2004-08-22 22:29:09 +00:00
|
|
|
#include "quakedef.h"
|
|
|
|
#include "glquake.h"
|
|
|
|
#include "shader.h"
|
|
|
|
|
|
|
|
#ifdef RGLQUAKE
|
|
|
|
|
|
|
|
|
|
|
|
#define MAX_MESH_VERTS 8192
|
|
|
|
|
|
|
|
//we don't support multitexturing yet.
|
|
|
|
|
|
|
|
|
|
|
|
static float tempstarray[MAX_MESH_VERTS*3];
|
|
|
|
static vec4_t tempxyzarray[MAX_MESH_VERTS];
|
|
|
|
|
|
|
|
shader_t nullshader, wallbumpshader, modelbumpshader;
|
|
|
|
#define frand() (rand()&32767)* (1.0/32767)
|
|
|
|
|
|
|
|
#define FTABLE_SIZE 1024
|
|
|
|
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
|
|
|
|
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand())//*((x)-floor(x)))
|
|
|
|
|
|
|
|
static float r_sintable[FTABLE_SIZE];
|
|
|
|
static float r_triangletable[FTABLE_SIZE];
|
|
|
|
static float r_squaretable[FTABLE_SIZE];
|
|
|
|
static float r_sawtoothtable[FTABLE_SIZE];
|
|
|
|
static float r_inversesawtoothtable[FTABLE_SIZE];
|
|
|
|
|
|
|
|
void GLR_MeshInit(void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
double t;
|
|
|
|
for ( i = 0; i < FTABLE_SIZE; i++ )
|
|
|
|
{
|
|
|
|
t = (double)i / (double)FTABLE_SIZE;
|
|
|
|
|
|
|
|
r_sintable[i] = sin ( t * M_PI*2 );
|
|
|
|
|
|
|
|
if (t < 0.25)
|
|
|
|
r_triangletable[i] = t * 4.0;
|
|
|
|
else if (t < 0.75)
|
|
|
|
r_triangletable[i] = 2 - 4.0 * t;
|
|
|
|
else
|
|
|
|
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
|
|
|
|
|
|
|
|
if (t < 0.5)
|
|
|
|
r_squaretable[i] = 1.0f;
|
|
|
|
else
|
|
|
|
r_squaretable[i] = -1.0f;
|
|
|
|
|
|
|
|
r_sawtoothtable[i] = t;
|
|
|
|
r_inversesawtoothtable[i] = 1.0 - t;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
nullshader.numdeforms = 0;//1;
|
|
|
|
nullshader.deforms[0].type = DEFORMV_WAVE;
|
|
|
|
nullshader.deforms[0].args[0] = 10;
|
|
|
|
nullshader.deforms[0].func.type = SHADER_FUNC_SIN;
|
|
|
|
nullshader.deforms[0].func.args[1] = 1;
|
|
|
|
nullshader.deforms[0].func.args[3] = 10;
|
|
|
|
|
|
|
|
nullshader.pass[0].texturetype = GL_TEXTURE_2D;
|
|
|
|
nullshader.pass[0].envmode = GL_MODULATE;
|
|
|
|
nullshader.pass[0].blendsrc = GL_SRC_ALPHA;
|
|
|
|
nullshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
|
|
|
|
nullshader.pass[1].flags |= SHADER_PASS_BLEND;
|
|
|
|
nullshader.pass[1].tcgen = TC_GEN_LIGHTMAP;
|
|
|
|
nullshader.pass[1].blendsrc = GL_SRC_ALPHA;
|
|
|
|
nullshader.pass[1].blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
nullshader.pass[1].texturetype = GL_TEXTURE_2D;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
modelbumpshader.numpasses = 3;
|
|
|
|
|
|
|
|
if (1)
|
|
|
|
modelbumpshader.pass[0].mergedpasses = 4;
|
|
|
|
else
|
|
|
|
modelbumpshader.pass[0].mergedpasses = 2;
|
|
|
|
modelbumpshader.pass[2].mergedpasses = 1;
|
|
|
|
|
|
|
|
modelbumpshader.pass[0].tcgen = TC_GEN_BASE;
|
|
|
|
modelbumpshader.pass[0].envmode = GL_COMBINE_ARB;
|
|
|
|
modelbumpshader.pass[0].combinesrc0 = GL_TEXTURE;
|
|
|
|
modelbumpshader.pass[0].combinemode = GL_REPLACE;
|
|
|
|
modelbumpshader.pass[0].blendsrc = GL_SRC_ALPHA;
|
|
|
|
modelbumpshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
modelbumpshader.pass[0].anim_frames[0] = 0;//bumpmap
|
|
|
|
modelbumpshader.pass[0].texturetype = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
modelbumpshader.pass[1].tcgen = TC_GEN_DOTPRODUCT;
|
|
|
|
