646fd03f44
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3796 fc73d0e0-1445-4013-8a0c-d673dee63da5
3403 lines
87 KiB
C
3403 lines
87 KiB
C
#include "quakedef.h"
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//#define FORCESTATE
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//#define WIREFRAME
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "shader.h"
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#ifdef _WIN32
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#include <malloc.h>
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#else
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#include <alloca.h>
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#endif
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extern cvar_t gl_overbright;
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#define LIGHTPASS_GLSL_SHARED "\
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varying vec2 tcbase;\n\
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varying vec3 lightvector;\n\
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#if defined(SPECULAR) || defined(OFFSETMAPPING)\n\
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varying vec3 eyevector;\n\
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#endif\n\
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#ifdef PCF\n\
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varying vec4 vshadowcoord;\n\
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uniform mat4 entmatrix;\n\
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#endif\n\
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"
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#define LIGHTPASS_GLSL_VERTEX "\
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#ifdef VERTEX_SHADER\n\
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\
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uniform vec3 lightposition;\n\
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\
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#if defined(SPECULAR) || defined(OFFSETMAPPING)\n\
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uniform vec3 eyeposition;\n\
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#endif\n\
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\
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uniform mat4 m_modelview, m_projection;\n\
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attribute vec3 v_position;\n\
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attribute vec2 v_texcoord;\n\
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attribute vec3 v_normal;\n\
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attribute vec3 v_svector;\n\
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attribute vec3 v_tvector;\n\
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\
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void main (void)\n\
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{\n\
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gl_Position = m_projection * m_modelview * vec4(v_position, 1);\n\
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\
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tcbase = v_texcoord; //pass the texture coords straight through\n\
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\
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vec3 lightminusvertex = lightposition - v_position.xyz;\n\
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lightvector.x = dot(lightminusvertex, v_svector.xyz);\n\
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lightvector.y = dot(lightminusvertex, v_tvector.xyz);\n\
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lightvector.z = dot(lightminusvertex, v_normal.xyz);\n\
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\
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#if defined(SPECULAR)||defined(OFFSETMAPPING)\n\
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vec3 eyeminusvertex = eyeposition - v_position.xyz;\n\
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eyevector.x = dot(eyeminusvertex, v_svector.xyz);\n\
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eyevector.y = -dot(eyeminusvertex, v_tvector.xyz);\n\
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eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n\
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#endif\n\
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#if defined(PCF) || defined(SPOT) || defined(PROJECTION)\n\
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vshadowcoord = gl_TextureMatrix[7] * (entmatrix*v_position);\n\
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#endif\n\
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}\n\
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#endif\n\
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"
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/*this is full 4*4 PCF, with an added attempt at prenumbra*/
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/*the offset consts are 1/(imagesize*2) */
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#define PCF16P(f) "\
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float xPixelOffset = (1.0+shadowcoord.b/lightradius)/texx;\
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float yPixelOffset = (1.0+shadowcoord.b/lightradius)/texy;\
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float s = 0.0;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -1.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, -0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 0.5 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.5 * xPixelOffset * shadowcoord.w, 1.1 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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\
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colorscale *= s/5.0;\n\
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"
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/*this is pcf 3*3*/
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/*the offset consts are 1/(imagesize*2) */
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#define PCF9(f) "\
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const float xPixelOffset = 1.0/texx;\
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const float yPixelOffset = 1.0/texy;\
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float s = 0.0;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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colorscale *= s/9.0;\n\
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"
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/*this is a lazy form of pcf. take 5 samples in an x*/
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/*the offset consts are 1/(imagesize*2) */
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#define PCF5(f) "\
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float xPixelOffset = 1.0/texx;\
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float yPixelOffset = 1.0/texy;\
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float s = 0.0;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(-1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(0.0 * xPixelOffset * shadowcoord.w, 0.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, -1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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s += "f"Proj(shadowmap, shadowcoord + vec4(1.0 * xPixelOffset * shadowcoord.w, 1.0 * yPixelOffset * shadowcoord.w, 0.05, 0.0)).r;\n\
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colorscale *= s/5.0;\n\
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"
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/*this is unfiltered*/
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#define PCF1(f) "\
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colorscale *= "f"Proj(shadowmap, shadowcoord).r;\n"
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#define LIGHTPASS_GLSL_FRAGMENT "\
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#ifdef FRAGMENT_SHADER\n\
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uniform sampler2D baset;\n\
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#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)\n\
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uniform sampler2D bumpt;\n\
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#endif\n\
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#ifdef SPECULAR\n\
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uniform sampler2D speculart;\n\
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#endif\n\
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#ifdef PROJECTION\n\
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uniform sampler2D projected;\n\
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#endif\n\
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#ifdef PCF\n\
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#ifdef CUBE\n\
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uniform samplerCubeShadow shadowmap;\n\
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#else\n\
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uniform sampler2DShadow shadowmap;\n\
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#endif\n\
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#endif\n\
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\
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\
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uniform float lightradius;\n\
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uniform vec3 lightcolour;\n\
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\
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#ifdef OFFSETMAPPING\n\
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uniform float offsetmapping_scale;\n\
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#endif\n\
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\
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\
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void main (void)\n\
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{\n\
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#ifdef OFFSETMAPPING\n\
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vec2 OffsetVector = normalize(eyevector).xy * offsetmapping_scale * vec2(1, -1);\n\
