#include "quakedef.h" //#define FORCESTATE #ifdef GLQUAKE #include "glquake.h" #include "shader.h" #ifdef _WIN32 #include #else #include #endif #define LIGHTPASS_GLSL_SHARED "\ varying vec2 tcbase;\n\ varying vec3 lightvector;\n\ #if defined(SPECULAR) || defined(OFFSETMAPPING)\n\ varying vec3 eyevector;\n\ #endif\n\ #ifdef PCF\n\ varying vec4 vshadowcoord;\n\ uniform mat4 entmatrix;\n\ #endif\n\ " #define LIGHTPASS_GLSL_VERTEX "\ #ifdef VERTEX_SHADER\n\ \ uniform vec3 lightposition;\n\ \ #if defined(SPECULAR) || defined(OFFSETMAPPING)\n\ uniform vec3 eyeposition;\n\ #endif\n\ \ void main (void)\n\ {\n\ gl_Position = ftransform();\n\ \ tcbase = gl_MultiTexCoord0.xy; //pass the texture coords straight through\n\ \ vec3 lightminusvertex = lightposition - gl_Vertex.xyz;\n\ lightvector.x = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n\ lightvector.y = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n\ lightvector.z = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n\ \ #if defined(SPECULAR)||defined(OFFSETMAPPING)\n\ vec3 eyeminusvertex = eyeposition - gl_Vertex.xyz;\n\ eyevector.x = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n\ eyevector.y = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n\ eyevector.z = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n\ #endif\n\ #if defined(PCF) || defined(SPOT) || defined(PROJECTION)\n\ vshadowcoord = gl_TextureMatrix[7] * (entmatrix*gl_Vertex);\n\ #endif\n\ }\n\ #endif\n\ " /*this is full 4*4 PCF, with an added attempt at prenumbra*/ /*the offset consts are 1/(imagesize*2) */ #define PCF16P(f) "\ float xPixelOffset = (1.0+shadowcoord.b/lightradius)/texx;\ float yPixelOffset = (1.0+shadowcoord.b/lightradius)/texy;\ float s = 0.0;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ \ s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ \ s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ \ s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ \ colorscale *= s/5.0;\n\ " /*this is pcf 3*3*/ /*the offset consts are 1/(imagesize*2) */ #define PCF9(f) "\ const float xPixelOffset = 1.0/texx;\ const float yPixelOffset = 1.0/texy;\ float s = 0.0;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ \ s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ \ s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ colorscale *= s/9.0;\n\ " /*this is a lazy form of pcf. take 5 samples in an x*/ /*the offset consts are 1/(imagesize*2) */ #define PCF5(f) "\ float xPixelOffset = 1.0/texx;\ float yPixelOffset = 1.0/texy;\ float s = 0.0;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\ colorscale *= s/5.0;\n\ " /*this is unfiltered*/ #define PCF1(f) "\ colorscale *= "f"Proj(shadowmap, shadowcoord).r;\n" #define LIGHTPASS_GLSL_FRAGMENT "\ #ifdef FRAGMENT_SHADER\n\ uniform sampler2D baset;\n\ #if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)\n\ uniform sampler2D bumpt;\n\ #endif\n\ #ifdef SPECULAR\n\ uniform sampler2D speculart;\n\ #endif\n\ #ifdef PROJECTION\n\ uniform sampler2D projected;\n\ #endif\n\ #ifdef PCF\n\ #ifdef CUBE\n\ uniform samplerCubeShadow shadowmap;\n\ #else\n\ uniform sampler2DShadow shadowmap;\n\ #endif\n\ #endif\n\ \ \ uniform float lightradius;\n\ uniform vec3 lightcolour;\n\ \ #ifdef OFFSETMAPPING\n\ uniform float offsetmapping_scale;\n\ #endif\n\ \ \ void main (void)\n\ {\n\ #ifdef OFFSETMAPPING\n\ vec2 OffsetVector = normalize(eyevector).xy * offsetmapping_scale * vec2(1, -1);\n\ vec2 foo = tcbase;\n\ #define tcbase foo\n\ tcbase += OffsetVector;\n\ OffsetVector *= 0.333;\n\ tcbase -= OffsetVector * texture2D(bumpt, tcbase).w;\n\ tcbase -= OffsetVector * texture2D(bumpt, tcbase).w;\n\ tcbase -= OffsetVector * texture2D(bumpt, tcbase).w;\n\ #endif\n\ \ \ #ifdef BUMP\n\ vec3 bases = vec3(texture2D(baset, tcbase));\n\ #else\n\ vec3 diff = vec3(texture2D(baset, tcbase));\n\ #endif\n\ #if defined(BUMP) || defined(SPECULAR)\n\ vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0;\n\ #endif\n\ #ifdef SPECULAR\n\ vec3 specs = vec3(texture2D(speculart, tcbase));\n\ #endif\n\ \ vec3 nl = normalize(lightvector);\n\ float colorscale = max(1.0 - dot(lightvector, lightvector)/(lightradius*lightradius), 0.0);\n\ \ #ifdef BUMP\n\ vec3 diff;\n\ diff = bases * max(dot(bumps, nl), 0.0);\n\ #endif\n\ #ifdef SPECULAR\n\ vec3 halfdir = (normalize(eyevector) + normalize(lightvector))/2.0;\n\ float dv = dot(halfdir, bumps);\n\ diff += pow(dv, 8.0) * specs;\n\ #endif\n\ ""\n\ #ifdef PCF\n\ #if defined(SPOT)\n\ const float texx = 512.0;\n\ const float texy = 512.0;\n\ vec4 shadowcoord = vshadowcoord;\n\ #else\n\ const float texx = 512.0;\n\ const float texy = 512.0;\n\ vec4 shadowcoord;\n\ shadowcoord.zw = vshadowcoord.zw;\n\ shadowcoord.xy = vshadowcoord.xy;\n\ #endif\n\ #ifdef CUBE\n\ "PCF9("shadowCube") /*valid are 1,5,9*/"\n\ #else\n\ "PCF9("shadow2D") /*valid are 1,5,9*/"\n\ #endif\n\ #endif\n\ #if defined(SPOT)\n\ /*Actually, this isn't correct*/\n\ if (shadowcoord.w < 0.0) discard;\n\ vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot));\n\ #endif\n\ #if defined(PROJECTION)\n\ lightcolour *= texture2d(projected, shadowcoord);\n\ #endif\n\ \n\ gl_FragColor.rgb = diff*colorscale*lightcolour;\n\ }\n\ \ #endif\n\ " char *defaultglsl2program = LIGHTPASS_GLSL_SHARED LIGHTPASS_GLSL_VERTEX LIGHTPASS_GLSL_FRAGMENT ; static const char LIGHTPASS_SHADER[] = "\ {\n\ program\n\ {\n\ #define LIGHTPASS\n\ %s\n\ }\n\ \ //incoming fragment\n\ param texture 0 baset\n\ param opt texture 1 bumpt\n\ param opt texture 2 speculart\n\ \ //light info\n\ param lightpos lightposition\n\ param lightradius lightradius\n\ param lightcolour lightcolour\n\ \ param opt cvarf r_glsl_offsetmapping_bias offsetmapping_bias\n\ param opt cvarf r_glsl_offsetmapping_scale offsetmapping_scale\n\ \ //eye pos\n\ param opt eyepos eyeposition\n\ \ {\n\ map $diffuse\n\ blendfunc add\n\ tcgen base\n\ }\n\ {\n\ map $normalmap\n\ tcgen normal\n\ }\n\ {\n\ map $specular\n\ tcgen svector\n\ }\n\ {\n\ tcgen tvector\n\ }\n\ }"; static const char PCFPASS_SHADER[] = "\ {\n\ program\n\ {\n\ #define LIGHTPASS\n\ //#define CUBE\n\ #define PCF\n\ %s%s\n\ }\n\ \ //incoming fragment\n\ param texture 7 shadowmap\n\ param texture 1 baset\n\ param opt texture 2 bumpt\n\ param opt texture 3 speculart\n\ \ //light info\n\ param lightpos lightposition\n\ param lightradius lightradius\n\ param lightcolour lightcolour\n\ \ param opt cvarf r_glsl_offsetmapping_scale offsetmapping_scale\n\ \ //eye pos\n\ param opt eyepos EyePosition\n\ param opt entmatrix entmatrix\n\ \ {\n\ map $shadowmap\n\ blendfunc add\n\ tcgen base\n\ }\n\ {\n\ map $diffuse\n\ tcgen normal\n\ }\n\ {\n\ map $normalmap\n\ tcgen svector\n\ }\n\ {\n\ map $specular\n\ tcgen tvector\n\ }\n\ }"; extern cvar_t r_glsl_offsetmapping, r_noportals; static void BE_SendPassBlendAndDepth(unsigned int sbits); void GLBE_SubmitBatch(batch_t *batch); struct { //internal state struct { int lastpasstmus; int vbo_colour; int vbo_texcoords[SHADER_PASS_MAX]; int vbo_deforms; //holds verticies... in case you didn't realise. qboolean initedlightpasses; const shader_t *lightpassshader; qboolean initedpcfpasses; const shader_t *pcfpassshader; qboolean initedspotpasses; const shader_t *spotpassshader; qboolean force2d; int currenttmu; int texenvmode[SHADER_PASS_MAX]; int currenttextures[SHADER_PASS_MAX]; polyoffset_t curpolyoffset; unsigned int curcull; texid_t curshadowmap; unsigned int shaderbits; unsigned int sha_attr; int currentprogram; vbo_t dummyvbo; int currentvbo; int currentebo; mesh_t **meshes; unsigned int meshcount; float modelviewmatrix[16]; int pendingvertexvbo; void *pendingvertexpointer; int curvertexvbo; void *curvertexpointer; float identitylighting; //set to how bright lightmaps should be (reduced for overbright or realtime_world_lightmaps) texid_t temptexture; }; //exterior state (paramters) struct { backendmode_t mode; unsigned int flags; vbo_t *sourcevbo; const shader_t *curshader; const entity_t *curentity; const texnums_t *curtexnums; texid_t curlightmap; texid_t curdeluxmap; float curtime; float updatetime; vec3_t lightorg; vec3_t lightcolours; float lightradius; texid_t lighttexture; }; int wmesh; int maxwmesh; int wbatch; int maxwbatches; batch_t *wbatches; mesh_t **wmeshes; } shaderstate; struct { int numlights; int shadowsurfcount; } bench; void GL_TexEnv(GLenum mode) { #ifndef FORCESTATE if (mode != shaderstate.texenvmode[shaderstate.currenttmu]) #endif { qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode); shaderstate.texenvmode[shaderstate.currenttmu] = mode; } } /*OpenGL requires glDepthMask(GL_TRUE) or glClear(GL_DEPTH_BUFFER_BIT) will fail*/ void GL_ForceDepthWritable(void) { if (!