modelbumpshader.pass[1].envmode = GL_COMBINE_ARB;
|
|
|
|
modelbumpshader.pass[1].combinesrc0 = GL_TEXTURE;
|
|
|
|
modelbumpshader.pass[1].combinesrc1 = GL_PREVIOUS_ARB;
|
|
|
|
modelbumpshader.pass[1].combinemode = GL_DOT3_RGB_ARB;
|
|
|
|
modelbumpshader.pass[1].anim_frames[0] = 0;//delux
|
|
|
|
modelbumpshader.pass[1].texturetype = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
modelbumpshader.pass[2].flags |= SHADER_PASS_BLEND;
|
|
|
|
modelbumpshader.pass[2].tcgen = TC_GEN_BASE;
|
|
|
|
modelbumpshader.pass[2].envmode = GL_MODULATE;
|
|
|
|
modelbumpshader.pass[2].blendsrc = GL_DST_COLOR;
|
|
|
|
modelbumpshader.pass[2].blenddst = GL_ZERO;
|
|
|
|
modelbumpshader.pass[2].anim_frames[0] = 0;//texture
|
|
|
|
modelbumpshader.pass[2].texturetype = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
//gl_combine states that we need to use a textures.
|
|
|
|
modelbumpshader.pass[3].tcgen = TC_GEN_BASE; //multiply by colors
|
|
|
|
modelbumpshader.pass[3].envmode = GL_COMBINE_ARB;
|
|
|
|
modelbumpshader.pass[3].combinesrc0 = GL_PREVIOUS_ARB;
|
|
|
|
modelbumpshader.pass[3].combinesrc1 = GL_PRIMARY_COLOR_ARB;
|
|
|
|
modelbumpshader.pass[3].combinemode = GL_MODULATE;
|
|
|
|
modelbumpshader.pass[3].anim_frames[0] = 1; //any, has to be present
|
|
|
|
modelbumpshader.pass[3].texturetype = GL_TEXTURE_2D;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
wallbumpshader.numpasses = 4;
|
|
|
|
|
|
|
|
if (1)
|
|
|
|
wallbumpshader.pass[0].mergedpasses = 4;
|
|
|
|
else
|
|
|
|
wallbumpshader.pass[0].mergedpasses = 2;
|
|
|
|
wallbumpshader.pass[2].mergedpasses = 2;
|
|
|
|
|
|
|
|
wallbumpshader.pass[0].tcgen = TC_GEN_BASE;
|
|
|
|
wallbumpshader.pass[0].envmode = GL_COMBINE_ARB;
|
|
|
|
wallbumpshader.pass[0].combinesrc0 = GL_TEXTURE;
|
|
|
|
wallbumpshader.pass[0].combinemode = GL_REPLACE;
|
|
|
|
wallbumpshader.pass[0].anim_frames[0] = 0;//bumpmap
|
|
|
|
wallbumpshader.pass[0].blendsrc = GL_SRC_ALPHA;
|
|
|
|
wallbumpshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA;
|
|
|
|
wallbumpshader.pass[0].texturetype = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
wallbumpshader.pass[1].tcgen = TC_GEN_LIGHTMAP;
|
|
|
|
wallbumpshader.pass[1].envmode = GL_COMBINE_ARB;
|
|
|
|
wallbumpshader.pass[1].combinesrc0 = GL_TEXTURE;
|
|
|
|
wallbumpshader.pass[1].combinesrc1 = GL_PREVIOUS_ARB;
|
|
|
|
wallbumpshader.pass[1].combinemode = GL_DOT3_RGB_ARB;
|
|
|
|
wallbumpshader.pass[1].anim_frames[0] = 0;//delux
|
|
|
|
wallbumpshader.pass[1].texturetype = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
wallbumpshader.pass[2].flags |= SHADER_PASS_BLEND;
|
|
|
|
wallbumpshader.pass[2].tcgen = TC_GEN_BASE;
|
|
|
|
wallbumpshader.pass[2].envmode = GL_MODULATE;
|
|
|
|
wallbumpshader.pass[2].blendsrc = GL_DST_COLOR;
|
|
|
|
wallbumpshader.pass[2].blenddst = GL_ZERO;
|
|
|
|
wallbumpshader.pass[2].anim_frames[0] = 0;//texture
|
|
|
|
wallbumpshader.pass[2].texturetype = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
wallbumpshader.pass[3].tcgen = TC_GEN_LIGHTMAP;
|
|
|
|
wallbumpshader.pass[3].envmode = GL_BLEND;
|
|
|
|
wallbumpshader.pass[3].anim_frames[0] = 0;//lightmap
|
|
|
|
wallbumpshader.pass[3].texturetype = GL_TEXTURE_2D;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static float *R_TableForFunc ( unsigned int func )
|
|
|
|
{
|
|
|
|
switch (func)
|
|