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vec2 foo = tcbase;\n\
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#define tcbase foo\n\
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tcbase += OffsetVector;\n\
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OffsetVector *= 0.333;\n\
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tcbase -= OffsetVector * texture2D(bumpt, tcbase).w;\n\
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tcbase -= OffsetVector * texture2D(bumpt, tcbase).w;\n\
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tcbase -= OffsetVector * texture2D(bumpt, tcbase).w;\n\
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#endif\n\
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\
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\
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#ifdef BUMP\n\
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vec3 bases = vec3(texture2D(baset, tcbase));\n\
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#else\n\
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vec3 diff = vec3(texture2D(baset, tcbase));\n\
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#endif\n\
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#if defined(BUMP) || defined(SPECULAR)\n\
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vec3 bumps = vec3(texture2D(bumpt, tcbase)) * 2.0 - 1.0;\n\
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#endif\n\
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#ifdef SPECULAR\n\
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vec3 specs = vec3(texture2D(speculart, tcbase));\n\
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#endif\n\
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\
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vec3 nl = normalize(lightvector);\n\
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float colorscale = max(1.0 - dot(lightvector, lightvector)/(lightradius*lightradius), 0.0);\n\
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\
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#ifdef BUMP\n\
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vec3 diff;\n\
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diff = bases * max(dot(bumps, nl), 0.0);\n\
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#endif\n\
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#ifdef SPECULAR\n\
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vec3 halfdir = (normalize(eyevector) + normalize(lightvector))/2.0;\n\
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float dv = dot(halfdir, bumps);\n\
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diff += pow(dv, 8.0) * specs;\n\
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#endif\n\
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""\n\
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#ifdef PCF\n\
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#if defined(SPOT)\n\
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const float texx = 512.0;\n\
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const float texy = 512.0;\n\
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vec4 shadowcoord = vshadowcoord;\n\
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#else\n\
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const float texx = 512.0;\n\
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const float texy = 512.0;\n\
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vec4 shadowcoord;\n\
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shadowcoord.zw = vshadowcoord.zw;\n\
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shadowcoord.xy = vshadowcoord.xy;\n\
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#endif\n\
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#ifdef CUBE\n\
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"PCF9("shadowCube") /*valid are 1,5,9*/"\n\
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#else\n\
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"PCF9("shadow2D") /*valid are 1,5,9*/"\n\
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#endif\n\
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#endif\n\
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#if defined(SPOT)\n\
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/*Actually, this isn't correct*/\n\
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if (shadowcoord.w < 0.0) discard;\n\
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vec2 spot = ((shadowcoord.st)/shadowcoord.w - 0.5)*2.0;colorscale*=1.0-(dot(spot,spot));\n\
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#endif\n\
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#if defined(PROJECTION)\n\
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lightcolour *= texture2d(projected, shadowcoord);\n\
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#endif\n\
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\n\
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gl_FragColor.rgb = diff*colorscale*lightcolour;\n\
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}\n\
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\
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#endif\n\
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"
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char *defaultglsl2program =
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LIGHTPASS_GLSL_SHARED LIGHTPASS_GLSL_VERTEX LIGHTPASS_GLSL_FRAGMENT
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;
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//!!permu LOWER
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//!!permu UPPER
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static const char LIGHTPASS_SHADER[] = "\
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{\n\
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program\n\
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{\n\
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!!permu BUMP\n\
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!!permu SPECULAR\n\
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!!permu FULLBRIGHT\n\
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!!permu OFFSETMAPPING\n\
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#define LIGHTPASS\n\
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%s\n\
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}\n\
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\
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//incoming fragment\n\
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param texture 0 baset\n\
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param opt texture 1 bumpt\n\
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param opt texture 2 speculart\n\
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\
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//light info\n\
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param lightpos lightposition\n\
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param lightradius lightradius\n\
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param lightcolour lightcolour\n\
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\
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param opt cvarf r_glsl_offsetmapping_bias offsetmapping_bias\n\
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param opt cvarf r_glsl_offsetmapping_scale offsetmapping_scale\n\
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\
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//eye pos\n\
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param opt eyepos eyeposition\n\
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\
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{\n\
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map $diffuse\n\
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blendfunc add\n\
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tcgen base\n\
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}\n\
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{\n\
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map $normalmap\n\
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tcgen normal\n\
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}\n\
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{\n\
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map $specular\n\
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tcgen svector\n\
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}\n\
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{\n\
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tcgen tvector\n\
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}\n\
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}";
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static const char PCFPASS_SHADER[] = "\
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{\n\
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program\n\
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{\n\
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#define LIGHTPASS\n\
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//#define CUBE\n\
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#define PCF\n\
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%s%s\n\
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}\n\
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\
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//incoming fragment\n\
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param texture 7 shadowmap\n\
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param texture 1 baset\n\
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param opt texture 2 bumpt\n\
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param opt texture 3 speculart\n\
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\
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//light info\n\
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param lightpos lightposition\n\
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param lightradius lightradius\n\
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param lightcolour lightcolour\n\
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\