(shaderstate.shaderbits & SBITS_MISC_DEPTHWRITE)) { shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE; qglDepthMask(GL_TRUE); } } void GL_SetShaderState2D(qboolean is2d) { shaderstate.updatetime = realtime; shaderstate.force2d = is2d; BE_SelectMode(BEM_STANDARD, 0); } void GL_SelectTexture(int target) { shaderstate.currenttmu = target; if (qglClientActiveTextureARB) { qglClientActiveTextureARB(target + mtexid0); qglActiveTextureARB(target + mtexid0); } else if (qglSelectTextureSGIS) qglSelectTextureSGIS(target + mtexid0); } void GL_SelectVBO(int vbo) { #ifndef FORCESTATE if (shaderstate.currentvbo != vbo) #endif { shaderstate.currentvbo = vbo; qglBindBufferARB(GL_ARRAY_BUFFER_ARB, shaderstate.currentvbo); } } void GL_SelectEBO(int vbo) { #ifndef FORCESTATE if (shaderstate.currentebo != vbo) #endif { shaderstate.currentebo = vbo; qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.currentebo); } } static void GL_ApplyVertexPointer(void) { #ifndef FORCESTATE if (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, sizeof(vecV_t), shaderstate.curvertexpointer); } } void GL_MBind(int target, texid_t texnum) { GL_SelectTexture(target); #ifndef FORCESTATE if (shaderstate.currenttextures[shaderstate.currenttmu] == texnum.num) return; #endif shaderstate.currenttextures[shaderstate.currenttmu] = texnum.num; bindTexFunc (GL_TEXTURE_2D, texnum.num); } void GL_Bind(texid_t texnum) { #ifndef FORCESTATE if (shaderstate.currenttextures[shaderstate.currenttmu] == texnum.num) return; #endif shaderstate.currenttextures[shaderstate.currenttmu] = texnum.num; bindTexFunc (GL_TEXTURE_2D, texnum.num); } void GL_BindType(int type, texid_t texnum) { #ifndef FORCESTATE if (shaderstate.currenttextures[shaderstate.currenttmu] == texnum.num) return; #endif shaderstate.currenttextures[shaderstate.currenttmu] = texnum.num; bindTexFunc (type, texnum.num); } static void BE_EnableShaderAttributes(unsigned int newm) { unsigned int i; if (newm == shaderstate.sha_attr) return; for (i = 0; i < 8; i++) if ((newm^shaderstate.sha_attr) & (1u<scoreboard) { i = shaderstate.curentity->scoreboard->ttopcolor; } else i = TOP_RANGE>>4; if (i > 8) { i<<=4; } else { i<<=4; i+=15; } i*=3; *retred = host_basepal[i+0]; *retgreen = host_basepal[i+1]; *retblue = host_basepal[i+2]; /* if (!gammaworks) { *retred = gammatable[*retred]; *retgreen = gammatable[*retgreen]; *retblue = gammatable[*retblue]; }*/ } void R_FetchBottomColour(int *retred, int *retgreen, int *retblue) { int i; if (shaderstate.curentity->scoreboard) { i = shaderstate.curentity->scoreboard->tbottomcolor; } else i = BOTTOM_RANGE>>4; if (i > 8) { i<<=4; } else { i<<=4; i+=15; } i*=3; *retred = host_basepal[i+0]; *retgreen = host_basepal[i+1]; *retblue = host_basepal[i+2]; /* if (!gammaworks) { *retred = gammatable[*retred]; *retgreen = gammatable[*retgreen]; *retblue = gammatable[*retblue]; }*/ } static void RevertToKnownState(void) { shaderstate.curvertexvbo = ~0; GL_SelectVBO(0); GL_SelectEBO(0); while(shaderstate.lastpasstmus>0) { GL_SelectTexture(--shaderstate.lastpasstmus); qglDisable(GL_TEXTURE_2D); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); } GL_SelectTexture(0); qglEnableClientState(GL_VERTEX_ARRAY); GL_TexEnv(GL_REPLACE); qglColor3f(1,1,1); shaderstate.shaderbits &= ~(SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY); shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE; shaderstate.shaderbits &= ~(SBITS_BLEND_BITS); qglDisable(GL_BLEND); qglDepthFunc(GL_LEQUAL); qglDepthMask(GL_TRUE); qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } void PPL_RevertToKnownState(void) { RevertToKnownState(); } void R_IBrokeTheArrays(void) { RevertToKnownState(); } void GL_FlushBackEnd(void) { memset(&shaderstate, 0, sizeof(shaderstate)); shaderstate.curcull = ~0; } void R_BackendInit(void) { } qboolean R_MeshWillExceed(mesh_t *mesh) { return false; } #ifdef RTLIGHTS //called from gl_shadow void BE_SetupForShadowMap(void) { while(shaderstate.lastpasstmus>0) { GL_SelectTexture(--shaderstate.lastpasstmus); qglDisable(GL_TEXTURE_2D); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); } qglDisableClientState(GL_TEXTURE_COORD_ARRAY); qglShadeModel(GL_FLAT); GL_TexEnv(GL_REPLACE); qglDepthMask(GL_TRUE); shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE; // qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); BE_SelectMode(BEM_DEPTHONLY, 0); } #endif static texid_t T_Gen_CurrentRender(void) { int vwidth, vheight; if (gl_config.arb_texture_non_power_of_two) { vwidth = vid.pixelwidth; vheight = vid.pixelheight; } else { vwidth = 1; vheight = 1; while (vwidth < vid.pixelwidth) { vwidth *= 2; } while (vheight < vid.pixelheight) { vheight *= 2; } } // copy the scene to texture if (!TEXVALID(shaderstate.temptexture)) shaderstate.temptexture = GL_AllocNewTexture(vwidth, vheight); GL_Bind(shaderstate.temptexture); qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); return shaderstate.temptexture; } static texid_t Shader_TextureForPass(const shaderpass_t *pass) { switch(pass->texgen) { default: case T_GEN_SINGLEMAP: return pass->anim_frames[0]; case T_GEN_ANIMMAP: return pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes]; case T_GEN_LIGHTMAP: return shaderstate.curlightmap; case T_GEN_DELUXMAP: return shaderstate.curdeluxmap; case T_GEN_DIFFUSE: return shaderstate.curtexnums?shaderstate.curtexnums->base:r_nulltex; case T_GEN_NORMALMAP: return shaderstate.curtexnums?shaderstate.curtexnums->bump:r_nulltex; case T_GEN_SPECULAR: return shaderstate.curtexnums->specular; case T_GEN_UPPEROVERLAY: return shaderstate.curtexnums->upperoverlay; case T_GEN_LOWEROVERLAY: return shaderstate.curtexnums->loweroverlay; case T_GEN_FULLBRIGHT: return shaderstate.curtexnums->fullbright; case T_GEN_SHADOWMAP: return shaderstate.curshadowmap; case T_GEN_VIDEOMAP: #ifdef NOMEDIA return shaderstate.curtexnums?shaderstate.curtexnums->base:r_nulltex; #else return Media_UpdateForShader(pass->cin); #endif case T_GEN_CURRENTRENDER: return T_Gen_CurrentRender(); } } /*========================================== matrix functions =====================================*/ typedef vec3_t mat3_t[3]; static mat3_t axisDefault={{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}; static void Matrix3_Transpose (mat3_t in, mat3_t out) { out[0][0] = in[0][0]; out[1][1] = in[1][1]; out[2][2] = in[2][2]; out[0][1] = in[1][0]; out[0][2] = in[2][0]; out[1][0] = in[0][1]; out[1][2] = in[2][1]; out[2][0] = in[0][2]; out[2][1] = in[1][2]; } static void Matrix3_Multiply_Vec3 (mat3_t a, vec3_t b, vec3_t product) { product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2]; product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2]; product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2]; } static int Matrix3_Compare(mat3_t in, mat3_t out) { return memcmp(in, out, sizeof(mat3_t)); } //end matrix functions /*========================================== tables for deforms =====================================*/ #define frand() (rand()*(1.0/RAND_MAX)) #define FTABLE_SIZE 1024 #define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1))) #define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x))) static float r_sintable[FTABLE_SIZE]; static float r_triangletable[FTABLE_SIZE]; static float r_squaretable[FTABLE_SIZE]; static float r_sawtoothtable[FTABLE_SIZE]; static float r_inversesawtoothtable[FTABLE_SIZE]; static float *FTableForFunc ( unsigned int func ) { switch (func) { case SHADER_FUNC_SIN: