2013-04-19 02:52:48 +00:00
// tr_shade.c
// leave this as first line for PCH reasons...
//
# include "../server/exe_headers.h"
# include "tr_local.h"
# ifdef VV_LIGHTING
# include "tr_lightmanager.h"
# include "../win32/glw_win_dx8.h"
# include "../win32/win_lighteffects.h"
# endif
/*
THIS ENTIRE FILE IS BACK END
This file deals with applying shaders to surface data in the tess struct .
*/
shaderCommands_t tess ;
static qboolean setArraysOnce ;
color4ub_t styleColors [ MAX_LIGHT_STYLES ] ;
bool styleUpdated [ MAX_LIGHT_STYLES ] ;
extern bool g_bRenderGlowingObjects ;
/*
= = = = = = = = = = = = = = = =
R_ArrayElementDiscrete
This is just for OpenGL conformance testing , it should never be the fastest
= = = = = = = = = = = = = = = =
*/
static void APIENTRY R_ArrayElementDiscrete ( GLint index ) {
# ifndef _XBOX
qglColor4ubv ( tess . svars . colors [ index ] ) ;
if ( glState . currenttmu ) {
qglMultiTexCoord2fARB ( 0 , tess . svars . texcoords [ 0 ] [ index ] [ 0 ] , tess . svars . texcoords [ 0 ] [ index ] [ 1 ] ) ;
qglMultiTexCoord2fARB ( 1 , tess . svars . texcoords [ 1 ] [ index ] [ 0 ] , tess . svars . texcoords [ 1 ] [ index ] [ 1 ] ) ;
} else {
qglTexCoord2fv ( tess . svars . texcoords [ 0 ] [ index ] ) ;
}
qglVertex3fv ( tess . xyz [ index ] ) ;
# endif
}
/*
= = = = = = = = = = = = = = = = = = =
R_DrawStripElements
= = = = = = = = = = = = = = = = = = =
*/
static int c_vertexes ; // for seeing how long our average strips are
static int c_begins ;
static void R_DrawStripElements ( int numIndexes , const glIndex_t * indexes , void ( APIENTRY * element ) ( GLint ) ) {
int i ;
glIndex_t last [ 3 ] ;
qboolean even ;
qglBegin ( GL_TRIANGLE_STRIP ) ;
c_begins + + ;
if ( numIndexes < = 0 ) {
return ;
}
// prime the strip
element ( indexes [ 0 ] ) ;
element ( indexes [ 1 ] ) ;
element ( indexes [ 2 ] ) ;
c_vertexes + = 3 ;
last [ 0 ] = indexes [ 0 ] ;
last [ 1 ] = indexes [ 1 ] ;
last [ 2 ] = indexes [ 2 ] ;
even = qfalse ;
for ( i = 3 ; i < numIndexes ; i + = 3 )
{
// odd numbered triangle in potential strip
if ( ! even )
{
// check previous triangle to see if we're continuing a strip
if ( ( indexes [ i + 0 ] = = last [ 2 ] ) & & ( indexes [ i + 1 ] = = last [ 1 ] ) )
{
element ( indexes [ i + 2 ] ) ;
c_vertexes + + ;
assert ( indexes [ i + 2 ] < tess . numVertexes ) ;
even = qtrue ;
}
// otherwise we're done with this strip so finish it and start
// a new one
else
{
qglEnd ( ) ;
qglBegin ( GL_TRIANGLE_STRIP ) ;
c_begins + + ;
element ( indexes [ i + 0 ] ) ;
element ( indexes [ i + 1 ] ) ;
element ( indexes [ i + 2 ] ) ;
c_vertexes + = 3 ;
even = qfalse ;
}
}
else
{
// check previous triangle to see if we're continuing a strip
if ( ( last [ 2 ] = = indexes [ i + 1 ] ) & & ( last [ 0 ] = = indexes [ i + 0 ] ) )
{
element ( indexes [ i + 2 ] ) ;
c_vertexes + + ;
even = qfalse ;
}
// otherwise we're done with this strip so finish it and start
// a new one
else
{
qglEnd ( ) ;
qglBegin ( GL_TRIANGLE_STRIP ) ;
c_begins + + ;
element ( indexes [ i + 0 ] ) ;
element ( indexes [ i + 1 ] ) ;
element ( indexes [ i + 2 ] ) ;
c_vertexes + = 3 ;
even = qfalse ;
}
}
// cache the last three vertices
last [ 0 ] = indexes [ i + 0 ] ;
last [ 1 ] = indexes [ i + 1 ] ;
last [ 2 ] = indexes [ i + 2 ] ;
}
qglEnd ( ) ;
}
# ifdef _XBOX
qboolean RB_IsCurrentShaderTransparent ( void ) ;
# endif
/*
= = = = = = = = = = = = = = = = = =
R_DrawElements
Optionally performs our own glDrawElements that looks for strip conditions
instead of using the single glDrawElements call that may be inefficient
without compiled vertex arrays .