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param opt cvarf r_glsl_offsetmapping_scale offsetmapping_scale\n\
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\
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//eye pos\n\
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param opt eyepos EyePosition\n\
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param opt entmatrix entmatrix\n\
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\
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{\n\
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map $shadowmap\n\
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blendfunc add\n\
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tcgen base\n\
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}\n\
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{\n\
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map $diffuse\n\
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tcgen normal\n\
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}\n\
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{\n\
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map $normalmap\n\
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tcgen svector\n\
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}\n\
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{\n\
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map $specular\n\
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tcgen tvector\n\
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}\n\
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}";
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extern cvar_t r_glsl_offsetmapping, r_noportals;
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static void BE_SendPassBlendDepthMask(unsigned int sbits);
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void GLBE_SubmitBatch(batch_t *batch);
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struct {
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//internal state
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struct {
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int lastpasstmus;
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int vbo_colour;
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int vbo_texcoords[SHADER_PASS_MAX];
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int vbo_deforms; //holds verticies... in case you didn't realise.
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qboolean initedlightpasses;
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const shader_t *lightpassshader;
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qboolean initedpcfpasses;
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const shader_t *pcfpassshader;
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qboolean initedspotpasses;
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const shader_t *spotpassshader;
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qboolean force2d;
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int currenttmu;
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int blendmode[SHADER_PASS_MAX];
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int texenvmode[SHADER_PASS_MAX];
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int currenttextures[SHADER_PASS_MAX];
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GLenum curtexturetype[SHADER_PASS_MAX];
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unsigned int tmuarrayactive;
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polyoffset_t curpolyoffset;
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unsigned int curcull;
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texid_t curshadowmap;
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unsigned int shaderbits;
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unsigned int sha_attr;
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int currentprogram;
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vbo_t dummyvbo;
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int currentvbo;
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int currentebo;
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mesh_t **meshes;
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unsigned int meshcount;
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float modelviewmatrix[16];
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int pendingvertexvbo;
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void *pendingvertexpointer;
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int curvertexvbo;
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void *curvertexpointer;
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float identitylighting; //set to how bright lightmaps should be (reduced for overbright or realtime_world_lightmaps)
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texid_t temptexture;
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texid_t fogtexture;
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float fogfar;
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};
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//exterior state (paramters)
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struct {
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backendmode_t mode;
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unsigned int flags;
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vbo_t *sourcevbo;
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const shader_t *curshader;
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const entity_t *curentity;
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const texnums_t *curtexnums;
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texid_t curlightmap;
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texid_t curdeluxmap;
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float curtime;
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float updatetime;
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vec3_t lightorg;
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vec3_t lightcolours;
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float lightradius;
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texid_t lighttexture;
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};
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int wbatch;
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int maxwbatches;
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batch_t *wbatches;
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} shaderstate;
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struct {
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int numlights;
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int shadowsurfcount;
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} bench;
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void GL_TexEnv(GLenum mode)
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{
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#ifndef FORCESTATE
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if (mode != shaderstate.texenvmode[shaderstate.currenttmu])
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#endif
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{
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
|
|
shaderstate.texenvmode[shaderstate.currenttmu] = mode;
|
|
}
|
|
}
|
|
|
|
static void BE_SetPassBlendMode(int tmu, int pbm)
|
|
{
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.blendmode[tmu] != pbm)
|
|
#endif
|
|
{
|
|
shaderstate.blendmode[tmu] = pbm;
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.currenttmu != tmu)
|
|
#endif
|
|
GL_SelectTexture(tmu);
|
|
|
|
switch (pbm)
|
|
{
|
|
case PBM_DOTPRODUCT:
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
|
|
break;
|
|
case PBM_REPLACELIGHT:
|
|
if (shaderstate.identitylighting != 1)
|
|
goto forcemod;
|
|
GL_TexEnv(GL_REPLACE);
|
|
break;
|
|
case PBM_REPLACE:
|
|
GL_TexEnv(GL_REPLACE);
|
|
break;
|
|
case PBM_DECAL:
|
|
if (tmu == 0)
|
|
goto forcemod;
|
|
GL_TexEnv(GL_DECAL);
|
|
break;
|
|
case PBM_ADD:
|
|
if (tmu == 0)
|
|
goto forcemod;
|
|
GL_TexEnv(GL_ADD);
|
|
break;
|
|
case PBM_OVERBRIGHT:
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1<<gl_overbright.ival);
|
|
break;
|
|
default:
|
|
case PBM_MODULATE:
|
|
forcemod:
|
|
GL_TexEnv(GL_MODULATE);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*OpenGL requires glDepthMask(GL_TRUE) or glClear(GL_DEPTH_BUFFER_BIT) will fail*/
|
|
void GL_ForceDepthWritable(void)
|
|
{
|
|
#ifndef FORCESTATE
|
|
if (!(shaderstate.shaderbits & SBITS_MISC_DEPTHWRITE))
|
|
#endif
|
|
{
|
|
shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
qglDepthMask(GL_TRUE);
|
|
}
|
|
}
|
|
|
|
void GL_SetShaderState2D(qboolean is2d)
|
|
{
|
|
shaderstate.updatetime = realtime;
|
|
shaderstate.force2d = is2d;
|
|
#ifdef WIREFRAME
|
|
if (!is2d)
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
else
|
|
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
BE_SelectMode(BEM_STANDARD);
|
|
}
|
|
|
|
void GL_SelectTexture(int target)
|
|
{
|
|
shaderstate.currenttmu = target;
|
|
if (qglActiveTextureARB)
|
|
qglActiveTextureARB(target + mtexid0);
|
|
else if (qglSelectTextureSGIS)
|
|
qglSelectTextureSGIS(target + mtexid0);
|
|
}
|
|
|
|
void GL_SelectVBO(int vbo)
|
|
{
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.currentvbo != vbo)
|
|
#endif
|
|
{
|
|
shaderstate.currentvbo = vbo;
|
|
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, shaderstate.currentvbo);
|
|
}
|
|
}
|
|
void GL_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_MTBind(int tmu, int target, texid_t texnum)
|
|
{
|
|
GL_SelectTexture(tmu);
|
|
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.currenttextures[tmu] == texnum.num)
|
|
return;
|
|
#endif
|
|
|
|
shaderstate.currenttextures[tmu] = texnum.num;
|
|
if (target)
|
|
bindTexFunc (target, texnum.num);
|
|
|
|
if (shaderstate.curtexturetype[tmu] != target && !gl_config.nofixedfunc)
|
|
{
|
|
if (shaderstate.curtexturetype[tmu])
|
|
qglDisable(shaderstate.curtexturetype[tmu]);
|
|
shaderstate.curtexturetype[tmu] = target;
|
|
if (target)
|
|
qglEnable(target);
|
|
}
|
|
|
|
if (((shaderstate.tmuarrayactive>>tmu) & 1) != 0)
|
|
{
|
|
qglClientActiveTextureARB(tmu + mtexid0);
|
|
if (0)
|
|
{
|
|
