pendingcolourpointer = NULL;
|
|
}
|
|
#endif
|
|
#ifdef RTLIGHTS
|
|
static qboolean GLBE_RegisterLightShader(int mode)
|
|
{
|
|
if (!shaderstate.inited_shader_light[mode])
|
|
{
|
|
char *name = va("rtlight%s%s%s%s%s",
|
|
(mode & LSHADER_SMAP)?"#PCF":"",
|
|
(mode & LSHADER_SPOT)?"#SPOT":"",
|
|
(mode & LSHADER_CUBE)?"#CUBE":"",
|
|
(mode & LSHADER_ORTHO)?"#ORTHO":"",
|
|
(gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT|LSHADER_CUBE|LSHADER_ORTHO)))?"#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)
|
|
{
|
|
#ifdef RTLIGHTS
|
|
extern cvar_t gl_specular;
|
|
#endif
|
|
|
|
shaderstate.lastuniform = 0;
|
|
shaderstate.curdlight = dl;
|
|
shaderstate.lightmode = lmode;
|
|
|
|
/*simple info*/
|
|
shaderstate.lightradius = dl->radius;
|
|
VectorCopy(dl->origin, shaderstate.lightorg);
|
|
VectorCopy(axis[0], shaderstate.lightdir);
|
|
VectorCopy(colour, shaderstate.lightcolours);
|
|
#ifdef RTLIGHTS
|
|
VectorCopy(dl->lightcolourscales, shaderstate.lightcolourscale);
|
|
shaderstate.lightcolourscale[2] *= gl_specular.value;
|
|
if (lmode & (LSHADER_SPOT|LSHADER_ORTHO))
|
|
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_ORTHO)
|
|
{
|
|
float view[16];
|
|
float proj[16];
|
|
float xmin = -dl->radius;
|
|
float ymin = -dl->radius;
|
|
float znear = -dl->radius;
|
|
float xmax = dl->radius;
|
|
float ymax = dl->radius;
|
|
float zfar = dl->radius;
|
|
Matrix4x4_CM_Orthographic(proj, xmin, xmax, ymax, ymin, znear, zfar);
|
|
Matrix4x4_CM_ModelViewMatrixFromAxis(view, axis[0], axis[2], axis[1], dl->origin);
|
|
Matrix4_Multiply(proj, view, shaderstate.lightprojmatrix);
|
|
// Matrix4x4_CM_LightMatrixFromAxis(shaderstate.lightprojmatrix, axis[0], axis[1], axis[2], dl->origin);
|
|
}
|
|
else 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, dl->nearclip?dl->nearclip:r_shadow_shadowmapping_nearclip.value, dl->radius, false);
|
|
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);
|
|
}
|
|
}
|
|
|
|
#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<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR);
|
|
int tmu = 0;
|
|
|
|
BE_SendPassBlendDepthMask(SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE);
|
|
|
|
//rotate this into modelspace
|
|
Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, shaderstate.lightorg, rellight);
|
|
|
|
for (m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
mesh = shaderstate.meshes[m];
|
|
|
|
//vbo-only mesh.
|
|
if (!mesh->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 (TEXLOADED(shaderstate.curtexnums->bump) && sh_config.havecubemaps && 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->base); //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(false);
|
|
|
|
// 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;
|
|
GL_CullFace(flags & (SHADER_CULL_FRONT|SHADER_CULL_BACK));
|
|
|
|
if (shaderstate.sourcevbo->coord2.gl.addr && (shaderstate.curshader->numdeforms || !shaderstate.curshader->prog))
|
|
GenerateVertexBlends(shaderstate.curshader);
|
|
else if (shaderstate.curshader->numdeforms)
|
|
GenerateVertexDeforms(shaderstate.curshader);
|
|
else
|
|
{
|
|
shaderstate.pendingvertexpointer = shaderstate.sourcevbo->coord.gl.addr;
|
|
shaderstate.pendingvertexvbo = shaderstate.sourcevbo->coord.gl.vbo;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if (!shaderstate.pendingvertexpointer && !shaderstate.pendingvertexvbo)
|
|
{
|
|
Con_Printf(CON_ERROR "pendingvertexpointer+vbo are both null! shader is %s\n", shaderstate.curshader->name);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
#ifdef FTE_TARGET_WEB
|
|
if (!shaderstate.pendingvertexvbo)
|
|
{
|
|
int len = 0, m;
|
|
mesh_t *meshlist;
|
|
for (m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
meshlist = shaderstate.meshes[m];
|
|
if (len < meshlist->vbofirstvert + meshlist->numvertexes)
|
|
len = meshlist->vbofirstvert + meshlist->numvertexes;
|
|
}
|
|
len *= sizeof(vecV_t);
|
|
|
|
shaderstate.streamid = (shaderstate.streamid + 1) & (sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]) - 1);
|
|
GL_SelectVBO(shaderstate.pendingvertexvbo = shaderstate.streamvbo[shaderstate.streamid]);
|
|
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, len, shaderstate.pendingvertexpointer, GL_STREAM_DRAW_ARB);
|
|
shaderstate.pendingvertexpointer = NULL;
|
|
}
|
|
if (!shaderstate.sourcevbo->indicies.gl.vbo)
|
|
return;
|
|
#endif
|
|
|
|
BE_PolyOffset();
|
|
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)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
BE_RenderMeshProgram(altshader, altshader->passes, altshader->prog);
|
|
}
|
|
#ifndef GLSLONLY
|
|
else
|
|
BE_LegacyLighting();
|
|
#endif
|
|
break;
|
|
case BEM_GBUFFER:
|
|
altshader = shaderstate.curshader->bemoverrides[bemoverride_gbuffer];
|
|
if (altshader)
|
|
{
|
|
if (altshader->prog)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
BE_RenderMeshProgram(altshader, altshader->passes, altshader->prog);
|
|
}
|
|
else if (altshader->numpasses && altshader->passes[0].prog)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
BE_RenderMeshProgram(altshader, altshader->passes, altshader->passes[0].prog);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
BE_RenderMeshProgram(altshader, altshader->passes, altshader->prog);
|
|
}
|
|
break;
|
|
case BEM_DEPTHONLY:
|
|
altshader = shaderstate.curshader->bemoverrides[bemoverride_depthonly];
|
|
if (!altshader)
|
|
altshader = shaderstate.depthonlyshader;
|
|
|
|
if (altshader && altshader->prog)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
BE_RenderMeshProgram(altshader, altshader->passes, altshader->prog);
|
|
}
|
|
else
|
|
{
|
|
GL_DeSelectProgram();
|
|
#ifdef warningmsg
|
|
#pragma warningmsg("fixme: support alpha test")
|
|
#endif
|
|
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX), 0);
|
|
BE_SubmitMeshChain(false); //fixme: dangerous
|
|
}
|
|
break;
|
|
|
|
case BEM_FOG:
|
|
#ifndef GLSLONLY
|
|
GenerateTCFog(0, NULL);
|
|
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR) | (1u<<VATTR_LEG_TMU0), 0);
|
|
BE_SubmitMeshChain(false);
|
|
#endif
|
|
break;
|
|
|
|
case BEM_WIREFRAME:
|
|
if (shaderstate.wireframeshader && shaderstate.wireframeshader->prog)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
BE_RenderMeshProgram(shaderstate.wireframeshader, shaderstate.wireframeshader->passes, shaderstate.wireframeshader->prog);
|
|
}
|
|
#ifndef GLSLONLY
|
|
else if (!gl_config_nofixedfunc)
|
|
{
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
GL_DeSelectProgram();
|
|
|
|
shaderstate.pendingcolourvbo = 0;
|
|
shaderstate.pendingcolourpointer = NULL;
|
|
Vector4Set(shaderstate.pendingcolourflat, 1, 1, 1, 1);
|
|