= = = = = = = = = = = = = = = = = =
*/
static void R_DrawElements ( int numIndexes , const glIndex_t * indexes ) {
int primitives ;
primitives = r_primitives - > integer ;
// default is to use triangles if compiled vertex arrays are present
if ( primitives = = 0 ) {
if ( qglLockArraysEXT ) {
primitives = 2 ;
} else {
primitives = 1 ;
}
}
if ( primitives = = 2 ) {
# ifdef _XBOX
// if (tess.useConstantColor)
// {
// qglDisableClientState( GL_COLOR_ARRAY );
// qglColor4ubv( tess.constantColor );
// }
# endif
qglDrawElements ( GL_TRIANGLES ,
numIndexes ,
GL_INDEX_TYPE ,
indexes ) ;
return ;
}
# ifdef _XBOX
if ( primitives = = 1 | | primitives = = 3 )
{
// if (tess.useConstantColor)
// {
// qglDisableClientState( GL_COLOR_ARRAY );
// qglColor4ubv( tess.constantColor );
// }
/*qglDrawElements( GL_TRIANGLES,
numIndexes ,
GL_INDEX_TYPE ,
indexes ) ; */
# if 1 // VVFIXME : Temporary solution to try and increase framerate
//qglIndexedTriToStrip( numIndexes, indexes );
qglDrawElements ( GL_TRIANGLES ,
numIndexes ,
GL_INDEX_TYPE ,
indexes ) ;
# endif
return ;
}
# else // _XBOX
if ( primitives = = 1 ) {
R_DrawStripElements ( numIndexes , indexes , qglArrayElement ) ;
return ;
}
if ( primitives = = 3 ) {
R_DrawStripElements ( numIndexes , indexes , R_ArrayElementDiscrete ) ;
return ;
}
# endif // _XBOX
// anything else will cause no drawing
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
SURFACE SHADERS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = =
R_BindAnimatedImage
= = = = = = = = = = = = = = = = =
*/
void R_BindAnimatedImage ( const textureBundle_t * bundle ) {
int index ;
if ( bundle - > isVideoMap ) {
CIN_RunCinematic ( bundle - > videoMapHandle ) ;
CIN_UploadCinematic ( bundle - > videoMapHandle ) ;
return ;
}
if ( ( r_fullbright - > integer | | ( tr . refdef . rdflags & RDF_doFullbright ) ) & & bundle - > isLightmap )
{
GL_Bind ( tr . whiteImage ) ;
return ;
}
if ( bundle - > numImageAnimations < = 1 ) {
GL_Bind ( bundle - > image ) ;
return ;
}
if ( backEnd . currentEntity - > e . renderfx & RF_SETANIMINDEX )
{
index = backEnd . currentEntity - > e . skinNum ;
}
else
{
// it is necessary to do this messy calc to make sure animations line up
// exactly with waveforms of the same frequency
index = myftol ( backEnd . refdef . floatTime * bundle - > imageAnimationSpeed * FUNCTABLE_SIZE ) ;
index > > = FUNCTABLE_SIZE2 ;
if ( index < 0 ) {
index = 0 ; // may happen with shader time offsets
}
}
if ( bundle - > oneShotAnimMap )
{
if ( index > = bundle - > numImageAnimations )
{
// stick on last frame
index = bundle - > numImageAnimations - 1 ;
}
}
else
{
// loop
index % = bundle - > numImageAnimations ;
}
GL_Bind ( * ( ( image_t * * ) bundle - > image + index ) ) ;
}
/*
= = = = = = = = = = = = = = = =
DrawTris
Draws triangle outlines for debugging
= = = = = = = = = = = = = = = =
*/
static void DrawTris ( shaderCommands_t * input )
{
GL_Bind ( tr . whiteImage ) ;