shaderstate.tmuarrayactive |= 1u<<tmu;
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
else
|
|
{
|
|
shaderstate.tmuarrayactive &= ~(1u<<tmu);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GL_LazyBind(int tmu, int target, texid_t texnum, qboolean arrays)
|
|
{
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.currenttextures[tmu] != texnum.num)
|
|
#endif
|
|
{
|
|
GL_SelectTexture(tmu);
|
|
|
|
shaderstate.currenttextures[shaderstate.currenttmu] = texnum.num;
|
|
if (target)
|
|
bindTexFunc (target, texnum.num);
|
|
|
|
if (shaderstate.curtexturetype[tmu] != target && !gl_config.nofixedfunc)
|
|
{
|
|
if (shaderstate.curtexturetype[tmu])
|
|
qglDisable(shaderstate.curtexturetype[tmu]);
|
|
shaderstate.curtexturetype[tmu] = target;
|
|
if (target)
|
|
qglEnable(target);
|
|
}
|
|
}
|
|
|
|
if (!target)
|
|
arrays = false;
|
|
|
|
if (((shaderstate.tmuarrayactive>>tmu) & 1) != arrays)
|
|
{
|
|
qglClientActiveTextureARB(mtexid0 + tmu);
|
|
if (arrays)
|
|
{
|
|
shaderstate.tmuarrayactive |= 1u<<tmu;
|
|
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
else
|
|
{
|
|
shaderstate.tmuarrayactive &= ~(1u<<tmu);
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void BE_EnableShaderAttributes(unsigned int newm)
|
|
{
|
|
unsigned int i;
|
|
|
|
i = 0;
|
|
if (newm & (1u<<i))
|
|
qglEnableVertexAttribArray(i);
|
|
else
|
|
qglDisableVertexAttribArray(i);
|
|
|
|
if (newm == shaderstate.sha_attr)
|
|
return;
|
|
for (i = 1; i < 8; i++)
|
|
{
|
|
#ifndef FORCESTATE
|
|
if ((newm^shaderstate.sha_attr) & (1u<<i))
|
|
#endif
|
|
{
|
|
if (newm & (1u<<i))
|
|
qglEnableVertexAttribArray(i);
|
|
else
|
|
qglDisableVertexAttribArray(i);
|
|
}
|
|
}
|
|
shaderstate.sha_attr = newm;
|
|
}
|
|
void GL_SelectProgram(int program)
|
|
{
|
|
if (shaderstate.currentprogram != program)
|
|
{
|
|
qglUseProgramObjectARB(program);
|
|
shaderstate.currentprogram = program;
|
|
}
|
|
}
|
|
|
|
static void GL_DeSelectProgram(void)
|
|
{
|
|
if (shaderstate.currentprogram != 0)
|
|
{
|
|
qglUseProgramObjectARB(0);
|
|
shaderstate.currentprogram = 0;
|
|
|
|
/*if disabling a program, we need to kill off custom attributes*/
|
|
BE_EnableShaderAttributes(0);
|
|
|
|
/*ATI tends to use a true 100% alias here, so make sure this state is reenabled*/
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
}
|
|
|
|
void GL_CullFace(unsigned int sflags)
|
|
{
|
|
#ifndef FORCESTATE
|
|
if (shaderstate.curcull == sflags)
|
|
return;
|
|
#endif
|
|
shaderstate.curcull = sflags;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void R_FetchTopColour(int *retred, int *retgreen, int *retblue)
|
|
{
|
|
int i;
|
|
|
|
if (shaderstate.curentity->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_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex, false);
|
|
}
|
|
GL_SelectTexture(0);
|
|
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
|
|
qglColor3f(1,1,1);
|
|
|
|
shaderstate.shaderbits &= ~(SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY|SBITS_MASK_BITS);
|
|
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_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex, false);
|
|
}
|
|
|
|
qglShadeModel(GL_FLAT);
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
qglDepthMask(GL_TRUE);
|
|
shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
|
|
// qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
BE_SelectMode(BEM_DEPTHONLY);
|
|
}
|
|
#endif
|
|
|
|
static void T_Gen_CurrentRender(int tmu)
|
|
{
|
|
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_MTBind(tmu, GL_TEXTURE_2D, shaderstate.temptexture);
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
|
|
static void Shader_BindTextureForPass(int tmu, const shaderpass_t *pass, qboolean useclientarray)
|
|
{
|
|
texid_t t;
|
|
switch(pass->texgen)
|
|
{
|
|
default:
|
|
case T_GEN_SKYBOX:
|
|
t = pass->anim_frames[0];
|
|
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, t, useclientarray);
|
|
return;
|
|
case T_GEN_SINGLEMAP:
|
|
t = pass->anim_frames[0];
|
|
break;
|
|
case T_GEN_ANIMMAP:
|
|
t = pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes];
|
|
break;
|
|
case T_GEN_LIGHTMAP:
|
|
t = shaderstate.curlightmap;
|
|
break;
|
|
case T_GEN_DELUXMAP:
|
|
t = shaderstate.curdeluxmap;
|
|
break;
|
|
case T_GEN_DIFFUSE:
|
|
t = shaderstate.curtexnums?shaderstate.curtexnums->base:r_nulltex;
|
|
break;
|
|
case T_GEN_NORMALMAP:
|
|
t = shaderstate.curtexnums?shaderstate.curtexnums->bump:r_nulltex; /*FIXME: nulltex is not correct*/
|
|
break;
|
|
case T_GEN_SPECULAR:
|
|
t = shaderstate.curtexnums->specular;
|
|
break;
|
|
case T_GEN_UPPEROVERLAY:
|
|
t = shaderstate.curtexnums->upperoverlay;
|
|
break;
|
|
case T_GEN_LOWEROVERLAY:
|
|
t = shaderstate.curtexnums->loweroverlay;
|
|
break;
|
|
case T_GEN_FULLBRIGHT:
|
|
t = shaderstate.curtexnums->fullbright;
|
|
break;
|
|
case T_GEN_SHADOWMAP:
|
|
t = shaderstate.curshadowmap;
|
|
break;
|
|
|
|
case T_GEN_VIDEOMAP:
|
|
#ifdef NOMEDIA
|
|
t = shaderstate.curtexnums?shaderstate.curtexnums->base:r_nulltex;
|
|
#else
|
|
t = Media_UpdateForShader(pass->cin);
|
|
#endif
|
|
break;
|
|
|
|
case T_GEN_CURRENTRENDER:
|
|
T_Gen_CurrentRender(tmu);
|
|
return;
|
|
}
|
|
GL_LazyBind(tmu, GL_TEXTURE_2D, t, useclientarray);
|
|
}
|
|
|
|
/*========================================== 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 GenerateFogTexture(texid_t *tex, float density, float zscale)
|
|
{
|
|
#define FOGS 256
|
|
#define FOGT 32
|
|
byte_vec4_t fogdata[FOGS*FOGT];
|
|
int s, t;
|
|
float f, z;
|
|
for(s = 0; s < FOGS; s++)
|
|
for(t = 0; t < FOGT; t++)
|
|
{
|
|
z = (float)s / (FOGS-1);
|
|
z *= zscale;
|
|
|
|
if (0)//q3
|
|
f = pow(f, 0.5);
|
|
else if (1)//GL_EXP
|
|
f = 1-exp(-density * z);
|
|
else //GL_EXP2
|
|
f = 1-exp(-(density*density) * z);
|
|
if (f < 0)
|
|
f = 0;
|
|
if (f > 1)
|
|
f = 1;
|
|
|
|
fogdata[t*FOGS + s][0] = 255;
|
|
fogdata[t*FOGS + s][1] = 255;
|
|
fogdata[t*FOGS + s][2] = 255;
|
|
fogdata[t*FOGS + s][3] = 255*f;
|
|
}
|
|
|
|
if (!TEXVALID(*tex))
|
|
*tex = R_AllocNewTexture(FOGS, FOGT);
|
|
R_Upload(*tex, "fog", TF_RGBA32, fogdata, NULL, FOGS, FOGT, IF_CLAMP|IF_NOMIPMAP);
|
|
}
|
|
|
|
void GLBE_Init(void)
|
|
{
|
|
int i;
|
|
double t;
|
|
|
|
shaderstate.curentity = &r_worldentity;
|
|
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_SendPassBlendDepthMask(0);
|
|
|
|
if (qglEnableClientState)
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
currententity = &r_worldentity;
|
|
|
|
|
|
shaderstate.fogtexture = r_nulltex;
|
|
}
|
|
|
|
//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 void tcgen_fog(float *st, unsigned int numverts, float *xyz)
|
|
{
|
|
int i;
|
|
|
|
float z;
|
|
vec4_t zmat;
|
|
|
|
//generate a simple matrix to calc only the projected z coord
|
|
zmat[0] = -shaderstate.modelviewmatrix[2];
|
|
zmat[1] = -shaderstate.modelviewmatrix[6];
|
|
zmat[2] = -shaderstate.modelviewmatrix[10];
|
|
zmat[3] = -shaderstate.modelviewmatrix[14];
|
|
|
|
Vector4Scale(zmat, shaderstate.fogfar, zmat);
|
|
|
|
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), st += 2 )
|
|
{
|
|
z = DotProduct(xyz, zmat) + zmat[3];
|
|
st[0] = z;
|
|
st[1] = realtime - (int)realtime;
|
|
}
|
|
}
|
|
|
|
static float *tcgen(unsigned int tcgen, int cnt, float *dst, const mesh_t *mesh)
|
|
{
|
|
int i;
|
|
vecV_t *src;
|
|
switch (tcgen)
|
|
{
|
|
default:
|
|
case TC_GEN_BASE:
|
|
return (float*)mesh->st_array;
|
|
case TC_GEN_LIGHTMAP:
|
|
if (!mesh->lmst_array)
|
|
return (float*)mesh->st_array;
|
|
else
|
|
return (float*)mesh->lmst_array;
|
|
case TC_GEN_NORMAL:
|
|
return (float*)mesh->normals_array;
|
|
case TC_GEN_SVECTOR:
|
|
return (float*)mesh->snormals_array;
|
|
case TC_GEN_TVECTOR:
|
|
return (float*)mesh->tnormals_array;
|
|
case TC_GEN_ENVIRONMENT:
|
|
if (!mesh->normals_array)
|
|
return (float*)mesh->st_array;
|
|
tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array);
|
|
return dst;
|
|
case TC_GEN_FOG:
|
|
tcgen_fog(dst, cnt, (float*)mesh->xyz_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 GenerateTCFog(int passnum)
|
|
{
|
|
int m;
|
|
float *src;
|
|
mesh_t *mesh;
|
|
for (m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
mesh = shaderstate.meshes[m];
|
|
|
|
src = tcgen(TC_GEN_FOG, mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh);
|
|
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]);
|
|
}
|
|
static void GenerateTCMods(const shaderpass_t *pass, int passnum)
|
|
{
|
|
#if 1
|
|
int i, m;
|
|
float *src;
|
|
mesh_t *mesh;
|
|
for (m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
mesh = shaderstate.meshes[m];
|
|
|
|
src = tcgen(pass->tcgen, mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh);
|
|
//tcgen might return unmodified info
|
|
if (pass->numtcmods)
|
|
{
|
|
tcmod(&pass->tcmods[0], mesh->numvertexes, src, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh);
|
|
for (i = 1; i < pass->numtcmods; i++)
|
|
{
|
|
tcmod(&pass->tcmods[i], mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*2, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh);
|
|
}
|
|
src = texcoordarray[passnum]+mesh->vbofirstvert*2;
|
|
}
|
|
else if (src != texcoordarray[passnum]+mesh->vbofirstvert*2)
|
|
{
|
|
//this shouldn't actually ever be true
|
|
memcpy(texcoordarray[passnum]+mesh->vbofirstvert*2, src, 8*mesh->numvertexes);
|
|
}
|
|
}
|
|
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, 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, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
|
|
{
|
|
float *table;
|
|
int j, k;
|
|
float args[4];
|
|
float deflect;
|
|
switch (deformv->type)
|
|
{
|
|
default:
|
|
case DEFORMV_NONE:
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
break;
|
|
|
|
case DEFORMV_WAVE:
|
|
if (!mesh->normals_array)
|
|
{
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
return;
|
|
}
|
|
args[0] = deformv->func.args[0];
|
|
args[1] = deformv->func.args[1];
|
|
args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
|
|
table = FTableForFunc(deformv->func.type);
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
{
|
|
deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
|
|
deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
|
|
|
|
// Deflect vertex along its normal by wave amount
|
|
VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_NORMAL:
|
|
//normal does not actually move the verts, but it does change the normals array
|
|
//we don't currently support that.