return r_sintable; case SHADER_FUNC_TRIANGLE: return r_triangletable; case SHADER_FUNC_SQUARE: return r_squaretable; case SHADER_FUNC_SAWTOOTH: return r_sawtoothtable; case SHADER_FUNC_INVERSESAWTOOTH: return r_inversesawtoothtable; } //bad values allow us to crash (so I can debug em) return NULL; } void Shader_LightPass_Std(char *shortname, shader_t *s, const void *args) { char shadertext[8192*2]; sprintf(shadertext, LIGHTPASS_SHADER, defaultglsl2program); // FS_WriteFile("shader/lightpass.shader.builtin", shadertext, strlen(shadertext), FS_GAMEONLY); Shader_DefaultScript(shortname, s, shadertext); } void Shader_LightPass_PCF(char *shortname, shader_t *s, const void *args) { char shadertext[8192*2]; sprintf(shadertext, PCFPASS_SHADER, "", defaultglsl2program); Shader_DefaultScript(shortname, s, shadertext); } void Shader_LightPass_Spot(char *shortname, shader_t *s, const void *args) { char shadertext[8192*2]; sprintf(shadertext, PCFPASS_SHADER, "#define SPOT\n", defaultglsl2program); Shader_DefaultScript(shortname, s, shadertext); } void GLBE_Init(void) { int i; double t; be_maxpasses = gl_mtexarbable; 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; /*normally we load these lazily, but if they're probably going to be used anyway, load them now to avoid stalls.*/ if (r_shadow_realtime_dlight.ival && !shaderstate.initedlightpasses && gl_config.arb_shader_objects) { shaderstate.initedlightpasses = true; shaderstate.lightpassshader = R_RegisterCustom("lightpass", Shader_LightPass_Std, NULL); } shaderstate.shaderbits = ~0; BE_SendPassBlendAndDepth(0); if (qglEnableClientState) qglEnableClientState(GL_VERTEX_ARRAY); currententity = &r_worldentity; } //end tables #define MAX_ARRAY_VERTS 65535 static avec4_t coloursarray[MAX_ARRAY_VERTS]; static float texcoordarray[SHADER_PASS_MAX][MAX_ARRAY_VERTS*2]; static vecV_t vertexarray[MAX_ARRAY_VERTS]; /*========================================== texture coord generation =====================================*/ static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal) { int i; vec3_t viewer, reflected; float d; vec3_t rorg; RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg); for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), normal += 3, st += 2 ) { VectorSubtract (rorg, xyz, viewer); VectorNormalizeFast (viewer); d = DotProduct (normal, viewer); reflected[0] = normal[0]*2*d - viewer[0]; reflected[1] = normal[1]*2*d - viewer[1]; reflected[2] = normal[2]*2*d - viewer[2]; st[0] = 0.5 + reflected[1] * 0.5; st[1] = 0.5 - reflected[2] * 0.5; } } static 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: return (float*)mesh->lmst_array; case TC_GEN_NORMAL: return (float*)mesh->normals_array; case TC_GEN_SVECTOR: return (float*)mesh->snormals_array; case TC_GEN_TVECTOR: return (float*)mesh->tnormals_array; case TC_GEN_ENVIRONMENT: if (!mesh->normals_array) return (float*)mesh->st_array; tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array); return dst; // case TC_GEN_DOTPRODUCT: // return mesh->st_array[0]; case TC_GEN_VECTOR: src = mesh->xyz_array; for (i = 0; i < cnt; i++, dst += 2) { static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f }; static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f }; dst[0] = DotProduct(tc_gen_s, src[i]); dst[1] = DotProduct(tc_gen_t, src[i]); } return dst; } } /*src and dst can be the same address when tcmods are chained*/ static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh) { float *table; float t1, t2; float cost, sint; int j; #define R_FastSin(x) sin((x)*(2*M_PI)) switch (tcmod->type) { case SHADER_TCMOD_ROTATE: cost = tcmod->args[0] * shaderstate.curtime; sint = R_FastSin(cost); cost = R_FastSin(cost + 0.25); for (j = 0; j < cnt; j++, dst+=2,src+=2) { t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f; t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f; dst[0] = t1; dst[1] = t2; } break; case SHADER_TCMOD_SCALE: t1 = tcmod->args[0]; t2 = tcmod->args[1]; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] * t1; dst[1] = src[1] * t2; } break; case SHADER_TCMOD_TURB: t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3]; t2 = tcmod->args[1]; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2; dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2; } break; case SHADER_TCMOD_STRETCH: table = FTableForFunc(tcmod->args[0]); t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4]; t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1]; t1 = t1 ? 1.0f / t1 : 1.0f; t2 = 0.5f - 0.5f * t1; for (j = 0; j < cnt; j++, dst+=2,src+=2) { dst[0] = src[0] * t1 + t2; dst[1] = src[1] * t1 + t2; } break; case SHADER_TCMOD_SCROLL: t1 = tcmod->args[0] * shaderstate.curtime; t2 = tcmod->args[1] * shaderstate.curtime; for (j = 0; j < cnt; j++, dst += 2, src+=2) { dst[0] = src[0] + t1; dst[1] = src[1] + t2; } break; case SHADER_TCMOD_TRANSFORM: for (j = 0; j < cnt; j++, dst+=2, src+=2) { t1 = src[0]; t2 = src[1]; dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4]; dst[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5]; } break; default: break; } } 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); } } GL_SelectVBO(0); qglTexCoordPointer(2, GL_FLOAT, 0, texcoordarray[passnum]); #else if (!shaderstate.vbo_texcoords[passnum]) { 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); } } qglTexCoordPointer(2, GL_FLOAT, 0, NULL); #endif } //end texture coords /*========================================== colour generation =====================================*/ //source is always packed //dest is packed too static void colourgen(const shaderpass_t *pass, int cnt, const 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: case RGB_GEN_EXACT_VERTEX: 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]; 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: //compensate for overbrights while((cnt)--) { dst[cnt][0] = shaderstate.identitylighting; dst[cnt][1] = shaderstate.identitylighting; dst[cnt][2] = shaderstate.identitylighting; } break; default: case RGB_GEN_IDENTITY: while((cnt)--) { dst[cnt][0] = 1; dst[cnt][1] = 1; dst[cnt][2] = 1; } break; case RGB_GEN_CONST: while((cnt)--) { dst[cnt][0] = pass->rgbgen_func.args[0]; dst[cnt][1] = pass->rgbgen_func.args[1]; dst[cnt][2] = pass->rgbgen_func.args[2]; } break; case RGB_GEN_LIGHTING_DIFFUSE: //collect lighting details for mobile entities if (!mesh->normals_array) { while((cnt)--) { dst[cnt][0] = 1; dst[cnt][1] = 1; dst[cnt][2] = 1; } } else { R_LightArrays(mesh->xyz_array, dst, cnt, mesh->normals_array); } break; case RGB_GEN_WAVE: { float *table; float c; table = FTableForFunc(pass->rgbgen_func.type); c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3]; c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0]; c = bound(0.0f, c, 1.0f); while((cnt)--) { dst[cnt][0] = c; dst[cnt][1] = c; dst[cnt][2] = c; } } break; case RGB_GEN_TOPCOLOR: if (cnt) { int r, g, b; R_FetchTopColour(&r, &g, &b); dst[0][0] = r/255.0f; dst[0][1] = g/255.0f; dst[0][2] = b/255.0f; while((cnt)--) { dst[cnt][0] = dst[0][0]; dst[cnt][1] = dst[0][1]; dst[cnt][2] = dst[0][2]; } } break; case RGB_GEN_BOTTOMCOLOR: if (cnt) { int r, g, b; R_FetchBottomColour(&r, &g, &b); dst[0][0] = r/255.0f; dst[0][1] = g/255.0f; dst[0][2] = b/255.0f; while((cnt)--) { dst[cnt][0] = dst[0][0]; dst[cnt][1] = dst[0][1]; dst[cnt][2] = dst[0][2]; } } break; } } static void deformgen(const deformv_t *deformv, int cnt, const 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 != (const avec4_t*)dst) memcpy(dst, src, sizeof(*src)*cnt); break; case DEFORMV_WAVE: if (!mesh->normals_array) { if (src != (const avec4_t*)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 != (const avec4_t*)dst) memcpy(dst, src, sizeof(*src)*cnt); /* args[0] = deformv->args[1] * shaderstate.curtime; for ( j = 0; j < cnt; j++ ) { args[1] = normalsArray[j][2] * args[0]; deflect = deformv->args[0] * R_FastSin(args[1]); normalsArray[j][0] *= deflect; deflect = deformv->args[0] * R_FastSin(args[1] + 0.25); normalsArray[j][1] *= deflect; VectorNormalizeFast(normalsArray[j]); } */ break; case