while(shaderstate.lastpasstmus>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 | ((r_wireframe.ival == 1)?SBITS_MISC_NODEPTHTEST:0));
|
|
|
|
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR), 0);
|
|
BE_SubmitMeshChain(false);
|
|
}
|
|
#endif
|
|
break;
|
|
case BEM_DEPTHDARK:
|
|
if ((shaderstate.curshader->flags & (SHADER_HASLIGHTMAP|SHADER_NODLIGHT))==SHADER_HASLIGHTMAP && !TEXVALID(shaderstate.curtexnums->fullbright))
|
|
{
|
|
if (gl_config.arb_shader_objects)
|
|
{
|
|
if (!shaderstate.allblackshader.glsl.handle)
|
|
{
|
|
const char *defs[] = {NULL};
|
|
shaderstate.allblackshader = GLSlang_CreateProgram(NULL, "allblackprogram", sh_config.minver, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", NULL, NULL, NULL, "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL);
|
|
shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader.glsl.handle, "m_modelviewprojection");
|
|
}
|
|
|
|
GL_SelectProgram(shaderstate.allblackshader.glsl.handle);
|
|
BE_SendPassBlendDepthMask(shaderstate.curshader->passes[0].shaderbits);
|
|
BE_EnableShaderAttributes(gl_config_nofixedfunc?(1u<<VATTR_VERTEX1):(1u<<VATTR_LEG_VERTEX), 0);
|
|
if (shaderstate.allblackshader.glsl.handle != shaderstate.lastuniform && shaderstate.allblack_mvp != -1)
|
|
{
|
|
float m16[16];
|
|
Matrix4_Multiply(shaderstate.projectionmatrix, shaderstate.modelviewmatrix, m16);
|
|
qglUniformMatrix4fvARB(shaderstate.allblack_mvp, 1, false, m16);
|
|
}
|
|
BE_SubmitMeshChain(shaderstate.allblackshader.glsl.usetesselation);
|
|
|
|
shaderstate.lastuniform = shaderstate.allblackshader.glsl.handle;
|
|
break;
|
|
}
|
|
#ifndef GLSLONLY
|
|
else if (!gl_config_nofixedfunc)
|
|
{
|
|
GL_DeSelectProgram();
|
|
shaderstate.pendingcolourvbo = 0;
|
|
shaderstate.pendingcolourpointer = NULL;
|
|
Vector4Set(shaderstate.pendingcolourflat, 0, 0, 0, 1);
|
|
while(shaderstate.lastpasstmus>0)
|
|
{
|
|
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
|
|
}
|
|
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
BE_SendPassBlendDepthMask(shaderstate.curshader->passes[0].shaderbits);
|
|
|
|
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR), 0);
|
|
BE_SubmitMeshChain(false);
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
//fallthrough
|
|
case BEM_STANDARD:
|
|
default:
|
|
if (shaderstate.curshader->prog)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
|
|
BE_RenderMeshProgram(shaderstate.curshader, shaderstate.curshader->passes, shaderstate.curshader->prog);
|
|
}
|
|
else if (gl_config_nofixedfunc)
|
|
{
|
|
#ifdef FTE_TARGET_WEB
|
|
int maxverts = 0, m;
|
|
mesh_t *meshlist;
|
|
for (m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
meshlist = shaderstate.meshes[m];
|
|
if (maxverts < meshlist->vbofirstvert + meshlist->numvertexes)
|
|
maxverts = meshlist->vbofirstvert + meshlist->numvertexes;
|
|
}
|
|
#endif
|
|
|
|
while (passno < shaderstate.curshader->numpasses)
|
|
{
|
|
int emumode;
|
|
p = &shaderstate.curshader->passes[passno];
|
|
passno += p->numMergedPasses;
|
|
|
|
if (p->prog)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
|
|
BE_RenderMeshProgram(shaderstate.curshader, p, p->prog);
|
|
continue;
|
|
}
|
|
|
|
emumode = 0;
|
|
emumode = (p->shaderbits & SBITS_ATEST_BITS) >> SBITS_ATEST_SHIFT;
|
|
|
|
GenerateColourMods(p);
|
|
if (!shaderstate.colourarraytype)
|
|
{
|
|
emumode |= 4;
|
|
shaderstate.lastuniform = 0; //FIXME: s_colour uniform might be wrong.
|
|
}
|
|
#ifdef FTE_TARGET_WEB
|
|
else if (!shaderstate.pendingcolourvbo && shaderstate.pendingcolourpointer)
|
|
{
|
|
shaderstate.streamid = (shaderstate.streamid + 1) & (sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]) - 1);
|
|
GL_SelectVBO(shaderstate.pendingcolourvbo = shaderstate.streamvbo[shaderstate.streamid]);
|
|
switch(shaderstate.colourarraytype)
|
|
{
|
|
case GL_FLOAT:
|
|
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, maxverts * sizeof(vec4_t), shaderstate.pendingcolourpointer, GL_STREAM_DRAW_ARB);
|
|
break;
|
|
case GL_UNSIGNED_BYTE:
|
|
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, maxverts * sizeof(byte_vec4_t), shaderstate.pendingcolourpointer, GL_STREAM_DRAW_ARB);
|
|
break;
|
|
}
|
|
shaderstate.pendingcolourpointer = NULL;
|
|
}
|
|
#endif
|
|
|
|
BE_GeneratePassTC(p, 0);
|
|
#ifdef FTE_TARGET_WEB
|
|
if (!shaderstate.pendingtexcoordvbo[0] && shaderstate.pendingtexcoordpointer[0])
|
|
{
|
|
shaderstate.streamid = (shaderstate.streamid + 1) & (sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]) - 1);
|
|
GL_SelectVBO(shaderstate.pendingtexcoordvbo[0] = shaderstate.streamvbo[shaderstate.streamid]);
|
|
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, maxverts * sizeof(float) * shaderstate.pendingtexcoordparts[0], shaderstate.pendingtexcoordpointer[0], GL_STREAM_DRAW_ARB);
|
|
shaderstate.pendingtexcoordpointer[0] = NULL;
|
|
}
|
|
#endif
|
|
|
|
if (!shaderstate.programfixedemu[emumode])
|
|
{
|
|
char *modes[] = {
|
|
"","#ALPHATEST=>0.0","#ALPHATEST=<0.5","#ALPHATEST=>=0.5",
|
|
"#UC","#ALPHATEST=>0.0#UC","#ALPHATEST=<0.5#UC","#ALPHATEST=>=0.5#UC"
|
|
};
|
|
shaderstate.programfixedemu[emumode] = Shader_FindGeneric(va("fixedemu%s", modes[emumode]), QR_OPENGL);
|
|
if (!shaderstate.programfixedemu[emumode])
|
|
break;
|
|
}
|
|
|
|
BE_RenderMeshProgram(shaderstate.curshader, p, shaderstate.programfixedemu[emumode]);
|
|
}
|
|
break;
|
|
}
|
|
#ifndef GLSLONLY
|
|
else
|
|
{
|
|
while (passno < shaderstate.curshader->numpasses)
|
|
{
|
|
p = &shaderstate.curshader->passes[passno];
|
|
passno += p->numMergedPasses;
|
|
// if (p->flags & SHADER_PASS_DETAIL)
|
|
// continue;
|
|
|
|
if (p->prog)
|
|
{
|
|
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
|
|
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
|
|
shaderstate.colourarraytype = shaderstate.sourcevbo->colours_bytes?GL_UNSIGNED_BYTE:GL_FLOAT;
|
|
|
|
shaderstate.pendingtexcoordparts[0] = 2;
|
|
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
|
|
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
|
|
|
|
BE_RenderMeshProgram(shaderstate.curshader, p, p->prog);
|
|
}
|
|
else
|
|
{
|
|
GL_DeSelectProgram();
|
|
DrawPass(p);
|
|
}
|
|
}
|
|
}
|
|
if (shaderstate.curbatch->fog && shaderstate.curbatch->fog->shader)
|
|
{
|
|
//FIXME: if glsl, do this fog volume crap properly!
|
|
|
|
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 | (shaderstate.curshader->numpasses?SBITS_DEPTHFUNC_EQUAL:0));
|
|
|
|
GenerateTCFog(0, shaderstate.curbatch->fog);
|
|
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR) | (1u<<VATTR_LEG_TMU0), 0);
|
|
BE_SubmitMeshChain(false);
|
|
}
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
static qboolean BE_GenTempMeshVBO(vbo_t **vbo, mesh_t *m)
|
|
{
|
|
*vbo = &shaderstate.dummyvbo;
|
|
|
|
//this code is shit shit shit.