|
|
if (src != dst)
|
|
memcpy(dst, src, sizeof(*src)*cnt);
|
|
/*
|
|
args[0] = deformv->args[1] * shaderstate.curtime;
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
{
|
|
args[1] = normalsArray[j][2] * args[0];
|
|
|
|
deflect = deformv->args[0] * R_FastSin(args[1]);
|
|
normalsArray[j][0] *= deflect;
|
|
deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
|
|
normalsArray[j][1] *= deflect;
|
|
VectorNormalizeFast(normalsArray[j]);
|
|
}
|
|
*/ break;
|
|
|
|
case DEFORMV_MOVE:
|
|
table = FTableForFunc(deformv->func.type);
|
|
deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
|
|
deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
|
|
|
|
for ( j = 0; j < cnt; j++ )
|
|
VectorMA(src[j], deflect, deformv->args, dst[j]);
|
|
break;
|
|
|
|
case DEFORMV_BULGE:
|
|
args[0] = deformv->args[0]/(2*M_PI);
|
|
args[1] = deformv->args[1];
|
|
args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
|
|
|
|
for (j = 0; j < cnt; j++)
|
|
{
|
|
deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
|
|
dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
|
|
dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
|
|
dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE:
|
|
if (mesh->numindexes < 6)
|
|
break;
|
|
|
|
for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
|
|
{
|
|
vec3_t mid, d;
|
|
float radius;
|
|
mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
|
|
mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
|
|
mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
|
|
VectorSubtract(src[0], mid, d);
|
|
radius = 2*VectorLength(d);
|
|
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]);
|
|
dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]);
|
|
dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE2:
|
|
if (mesh->numindexes < 6)
|
|
break;
|
|
|
|
for (k = 0; k < mesh->numindexes; k += 6)
|
|
{
|
|
int long_axis, short_axis;
|
|
vec3_t axis;
|
|
float len[3];
|
|
mat3_t m0, m1, m2, result;
|
|
float *quad[4];
|
|
vec3_t rot_centre, tv;
|
|
|
|
quad[0] = (float *)(dst + mesh->indexes[k+0]);
|
|
quad[1] = (float *)(dst + mesh->indexes[k+1]);
|
|
quad[2] = (float *)(dst + mesh->indexes[k+2]);
|
|
|
|
for (j = 2; j >= 0; j--)
|
|
{
|
|
quad[3] = (float *)(dst + mesh->indexes[k+3+j]);
|
|
if (!VectorEquals (quad[3], quad[0]) &&
|
|
!VectorEquals (quad[3], quad[1]) &&
|
|
!VectorEquals (quad[3], quad[2]))
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// build a matrix were the longest axis of the billboard is the Y-Axis
|
|
VectorSubtract(quad[1], quad[0], m0[0]);
|
|
VectorSubtract(quad[2], quad[0], m0[1]);
|
|
VectorSubtract(quad[2], quad[1], m0[2]);
|
|
len[0] = DotProduct(m0[0], m0[0]);
|
|
len[1] = DotProduct(m0[1], m0[1]);
|
|
len[2] = DotProduct(m0[2], m0[2]);
|
|
|
|
if ((len[2] > len[1]) && (len[2] > len[0]))
|
|
{
|
|
if (len[1] > len[0])
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 1;
|
|
}
|
|
}
|
|
else if ((len[1] > len[2]) && (len[1] > len[0]))
|
|
{
|
|
if (len[2] > len[0])
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
|
|
{
|
|
if (len[2] > len[1])
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 1;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
|
|
if (DotProduct(m0[long_axis], m0[short_axis]))
|
|
{
|
|
VectorNormalize2(m0[long_axis], axis);
|
|
VectorCopy(axis, m0[1]);
|
|
|
|
if (axis[0] || axis[1])
|
|
{
|
|
VectorVectors(m0[1], m0[2], m0[0]);
|
|
}
|
|
else
|
|
{
|
|
VectorVectors(m0[1], m0[0], m0[2]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorNormalize2(m0[long_axis], axis);
|
|
VectorNormalize2(m0[short_axis], m0[0]);
|
|
VectorCopy(axis, m0[1]);
|
|
CrossProduct(m0[0], m0[1], m0[2]);
|
|
}
|
|
|
|
for (j = 0; j < 3; j++)
|
|
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
|
|
|
|
if (shaderstate.curentity)
|
|
{
|
|
VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(rot_centre, tv);
|
|
}
|
|
VectorSubtract(r_origin, tv, tv);
|
|
|
|
// filter any longest-axis-parts off the camera-direction
|
|
deflect = -DotProduct(tv, axis);
|
|
|
|
VectorMA(tv, deflect, axis, m1[2]);
|
|
VectorNormalizeFast(m1[2]);
|
|
VectorCopy(axis, m1[1]);
|
|
CrossProduct(m1[1], m1[2], m1[0]);
|
|
|
|
Matrix3_Transpose(m1, m2);
|
|
Matrix3_Multiply(m2, m0, result);
|
|
|
|
for (j = 0; j < 4; j++)
|
|
{
|
|
VectorSubtract(quad[j], rot_centre, tv);
|
|
Matrix3_Multiply_Vec3(result, tv, quad[j]);
|
|
VectorAdd(rot_centre, quad[j], quad[j]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
// case DEFORMV_PROJECTION_SHADOW:
|
|
// break;
|
|
}
|
|
}
|
|
|
|
static void GenerateVertexDeforms(const shader_t *shader)
|
|
{
|
|
int i, m;
|
|
mesh_t *meshlist;
|
|
for (m = 0; m < shaderstate.meshcount; m++)
|
|
{
|
|
meshlist = shaderstate.meshes[m];
|
|
|
|
deformgen(&shader->deforms[0], meshlist->numvertexes, meshlist->xyz_array, vertexarray+meshlist->vbofirstvert, meshlist);
|
|
for (i = 1; i < shader->numdeforms; i++)
|
|
{
|
|
deformgen(&shader->deforms[i], meshlist->numvertexes, vertexarray+meshlist->vbofirstvert, vertexarray+meshlist->vbofirstvert, meshlist);
|
|
}
|
|
}
|
|
|
|
shaderstate.pendingvertexpointer = vertexarray;
|
|
shaderstate.pendingvertexvbo = 0;
|
|
}
|
|
|
|
/*======================================alpha ===============================*/
|
|
|
|
static void alphagen(const shaderpass_t *pass, int cnt, avec4_t *const src, avec4_t *dst, const mesh_t *mesh)
|
|
{
|
|
float *table;
|
|
float t;
|
|
float f;
|
|
vec3_t v1, v2;
|
|
int i;
|
|
|
|
switch (pass->alphagen)
|
|
{
|
|
default:
|
|
case ALPHA_GEN_IDENTITY:
|
|
if (shaderstate.flags & BEF_FORCETRANSPARENT)
|
|
{
|
|
while(cnt--)
|
|
dst[cnt][3] = shaderstate.curentity->shaderRGBAf[3];
|
|
}
|
|
else
|
|
{
|
|
while(cnt--)
|
|
dst[cnt][3] = 1;
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_CONST:
|
|
t = pass->alphagen_func.args[0];
|
|
while(cnt--)
|
|
dst[cnt][3] = t;
|
|
break;
|
|
|
|
case ALPHA_GEN_WAVE:
|
|
table = FTableForFunc(pass->alphagen_func.type);
|
|
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