DEFORMV_MOVE: table = FTableForFunc(deformv->func.type); deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3]; deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0]; for ( j = 0; j < cnt; j++ ) VectorMA(src[j], deflect, deformv->args, dst[j]); break; case DEFORMV_BULGE: args[0] = deformv->args[0]/(2*M_PI); args[1] = deformv->args[1]; args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI); for (j = 0; j < cnt; j++) { deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1]; dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0]; dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1]; dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2]; } break; case DEFORMV_AUTOSPRITE: if (mesh->numindexes < 6) break; for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4) { vec3_t mid, d; float radius; mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]); mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]); mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]); VectorSubtract(src[0], mid, d); radius = 2*VectorLength(d); for (k = 0; k < 4; k++) { dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]); dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]); dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]); } } break; case DEFORMV_AUTOSPRITE2: if (mesh->numindexes < 6) break; for (k = 0; k < mesh->numindexes; k += 6) { int long_axis, short_axis; vec3_t axis; float len[3]; mat3_t m0, m1, m2, result; float *quad[4]; vec3_t rot_centre, tv; quad[0] = (float *)(dst + mesh->indexes[k+0]); quad[1] = (float *)(dst + mesh->indexes[k+1]); quad[2] = (float *)(dst + mesh->indexes[k+2]); for (j = 2; j >= 0; j--) { quad[3] = (float *)(dst + mesh->indexes[k+3+j]); if (!VectorEquals (quad[3], quad[0]) && !VectorEquals (quad[3], quad[1]) && !VectorEquals (quad[3], quad[2])) { break; } } // build a matrix were the longest axis of the billboard is the Y-Axis VectorSubtract(quad[1], quad[0], m0[0]); VectorSubtract(quad[2], quad[0], m0[1]); VectorSubtract(quad[2], quad[1], m0[2]); len[0] = DotProduct(m0[0], m0[0]); len[1] = DotProduct(m0[1], m0[1]); len[2] = DotProduct(m0[2], m0[2]); if ((len[2] > len[1]) && (len[2] > len[0])) { if (len[1] > len[0]) { long_axis = 1; short_axis = 0; } else { long_axis = 0; short_axis = 1; } } else if ((len[1] > len[2]) && (len[1] > len[0])) { if (len[2] > len[0]) { long_axis = 2; short_axis = 0; } else { long_axis = 0; short_axis = 2; } } else //if ( (len[0] > len[1]) && (len[0] > len[2]) ) { if (len[2] > len[1]) { long_axis = 2; short_axis = 1; } else { long_axis = 1; short_axis = 2; } } if (DotProduct(m0[long_axis], m0[short_axis])) { VectorNormalize2(m0[long_axis], axis); VectorCopy(axis, m0[1]); if (axis[0] || axis[1]) { VectorVectors(m0[1], m0[2], m0[0]); } else { VectorVectors(m0[1], m0[0], m0[2]); } } else { VectorNormalize2(m0[long_axis], axis); VectorNormalize2(m0[short_axis], m0[0]); VectorCopy(axis, m0[1]); CrossProduct(m0[0], m0[1], m0[2]); } for (j = 0; j < 3; j++) rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25; if (shaderstate.curentity) { VectorAdd(shaderstate.curentity->origin, rot_centre, tv); } else { VectorCopy(rot_centre, tv); } VectorSubtract(r_origin, tv, tv); // filter any longest-axis-parts off the camera-direction deflect = -DotProduct(tv, axis); VectorMA(tv, deflect, axis, m1[2]); VectorNormalizeFast(m1[2]); VectorCopy(axis, m1[1]); CrossProduct(m1[1], m1[2], m1[0]); Matrix3_Transpose(m1, m2); Matrix3_Multiply(m2, m0, result); for (j = 0; j < 4; j++) { VectorSubtract(quad[j], rot_centre, tv); Matrix3_Multiply_Vec3(result, tv, quad[j]); VectorAdd(rot_centre, quad[j], quad[j]); } } break; // case DEFORMV_PROJECTION_SHADOW: // break; } } static void GenerateVertexDeforms(const shader_t *shader) { int i, m; mesh_t *meshlist; for (m = 0; m < shaderstate.meshcount; m++) { meshlist = shaderstate.meshes[m]; deformgen(&shader->deforms[0], meshlist->numvertexes, meshlist->xyz_array, vertexarray+meshlist->vbofirstvert, meshlist); for (i = 1; i < shader->numdeforms; i++) { deformgen(&shader->deforms[i], meshlist->numvertexes, vertexarray+meshlist->vbofirstvert, vertexarray+meshlist->vbofirstvert, meshlist); } } shaderstate.pendingvertexpointer = vertexarray; shaderstate.pendingvertexvbo = 0; } /*======================================alpha ===============================*/ static void alphagen(const shaderpass_t *pass, int cnt, const avec4_t *src, avec4_t *dst, const mesh_t *mesh) { float *table; float t; float f; vec3_t v1, v2; int i; switch (pass->alphagen) { default: case ALPHA_GEN_IDENTITY: if (shaderstate.flags & BEF_FORCETRANSPARENT) { while(cnt--) dst[cnt][3] = shaderstate.curentity->shaderRGBAf[3]; } else { while(cnt--) dst[cnt][3] = 1; } break; case ALPHA_GEN_CONST: t = pass->alphagen_func.args[0]; while(cnt--) dst[cnt][3] = t; break; case ALPHA_GEN_WAVE: table = FTableForFunc(pass->alphagen_func.type); f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3]; f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0]; t = bound(0.0f, f, 1.0f); while(cnt--) dst[cnt][3] = t; break; case ALPHA_GEN_PORTAL: //FIXME: should this be per-vert? if (r_refdef.recurse) f = 1; else { VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1); VectorSubtract(r_origin, v1, v2); f = VectorLength(v2) * (1.0 / shaderstate.curshader->portaldist); f = bound(0.0f, f, 1.0f); } while(cnt--) dst[cnt][3] = f; break; case ALPHA_GEN_VERTEX: if (!src) { while(cnt--) { dst[cnt][3] = 1; } break; } while(cnt--) { dst[cnt][3] = src[cnt][3]; } break; case ALPHA_GEN_ENTITY: f = bound(0, shaderstate.curentity->shaderRGBAf[3], 1); while(cnt--) { dst[cnt][3] = f; } break; case ALPHA_GEN_SPECULAR: { mat3_t axis; AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]); VectorSubtract(r_origin, shaderstate.curentity->origin, v1); if (!Matrix3_Compare(axis, axisDefault)) { Matrix3_Multiply_Vec3(axis, v1, v2); } else { VectorCopy(v1, v2); } for (i = 0; i < cnt; i++) { VectorSubtract(v2, mesh->xyz_array[i], v1); f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1)); f = f * f * f * f * f; dst[i][3] = bound (0.0f, f, 1.0f); } } break; } } static void GenerateColourMods(const shaderpass_t *pass) { unsigned int m; mesh_t *meshlist; meshlist = shaderstate.meshes[0]; if (meshlist->colors4b_array) { //hack... GL_SelectVBO(0); qglColorPointer(4, GL_UNSIGNED_BYTE, 0, meshlist->colors4b_array); qglEnableClientState(GL_COLOR_ARRAY); qglShadeModel(GL_SMOOTH); return; } if (pass->flags & SHADER_PASS_NOCOLORARRAY) { avec4_t scol; colourgen(pass, 1, meshlist->colors4f_array, &scol, meshlist); alphagen(pass, 1, meshlist->colors4f_array, &scol, meshlist); qglDisableClientState(GL_COLOR_ARRAY); qglColor4fv(scol); qglShadeModel(GL_FLAT); } else { extern cvar_t r_nolightdir; if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE) { if (shaderstate.mode == BEM_DEPTHDARK || shaderstate.mode == BEM_DEPTHONLY) { avec4_t scol; scol[0] = scol[1] = scol[2] = 0; alphagen(pass, 1, meshlist->colors4f_array, &scol, meshlist); qglDisableClientState(GL_COLOR_ARRAY); qglColor4fv(scol); qglShadeModel(GL_FLAT); return; } if (shaderstate.mode == BEM_LIGHT) { avec4_t scol; scol[0] = scol[1] = scol[2] = 1; alphagen(pass, 1, meshlist->colors4f_array, &scol, meshlist); qglDisableClientState(GL_COLOR_ARRAY); qglColor4fv(scol); qglShadeModel(GL_FLAT); return; } if (r_nolightdir.ival) { extern avec3_t ambientlight, shadelight; qglDisableClientState(GL_COLOR_ARRAY); qglColor4f( ambientlight[0]*0.5+shadelight[0], ambientlight[1]*0.5+shadelight[1], ambientlight[2]*0.5+shadelight[2], shaderstate.curentity->shaderRGBAf[3]); qglShadeModel(GL_FLAT); return; } } qglShadeModel(GL_SMOOTH); //if its vetex lighting, just use the vbo if ((pass->rgbgen == RGB_GEN_VERTEX || pass->rgbgen == RGB_GEN_EXACT_VERTEX) && pass->alphagen == ALPHA_GEN_VERTEX) { GL_SelectVBO(shaderstate.sourcevbo->vbocolours); qglColorPointer(4, GL_FLOAT, 0, shaderstate.sourcevbo->colours4f); qglEnableClientState(GL_COLOR_ARRAY); return; } for (m = 0; m < shaderstate.meshcount; m++) { meshlist = shaderstate.meshes[m]; colourgen(pass, meshlist->numvertexes, meshlist->colors4f_array, coloursarray + meshlist->vbofirstvert, meshlist); alphagen(pass, meshlist->numvertexes, meshlist->colors4f_array, coloursarray + meshlist->vbofirstvert, meshlist); } GL_SelectVBO(0); qglColorPointer(4, GL_FLOAT, 0, coloursarray); qglEnableClientState(GL_COLOR_ARRAY); } } static void BE_GeneratePassTC(const shaderpass_t *pass, int passno) { pass += passno; if (!pass->numtcmods) { //if there are no tcmods, pass through here as fast as possible if (pass->tcgen == TC_GEN_BASE) { GL_SelectVBO(shaderstate.sourcevbo->vbotexcoord); qglTexCoordPointer(2, GL_FLOAT, 0, shaderstate.sourcevbo->texcoord); } else if (pass->tcgen == TC_GEN_LIGHTMAP) { GL_SelectVBO(shaderstate.sourcevbo->vbolmcoord); qglTexCoordPointer(2, GL_FLOAT, 0, shaderstate.sourcevbo->lmcoord); } else if (pass->tcgen == TC_GEN_NORMAL) { GL_SelectVBO(shaderstate.sourcevbo->vbonormals); qglTexCoordPointer(3, GL_FLOAT, 0, shaderstate.sourcevbo->normals); } else if (pass->tcgen == TC_GEN_SVECTOR) { GL_SelectVBO(shaderstate.sourcevbo->vbosvector); qglTexCoordPointer(3, GL_FLOAT, 0, shaderstate.sourcevbo->svector); } else if (pass->tcgen == TC_GEN_TVECTOR) { GL_SelectVBO(shaderstate.sourcevbo->vbotvector); qglTexCoordPointer(3, GL_FLOAT, 0, shaderstate.sourcevbo->tvector); } else { //specular highlights and reflections have no fixed data, and must be generated. GenerateTCMods(pass, passno); } } else { GenerateTCMods(pass, passno); } } static void BE_SendPassBlendAndDepth(unsigned int sbits) { unsigned int delta; /*2d mode doesn't depth test or depth write*/ #pragma message("fixme: q3 doesn't seem to have this, why do we need it?") if (shaderstate.force2d) { sbits &= ~(SBITS_MISC_DEPTHWRITE|SBITS_MISC_DEPTHEQUALONLY); sbits |= SBITS_MISC_NODEPTHTEST; } if (shaderstate.flags & ~BEF_PUSHDEPTH) { if (shaderstate.flags & BEF_FORCEADDITIVE) sbits = (sbits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS)) | (SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE); else if ((shaderstate.flags & BEF_FORCETRANSPARENT) && !(sbits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/ sbits = (sbits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS)) | (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA); 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) { case SBITS_DSTBLEND_ZERO: dst = GL_ZERO; break; default: case SBITS_DSTBLEND_ONE: dst = GL_ONE; break; case SBITS_DSTBLEND_SRC_COLOR: dst = GL_SRC_COLOR; break; case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: dst = GL_ONE_MINUS_SRC_COLOR; break; case SBITS_DSTBLEND_SRC_ALPHA: dst = GL_SRC_ALPHA; break; case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dst = GL_ONE_MINUS_SRC_ALPHA; break; case SBITS_DSTBLEND_DST_ALPHA: dst = GL_DST_ALPHA; break; case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: dst = GL_ONE_MINUS_DST_ALPHA; break; } qglEnable(GL_BLEND); qglBlendFunc(src, dst); } else qglDisable(GL_BLEND); } if (delta & SBITS_ATEST_BITS) { 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; } } if (delta & SBITS_MISC_NODEPTHTEST) { if (sbits & SBITS_MISC_NODEPTHTEST) qglDisable(GL_DEPTH_TEST); else qglEnable(GL_DEPTH_TEST); } if (delta & SBITS_MISC_DEPTHWRITE) { if (sbits & SBITS_MISC_DEPTHWRITE) qglDepthMask(GL_TRUE); else qglDepthMask(GL_FALSE); } if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY)) { extern int gldepthfunc; switch (sbits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY)) { case SBITS_MISC_DEPTHEQUALONLY: qglDepthFunc(GL_EQUAL); break; case SBITS_MISC_DEPTHCLOSERONLY: if (gldepthfunc == GL_LEQUAL) qglDepthFunc(GL_LESS); else qglDepthFunc(GL_GREATER); break; default: qglDepthFunc(gldepthfunc); break; } } } static void BE_SubmitMeshChain(void) { int startv, starti, endv, endi; int m; mesh_t *mesh; #if 0 if (!shaderstate.currentebo) { if (shaderstate.meshcount == 1) { mesh = shaderstate.meshes[0]; qglDrawRangeElements(GL_TRIANGLES, mesh->vbofirstvert, mesh->vbofirstvert+mesh->numvertexes, mesh->numindexes, GL_INDEX_TYPE, shaderstate.sourcevbo->indicies + mesh->vbofirstelement); return; } else { index_t *ilst; 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(GL_TRIANGLES, startv, endv, endi, GL_INDEX_TYPE, ilst); } return; } #endif /* 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(GL_TRIANGLES, startv, endv, endi-starti, GL_INDEX_TYPE, shaderstate.sourcevbo->indicies + starti); } /* if (qglUnlockArraysEXT) qglUnlockArraysEXT(); */ } static void DrawPass(const shaderpass_t *pass) { int i; int tmu; int lastpass = pass->numMergedPasses; for (i = 0; i < lastpass; i++) { if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay)) continue; if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay)) continue; if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright)) continue; break; } if (i == lastpass) return; BE_SendPassBlendAndDepth(pass[i].shaderbits); GenerateColourMods(pass+i); tmu = 0; for (; i < lastpass; i++) { if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay)) continue; if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay)) continue; if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright)) continue; GL_MBind(tmu, Shader_TextureForPass(pass+i)); BE_GeneratePassTC(pass, i); if (tmu >= shaderstate.lastpasstmus) { qglEnable(GL_TEXTURE_2D); qglEnableClientState(GL_TEXTURE_COORD_ARRAY); } switch (pass[i].blendmode) { case GL_DOT3_RGB_ARB: GL_TexEnv(GL_COMBINE_EXT); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB); qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, pass[i].blendmode); break; case GL_REPLACE: GL_TexEnv(GL_REPLACE); break; case GL_DECAL: case GL_ADD: if (tmu != 0) { GL_TexEnv(pass[i].blendmode); break; } //fallthrough default: case GL_MODULATE: GL_TexEnv(GL_MODULATE); break; } tmu++; } for (i = tmu; i < shaderstate.lastpasstmus; i++) { GL_SelectTexture(i); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); qglDisable(GL_TEXTURE_2D); } shaderstate.lastpasstmus = tmu; GL_ApplyVertexPointer(); BE_SubmitMeshChain(); } extern avec3_t shadevector, shadelight, ambientlight; static unsigned int BE_Program_Set_Attribute(const shaderprogparm_t *p, unsigned int perm) { vec3_t param3; int r, g, b; switch(p->type) { case SP_ATTR_VERTEX: /*we still do vertex transforms for billboards and shadows and such*/ GL_SelectVBO(shaderstate.pendingvertexvbo); qglVertexAttribPointer(p->handle[perm], 3, GL_FLOAT, GL_FALSE, sizeof(vecV_t), shaderstate.pendingvertexpointer); return 1u<handle[perm]; case SP_ATTR_COLOUR: if (shaderstate.sourcevbo->colours4f) { GL_SelectVBO(shaderstate.curvertexvbo); qglVertexAttribPointer(p->handle[perm], 4, GL_FLOAT, GL_FALSE, sizeof(vec4_t), shaderstate.sourcevbo->colours4f); return 1u<handle[perm]; } else if (shaderstate.sourcevbo->colours4ub) { GL_SelectVBO(shaderstate.curvertexvbo); qglVertexAttribPointer(p->handle[perm], 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(byte_vec4_t), shaderstate.sourcevbo->colours4ub); return 1u<handle[perm]; } break; case SP_ATTR_TEXCOORD: GL_SelectVBO(shaderstate.sourcevbo->vbotexcoord); qglVertexAttribPointer(p->handle[perm], 2, GL_FLOAT, GL_FALSE, sizeof(vec2_t), shaderstate.sourcevbo->texcoord); return 1u<handle[perm]; case SP_ATTR_LMCOORD: GL_SelectVBO(shaderstate.sourcevbo->vbolmcoord); qglVertexAttribPointer(p->handle[perm], 2, GL_FLOAT, GL_FALSE, sizeof(vec2_t), shaderstate.sourcevbo->lmcoord); return 1u<handle[perm]; case SP_ATTR_NORMALS: GL_SelectVBO(shaderstate.sourcevbo->vbonormals); qglVertexAttribPointer(p->handle[perm], 3, GL_FLOAT, GL_FALSE, sizeof(vec3_t), shaderstate.sourcevbo->normals); return 1u<handle[perm]; case SP_ATTR_SNORMALS: GL_SelectVBO(shaderstate.sourcevbo->vbosvector); qglVertexAttribPointer(p->handle[perm], 3, GL_FLOAT, GL_FALSE, sizeof(vec3_t), shaderstate.sourcevbo->svector); return 1u<handle[perm]; case SP_ATTR_TNORMALS: GL_SelectVBO(shaderstate.sourcevbo->vbotvector); qglVertexAttribPointer(p->handle[perm], 3, GL_FLOAT, GL_FALSE, sizeof(vec3_t), shaderstate.sourcevbo->tvector); return 1u<handle[perm]; case SP_VIEWMATRIX: qglUniformMatrix4fvARB(p->handle[perm], 