|
|
if (shaderstate.streamvbo[0])
|
|
{
|
|
//use a local. can't use a static, that crashes the compiler due to memory use, so lets eat the malloc or stack or whatever because we really don't have a choice.
|
|
static char *buffer;
|
|
size_t len = 0;
|
|
if (!buffer)
|
|
buffer = malloc(65536 * 33 * sizeof(float));
|
|
|
|
//we're not doing vao... but just in case someone added that as an extension...
|
|
GL_DeselectVAO();
|
|
|
|
//cycle the vbo. this reduces the likelyhood that we'll have to wait for the vbo to no longer be in use.
|
|
//remember, we can't do nice things like orphan in webgl. we have to create a new buffer every single time.
|
|
//we can't stream with BufferSubData, because browsers are pure shite, and probably mmap and read back huge blocks of code as they translate the calls to direct3d nonsense.
|
|
//we can't use client memory and let the driver do the right thing, because lets face it, our driver is technically a browser. its safer to run everything in a scripted language than to fight the nonsense.
|
|
//how many buffers do we need? no idea. all this memory allocation is going to be shit for performance.
|
|
//but we really do not have a choice. This is the only way to 'stream' without dropping down to <1fps.
|
|
//although arguably we should build our entire hud+2d stuff into a single vbo each frame... meh. At least this keeps the memory use in the driver's 64bit memory space instead of the browser's 32bit one...
|
|
shaderstate.streamid = (shaderstate.streamid + 1) & (sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]) - 1);
|
|
shaderstate.dummyvbo.vao = shaderstate.streamvao[shaderstate.streamid];
|
|
shaderstate.dummyvbo.vaodynamic = ~0;
|
|
shaderstate.dummyvbo.vaoenabled = 0;
|
|
if (shaderstate.dummyvbo.vao)
|
|
{
|
|
qglBindVertexArray(shaderstate.dummyvbo.vao);
|
|
shaderstate.currentvao = shaderstate.dummyvbo.vao;
|
|
}
|
|
GL_SelectVBO(shaderstate.streamvbo[shaderstate.streamid]);
|
|
GL_SelectEBO(shaderstate.streamebo[shaderstate.streamid]);
|
|
|
|
memcpy(buffer+len, m->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.dummyvbo.colours_bytes = false;
|
|
}
|
|
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.dummyvbo.colours_bytes = true;
|
|
}
|
|
else
|
|
{
|
|
shaderstate.dummyvbo.colours[0].gl.addr = NULL;
|
|
shaderstate.dummyvbo.colours[0].gl.vbo = 0;
|
|
shaderstate.dummyvbo.colours_bytes = false;
|
|
}
|
|
|
|
if (m->normals_array)
|
|
{
|
|
memcpy(buffer+len, m->normals_array, sizeof(*m->normals_array) * m->numvertexes);
|
|
shaderstate.dummyvbo.normals.gl.addr = (void*)len;
|
|
shaderstate.dummyvbo.normals.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
|
|
len += sizeof(*m->normals_array) * m->numvertexes;
|
|
}
|
|
else
|
|
{
|
|
shaderstate.dummyvbo.normals.gl.addr = NULL;
|
|
shaderstate.dummyvbo.normals.gl.vbo = 0;
|
|
}
|
|
|
|
if (m->snormals_array)
|
|
{
|
|
memcpy(buffer+len, m->snormals_array, sizeof(*m->snormals_array) * m->numvertexes);
|
|
shaderstate.dummyvbo.svector.gl.addr = (void*)len;
|
|
shaderstate.dummyvbo.svector.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
|
|
len += sizeof(*m->snormals_array) * m->numvertexes;
|
|
}
|
|
else
|
|
{
|
|
shaderstate.dummyvbo.svector.gl.addr = NULL;
|
|
shaderstate.dummyvbo.svector.gl.vbo = 0;
|
|
}
|
|
|
|
if (m->tnormals_array)
|
|
{
|
|
memcpy(buffer+len, m->tnormals_array, sizeof(*m->tnormals_array) * m->numvertexes);
|
|
shaderstate.dummyvbo.tvector.gl.addr = (void*)len;
|
|
shaderstate.dummyvbo.tvector.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
|
|
len += sizeof(*m->tnormals_array) * m->numvertexes;
|
|
}
|
|
else
|
|
{
|
|
shaderstate.dummyvbo.tvector.gl.addr = NULL;
|
|
shaderstate.dummyvbo.tvector.gl.vbo = 0;
|
|
}
|
|
|
|
if (m->bonenums)
|
|
{
|
|
memcpy(buffer+len, m->bonenums, sizeof(*m->bonenums) * m->numvertexes);
|
|
shaderstate.dummyvbo.bonenums.gl.addr = (void*)len;
|
|
shaderstate.dummyvbo.bonenums.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
|
|
len += sizeof(*m->bonenums) * m->numvertexes;
|
|
}
|
|
else
|
|
{
|
|
shaderstate.dummyvbo.bonenums.gl.addr = NULL;
|
|
shaderstate.dummyvbo.bonenums.gl.vbo = 0;
|
|
}
|
|
|
|
if (m->boneweights)
|
|
{
|
|
memcpy(buffer+len, m->boneweights, sizeof(*m->boneweights) * m->numvertexes);
|
|
shaderstate.dummyvbo.boneweights.gl.addr = (void*)len;
|
|
shaderstate.dummyvbo.boneweights.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
|
|
len += sizeof(*m->boneweights) * m->numvertexes;
|
|
}
|
|
else
|
|
{
|
|
shaderstate.dummyvbo.boneweights.gl.addr = NULL;
|
|
shaderstate.dummyvbo.boneweights.gl.vbo = 0;
|
|
}
|
|
|
|
//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.dummyvbo.colours_bytes = false;
|
|
shaderstate.dummyvbo.colours[0].gl.addr = m->colors4f_array[0];
|
|
}
|
|
else
|
|
{
|
|
shaderstate.dummyvbo.colours_bytes = true;
|
|
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);
|
|
if (texnums)
|
|
shaderstate.curtexnums = texnums;
|
|
else if (shader->numdefaulttextures)
|
|
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
|
|
else
|
|
shaderstate.curtexnums = shader->defaulttextures;
|
|
|
|
while (nummeshes--)
|
|
{
|
|
m = *meshlist++;
|
|
|
|
if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, m))
|
|
continue;
|
|
|
|
shaderstate.meshcount = 1;
|
|
shaderstate.meshes = &m;
|
|
DrawMeshes();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shaderstate.sourcevbo = vbo;
|
|
shaderstate.flags = beflags;
|
|
if (shaderstate.curentity != &r_worldentity)
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + shader->remaptime);
|
|
if (texnums)
|
|
shaderstate.curtexnums = texnums;
|
|
else if (shader->numdefaulttextures)
|
|
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
|
|
else
|
|
shaderstate.curtexnums = shader->defaulttextures;
|
|
|
|
shaderstate.meshcount = nummeshes;
|
|
shaderstate.meshes = meshlist;
|
|
DrawMeshes();
|
|
}
|
|
}
|
|
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, unsigned int beflags)
|
|
{
|
|
shader->next = NULL;
|
|
GLBE_DrawMesh_List(shader, 1, &mesh, NULL, NULL, beflags);
|
|
}
|
|
|
|
void GLBE_SubmitBatch(batch_t *batch)
|
|
{
|
|
shader_t *sh;
|
|
shaderstate.curbatch = batch;
|
|
if (batch->vbo)
|
|
{
|
|
shaderstate.sourcevbo = batch->vbo;
|
|
|
|
if (!batch->vbo->vao)
|
|
batch->vbo->vao = shaderstate.streamvao[0];
|
|
batch->vbo->vaodynamic = ~0;
|
|
batch->vbo->vaoenabled = 0;
|
|
}
|
|
else
|
|
{
|
|
//we're only allowed one mesh per batch if there's no vbo info.