|
|
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
|
|
t = bound(0.0f, f, 1.0f);
|
|
while(cnt--)
|
|
dst[cnt][3] = t;
|
|
break;
|
|
|
|
case ALPHA_GEN_PORTAL:
|
|
//FIXME: should this be per-vert?
|
|
if (r_refdef.recurse)
|
|
f = 1;
|
|
else
|
|
{
|
|
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
|
|
VectorSubtract(r_origin, v1, v2);
|
|
f = VectorLength(v2) * (1.0 / shaderstate.curshader->portaldist);
|
|
f = bound(0.0f, f, 1.0f);
|
|
}
|
|
|
|
while(cnt--)
|
|
dst[cnt][3] = f;
|
|
break;
|
|
|
|
case ALPHA_GEN_VERTEX:
|
|
if (!src)
|
|
{
|
|
while(cnt--)
|
|
{
|
|
dst[cnt][3] = 1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
while(cnt--)
|
|
{
|
|
dst[cnt][3] = src[cnt][3];
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_ENTITY:
|
|
f = bound(0, shaderstate.curentity->shaderRGBAf[3], 1);
|
|
while(cnt--)
|
|
{
|
|
dst[cnt][3] = f;
|
|
}
|
|
break;
|
|
|
|
|
|
case ALPHA_GEN_SPECULAR:
|
|
{
|
|
mat3_t axis;
|
|
AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]);
|
|
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
|
|
|
|
if (!Matrix3_Compare(axis, axisDefault))
|
|
{
|
|
Matrix3_Multiply_Vec3(axis, v1, v2);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(v1, v2);
|
|
}
|
|
|
|
for (i = 0; i < cnt; i++)
|
|
{
|
|
VectorSubtract(v2, mesh->xyz_array[i], v1);
|
|
f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1));
|
|
f = f * f * f * f * f;
|
|
dst[i][3] = bound (0.0f, f, 1.0f);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void GenerateColourMods(const shaderpass_t *pass)
|
|
{
|
|
unsigned int m;
|
|
mesh_t *meshlist;
|
|
meshlist = shaderstate.meshes[0];
|
|
|
|
if (shaderstate.sourcevbo->colours4ub)
|
|
{
|
|
//hack...
|
|
GL_SelectVBO(shaderstate.sourcevbo->vbocolours);
|
|
qglEnableClientState(GL_COLOR_ARRAY);
|
|
qglColorPointer(4, GL_UNSIGNED_BYTE, 0, shaderstate.sourcevbo->colours4ub);
|
|
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)
|
|
{
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
qglColor4f( shaderstate.curentity->light_avg[0],
|
|
shaderstate.curentity->light_avg[1],
|
|
shaderstate.curentity->light_avg[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;
|
|
qglClientActiveTextureARB(mtexid0 + 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)
|
|
{
|
|
if (!shaderstate.sourcevbo->lmcoord)
|
|
{
|
|
GL_SelectVBO(shaderstate.sourcevbo->vbotexcoord);
|
|
qglTexCoordPointer(2, GL_FLOAT, 0, shaderstate.sourcevbo->texcoord);
|
|
}
|
|
else
|
|
{
|
|
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_SendPassBlendDepthMask(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_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE))
|
|
{
|
|
if (shaderstate.flags & BEF_FORCEADDITIVE)
|
|
sbits = (sbits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
|
|
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
|
|
else if (shaderstate.flags & BEF_FORCETRANSPARENT)
|
|
{
|
|
if ((sbits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE| SBITS_DSTBLEND_ZERO) || !(sbits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
|
|
sbits = (sbits & ~(SBITS_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;
|
|
}
|
|
}
|
|
if (delta & (SBITS_MASK_BITS))
|
|
{
|
|
qglColorMask(
|
|
(sbits&SBITS_MASK_RED)?GL_FALSE:GL_TRUE,
|
|
(sbits&SBITS_MASK_GREEN)?GL_FALSE:GL_TRUE,
|
|
(sbits&SBITS_MASK_BLUE)?GL_FALSE:GL_TRUE,
|
|
(sbits&SBITS_MASK_ALPHA)?GL_FALSE:GL_TRUE
|
|
);
|
|
}
|
|
}
|
|
|
|
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);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
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);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
}
|
|
|
|
|
|
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);
|
|
RQuantAdd(RQUANT_DRAWS, 1);
|
|
}
|
|
/*
|
|
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_SendPassBlendDepthMask(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;
|
|
Shader_BindTextureForPass(tmu, pass+i, true);
|
|
|
|
BE_GeneratePassTC(pass, i);
|
|
|
|
BE_SetPassBlendMode(tmu, pass[i].blendmode);
|
|
tmu++;
|
|
}
|
|
|
|
for (i = tmu; i < shaderstate.lastpasstmus; i++)
|
|
{
|
|
GL_LazyBind(i, 0, r_nulltex, false);
|
|
}
|
|
shaderstate.lastpasstmus = tmu;
|
|
GL_ApplyVertexPointer();
|
|
|
|
BE_SubmitMeshChain();
|
|
}
|
|
|
|
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<<p->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<<p->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<<p->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<<p->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<<p->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<<p->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<<p->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<<p->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_ENTCOLOURSIDENT:
|
|
if (shaderstate.flags & BEF_FORCECOLOURMOD)
|
|
qglUniform4fvARB(p->handle[perm], 1, (GLfloat*)shaderstate.curentity->shaderRGBAf);
|
|
else
|
|
qglUniform4fARB(p->handle[perm], 1, 1, 1, shaderstate.curentity->shaderRGBAf[3]);
|
|
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, (float*)shaderstate.curentity->light_dir);
|
|
break;
|
|
case SP_E_L_MUL:
|
|
qglUniform3fvARB(p->handle[perm], 1, (float*)shaderstate.curentity->light_range);
|
|
break;
|
|
case SP_E_L_AMBIENT:
|
|
qglUniform3fvARB(p->handle[perm], 1, (float*)shaderstate.curentity->light_avg);
|
|
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)
|
|
{
|
|
program_t *p = shader->prog;
|
|
int i;
|
|
unsigned int attr = 0;
|
|
|
|
int perm;
|
|
|
|
perm = 0;
|
|
if (TEXVALID(shaderstate.curtexnums->bump) && p->handle[perm|PERMUTATION_BUMPMAP].glsl)
|
|
perm |= PERMUTATION_BUMPMAP;
|
|
if (TEXVALID(shaderstate.curtexnums->specular) && p->handle[perm|PERMUTATION_SPECULAR].glsl)
|
|
perm |= PERMUTATION_SPECULAR;
|
|
if (TEXVALID(shaderstate.curtexnums->fullbright) && p->handle[perm|PERMUTATION_FULLBRIGHT].glsl)
|
|
perm |= PERMUTATION_FULLBRIGHT;
|
|
if (TEXVALID(shaderstate.curtexnums->loweroverlay) && p->handle[perm|PERMUTATION_LOWER].glsl)