1, false, r_refdef.m_view); break; case SP_PROJECTIONMATRIX: qglUniformMatrix4fvARB(p->handle[perm], 1, false, r_refdef.m_projection); break; case SP_MODELVIEWMATRIX: qglUniformMatrix4fvARB(p->handle[perm], 1, false, shaderstate.modelviewmatrix); break; case SP_MODELVIEWPROJECTIONMATRIX: // qglUniformMatrix4fvARB(p->handle[perm], 1, false, r_refdef.); break; case SP_MODELMATRIX: case SP_ENTMATRIX: { float m16[16]; Matrix4_ModelMatrixFromAxis(m16, shaderstate.curentity->axis[0], shaderstate.curentity->axis[1], shaderstate.curentity->axis[2], shaderstate.curentity->origin); /* VectorCopy(shaderstate.curentity->axis[0], m16+0); m16[3] = 0; VectorCopy(shaderstate.curentity->axis[1], m16+1); m16[7] = 0; VectorCopy(shaderstate.curentity->axis[2], m16+2); m16[11] = 0; VectorCopy(shaderstate.curentity->origin, m16+3); m16[15] = 1; */ qglUniformMatrix4fvARB(p->handle[perm], 1, false, m16); } break; case SP_ENTCOLOURS: qglUniform4fvARB(p->handle[perm], 1, (GLfloat*)shaderstate.curentity->shaderRGBAf); break; case SP_TOPCOLOURS: R_FetchTopColour(&r, &g, &b); param3[0] = r/255.0f; param3[1] = g/255.0f; param3[2] = b/255.0f; qglUniform3fvARB(p->handle[perm], 1, param3); break; case SP_BOTTOMCOLOURS: R_FetchBottomColour(&r, &g, &b); param3[0] = r/255.0f; param3[1] = g/255.0f; param3[2] = b/255.0f; qglUniform3fvARB(p->handle[perm], 1, param3); break; case SP_RENDERTEXTURESCALE: if (gl_config.arb_texture_non_power_of_two) { param3[0] = 1; param3[1] = 1; } else { r = 1; g = 1; while (r < vid.pixelwidth) r *= 2; while (g < vid.pixelheight) g *= 2; param3[0] = vid.pixelwidth/(float)r; param3[1] = vid.pixelheight/(float)g; } param3[2] = 1; qglUniform3fvARB(p->handle[perm], 1, param3); break; case SP_LIGHTRADIUS: qglUniform1fARB(p->handle[perm], shaderstate.lightradius); break; case SP_LIGHTCOLOUR: qglUniform3fvARB(p->handle[perm], 1, shaderstate.lightcolours); break; case SP_EYEPOS: { float m16[16]; #pragma message("is this correct?") // vec3_t t1; vec3_t t2; Matrix4_ModelMatrixFromAxis(m16, shaderstate.curentity->axis[0], shaderstate.curentity->axis[1], shaderstate.curentity->axis[2], shaderstate.curentity->origin); Matrix4_Transform3(m16, r_origin, t2); // VectorSubtract(r_origin, shaderstate.curentity->origin, t1); // Matrix3_Multiply_Vec3(shaderstate.curentity->axis, t1, t2); qglUniform3fvARB(p->handle[perm], 1, t2); } break; case SP_LIGHTPOSITION: { #pragma message("is this correct?") float inv[16]; float m16[16]; // vec3_t t1; vec3_t t2; qboolean Matrix4_Invert(const float *m, float *out); Matrix4_ModelMatrixFromAxis(m16, shaderstate.curentity->axis[0], shaderstate.curentity->axis[1], shaderstate.curentity->axis[2], shaderstate.curentity->origin); Matrix4_Invert(m16, inv); Matrix4_Transform3(inv, shaderstate.lightorg, t2); // VectorSubtract(shaderstate.lightorg, shaderstate.curentity->origin, t1); // Matrix3_Multiply_Vec3(shaderstate.curentity->axis, t1, t2); qglUniform3fvARB(p->handle[perm], 1, t2); } break; case SP_TIME: qglUniform1fARB(p->handle[perm], shaderstate.curtime); break; case SP_CONSTI: case SP_TEXTURE: qglUniform1iARB(p->handle[perm], p->ival); break; case SP_CONSTF: qglUniform1fARB(p->handle[perm], p->fval); break; case SP_CVARI: qglUniform1iARB(p->handle[perm], ((cvar_t*)p->pval)->ival); break; case SP_CVARF: qglUniform1fARB(p->handle[perm], ((cvar_t*)p->pval)->value); break; case SP_CVAR3F: { cvar_t *var = (cvar_t*)p->pval; char *vs = var->string; vs = COM_Parse(vs); param3[0] = atof(com_token); vs = COM_Parse(vs); param3[1] = atof(com_token); vs = COM_Parse(vs); param3[2] = atof(com_token); qglUniform3fvARB(p->handle[perm], 1, param3); } break; case SP_E_L_DIR: qglUniform3fvARB(p->handle[perm], 1, shadevector); break; case SP_E_L_MUL: qglUniform3fvARB(p->handle[perm], 1, shadelight); break; case SP_E_L_AMBIENT: VectorMA(ambientlight, 1, shadelight, param3); qglUniform3fvARB(p->handle[perm], 1, param3); break; default: Host_EndGame("Bad shader program parameter type (%i)", p->type); break; } return 0; } static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pass) { const shader_t *s = shader; int i; unsigned int attr = 0; int perm; perm = 0; if (TEXVALID(shaderstate.curtexnums->bump) && s->programhandle[perm|PERMUTATION_BUMPMAP].glsl) perm |= PERMUTATION_BUMPMAP; if (TEXVALID(shaderstate.curtexnums->specular) && s->programhandle[perm|PERMUTATION_SPECULAR].glsl) perm |= PERMUTATION_SPECULAR; if (TEXVALID(shaderstate.curtexnums->fullbright) && s->programhandle[perm|PERMUTATION_FULLBRIGHT].glsl) perm |= PERMUTATION_FULLBRIGHT; if (TEXVALID(shaderstate.curtexnums->loweroverlay) && s->programhandle[perm|PERMUTATION_LOWER].glsl) perm |= PERMUTATION_LOWER; if (TEXVALID(shaderstate.curtexnums->upperoverlay) && s->programhandle[perm|PERMUTATION_UPPER].glsl) perm |= PERMUTATION_UPPER; if (r_glsl_offsetmapping.ival && TEXVALID(shaderstate.curtexnums->bump) && s->programhandle[perm|PERMUTATION_OFFSET].glsl) perm |= PERMUTATION_OFFSET; GL_SelectProgram(s->programhandle[perm].glsl); BE_SendPassBlendAndDepth(pass->shaderbits); for (i = 0; i < s->numprogparams; i++) { if (s->progparm[i].handle[perm] == -1) continue; /*not in this permutation*/ attr |= BE_Program_Set_Attribute(&s->progparm[i], perm); } if (s->flags & SHADER_NOBUILTINATTR) { qglDisableClientState(GL_COLOR_ARRAY); qglDisableClientState(GL_VERTEX_ARRAY); for (i = 0; i < pass->numMergedPasses; i++) { GL_MBind(i, Shader_TextureForPass(pass+i)); } for (i = 0; i < shaderstate.lastpasstmus; i++) { GL_SelectTexture(i); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); qglDisable(GL_TEXTURE_2D); } shaderstate.lastpasstmus = 0; } else { GenerateColourMods(pass); for (i = 0; i < pass->numMergedPasses; i++) { GL_MBind(i, Shader_TextureForPass(pass+i)); if (i >= shaderstate.lastpasstmus) { qglEnable(GL_TEXTURE_2D); qglEnableClientState(GL_TEXTURE_COORD_ARRAY); } BE_GeneratePassTC(pass, i); } for (; i < shaderstate.lastpasstmus; i++) { GL_SelectTexture(i); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); qglDisable(GL_TEXTURE_2D); } shaderstate.lastpasstmus = pass->numMergedPasses; GL_ApplyVertexPointer(); } BE_EnableShaderAttributes(attr); BE_SubmitMeshChain(); qglEnableClientState(GL_VERTEX_ARRAY); } qboolean GLBE_LightCullModel(vec3_t org, model_t *model) { #ifdef RTLIGHTS if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL)) { 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. void GLBE_SelectMode(backendmode_t mode, unsigned int flags) { extern int gldepthfunc; if (mode != shaderstate.mode) { #ifdef RTLIGHTS if (mode == BEM_STENCIL) { qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /*BEM_STENCIL doesn't support mesh writing*/ qglDisableClientState(GL_COLOR_ARRAY); //disable all tmus while(shaderstate.lastpasstmus>0) { GL_SelectTexture(--shaderstate.lastpasstmus); qglDisable(GL_TEXTURE_2D); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); } qglShadeModel(GL_FLAT); //replace mode please GL_TexEnv(GL_REPLACE); //we don't write or blend anything (maybe alpha test... but mneh) BE_SendPassBlendAndDepth(SBITS_MISC_DEPTHCLOSERONLY); //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. } #endif if (mode == BEM_DEPTHONLY) { qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /*BEM_DEPTHONLY does support mesh writing, but its not the only way its used... FIXME!