|
|
if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, batch->mesh[0]))
|
|
return;
|
|
}
|
|
|
|
sh = batch->shader;
|
|
shaderstate.curshader = sh->remapto;
|
|
shaderstate.flags = batch->flags;
|
|
if (shaderstate.curentity != batch->ent)
|
|
GLBE_SelectEntity(batch->ent);
|
|
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + sh->remaptime);
|
|
if (batch->skin)
|
|
shaderstate.curtexnums = batch->skin;
|
|
else if (sh->numdefaulttextures)
|
|
shaderstate.curtexnums = sh->defaulttextures + ((int)(sh->defaulttextures_fps * shaderstate.curtime) % sh->numdefaulttextures);
|
|
else
|
|
shaderstate.curtexnums = sh->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;
|
|
float il;
|
|
|
|
if (!dynamiclist && !worldlist[SHADER_SORT_PORTAL])
|
|
return; //no portals to draw
|
|
|
|
/*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);
|
|
|
|
il = shaderstate.identitylighting;
|
|
masklists[0] = worldlist[SHADER_SORT_PORTAL];
|
|
masklists[1] = dynamiclist;
|
|
GLR_DrawPortal(batch, worldlist, masklists, 0);
|
|
shaderstate.identitylighting = il;
|
|
|
|
/*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);
|
|
/*draw depth only, to mask it off*/
|
|
GLBE_SelectMode(BEM_DEPTHONLY);
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
|
|
{
|
|
// if (batch->meshes == batch->firstmesh)
|
|
// continue;
|
|
|
|
GLBE_SubmitBatch(batch);
|
|
}
|
|
}
|
|
GLBE_SelectMode(BEM_STANDARD);
|
|
if (gl_config.arb_depth_clamp)
|
|
qglDisable(GL_DEPTH_CLAMP_ARB);
|
|
}
|
|
}
|
|
|
|
static qboolean GLBE_GenerateBatchTextures(batch_t *batch, shader_t *bs)
|
|
{
|
|
int oldfbo;
|
|
float oldil;
|
|
int oldbem;
|
|
if (r_refdef.recurse >= r_portalrecursion.ival || r_refdef.recurse == R_MAX_RECURSE)
|
|
return false;
|
|
//these flags require rendering some view as an fbo
|
|
//(BEM_DEPTHDARK is used when lightmap scale is 0, but still shows any emissive stuff)
|
|
if (shaderstate.mode != BEM_STANDARD && shaderstate.mode != BEM_DEPTHDARK)
|
|
return false;
|
|
oldbem = shaderstate.mode;
|
|
oldil = shaderstate.identitylighting;
|
|
|
|
if ((bs->flags & SHADER_HASREFLECT) && gl_config.ext_framebuffer_objects)
|
|
{
|
|
float renderscale = bs->portalfboscale;
|
|
vrect_t orect = r_refdef.vrect;
|
|
pxrect_t oprect = r_refdef.pxrect;
|
|
if (!shaderstate.tex_reflection[r_refdef.recurse])
|
|
{
|
|
shaderstate.tex_reflection[r_refdef.recurse] = Image_CreateTexture("***tex_reflection***", NULL, 0);
|
|
if (!shaderstate.tex_reflection[r_refdef.recurse]->num)
|
|
qglGenTextures(1, &shaderstate.tex_reflection[r_refdef.recurse]->num);
|
|
}
|
|
|
|
r_refdef.vrect.x = 0;
|
|
r_refdef.vrect.y = 0;
|
|
r_refdef.vrect.width = max(1, vid.fbvwidth * renderscale);
|
|
r_refdef.vrect.height = max(1, vid.fbvheight * renderscale);
|
|
r_refdef.pxrect.x = 0;
|
|
r_refdef.pxrect.y = 0;
|
|
r_refdef.pxrect.width = max(1, vid.fbpwidth * renderscale);
|
|
r_refdef.pxrect.height = max(1, vid.fbpheight * renderscale);
|
|
if (shaderstate.tex_reflection[r_refdef.recurse]->width!=r_refdef.pxrect.width || shaderstate.tex_reflection[r_refdef.recurse]->height!=r_refdef.pxrect.height)
|
|
{
|
|
shaderstate.tex_reflection[r_refdef.recurse]->width = r_refdef.pxrect.width;
|
|
shaderstate.tex_reflection[r_refdef.recurse]->height = r_refdef.pxrect.height;
|
|
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_reflection[r_refdef.recurse]);
|
|
|
|
if ((vid.flags&VID_FP16) && sh_config.texfmt[PTI_RGBA16F])
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, shaderstate.tex_reflection[r_refdef.recurse]->width, shaderstate.tex_reflection[r_refdef.recurse]->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
else if ((vid.flags&(VID_SRGBAWARE|VID_FP16)) && sh_config.texfmt[PTI_RGBA8_SRGB])
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8_EXT, shaderstate.tex_reflection[r_refdef.recurse]->width, shaderstate.tex_reflection[r_refdef.recurse]->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
else
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shaderstate.tex_reflection[r_refdef.recurse]->width, shaderstate.tex_reflection[r_refdef.recurse]->height, 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[r_refdef.recurse], FBO_RB_DEPTH, &shaderstate.tex_reflection[r_refdef.recurse], 1, r_nulltex, shaderstate.tex_reflection[r_refdef.recurse]->width, shaderstate.tex_reflection[r_refdef.recurse]->height, 0);
|
|
r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac[r_refdef.recurse].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 (bs->flags & (SHADER_HASREFRACT|SHADER_HASREFRACTDEPTH))
|
|
{
|
|
if (r_refract_fboival || (bs->flags&SHADER_HASPORTAL))
|
|
{
|
|
float renderscale = min(1, bs->portalfboscale);
|
|
vrect_t ovrect = r_refdef.vrect;
|
|
pxrect_t oprect = r_refdef.pxrect;
|
|
r_refdef.vrect.x = 0;
|
|
r_refdef.vrect.y = 0;
|
|
r_refdef.vrect.width = max(1, vid.fbvwidth * renderscale);
|
|
r_refdef.vrect.height = max(1, vid.fbvheight * renderscale);
|
|
r_refdef.pxrect.x = 0;
|
|
r_refdef.pxrect.y = 0;
|
|
r_refdef.pxrect.width = max(1, vid.fbpwidth * renderscale);
|
|
r_refdef.pxrect.height = max(1, vid.fbpheight * renderscale);
|
|
|
|
if (!shaderstate.tex_refraction[r_refdef.recurse])
|
|
{
|
|
shaderstate.tex_refraction[r_refdef.recurse] = Image_CreateTexture("***tex_refraction***", NULL, 0);
|
|
if (!shaderstate.tex_refraction[r_refdef.recurse]->num)
|
|
qglGenTextures(1, &shaderstate.tex_refraction[r_refdef.recurse]->num);
|
|
}
|
|
if (shaderstate.tex_refraction[r_refdef.recurse]->width != r_refdef.pxrect.width || shaderstate.tex_refraction[r_refdef.recurse]->height != r_refdef.pxrect.height)
|
|
{
|
|
shaderstate.tex_refraction[r_refdef.recurse]->width = r_refdef.pxrect.width;
|
|
shaderstate.tex_refraction[r_refdef.recurse]->height = r_refdef.pxrect.height;
|
|
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_refraction[r_refdef.recurse]);
|
|
if ((vid.flags&VID_FP16) && sh_config.texfmt[PTI_RGBA16F])
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, r_refdef.pxrect.width, r_refdef.pxrect.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
else if ((vid.flags&(VID_SRGBAWARE|VID_FP16)) && sh_config.texfmt[PTI_RGBA16F])
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8_EXT, r_refdef.pxrect.width, r_refdef.pxrect.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
else
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, r_refdef.pxrect.width, r_refdef.pxrect.height, 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 (bs->flags & SHADER_HASREFRACTDEPTH)
|
|
{
|
|
if (!shaderstate.tex_refractiondepth[r_refdef.recurse])
|
|
{
|
|
shaderstate.tex_refractiondepth[r_refdef.recurse] = Image_CreateTexture("***tex_refractiondepth***", NULL, 0);
|
|
if (!shaderstate.tex_refractiondepth[r_refdef.recurse]->num)
|
|
qglGenTextures(1, &shaderstate.tex_refractiondepth[r_refdef.recurse]->num);
|
|
}
|
|
if (shaderstate.tex_refractiondepth[r_refdef.recurse]->width != r_refdef.pxrect.width || shaderstate.tex_refractiondepth[r_refdef.recurse]->height != r_refdef.pxrect.height)
|
|
{
|
|
shaderstate.tex_refractiondepth[r_refdef.recurse]->width = r_refdef.pxrect.width;
|
|
shaderstate.tex_refractiondepth[r_refdef.recurse]->height = r_refdef.pxrect.height;
|
|
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_refractiondepth[r_refdef.recurse]);
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24_ARB, r_refdef.pxrect.width, r_refdef.pxrect.height, 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[r_refdef.recurse], FBO_TEX_DEPTH, &shaderstate.tex_refraction[r_refdef.recurse], 1, shaderstate.tex_refractiondepth[r_refdef.recurse], r_refdef.pxrect.width, r_refdef.pxrect.height, 0);
|
|
}
|
|
else
|
|
{
|
|
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac[r_refdef.recurse], FBO_RB_DEPTH, &shaderstate.tex_refraction[r_refdef.recurse], 1, r_nulltex, r_refdef.pxrect.width, r_refdef.pxrect.height, 0);
|
|
}
|
|
r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac[r_refdef.recurse].rb_size[1];
|
|
GL_ViewportUpdate();
|
|
|
|
GL_ForceDepthWritable();
|
|
qglClearColor(0, 0, 0, 1);
|
|
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
if (bs->flags&SHADER_HASPORTAL)
|
|
GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, 0);
|
|
else
|
|
GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, ((bs->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 ((bs->flags & SHADER_HASRIPPLEMAP) && gl_config.ext_framebuffer_objects)
|
|
{
|
|
float renderscale = bs->portalfboscale;
|
|
vrect_t orect = r_refdef.vrect;
|
|
pxrect_t oprect = r_refdef.pxrect;
|
|
r_refdef.vrect.x = 0;
|
|
r_refdef.vrect.y = 0;
|
|
r_refdef.vrect.width = max(1, vid.fbvwidth * renderscale);
|
|
r_refdef.vrect.height = max(1, vid.fbvheight * renderscale);
|
|
r_refdef.pxrect.x = 0;
|
|
r_refdef.pxrect.y = 0;
|
|
r_refdef.pxrect.width = max(1, vid.fbpwidth * renderscale);
|
|
r_refdef.pxrect.height = max(1, vid.fbpheight * renderscale);
|
|
|
|
if (!shaderstate.tex_ripplemap[r_refdef.recurse])
|
|
{
|
|
//FIXME: can we use RGB8 instead?