|
|
perm |= PERMUTATION_LOWER;
|
|
if (TEXVALID(shaderstate.curtexnums->upperoverlay) && p->handle[perm|PERMUTATION_UPPER].glsl)
|
|
perm |= PERMUTATION_UPPER;
|
|
if (r_glsl_offsetmapping.ival && TEXVALID(shaderstate.curtexnums->bump) && p->handle[perm|PERMUTATION_OFFSET].glsl)
|
|
perm |= PERMUTATION_OFFSET;
|
|
GL_SelectProgram(p->handle[perm].glsl);
|
|
|
|
BE_SendPassBlendDepthMask(pass->shaderbits);
|
|
|
|
for (i = 0; i < p->numparams; i++)
|
|
{
|
|
if (p->parm[i].handle[perm] == -1)
|
|
continue; /*not in this permutation*/
|
|
attr |= BE_Program_Set_Attribute(&p->parm[i], perm);
|
|
}
|
|
if (p->nofixedcompat)
|
|
{
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
qglDisableClientState(GL_VERTEX_ARRAY);
|
|
BE_EnableShaderAttributes(attr);
|
|
for (i = 0; i < pass->numMergedPasses; i++)
|
|
{
|
|
Shader_BindTextureForPass(i, pass+i, false);
|
|
}
|
|
//we need this loop to fix up fixed-function stuff
|
|
for (; i < shaderstate.lastpasstmus; i++)
|
|
{
|
|
GL_LazyBind(i, 0, r_nulltex, false);
|
|
}
|
|
shaderstate.lastpasstmus = pass->numMergedPasses;
|
|
}
|
|
else
|
|
{
|
|
BE_EnableShaderAttributes(attr);
|
|
qglEnableClientState(GL_VERTEX_ARRAY);
|
|
GenerateColourMods(pass);
|
|
for (i = 0; i < pass->numMergedPasses; i++)
|
|
{
|
|
Shader_BindTextureForPass(i, pass+i, true);
|
|
BE_GeneratePassTC(pass, i);
|
|
}
|
|
for (; i < shaderstate.lastpasstmus; i++)
|
|
{
|
|
GL_LazyBind(i, 0, r_nulltex, false);
|
|
}
|
|
shaderstate.lastpasstmus = pass->numMergedPasses;
|
|
GL_ApplyVertexPointer();
|
|
}
|
|
BE_SubmitMeshChain();
|
|
}
|
|
|
|
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)
|
|
{
|
|
extern int gldepthfunc;
|
|
|
|
if (mode != shaderstate.mode)
|
|
{
|
|
shaderstate.mode = mode;
|
|
shaderstate.flags = 0;
|
|
#ifdef RTLIGHTS
|
|
if (mode == BEM_STENCIL)
|
|
{
|
|
GL_DeSelectProgram();
|
|
/*BEM_STENCIL doesn't support mesh writing*/
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
//disable all tmus
|
|
while(shaderstate.lastpasstmus>0)
|
|
{
|
|
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex, false);
|
|
}
|
|
qglShadeModel(GL_FLAT);
|
|
//replace mode please
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
|
|
//we don't write or blend anything (maybe alpha test... but mneh)
|
|
BE_SendPassBlendDepthMask(SBITS_MISC_DEPTHCLOSERONLY | SBITS_MASK_BITS);
|
|
|
|
//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)
|
|
{
|
|
GL_DeSelectProgram();
|
|
/*BEM_DEPTHONLY does support mesh writing, but its not the only way its used... FIXME!*/
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
while(shaderstate.lastpasstmus>0)
|
|
{
|
|
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex, false);
|
|
}
|
|
qglShadeModel(GL_FLAT);
|
|
|
|
//we don't write or blend anything (maybe alpha test... but mneh)
|
|
BE_SendPassBlendDepthMask(SBITS_MISC_DEPTHWRITE | SBITS_MASK_BITS);
|
|
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
GL_CullFace(SHADER_CULL_FRONT);
|
|
}
|
|
#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);
|
|
}
|
|
}
|
|
if (mode == BEM_FOG)
|
|
{
|
|
while(shaderstate.lastpasstmus>0)
|
|
{
|
|
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex, false);
|
|
}
|
|
GL_LazyBind(0, GL_TEXTURE_2D, shaderstate.fogtexture, true);
|
|
shaderstate.lastpasstmus = 1;
|
|
|
|
qglDisableClientState(GL_COLOR_ARRAY);
|
|
qglColor4f(1, 1, 1, 1);
|
|
qglShadeModel(GL_FLAT);
|
|
BE_SetPassBlendMode(0, PBM_MODULATE);
|
|
BE_SendPassBlendDepthMask(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_MISC_DEPTHEQUALONLY);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void GLBE_SelectEntity(entity_t *ent)
|
|
{
|
|
if (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));
|
|
}
|
|
|
|
void BE_SelectFog(vec3_t colour, float alpha, float density)
|
|
{
|
|
float zscale;
|
|
|
|
density /= 64;
|
|
|
|
zscale = 2048; /*this value is meant to be the distance at which fog the value becomes as good as fully fogged, just hack it to 2048...*/
|
|
GenerateFogTexture(&shaderstate.fogtexture, density, zscale);
|
|
shaderstate.fogfar = 1/zscale; /*scaler for z coords*/
|
|
|
|
qglColor4f(colour[0], colour[1], colour[2], alpha);
|
|
}
|
|
|
|
#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;
|
|
|
|
if (shaderstate.force2d)
|
|
{
|
|
RQuantAdd(RQUANT_2DBATCHES, 1);
|
|
}
|
|
else if (shaderstate.curentity == &r_worldentity)
|
|
{
|
|
RQuantAdd(RQUANT_WORLDBATCHES, 1);
|
|
}
|
|
else
|
|
{
|
|
RQuantAdd(RQUANT_ENTBATCHES, 1);
|
|
}
|
|
|
|
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_FOG:
|
|
GL_DeSelectProgram();
|
|
GenerateTCFog(0);
|
|
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_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex, false);
|
|
}
|
|
BE_SetPassBlendMode(0, PBM_REPLACE);
|
|
BE_SendPassBlendDepthMask(shaderstate.curshader->passes[0].shaderbits);
|
|
|
|
GL_ApplyVertexPointer();
|
|
BE_SubmitMeshChain();
|
|
break;
|
|
}
|
|
//fallthrough
|
|
case BEM_STANDARD:
|
|
default:
|
|
if (shaderstate.curshader->prog)
|
|
{
|
|
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, unsigned int beflags)
|
|
{
|
|
if (!vbo)
|
|
{
|
|
mesh_t *m;
|
|
shaderstate.sourcevbo = &shaderstate.dummyvbo;
|
|
shaderstate.curshader = shader;
|
|
shaderstate.flags = beflags;
|
|
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;
|
|
shaderstate.flags = beflags;
|
|
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, unsigned int beflags)
|
|
{
|
|
shader->next = NULL;
|
|
BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums, beflags);
|
|
}
|
|
|
|
void GLBE_SubmitBatch(batch_t *batch)
|
|
{
|
|
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.dummyvbo.colours4ub = batch->mesh[0]->colors4b_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;
|
|
shaderstate.flags = batch->flags;
|
|
if (shaderstate.curentity != batch->ent)
|
|
{
|
|
BE_SelectEntity(batch->ent);
|
|
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
|
|
}
|
|
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);