*/ qglDisableClientState(GL_COLOR_ARRAY); while(shaderstate.lastpasstmus>0) { GL_SelectTexture(--shaderstate.lastpasstmus); qglDisable(GL_TEXTURE_2D); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); } qglShadeModel(GL_FLAT); //we don't write or blend anything (maybe alpha test... but mneh) BE_SendPassBlendAndDepth(SBITS_MISC_DEPTHWRITE); GL_TexEnv(GL_REPLACE); GL_CullFace(SHADER_CULL_FRONT); } if (shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY) { qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } #ifdef RTLIGHTS if (mode == BEM_SMAPLIGHT) { if (!shaderstate.initedpcfpasses) { shaderstate.initedpcfpasses = true; shaderstate.pcfpassshader = R_RegisterCustom("lightpass_pcf", Shader_LightPass_PCF, NULL); } } if (mode == BEM_SMAPLIGHTSPOT) { if (!shaderstate.initedspotpasses) { shaderstate.initedspotpasses = true; shaderstate.spotpassshader = R_RegisterCustom("lightpass_spot", Shader_LightPass_Spot, NULL); } } if (mode == BEM_LIGHT) { if (!shaderstate.initedlightpasses) { shaderstate.initedlightpasses = true; shaderstate.lightpassshader = R_RegisterCustom("lightpass", Shader_LightPass_Std, NULL); } } #endif } shaderstate.mode = mode; shaderstate.flags = flags; } void GLBE_SelectEntity(entity_t *ent) { if (shaderstate.curentity && shaderstate.curentity->flags & Q2RF_DEPTHHACK && qglDepthRange) qglDepthRange (gldepthmin, gldepthmax); shaderstate.curentity = ent; currententity = ent; R_RotateForEntity(shaderstate.modelviewmatrix, shaderstate.curentity, shaderstate.curentity->model); if (qglLoadMatrixf) qglLoadMatrixf(shaderstate.modelviewmatrix); if (shaderstate.curentity->flags & Q2RF_DEPTHHACK && qglDepthRange) qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); } #ifdef RTLIGHTS void BE_SelectDLight(dlight_t *dl, vec3_t colour) { shaderstate.lightradius = dl->radius; VectorCopy(dl->origin, shaderstate.lightorg); VectorCopy(colour, shaderstate.lightcolours); shaderstate.curshadowmap = dl->stexture; } #endif void BE_PushOffsetShadow(qboolean pushdepth) { if (pushdepth) { /*some quake doors etc are flush with the walls that they're meant to be hidden behind, or plats the same height as the floor, etc we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/ extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor; polyoffset_t po; po.factor = r_polygonoffset_submodel_factor.value; po.unit = r_polygonoffset_submodel_offset.value; #ifndef FORCESTATE if (((int*)&shaderstate.curpolyoffset)[0] != ((int*)&po)[0] || ((int*)&shaderstate.curpolyoffset)[1] != ((int*)&po)[1]) #endif { shaderstate.curpolyoffset = po; if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit) { qglEnable(GL_POLYGON_OFFSET_FILL); qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit); } else qglDisable(GL_POLYGON_OFFSET_FILL); } } else { #ifndef FORCESTATE if (*(int*)&shaderstate.curpolyoffset != 0 || *(int*)&shaderstate.curpolyoffset != 0) #endif { shaderstate.curpolyoffset = shaderstate.curshader->polyoffset; if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit) { qglEnable(GL_POLYGON_OFFSET_FILL); qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit); } else qglDisable(GL_POLYGON_OFFSET_FILL); } } } void BE_PolyOffset(qboolean pushdepth) { if (pushdepth) { /*some quake doors etc are flush with the walls that they're meant to be hidden behind, or plats the same height as the floor, etc we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/ extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor; polyoffset_t po; po.factor = shaderstate.curshader->polyoffset.factor + r_polygonoffset_submodel_factor.value; po.unit = shaderstate.curshader->polyoffset.unit + r_polygonoffset_submodel_offset.value; #ifndef FORCESTATE if (((int*)&shaderstate.curpolyoffset)[0] != ((int*)&po)[0] || ((int*)&shaderstate.curpolyoffset)[1] != ((int*)&po)[1]) #endif { shaderstate.curpolyoffset = po; if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit) { qglEnable(GL_POLYGON_OFFSET_FILL); qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit); } else qglDisable(GL_POLYGON_OFFSET_FILL); } } else { #ifndef FORCESTATE if (*(int*)&shaderstate.curpolyoffset != *(int*)&shaderstate.curshader->polyoffset || *(int*)&shaderstate.curpolyoffset != *(int*)&shaderstate.curshader->polyoffset) #endif { shaderstate.curpolyoffset = shaderstate.curshader->polyoffset; if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit) { qglEnable(GL_POLYGON_OFFSET_FILL); qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit); } else qglDisable(GL_POLYGON_OFFSET_FILL); } } } static void DrawMeshes(void) { const shaderpass_t *p; int passno; passno = 0; GL_SelectEBO(shaderstate.sourcevbo->vboe); if (shaderstate.curshader->numdeforms) GenerateVertexDeforms(shaderstate.curshader); else { shaderstate.pendingvertexpointer = shaderstate.sourcevbo->coord; shaderstate.pendingvertexvbo = shaderstate.sourcevbo->vbocoord; } #ifndef FORCESTATE if (shaderstate.curcull != (shaderstate.curshader->flags & (SHADER_CULL_FRONT|SHADER_CULL_BACK))) #endif { shaderstate.curcull = (shaderstate.curshader->flags & (SHADER_CULL_FRONT|SHADER_CULL_BACK)); if (shaderstate.curcull & SHADER_CULL_FRONT) { qglEnable(GL_CULL_FACE); qglCullFace(r_refdef.flipcull?GL_BACK:GL_FRONT); } else if (shaderstate.curcull & SHADER_CULL_BACK) { qglEnable(GL_CULL_FACE); qglCullFace(r_refdef.flipcull?GL_FRONT:GL_BACK); } else { qglDisable(GL_CULL_FACE); } } BE_PolyOffset(shaderstate.flags & BEF_PUSHDEPTH); switch(shaderstate.mode) { case BEM_STENCIL: Host_Error("Shader system is not meant to accept stencil meshes\n"); break; #ifdef RTLIGHTS case BEM_SMAPLIGHTSPOT: BE_RenderMeshProgram(shaderstate.spotpassshader, shaderstate.spotpassshader->passes); break; case BEM_SMAPLIGHT: BE_RenderMeshProgram(shaderstate.pcfpassshader, shaderstate.pcfpassshader->passes); break; case BEM_LIGHT: BE_RenderMeshProgram(shaderstate.lightpassshader, shaderstate.lightpassshader->passes); break; #endif case BEM_DEPTHONLY: GL_DeSelectProgram(); #pragma message("fixme: support alpha test") GL_ApplyVertexPointer(); BE_SubmitMeshChain(); break; case BEM_DEPTHDARK: if (shaderstate.curshader->flags & SHADER_HASLIGHTMAP) { GL_DeSelectProgram(); qglColor3f(0,0,0); qglDisableClientState(GL_COLOR_ARRAY); while(shaderstate.lastpasstmus>0) { GL_SelectTexture(--shaderstate.lastpasstmus); qglDisable(GL_TEXTURE_2D); qglDisableClientState(GL_TEXTURE_COORD_ARRAY); } GL_TexEnv(GL_REPLACE); BE_SendPassBlendAndDepth(shaderstate.curshader->passes[0].shaderbits); GL_ApplyVertexPointer(); BE_SubmitMeshChain(); break; } //fallthrough case BEM_STANDARD: default: if (shaderstate.curshader->programhandle[0].glsl) { BE_RenderMeshProgram(shaderstate.curshader, shaderstate.curshader->passes); } else if (gl_config.nofixedfunc) break; else { GL_DeSelectProgram(); while (passno < shaderstate.curshader->numpasses) { p = &shaderstate.curshader->passes[passno]; passno += p->numMergedPasses; // if (p->flags & SHADER_PASS_DETAIL) // continue; DrawPass(p); } } break; } } void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums) { if (!vbo) { mesh_t *m; shaderstate.sourcevbo = &shaderstate.dummyvbo; shaderstate.curshader = shader; if (shaderstate.curentity != &r_worldentity) { BE_SelectEntity(&r_worldentity); shaderstate.curtime = shaderstate.updatetime - shaderstate.curentity->shaderTime; } shaderstate.curtexnums = texnums; shaderstate.curlightmap = r_nulltex; shaderstate.curdeluxmap = r_nulltex; while (nummeshes--) { m = *meshlist++; shaderstate.dummyvbo.coord = m->xyz_array; shaderstate.dummyvbo.texcoord = m->st_array; shaderstate.dummyvbo.indicies = m->indexes; shaderstate.dummyvbo.normals = m->normals_array; shaderstate.dummyvbo.svector = m->snormals_array; shaderstate.dummyvbo.tvector = m->tnormals_array; shaderstate.dummyvbo.colours4f = m->colors4f_array; shaderstate.dummyvbo.colours4ub = m->colors4b_array; shaderstate.meshcount = 1; shaderstate.meshes = &m; DrawMeshes(); } } else { shaderstate.sourcevbo = vbo; shaderstate.curshader = shader; if (shaderstate.curentity != &r_worldentity) { BE_SelectEntity(&r_worldentity); shaderstate.curtime = shaderstate.updatetime - shaderstate.curentity->shaderTime; } shaderstate.curtexnums = texnums; shaderstate.curlightmap = r_nulltex; shaderstate.curdeluxmap = r_nulltex; shaderstate.meshcount = nummeshes; shaderstate.meshes = meshlist; DrawMeshes(); } } void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, texnums_t *texnums) { shader->next = NULL; BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums); } void BE_DrawPolys(qboolean decalsset) { unsigned int i; mesh_t m; if (!cl_numstris) return; memset(&m, 0, sizeof(m)); for (i = 0; i < cl_numstris; i++) { if ((cl_stris[i].shader->sort <= SHADER_SORT_DECAL) ^ decalsset) continue; m.xyz_array = cl_strisvertv + cl_stris[i].firstvert; m.st_array = cl_strisvertt + cl_stris[i].firstvert; m.colors4f_array = cl_strisvertc + cl_stris[i].firstvert; m.indexes = cl_strisidx + cl_stris[i].firstidx; m.numindexes = cl_stris[i].numidx; m.numvertexes = cl_stris[i].numvert; BE_DrawMesh_Single(cl_stris[i].shader, &m, NULL, &cl_stris[i].shader->defaulttextures); } } void GLBE_SubmitBatch(batch_t *batch) { model_t *model = cl.worldmodel; int lm; if (batch->texture) { shaderstate.sourcevbo = &batch->texture->vbo; lm = batch->lightmap; } else { shaderstate.dummyvbo.coord = batch->mesh[0]->xyz_array; shaderstate.dummyvbo.texcoord = batch->mesh[0]->st_array; shaderstate.dummyvbo.indicies = batch->mesh[0]->indexes; shaderstate.dummyvbo.normals = batch->mesh[0]->normals_array; shaderstate.dummyvbo.svector = batch->mesh[0]->snormals_array; shaderstate.dummyvbo.tvector = batch->mesh[0]->tnormals_array; shaderstate.dummyvbo.colours4f = batch->mesh[0]->colors4f_array; shaderstate.sourcevbo = &shaderstate.dummyvbo; lm = -1; } if (lm < 0) { shaderstate.curlightmap = r_nulltex; shaderstate.curdeluxmap = r_nulltex; } else { shaderstate.curlightmap = lightmap_textures[lm]; shaderstate.curdeluxmap = deluxmap_textures[lm]; } shaderstate.curshader = batch->shader; if (shaderstate.curentity != batch->ent) { BE_SelectEntity(batch->ent); shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime; } shaderstate.flags = batch->flags; if (batch->skin) shaderstate.curtexnums = batch->skin; else shaderstate.curtexnums = &shaderstate.curshader->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 BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist) { batch_t *batch, *old; int i; /*attempt to draw portal shaders*/ if (shaderstate.mode == BEM_STANDARD) { for (i = 0; i < 2; i++) { for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next) { if (batch->meshes == batch->firstmesh) continue; if (batch->buildmeshes) batch->buildmeshes(batch); else batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader; /*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/ BE_SelectMode(BEM_DEPTHONLY, 0); for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next) { if (old->meshes == old->firstmesh) continue; BE_SubmitBatch(old); } if (!old) { for (old = dynamiclist; old != batch; old = old->next) { if (old->meshes == old->firstmesh) continue; BE_SubmitBatch(old); } } BE_SelectMode(BEM_STANDARD, 0); GLR_DrawPortal(batch, worldlist); /*clear depth again*/ GL_ForceDepthWritable(); qglClear(GL_DEPTH_BUFFER_BIT); currententity = &r_worldentity; } } } } static void BE_SubmitMeshesSortList(batch_t *sortlist) { batch_t *batch; for (batch = sortlist; batch; batch = batch->next) { if (batch->meshes == batch->firstmesh) continue; if (batch->buildmeshes) batch->buildmeshes(batch); else batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader; if (batch->shader->flags & SHADER_NODLIGHT) if (shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_SMAPLIGHT) continue; if (batch->shader->flags & SHADER_SKY) { if (shaderstate.mode == BEM_STANDARD) R_DrawSkyChain (batch); continue; } BE_SubmitBatch(batch); } } void GLBE_SubmitMeshes (qboolean drawworld, batch_t **blist) { model_t *model = cl.worldmodel; int i; for (i = SHADER_SORT_PORTAL; i < SHADER_SORT_COUNT; i++) { if (drawworld) { if (i == SHADER_SORT_PORTAL && !r_noportals.ival && !r_refdef.recurse) BE_SubmitMeshesPortals(model->batches, blist[i]); BE_SubmitMeshesSortList(model->batches[i]); } BE_SubmitMeshesSortList(blist[i]); } } static void BE_UpdateLightmaps(void) { int lm; for (lm = 0; lm < numlightmaps; lm++) { if (!lightmap[lm]) continue; if (lightmap[lm]->modified) { glRect_t *theRect; lightmap[lm]->modified = false; theRect = &lightmap[lm]->rectchange; GL_Bind(lightmap_textures[lm]); checkglerror(); switch (lightmap_bytes) { case 4: qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, (lightmap_bgra?GL_BGRA_EXT:GL_RGBA), GL_UNSIGNED_INT_8_8_8_8_REV, lightmap[lm]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*4); break; case 3: qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, (lightmap_bgra?GL_BGR_EXT:GL_RGB), GL_UNSIGNED_BYTE, lightmap[lm]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*3); break; case 1: qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_LUMINANCE, GL_UNSIGNED_BYTE, lightmap[lm]->lightmaps+(theRect->t) *LMBLOCK_WIDTH); break; } theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; checkglerror(); if (lightmap[lm]->deluxmodified) { lightmap[lm]->deluxmodified = false; theRect = &lightmap[lm]->deluxrectchange; GL_Bind(deluxmap_textures[lm]); qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t, LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE, lightmap[lm]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3); theRect->l = LMBLOCK_WIDTH; theRect->t = LMBLOCK_HEIGHT; theRect->h = 0; theRect->w = 0; checkglerror(); } } } } batch_t *GLBE_GetTempBatch(void) { if (shaderstate.wbatch >= shaderstate.maxwbatches) { shaderstate.wbatch++; return NULL; } return &shaderstate.wbatches[shaderstate.wbatch++]; } void BE_GenModelBatches(batch_t **batches) { int i; entity_t *ent; /*clear the batch list*/ for (i = 0; i < SHADER_SORT_COUNT; i++) batches[i] = NULL; if (!r_drawentities.ival) return; // draw sprites seperately, because of alpha blending for (i=0 ; imodel) continue; if (ent->model->needload) continue; if (!R_ShouldDraw(ent)) continue; switch(ent->model->type) { case mod_brush: if (r_drawentities.ival == 2) continue; Surf_GenBrushBatches(batches, ent); break; case mod_alias: if (r_drawentities.ival == 3) continue; R_GAlias_GenerateBatches(ent, batches); break; } } } /*called from shadowmapping code*/ #ifdef RTLIGHTS void BE_BaseEntTextures(void) { batch_t *batches[SHADER_SORT_COUNT]; BE_GenModelBatches(batches); GLBE_SubmitMeshes(false, batches); BE_SelectEntity(&r_worldentity); } #endif void GLBE_DrawWorld (qbyte *vis) { extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps; batch_t *batches[SHADER_SORT_COUNT]; RSpeedLocals(); GL_DoSwap(); if (!r_refdef.recurse) { if (shaderstate.wmesh > shaderstate.maxwmesh) { int newm = shaderstate.wmesh; shaderstate.wmeshes = BZ_Realloc(shaderstate.wmeshes, newm * sizeof(*shaderstate.wmeshes)); memset(shaderstate.wmeshes + shaderstate.maxwmesh, 0, (newm - shaderstate.maxwmesh) * sizeof(*shaderstate.wmeshes)); shaderstate.maxwmesh = newm; } if (shaderstate.wbatch > shaderstate.maxwbatches) { int newm = shaderstate.wbatch; 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.wmesh = 0; shaderstate.wbatch = 0; } BE_GenModelBatches(batches); shaderstate.curentity = NULL; shaderstate.updatetime = cl.servertime; #if 0 {int i; for (i = 0; i < SHADER_SORT_COUNT; i++) batches[i] = NULL; } #endif BE_UpdateLightmaps(); //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; #ifdef RTLIGHTS if (r_shadow_realtime_world.value && gl_config.arb_shader_objects) shaderstate.identitylighting = r_shadow_realtime_world_lightmaps.value; else #endif shaderstate.identitylighting = 1; if (shaderstate.identitylighting == 0) BE_SelectMode(BEM_DEPTHDARK, 0); else BE_SelectMode(BEM_STANDARD, 0); RSpeedRemark(); GLBE_SubmitMeshes(true, batches); RSpeedEnd(RSPEED_WORLD); #ifdef RTLIGHTS RSpeedRemark(); BE_SelectEntity(&r_worldentity); Sh_DrawLights(vis); RSpeedEnd(RSPEED_STENCILSHADOWS); #endif BE_DrawPolys(false); BE_SelectEntity(&r_worldentity); shaderstate.updatetime = realtime; } void BE_DrawNonWorld (void) { batch_t *batches[SHADER_SORT_COUNT]; if (shaderstate.wmesh > shaderstate.maxwmesh) { int newm = shaderstate.wmesh; shaderstate.wmeshes = BZ_Realloc(shaderstate.wmeshes, newm * sizeof(*shaderstate.wmeshes)); memset(shaderstate.wmeshes + shaderstate.maxwmesh, 0, (newm - shaderstate.maxwmesh) * sizeof(*shaderstate.wmeshes)); shaderstate.maxwmesh = newm; } if (shaderstate.wbatch > shaderstate.maxwbatches) { int newm = shaderstate.wbatch; 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.wmesh = 0; shaderstate.wbatch = 0; BE_GenModelBatches(batches); shaderstate.curentity = NULL; shaderstate.updatetime = cl.servertime; GLBE_SubmitMeshes(false, batches); BE_SelectEntity(&r_worldentity); shaderstate.updatetime = realtime; } #endif