|
|
shaderstate.tex_ripplemap[r_refdef.recurse] = Image_CreateTexture("***tex_ripplemap***", NULL, 0);
|
|
if (!shaderstate.tex_ripplemap[r_refdef.recurse]->num)
|
|
qglGenTextures(1, &shaderstate.tex_ripplemap[r_refdef.recurse]->num);
|
|
}
|
|
if (shaderstate.tex_ripplemap[r_refdef.recurse]->width != r_refdef.pxrect.width || shaderstate.tex_ripplemap[r_refdef.recurse]->height != r_refdef.pxrect.height)
|
|
{
|
|
shaderstate.tex_ripplemap[r_refdef.recurse]->width = r_refdef.pxrect.width;
|
|
shaderstate.tex_ripplemap[r_refdef.recurse]->height = r_refdef.pxrect.height;
|
|
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_ripplemap[r_refdef.recurse]);
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, /*(gl_config.glversion>3.1)?GL_RGBA8_SNORM:*/GL_RGBA16F, r_refdef.pxrect.width, r_refdef.pxrect.height, 0, GL_RGBA, GL_HALF_FLOAT, 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[r_refdef.recurse], 0, &shaderstate.tex_ripplemap[r_refdef.recurse], 1, r_nulltex, r_refdef.pxrect.width, r_refdef.pxrect.height, 0);
|
|
r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac[r_refdef.recurse].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(cl.worldmodel->batches, 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;
|
|
return true;
|
|
}
|
|
static void GLBE_SubmitMeshesSortList(batch_t *sortlist)
|
|
{
|
|
batch_t *batch;
|
|
shader_t *bs;
|
|
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);
|
|
}
|
|
|
|
bs = batch->shader;
|
|
|
|
TRACE(("GLBE_SubmitMeshesSortList: shader %s\n", bs->name));
|
|
|
|
//FIXME:!!
|
|
if (!bs)
|
|
{
|
|
Con_Printf("Shader not set...\n");
|
|
if (batch->texture)
|
|
bs = R_TextureAnimation(0, batch->texture)->shader;
|
|
else
|
|
continue;
|
|
}
|
|
|
|
if ((bs->flags & SHADER_NODRAW) || !batch->meshes)
|
|
continue;
|
|
if (bs->flags & SHADER_NODLIGHT)
|
|
if (shaderstate.mode == BEM_LIGHT)
|
|
continue;
|
|
if (bs->flags & SHADER_NOSHADOWS)
|
|
if (shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY) //fixme: depthonly is not just shadows.
|
|
continue;
|
|
if (bs->flags & SHADER_SKY)
|
|
{
|
|
if (shaderstate.mode == BEM_STANDARD || shaderstate.mode == BEM_DEPTHDARK)// || shaderstate.mode == BEM_WIREFRAME)
|
|
{
|
|
float il = shaderstate.identitylighting; //this stuff sucks!
|
|
if (R_DrawSkyChain(batch))
|
|
{
|
|
shaderstate.identitylighting = il;
|
|
continue;
|
|
}
|
|
shaderstate.identitylighting = il;
|
|
}
|
|
else if (/*shaderstate.mode != BEM_FOG &&*/ shaderstate.mode != BEM_CREPUSCULAR && shaderstate.mode != BEM_WIREFRAME)
|
|
continue;
|
|
}
|
|
|
|
if ((bs->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT | SHADER_HASRIPPLEMAP)) && shaderstate.mode != BEM_WIREFRAME)
|
|
{
|
|
if (!GLBE_GenerateBatchTextures(batch, bs))
|
|
continue;
|
|
if ((bs->flags&SHADER_HASPORTAL) && shaderstate.mode != BEM_DEPTHONLY && gl_config.arb_depth_clamp)
|
|
{ //this little bit of code is meant to prevent issues when the near clip plane intersects the portal surface, allowing us to be that little bit closer to the portal.
|
|
qglEnable(GL_DEPTH_CLAMP_ARB);
|
|
GLBE_SubmitBatch(batch);
|
|
qglDisable(GL_DEPTH_CLAMP_ARB);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
GLBE_SubmitBatch(batch);
|
|
}
|
|
}
|
|
|
|
void GLBE_SubmitMeshes (batch_t **worldbatches, int start, int stop)
|
|
{
|
|
int i;
|
|
int portaldepth = r_portalrecursion.ival;
|
|
|
|
for (i = start; i <= stop; i++)
|
|
{
|
|
if (worldbatches)
|
|
{
|
|
if (i == SHADER_SORT_PORTAL && r_refdef.recurse < portaldepth)
|
|
{
|
|
GLBE_SubmitMeshesPortals(worldbatches, shaderstate.mbatches[i]);
|
|
|
|
if (!r_refdef.recurse && r_portalonly.ival)
|
|
return;
|
|
}
|
|
|
|
GLBE_SubmitMeshesSortList(worldbatches[i]);
|
|
}
|
|
GLBE_SubmitMeshesSortList(shaderstate.mbatches[i]);
|
|
}
|
|
}
|
|
|
|
void GLBE_UpdateLightmaps(void)
|
|
{
|
|
lightmapinfo_t *lm;
|
|
int lmidx;
|
|
|
|
for (lmidx = 0; lmidx < numlightmaps; lmidx++)
|
|
{
|
|
lm = lightmap[lmidx];
|
|
if (!lm)
|
|
continue;
|
|
if (lm->modified)
|
|
{
|
|
int t = lm->rectchange.t; //pull them out now, in the hopes that it'll be more robust with respect to r_dynamic -1
|
|
int b = lm->rectchange.b;
|
|
#ifdef _DEBUG
|
|
if (t >= b)
|
|
Con_Printf("Dodgy lightmaps\n");
|
|
else
|
|
#endif
|
|
if (!TEXVALID(lm->lightmap_texture))
|
|
{
|
|
extern cvar_t r_lightmap_nearest;
|
|
TEXASSIGN(lm->lightmap_texture, Image_CreateTexture(va("***lightmap %i***", lmidx), NULL, (r_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);
|
|
if (qglTexStorage2D && gl_config.formatinfo[lm->fmt].sizedformat)
|
|
{
|
|
qglTexStorage2D(GL_TEXTURE_2D, 1, gl_config.formatinfo[lm->fmt].sizedformat, lm->width, lm->height);
|
|
if (lm->pbo_handle)
|
|
{
|
|
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, lm->pbo_handle);
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, t, lm->width, b-t, gl_config.formatinfo[lm->fmt].format, gl_config.formatinfo[lm->fmt].type, (char*)NULL + t*lm->width*lm->pixbytes);
|
|
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
|
|
}
|
|
else
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, t, lm->width, b-t, gl_config.formatinfo[lm->fmt].format, gl_config.formatinfo[lm->fmt].type, lm->lightmaps+t*lm->width*lm->pixbytes);
|
|
}
|
|
else
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, gl_config.formatinfo[lm->fmt].internalformat, lm->width, lm->height, 0, gl_config.formatinfo[lm->fmt].format, gl_config.formatinfo[lm->fmt].type, lm->lightmaps);
|
|
|
|
if (gl_config.glversion >= (gl_config.gles?3.0:3.3))
|
|
{
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, gl_config.formatinfo[lm->fmt].swizzle_r);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, gl_config.formatinfo[lm->fmt].swizzle_g);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, gl_config.formatinfo[lm->fmt].swizzle_b);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, gl_config.formatinfo[lm->fmt].swizzle_a);
|
|
}
|
|
|
|
//for completeness.