|
|
{
|
|
|
|
case SHADER_FUNC_SIN:
|
|
|
|
return r_sintable;
|
|
|
|
|
|
|
|
case SHADER_FUNC_TRIANGLE:
|
|
|
|
return r_triangletable;
|
|
|
|
|
|
|
|
case SHADER_FUNC_SQUARE:
|
|
|
|
return r_squaretable;
|
|
|
|
|
|
|
|
case SHADER_FUNC_SAWTOOTH:
|
|
|
|
return r_sawtoothtable;
|
|
|
|
|
|
|
|
case SHADER_FUNC_INVERSESAWTOOTH:
|
|
|
|
return r_inversesawtoothtable;
|
|
|
|
}
|
|
|
|
|
|
|
|
// assume noise
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void MakeDeforms(shader_t *shader, vec4_t *out, vec4_t *in, int number)
|
|
|
|
{
|
|
|
|
float *table;
|
|
|
|
int d, j;
|
|
|
|
float args[4], deflect;
|
|
|
|
deformv_t *dfrm = shader->deforms;
|
|
|
|
|
|
|
|
for (d = 0; d < shader->numdeforms; d++, dfrm++)
|
|
|
|
{
|
|
|
|
switch(dfrm->type)
|
|
|
|
{
|
|
|
|
case DEFORMV_WAVE:
|
|
|
|
args[0] = dfrm->func.args[0];
|
|
|
|
args[1] = dfrm->func.args[1];
|
|
|
|
args[3] = dfrm->func.args[2] + dfrm->func.args[3] * realtime;
|
|
|
|
table = R_TableForFunc ( dfrm->func.type );
|
|
|
|
|
|
|
|
for ( j = 0; j < number; j++ ) {
|
|
|
|
deflect = dfrm->args[0] * (in[j][0]+in[j][1]+in[j][2]) + args[3];
|
|
|
|
deflect = sin(deflect)/*FTABLE_EVALUATE ( table, deflect )*/ * args[1] + args[0];
|
|
|
|
|
|
|
|
out[j][0] = in[j][0]+deflect;
|
|
|
|
out[j][1] = in[j][1]+deflect;
|
|
|
|
out[j][2] = in[j][2]+deflect;
|
|
|
|
|
|
|
|
// Deflect vertex along its normal by wave amount
|
|
|
|
// VectorMA ( out[j], deflect, normalsArray[j], in[j] );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case DEFORMV_MOVE:
|
|
|
|
table = R_TableForFunc ( dfrm->func.type );
|
|
|
|
deflect = dfrm->func.args[2] + realtime * dfrm->func.args[3];
|
|
|
|
deflect = FTABLE_EVALUATE (table, deflect) * dfrm->func.args[1] + dfrm->func.args[0];
|
|
|
|
|
|
|
|
for ( j = 0; j < number; j++ )
|
|
|
|
VectorMA ( out[j], deflect, dfrm->args, in[j] );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Sys_Error("Bad deform type %i\n", dfrm->type);
|
|
|
|
}
|
|
|
|
|
|
|
|
in = out;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Mesh_DeformTextureCoords(mesh_t *mesh, shaderpass_t *pass)
|
|
|
|
{
|
|
|
|
int d;
|
|
|
|
tcmod_t *tcmod = pass->tcmod;
|
|
|
|
float *in, *out;
|
|
|
|
switch(pass->tcgen)
|
|
|
|
{
|
|
|
|
case TC_GEN_DOTPRODUCT: //take normals, use the dotproduct and produce texture coords for bumpmapping
|
|
|
|
{
|
|
|
|
out = tempstarray;
|
|
|
|
in = (float*)mesh->normals_array;
|
|
|
|
|
|
|
|
for (d = 0; d < mesh->numvertexes; d++)
|
|
|
|
{
|
|
|
|
out[d*3+0] = DotProduct((in+d*3), mesh->lightaxis[0]);
|
|
|
|
out[d*3+1] = DotProduct((in+d*3), mesh->lightaxis[1]);
|
|
|
|
out[d*3+2] = DotProduct((in+d*3), mesh->lightaxis[2]);
|
|
|
|
}
|
|
|
|
glTexCoordPointer(3, GL_FLOAT, 0, out);
|
|
|
|
|
|
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
case TC_GEN_LIGHTMAP:
|
|
|
|
in = (float*)mesh->lmst_array;
|
|
|
|
if (in)
|
|
|
|
break; //fallthrought
|
|
|
|
case TC_GEN_BASE:
|
|
|
|
in = (float*)mesh->st_array;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Sys_Error("Mesh_DeformTextureCoords: Bad TC_GEN type\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
for (d = 0; d < pass->numtcmods; d++, dfrm++)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
glTexCoordPointer(2, GL_FLOAT, 0, in);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Mesh_SetShaderpassState ( shaderpass_t *pass, qboolean mtex )