|
|
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);
|
|
|
|
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->flags & BEF_NODLIGHT)
|
|
if (shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_SMAPLIGHT)
|
|
continue;
|
|
if (batch->flags & BEF_NOSHADOWS)
|
|
if (shaderstate.mode == BEM_STENCIL)
|
|
continue;
|
|
|
|
if (batch->buildmeshes)
|
|
batch->buildmeshes(batch);
|
|
else if (batch->texture)
|
|
batch->shader = R_TextureAnimation(batch->ent->framestate.g[FS_REG].frame[0], batch->texture)->shader;
|
|
|
|
if (batch->shader->flags & SHADER_NODRAW)
|
|
continue;
|
|
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)
|
|
{
|
|
if (!batch->shader->prog)
|
|
{
|
|
R_DrawSkyChain (batch);
|
|
continue;
|
|
}
|
|
}
|
|
else if (shaderstate.mode != BEM_FOG)
|
|
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;
|
|
checkglerror();
|
|
GL_MTBind(0, GL_TEXTURE_2D, 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_MTBind(0, GL_TEXTURE_2D, 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();
|
|
}
|
|
}
|
|
}
|
|
checkglerror();
|
|
}
|
|
|
|
batch_t *GLBE_GetTempBatch(void)
|
|
{
|
|
if (shaderstate.wbatch >= shaderstate.maxwbatches)
|
|
{
|
|
shaderstate.wbatch++;
|
|
return NULL;
|
|
}
|
|
return &shaderstate.wbatches[shaderstate.wbatch++];
|
|
}
|
|
|
|
/*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();
|
|
|
|
checkglerror();
|
|
|
|
GL_DoSwap();
|
|
|
|
if (!r_refdef.recurse)
|
|
{
|
|
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.wbatch = 0;
|
|
}
|
|
BE_GenModelBatches(batches);
|
|
shaderstate.curentity = &r_worldentity;
|
|
shaderstate.updatetime = cl.servertime;
|
|
|
|
BE_SelectEntity(&r_worldentity);
|
|
|
|
#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;
|
|
|
|
if (gl_overbright.modified)
|
|
{
|
|
int i;
|
|
gl_overbright.modified = false;
|
|
if (gl_overbright.ival > 2)
|
|
gl_overbright.ival = 2;
|
|
|
|
for (i = 0; i < SHADER_PASS_MAX; i++)
|
|
shaderstate.blendmode[i] = -1;
|
|
}
|
|
|
|
#ifdef RTLIGHTS
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if (r_shadow_realtime_world.value && gl_config.arb_shader_objects)
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shaderstate.identitylighting = r_shadow_realtime_world_lightmaps.value;
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else
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#endif
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shaderstate.identitylighting = 1;
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// shaderstate.identitylighting /= 1<<gl_overbright.ival;
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if (shaderstate.identitylighting == 0)
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BE_SelectMode(BEM_DEPTHDARK);
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else
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BE_SelectMode(BEM_STANDARD);
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RSpeedRemark();
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GLBE_SubmitMeshes(true, batches);
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RSpeedEnd(RSPEED_WORLD);
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#ifdef RTLIGHTS
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RSpeedRemark();
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BE_SelectEntity(&r_worldentity);
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Sh_DrawLights(vis);
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RSpeedEnd(RSPEED_STENCILSHADOWS);
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#endif
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if (r_refdef.gfog_alpha)
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{
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BE_SelectMode(BEM_FOG);
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BE_SelectFog(r_refdef.gfog_rgb, r_refdef.gfog_alpha, r_refdef.gfog_density);
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GLBE_SubmitMeshes(true, batches);
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}
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BE_SelectEntity(&r_worldentity);
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shaderstate.updatetime = realtime;
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checkglerror();
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}
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void BE_DrawNonWorld (void)
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{
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batch_t *batches[SHADER_SORT_COUNT];
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checkglerror();
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if (shaderstate.wbatch > shaderstate.maxwbatches)
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{
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int newm = shaderstate.wbatch;
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shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
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memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
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shaderstate.maxwbatches = newm;
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}
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shaderstate.wbatch = 0;
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BE_GenModelBatches(batches);
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shaderstate.updatetime = cl.servertime;
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GLBE_SubmitMeshes(false, batches);
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BE_SelectEntity(&r_worldentity);
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shaderstate.updatetime = realtime;
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checkglerror();
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}
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#endif
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