|
|
lm->lightmap_texture->format = lm->fmt;
|
|
lm->lightmap_texture->width = lm->width;
|
|
lm->lightmap_texture->height = lm->height;
|
|
lm->lightmap_texture->depth = 1;
|
|
lm->lightmap_texture->status = TEX_LOADED;
|
|
}
|
|
else
|
|
{
|
|
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
|
|
if (lm->pbo_handle)
|
|
{
|
|
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, lm->pbo_handle);
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, t, lm->width, b-t, gl_config.formatinfo[lm->fmt].format, gl_config.formatinfo[lm->fmt].type, (char*)NULL + t*lm->width*lm->pixbytes);
|
|
qglBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
|
|
}
|
|
else
|
|
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, t, lm->width, b-t, gl_config.formatinfo[lm->fmt].format, gl_config.formatinfo[lm->fmt].type, lm->lightmaps+t*lm->width*lm->pixbytes);
|
|
}
|
|
lm->modified = false;
|
|
lm->rectchange.l = lm->width;
|
|
lm->rectchange.t = lm->height;
|
|
lm->rectchange.r = 0;
|
|
lm->rectchange.b = 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(const qbyte *worldpvs, const int *worldareas)
|
|
{
|
|
batch_t *batches[SHADER_SORT_COUNT];
|
|
batch_t **ob = shaderstate.mbatches;
|
|
shaderstate.mbatches = batches;
|
|
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode, worldpvs, worldareas);
|
|
GLBE_SubmitMeshes(NULL, 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, 0);
|
|
}
|
|
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);
|
|
|
|
shaderstate.tex_reflectcube = R_GetDefaultEnvmap();
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
|
|
#ifdef RTLIGHTS
|
|
#ifdef SHADOWDBG_COLOURNOTDEPTH
|
|
void GLBE_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
|
|
{
|
|
if (gl_config.ext_framebuffer_objects)
|
|
{
|
|
if (!shadow_fbo_id)
|
|
{
|
|
int drb;
|
|
qglGenFramebuffersEXT(1, &shadow_fbo_id);
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
|
|
//create an unnamed depth buffer
|
|
// qglGenRenderbuffersEXT(1, &drb);
|
|
// qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, drb);
|
|
// qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_ARB, SHADOWMAP_SIZE*3, SHADOWMAP_SIZE*2);
|
|
// qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, drb);
|
|
|
|
if (qglDrawBuffer)
|
|
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
if (qglReadBuffer)
|
|
qglReadBuffer(GL_NONE);
|
|
}
|
|
else
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
|
|
if (TEXVALID(depthtexture))
|
|
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, depthtexture->num, 0);
|
|
}
|
|
}
|
|
#else
|
|
int GLBE_BeginRenderBuffer_DepthOnly(texid_t depthtexture)
|
|
{
|
|
int old = shaderstate.fbo_current;
|
|
if (gl_config.ext_framebuffer_objects)
|
|
{
|
|
if (!shadow_fbo_id)
|
|
{
|
|
qglGenFramebuffersEXT(1, &shadow_fbo_id);
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
if (qglDrawBuffers)
|
|
qglDrawBuffers(0, NULL);
|
|
else if (qglDrawBuffer)
|
|
qglDrawBuffer(GL_NONE);
|
|
if (qglReadBuffer)
|
|
qglReadBuffer(GL_NONE);
|
|
}
|
|
else
|
|
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo_id);
|
|
shaderstate.fbo_current = shadow_fbo_id;
|
|
|
|
if (shadow_fbo_depth_num != depthtexture->num)
|
|
{
|
|
shadow_fbo_depth_num = depthtexture->num;
|
|
if (TEXVALID(depthtexture))
|
|
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthtexture->num, 0);
|
|
}
|
|
}
|
|
return old;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
//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, int layer)
|
|
{
|
|
static 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++)
|
|
{
|
|
if ((destcol[i]->flags & IF_TEXTYPEMASK) == IF_TEXTYPE_CUBE)
|
|
{
|
|
//fixme: we should probably support whole-cubemap rendering for shadowmaps or something.
|
|
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + layer, destcol[i]->num, 0);
|
|
}
|
|
else
|
|
{ //layer does not make sense here
|
|
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(void)
|
|
{
|
|
cvar_t *var;
|
|
unsigned int i;
|
|
qboolean redefine = false;
|
|
texid_t depth, targets[countof(shaderstate.tex_gbuf)];
|
|
const char *s;
|
|
int w = r_refdef.pxrect.width, h = r_refdef.pxrect.height;
|
|
/*
|
|
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 (r_refdef.recurse)
|
|
return; //fixme: messy stuff...
|
|
|
|
/*do portals*/
|
|
BE_SelectMode(BEM_STANDARD);
|
|
GLBE_SubmitMeshes(cl.worldmodel->batches, SHADER_SORT_PORTAL, SHADER_SORT_PORTAL);
|
|
|
|
BE_SelectMode(BEM_GBUFFER);
|
|
for (i = 0; i < countof(shaderstate.tex_gbuf); i++)
|
|
{
|
|
if (!TEXVALID(shaderstate.tex_gbuf[i]) || w != shaderstate.tex_gbuf[i]->width || h != shaderstate.tex_gbuf[i]->height)
|
|
{
|
|
if (!shaderstate.tex_gbuf[i])
|
|
{
|
|
shaderstate.tex_gbuf[i] = Image_CreateTexture(va("***gbuffer %u***", i), NULL, IF_CLAMP|IF_NEAREST|IF_NOMIPMAP|IF_RENDERTARGET);
|
|
qglGenTextures(1, &shaderstate.tex_gbuf[i]->num);
|
|
}
|
|
shaderstate.tex_gbuf[i]->width = w;
|
|
shaderstate.tex_gbuf[i]->height = h;
|
|
redefine = true;
|
|
}
|
|
}
|
|
|
|
//something changed, redefine the textures.