|
|
|
|
{
|
|
|
|
if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) )
|
|
|
|
{
|
|
|
|
glEnable (GL_BLEND);
|
|
|
|
glBlendFunc (pass->blendsrc, pass->blenddst);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2004-08-31 09:22:12 +00:00
|
|
|
// glDisable (GL_BLEND);
|
2004-08-22 22:29:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (pass->flags & SHADER_PASS_ALPHAFUNC)
|
|
|
|
{
|
|
|
|
glEnable (GL_ALPHA_TEST);
|
|
|
|
|
|
|
|
if (pass->alphafunc == SHADER_ALPHA_GT0)
|
|
|
|
{
|
|
|
|
glAlphaFunc (GL_GREATER, 0);
|
|
|
|
}
|
|
|
|
else if (pass->alphafunc == SHADER_ALPHA_LT128)
|
|
|
|
{
|
|
|
|
glAlphaFunc (GL_LESS, 0.5f);
|
|
|
|
}
|
|
|
|
else if (pass->alphafunc == SHADER_ALPHA_GE128)
|
|
|
|
{
|
|
|
|
glAlphaFunc (GL_GEQUAL, 0.5f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// glDisable (GL_ALPHA_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
// glDepthFunc (pass->depthfunc);
|
|
|
|
|
|
|
|
if (pass->flags & SHADER_PASS_DEPTHWRITE)
|
|
|
|
{
|
|
|
|
glDepthMask (GL_TRUE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// glDepthMask (GL_FALSE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void Mesh_DrawPass(shaderpass_t *pass, mesh_t *mesh)
|
|
|
|
{
|
|
|
|
Mesh_SetShaderpassState(pass, false);
|
|
|
|
if (pass->mergedpasses>1 && gl_mtexarbable)
|
|
|
|
{
|
|
|
|
int p;
|
|
|
|
// Mesh_DrawPass(pass+2,mesh);
|
|
|
|
// return;
|
|
|
|
for (p = 0; p < pass->mergedpasses; p++)
|
|
|
|
{
|
|
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB+p);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB+p);
|
|
|
|
GL_BindType(pass[p].texturetype, pass[p].anim_frames[0]);
|
|
|
|
glEnable(pass[p].texturetype);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pass[p].envmode);
|
|
|
|
if (pass[p].envmode == GL_COMBINE_ARB)
|
|
|
|
{
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, pass[p].combinesrc0);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, pass[p].combinesrc1);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, pass[p].combinemode);
|
|
|
|
}
|
|
|
|
|
|
|
|
Mesh_DeformTextureCoords(mesh, pass+p);
|
|
|
|
}
|
|
|
|
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
|
|
|
|
for (p = pass->mergedpasses-1; p >= 0; p--)
|
|
|
|
{
|
|
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB+p);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB+p);
|
|
|
|
glDisable(pass[p].texturetype);
|
|
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Mesh_DeformTextureCoords(mesh, pass);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pass->envmode);
|
|
|
|
|
|
|
|
GL_Bind(pass->anim_frames[0]);
|
|
|
|
if (pass->texturetype != GL_TEXTURE_2D)
|
|
|
|
{
|
|
|
|
glDisable(pass->texturetype);
|
|
|
|
glEnable(pass->texturetype);
|
|
|
|
}
|
|
|
|
glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes);
|
|
|
|
|
|
|
|
if (pass->texturetype != GL_TEXTURE_2D)
|
|
|
|
{
|
|
|
|
glDisable(pass->texturetype);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void GL_DrawMesh(mesh_t *mesh, shader_t *shader, int texturenum, int lmtexturenum)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
if (!shader)
|
|
|
|
{
|
|
|
|
shader = &nullshader;
|
|
|
|
shader->pass[0].anim_frames[0] = texturenum;
|
|
|
|
shader->pass[0].mergedpasses=1;
|
|
|
|
|
|