|
|
if (redefine)
|
|
{
|
|
static const char *defualtfmts[countof(shaderstate.tex_gbuf)] =
|
|
//depth, normals, difflight, speclight
|
|
{"depth", "rgba16f", "rgba16f", "rgba8", "", "", "", ""};
|
|
|
|
checkglerror();
|
|
|
|
for (i = 0; i < countof(shaderstate.tex_gbuf); i++)
|
|
{
|
|
GLint ifmt = 0;
|
|
GLenum dfmt = GL_RGBA;
|
|
GLenum dtype = GL_UNSIGNED_BYTE;
|
|
var = Cvar_Get(va("gl_deferred_gbuffmt_%i", i), defualtfmts[i]?defualtfmts[i]:"", 0, "Deferred Rendering");
|
|
if (!var)
|
|
continue;
|
|
if (!strcmp(var->string, "rgba32f"))
|
|
{
|
|
if (gl_config_gles)
|
|
{ //gles3
|
|
ifmt = GL_RGBA32F;
|
|
dfmt = GL_RGBA;
|
|
dtype = GL_FLOAT;
|
|
}
|
|
else
|
|
ifmt = GL_RGBA32F;
|
|
}
|
|
else if (!strcmp(var->string, "rgba16f"))
|
|
{
|
|
if (gl_config_gles)
|
|
{ //gles3
|
|
ifmt = GL_RGBA16F;
|
|
dfmt = GL_RGBA;
|
|
dtype = GL_HALF_FLOAT;
|
|
}
|
|
else
|
|
ifmt = GL_RGBA16F;
|
|
}
|
|
// else if (!strcmp(var->string, "rgba8s"))
|
|
// ifmt = GL_RGBA8_SNORM;
|
|
else if (!strcmp(var->string, "depth"))
|
|
{
|
|
dtype = GL_UNSIGNED_INT;
|
|
ifmt = GL_DEPTH_COMPONENT;
|
|
dfmt = GL_DEPTH_COMPONENT;
|
|
}
|
|
else if (!strcmp(var->string, "depth16"))
|
|
{
|
|
if (gl_config_gles)
|
|
{
|
|
dtype = GL_UNSIGNED_SHORT;
|
|
ifmt = GL_DEPTH_COMPONENT;
|
|
}
|
|
else
|
|
ifmt = GL_DEPTH_COMPONENT16_ARB;
|
|
dfmt = GL_DEPTH_COMPONENT;
|
|
}
|
|
else if (!strcmp(var->string, "depth24"))
|
|
{
|
|
if (gl_config_gles)
|
|
{
|
|
dtype = GL_UNSIGNED_INT;
|
|
ifmt = GL_DEPTH_COMPONENT;
|
|
}
|
|
else
|
|
ifmt = GL_DEPTH_COMPONENT24_ARB;
|
|
dfmt = GL_DEPTH_COMPONENT;
|
|
}
|
|
else if (!strcmp(var->string, "depth32"))
|
|
{
|
|
if (gl_config_gles)
|
|
{
|
|
dtype = GL_FLOAT;
|
|
ifmt = GL_DEPTH_COMPONENT;
|
|
}
|
|
else
|
|
ifmt = GL_DEPTH_COMPONENT32_ARB;
|
|
dfmt = GL_DEPTH_COMPONENT;
|
|
}
|
|
else if (!strcmp(var->string, "rgb565"))
|
|
{
|
|
dtype = GL_UNSIGNED_SHORT_5_6_5;
|
|
ifmt = GL_RGB;
|
|
dfmt = GL_RGB;
|
|
}
|
|
else if (!strcmp(var->string, "rgba4"))
|
|
{
|
|
dtype = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
ifmt = GL_RGBA;
|
|
dfmt = GL_RGBA;
|
|
}
|
|
else if (!strcmp(var->string, "rgba5551"))
|
|
{
|
|
dtype = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
ifmt = GL_RGBA;
|
|
dfmt = GL_RGBA;
|
|
}
|
|
else if (!strcmp(var->string, "rgba8") || *var->string)
|
|
{
|
|
#ifndef GLESONLY
|
|
if (!gl_config_gles)
|
|
ifmt = GL_RGBA8;
|
|
else
|
|
#endif
|
|
ifmt = GL_RGBA;
|
|
dfmt = GL_RGBA;
|
|
}
|
|
else
|
|
continue;
|
|
|
|
shaderstate.tex_gbuf[i]->status = TEX_LOADED;
|
|
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_gbuf[i]);
|
|
qglTexImage2D(GL_TEXTURE_2D, 0, ifmt, w, h, 0, dfmt, dtype, NULL);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("unable to configure gbuffer image as '%s'\n", var->string);
|
|
}
|
|
}
|
|
|
|
/*set the FB up to draw surface info*/
|
|
var = Cvar_Get2("gl_deferred_pre_depth", "0", 0, "gbuffer index used for depth. negative means to use an annonamous renderbuffer", "Deferred Rendering");
|
|
if (var->ival < 0 || var->ival >= countof(shaderstate.tex_gbuf))
|
|
depth = r_nulltex;
|
|
else
|
|
depth = shaderstate.tex_gbuf[var->ival];
|
|
var = Cvar_Get2("gl_deferred_pre_targets", "1", 0, "space-separated list of gbuffer indexes to use for deferred surface information", "Deferred Rendering");
|
|
for (i = 0, s = var->string; *s && i < countof(targets); )
|
|
{
|
|
char token[32];
|
|
int b;
|
|
s = COM_ParseOut(s, token, sizeof(token));
|
|
if (!*token)
|
|
continue;
|
|
b = atoi(token);
|
|
if (b >= 0 && b < countof(shaderstate.tex_gbuf))
|
|
targets[i++] = shaderstate.tex_gbuf[b];
|
|
}
|
|
|
|
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_lprepass, depth?FBO_TEX_DEPTH:FBO_RB_DEPTH, targets, i, depth, w, h, 0);
|
|
if (GL_FRAMEBUFFER_COMPLETE_EXT != qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT))
|
|
{
|
|
Con_Printf("Bad framebuffer\n");
|
|
return;
|
|
}
|
|
GL_ForceDepthWritable();
|
|
//FIXME: should probably clear colour buffer too.
|
|
qglClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
/*draw surfaces that can be drawn this way*/
|
|
GLBE_SubmitMeshes(cl.worldmodel->batches, SHADER_SORT_OPAQUE, SHADER_SORT_OPAQUE);
|
|
|
|
/*reconfigure - now drawing diffuse light info using the previous fb image as a source image*/
|
|
var = Cvar_Get2("gl_deferred_light_targets", "2 3", 0, "space-separated list of gbuffer indexes for lighting to write to", "Deferred Rendering");
|
|
for (i = 0, s = var->string; *s && i < countof(targets); )
|
|
{
|
|
char token[32];
|
|
int b;
|
|
s = COM_ParseOut(s, token, sizeof(token));
|
|
if (!*token)
|
|
continue;
|
|
b = atoi(token);
|
|
if (b >= 0 && b < countof(shaderstate.tex_gbuf))
|
|
targets[i++] = shaderstate.tex_gbuf[b];
|
|
}
|
|
GLBE_FBO_Update(&shaderstate.fbo_lprepass, depth?FBO_TEX_DEPTH:FBO_RB_DEPTH, targets, i, depth, w, h, 0);
|
|
|
|
BE_SelectMode(BEM_STANDARD);
|
|
qglClearColor (0,0,0,0);
|
|
qglClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
/*now draw the prelights*/
|
|
GLBE_SubmitMeshes(cl.worldmodel->batches, SHADER_SORT_DEFERREDLIGHT, SHADER_SORT_DEFERREDLIGHT);
|
|
|
|
/*final reconfigure - now drawing final surface data onto true framebuffer*/
|
|
GLBE_FBO_Pop(oldfbo);
|
|
if (!oldfbo && qglDrawBuffer)
|
|
qglDrawBuffer(GL_BACK);
|
|
|
|
/*now draw the postlight passes (this includes blended stuff which will NOT be lit)*/
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
GLBE_SubmitMeshes(cl.worldmodel->batches, SHADER_SORT_SKY, SHADER_SORT_NEAREST);
|
|
|
|
#ifdef RTLIGHTS
|
|
/*regular lighting now*/
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
Sh_DrawLights(r_refdef.scenevis);
|
|
#endif
|
|
|
|
qglClearColor (1,0,0,1);
|
|
}
|
|
|
|
qboolean R_DrawSkyroom(shader_t *skyshader);
|
|
|
|
void GLBE_DrawWorld (batch_t **worldbatches)
|
|
{
|
|
#ifdef RTLIGHTS
|
|
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
|
|
#endif
|
|
batch_t *batches[SHADER_SORT_COUNT];
|
|
batch_t **ob = shaderstate.mbatches;
|
|
RSpeedLocals();
|
|
shaderstate.mbatches = batches;
|
|
|
|
shaderstate.depthrange = 0;
|
|
|
|
TRACE(("GLBE_DrawWorld: %p\n", worldbatches));
|
|
|
|
//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_refdef.scenevis, r_refdef.sceneareas);
|
|
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_UpdateLightmaps();
|
|
if (worldbatches)
|
|
{
|
|