|
|
if (lmtexturenum && !texturenum)
|
|
|
|
{
|
|
|
|
shader->pass[0].anim_frames[0] = lmtexturenum;
|
|
|
|
shader->numpasses = 1;
|
|
|
|
shader->pass[0].flags |= SHADER_PASS_BLEND;
|
|
|
|
}
|
|
|
|
else if (lmtexturenum)
|
|
|
|
{
|
|
|
|
shader->numpasses = 2;
|
|
|
|
shader->pass[1].anim_frames[0] = lmtexturenum;//lmtexture;
|
|
|
|
shader->pass[0].flags &= ~SHADER_PASS_BLEND;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
shader->pass[0].flags &= ~SHADER_PASS_BLEND;
|
|
|
|
shader->numpasses = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
shader->pass[0].texturetype = GL_TEXTURE_2D;
|
|
|
|
}
|
|
|
|
if (!shader->numdeforms)
|
|
|
|
glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MakeDeforms(shader, tempxyzarray, mesh->xyz_array, mesh->numvertexes);
|
|
|
|
glVertexPointer(3, GL_FLOAT, 16, tempxyzarray);
|
|
|
|
}
|
|
|
|
if (mesh->normals_array && glNormalPointer)
|
|
|
|
{
|
|
|
|
glNormalPointer(GL_FLOAT, 0, mesh->normals_array);
|
|
|
|
glEnableClientState( GL_NORMAL_ARRAY );
|
|
|
|
}
|
|
|
|
|
|
|
|
glEnableClientState( GL_VERTEX_ARRAY );
|
|
|
|
if (mesh->colors_array && glColorPointer)
|
|
|
|
{
|
|
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array);
|
|
|
|
glEnableClientState( GL_COLOR_ARRAY );
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i =0 ; i < shader->numpasses; i+=shader->pass[i].mergedpasses)
|
|
|
|
Mesh_DrawPass(shader->pass+i, mesh);
|
|
|
|
|
|
|
|
glDisableClientState( GL_VERTEX_ARRAY );
|
|
|
|
glDisableClientState( GL_COLOR_ARRAY );
|
|
|
|
glDisableClientState( GL_NORMAL_ARRAY );
|
2004-08-31 09:22:12 +00:00
|
|
|
glDisableClientState( GL_NORMAL_ARRAY );
|
2004-08-22 22:29:09 +00:00
|
|
|
|
|
|
|
/* //show normals
|
|
|
|
if (mesh->normals_array)
|
|
|
|
{
|
|
|
|
glColor3f(1,1,1);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
for (i = 0; i < mesh->numvertexes; i++)
|
|
|
|
{
|
|
|
|
glVertex3f( mesh->xyz_array[i][0],
|
|
|
|
mesh->xyz_array[i][1],
|
|
|
|
mesh->xyz_array[i][2]);
|
|
|
|
|
|
|
|
glVertex3f( mesh->xyz_array[i][0] + mesh->normals_array[i][0],
|
|
|
|
mesh->xyz_array[i][1] + mesh->normals_array[i][1],
|
|
|
|
mesh->xyz_array[i][2] + mesh->normals_array[i][2]);
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
void GL_DrawMeshBump(mesh_t *mesh, int texturenum, int lmtexturenum, int bumpnum, int deluxnum)
|
|
|
|
{
|
|
|
|
shader_t *shader;
|
|
|
|
extern int normalisationCubeMap;
|
|
|
|
|
|
|
|
if (lmtexturenum)
|
|
|
|
{
|
|
|
|
shader = &wallbumpshader;
|
|
|
|
shader->pass[3].anim_frames[0] = lmtexturenum;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
shader = &modelbumpshader;
|
|
|
|
|
|
|
|
shader->pass[0].anim_frames[0] = bumpnum;
|
|
|
|
if (deluxnum)
|
|
|
|
{
|
|
|
|
shader->pass[1].anim_frames[0] = deluxnum;
|
|
|
|
shader->pass[1].tcgen = TC_GEN_LIGHTMAP;
|
|
|
|
shader->pass[1].texturetype = GL_TEXTURE_2D;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
shader->pass[1].anim_frames[0] = normalisationCubeMap;
|
|
|
|
shader->pass[1].tcgen = TC_GEN_DOTPRODUCT;
|
|
|
|
shader->pass[1].texturetype = GL_TEXTURE_CUBE_MAP_ARB;
|
|
|
|
}
|
|
|
|
shader->pass[2].anim_frames[0] = texturenum;
|
|
|
|
|
|
|
|
// mesh->colors_array=NULL; //don't bother coloring it.
|
|
|
|
|
|
|
|
GL_DrawMesh(mesh, shader, 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|