if (worldbatches[SHADER_SORT_SKY] && r_refdef.skyroom_enabled)
|
|
{
|
|
batch_t *b;
|
|
for (b = worldbatches[SHADER_SORT_SKY]; b; b = b->next)
|
|
if (R_DrawSkyroom(b->shader))
|
|
{
|
|
GL_CullFace(0);//make sure flipcull reversion takes effect
|
|
currententity = NULL;
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
GL_ForceDepthWritable();
|
|
qglClear(GL_DEPTH_BUFFER_BIT);
|
|
r_refdef.flags |= RDF_SKIPSKY;
|
|
break;
|
|
}
|
|
}
|
|
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 (worldbatches && r_shadow_realtime_world.ival)
|
|
shaderstate.identitylighting = r_shadow_realtime_world_lightmaps.value;
|
|
else
|
|
#endif
|
|
shaderstate.identitylighting = r_lightmap_scale.value;
|
|
shaderstate.identitylighting *= r_refdef.hdr_value;
|
|
shaderstate.identitylightmap = shaderstate.identitylighting;
|
|
// shaderstate.identitylightmap *= 1<<gl_overbright.ival;
|
|
|
|
// if (cl.worldmodel && cl.worldmodel->fromgame == fg_quake3)
|
|
// shaderstate.identitylighting *= 2;
|
|
|
|
#ifdef RTLIGHTS
|
|
if (r_lightprepass)
|
|
{
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
GLBE_DrawLightPrePass();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
#ifdef RTLIGHTS
|
|
if (r_fakeshadows)
|
|
Sh_GenerateFakeShadows();
|
|
#endif
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
|
|
if (shaderstate.identitylighting == 0)
|
|
BE_SelectMode(BEM_DEPTHDARK);
|
|
else
|
|
BE_SelectMode(BEM_STANDARD);
|
|
|
|
RSpeedRemark();
|
|
GLBE_SubmitMeshes(worldbatches, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
|
|
RSpeedEnd(RSPEED_OPAQUE);
|
|
|
|
#ifdef RTLIGHTS
|
|
if (worldbatches)
|
|
{
|
|
RSpeedRemark();
|
|
TRACE(("GLBE_DrawWorld: drawing lights\n"));
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
Sh_DrawLights(r_refdef.scenevis);
|
|
RSpeedEnd(RSPEED_RTLIGHTS);
|
|
TRACE(("GLBE_DrawWorld: lights drawn\n"));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifndef GLSLONLY
|
|
if (r_outline.ival && !r_wireframe.ival && qglPolygonMode && qglLineWidth)
|
|
{
|
|
int oc = r_refdef.flipcull;
|
|
shaderstate.identitylighting = 0;
|
|
shaderstate.identitylightmap = 0;
|
|
r_refdef.flipcull ^= SHADER_CULL_FLIP;
|
|
GLBE_SelectMode(BEM_DEPTHDARK);
|
|
shaderstate.polyoffset.unit = 1;
|
|
shaderstate.polyoffset.factor = 1;
|
|
|
|
qglEnable(GL_POLYGON_OFFSET_LINE);
|
|
qglLineWidth (bound(0.1, r_outline_width.value, 3.0));
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
GLBE_SubmitMeshes(NULL, SHADER_SORT_PORTAL, SHADER_SORT_OPAQUE+1);
|
|
r_refdef.flipcull = oc;
|
|
GLBE_SelectMode(BEM_STANDARD);
|
|
qglDisable(GL_POLYGON_OFFSET_LINE);
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
qglLineWidth (1);
|
|
}
|
|
#endif
|
|
|
|
shaderstate.identitylighting = 1;
|
|
|
|
RSpeedRemark();
|
|
GLBE_SubmitMeshes(worldbatches, SHADER_SORT_SEETHROUGH+1, SHADER_SORT_NEAREST);
|
|
RSpeedEnd(RSPEED_TRANSPARENTS);
|
|
|
|
#ifndef GLSLONLY
|
|
if (r_refdef.globalfog.density && (!gl_config.arb_shader_objects || !r_fog_permutation.ival))
|
|
{ //fixed function-only. with global fog. that means we need to hack something in.
|
|
//FIXME: should really be doing this on a per-shader basis, for custom shaders that don't use glsl
|
|
BE_SelectMode(BEM_FOG);
|
|
|
|
BE_SelectFog(r_refdef.globalfog.colour, r_refdef.globalfog.alpha, r_refdef.globalfog.density);
|
|
GLBE_SubmitMeshes(worldbatches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
|
|
}
|
|
#endif
|
|
|
|
#ifdef GL_LINE //no gles
|
|
if (r_wireframe.ival && qglPolygonMode)
|
|
{
|
|
BE_SelectMode(BEM_WIREFRAME);
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
GLBE_SubmitMeshes(worldbatches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
|
|
BE_SelectMode(BEM_STANDARD);
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
shaderstate.curdlight = NULL;
|
|
}
|
|
else
|
|
{
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
GLBE_SubmitMeshes(NULL, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
|
|
|
|
#ifdef GL_LINE //no gles
|
|
if (r_wireframe.ival && qglPolygonMode)
|
|
{
|
|
BE_SelectMode(BEM_WIREFRAME);
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
GLBE_SubmitMeshes(NULL, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
|
|
BE_SelectMode(BEM_STANDARD);
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
// shaderstate.curtime = shaderstate.updatetime = realtime;
|
|
shaderstate.depthrange = 0;
|
|
|
|
shaderstate.identitylighting = 1;
|
|
|
|
shaderstate.mbatches = ob;
|
|
|
|
TRACE(("GLBE_DrawWorld: drawn everything\n"));
|
|
}
|
|
|
|
void GLBE_VBO_Begin(vbobctx_t *ctx, size_t maxsize)
|
|
{
|
|
COM_AssertMainThread("GLBE_VBO_Begin"); //actually, we should probably just build this in memory and throw it to the main thread as needed, but we still need some buffers indexes. I guess we could build a list of varrays. the other option is to just create a large persistant-mapped buffer, and then just append+reuse from any thread, but that makes destruction messy.
|
|
|
|
ctx->maxsize = maxsize;
|
|
ctx->pos = 0;
|
|
ctx->fallback = NULL;
|
|
if (qglBufferStorage)
|
|
{
|
|
ctx->vboid[0] = ctx->vboid[1] = 0;
|
|
qglGenBuffersARB(2, ctx->vboid);
|
|
ctx->fallback = BZ_Malloc(maxsize);
|
|
}
|
|
else if (qglBufferDataARB)
|
|
{
|
|
ctx->vboid[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, size_t size, vboarray_t *varray)
|
|
{
|
|
if (qglBufferStorage)
|
|
{
|
|
memcpy((char*)ctx->fallback + ctx->pos, data, size);
|
|
varray->gl.vbo = ctx->vboid[0];
|
|
varray->gl.addr = (void*)ctx->pos;
|
|
}
|
|
else 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, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
|
|
{
|
|
if (ctx->pos > ctx->maxsize)
|
|
Sys_Error("BE_VBO_Finish: too much data given\n");
|
|
if (qglBufferStorage)
|
|
{
|
|
GL_SelectVBO(ctx->vboid[0]);
|
|
qglBufferStorage(GL_ARRAY_BUFFER_ARB, ctx->pos, ctx->fallback, 0);
|
|
BZ_Free(ctx->fallback);
|
|
ctx->fallback = NULL;
|
|
GL_SelectEBO(ctx->vboid[1]);
|
|
qglBufferStorage(GL_ELEMENT_ARRAY_BUFFER_ARB, esize, edata, 0);
|
|
earray->gl.vbo = ctx->vboid[1];
|
|
earray->gl.addr = NULL;
|
|
}
|
|
else 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, void *vbomem)
|
|
{
|
|
if (vearray->gl.vbo)
|
|
{
|
|
qglDeleteBuffersARB(1, &vearray->gl.vbo);
|
|
vearray->gl.vbo = 0;
|
|
}
|
|
else
|
|
BZ_Free(vearray->gl.addr);
|
|
vearray->gl.addr = NULL;
|
|
}
|
|
#endif
|