if ( r_showtriscolor - > integer )
{
int i = r_showtriscolor - > integer ;
if ( i = = 42 ) {
i = Q_irand ( 0 , 8 ) ;
}
switch ( i )
{
case 1 :
qglColor3f ( 1.0 , 0.0 , 0.0 ) ; //red
break ;
case 2 :
qglColor3f ( 0.0 , 1.0 , 0.0 ) ; //green
break ;
case 3 :
qglColor3f ( 1.0 , 1.0 , 0.0 ) ; //yellow
break ;
case 4 :
qglColor3f ( 0.0 , 0.0 , 1.0 ) ; //blue
break ;
case 5 :
qglColor3f ( 0.0 , 1.0 , 1.0 ) ; //cyan
break ;
case 6 :
qglColor3f ( 1.0 , 0.0 , 1.0 ) ; //magenta
break ;
case 7 :
qglColor3f ( 0.8f , 0.8f , 0.8f ) ; //white/grey
break ;
case 8 :
qglColor3f ( 0.0 , 0.0 , 0.0 ) ; //black
break ;
}
}
else
{
qglColor3f ( 1.0 , 1.0 , 1.0 ) ; //white
}
if ( r_showtris - > integer = = 2 )
{
// tries to do non-xray style showtris
GL_State ( GLS_POLYMODE_LINE ) ;
qglEnable ( GL_POLYGON_OFFSET_LINE ) ;
qglPolygonOffset ( - 1 , - 2 ) ;
qglDisableClientState ( GL_COLOR_ARRAY ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglVertexPointer ( 3 , GL_FLOAT , 16 , input - > xyz ) ; // padded for SIMD
if ( qglLockArraysEXT )
{
qglLockArraysEXT ( 0 , input - > numVertexes ) ;
GLimp_LogComment ( " glLockArraysEXT \n " ) ;
}
R_DrawElements ( input - > numIndexes , input - > indexes ) ;
if ( qglUnlockArraysEXT )
{
qglUnlockArraysEXT ( ) ;
GLimp_LogComment ( " glUnlockArraysEXT \n " ) ;
}
qglDisable ( GL_POLYGON_OFFSET_LINE ) ;
}
else
{
// same old showtris
GL_State ( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE ) ;
qglDepthRange ( 0 , 0 ) ;
qglDisableClientState ( GL_COLOR_ARRAY ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglVertexPointer ( 3 , GL_FLOAT , 16 , input - > xyz ) ; // padded for SIMD
if ( qglLockArraysEXT ) {
qglLockArraysEXT ( 0 , input - > numVertexes ) ;
GLimp_LogComment ( " glLockArraysEXT \n " ) ;
}
R_DrawElements ( input - > numIndexes , input - > indexes ) ;
if ( qglUnlockArraysEXT ) {
qglUnlockArraysEXT ( ) ;
GLimp_LogComment ( " glUnlockArraysEXT \n " ) ;
}
qglDepthRange ( 0 , 1 ) ;
}
}
/*
= = = = = = = = = = = = = = = =
DrawNormals
Draws vertex normals for debugging
= = = = = = = = = = = = = = = =
*/
static void DrawNormals ( shaderCommands_t * input ) {
int i ;
vec3_t temp ;
GL_Bind ( tr . whiteImage ) ;
qglColor3f ( 1 , 1 , 1 ) ;
qglDepthRange ( 0 , 0 ) ; // never occluded
GL_State ( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE ) ;
qglBegin ( GL_LINES ) ;
for ( i = 0 ; i < input - > numVertexes ; i + + ) {
qglVertex3fv ( input - > xyz [ i ] ) ;
VectorMA ( input - > xyz [ i ] , 2 , input - > normal [ i ] , temp ) ;
qglVertex3fv ( temp ) ;
}
qglEnd ( ) ;
qglDepthRange ( 0 , 1 ) ;
}
/*
= = = = = = = = = = = = = =
RB_BeginSurface
We must set some things up before beginning any tesselation ,
because a surface may be forced to perform a RB_End due
to overflow .
= = = = = = = = = = = = = =
*/
void RB_BeginSurface ( shader_t * shader , int fogNum ) {
// shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader;
shader_t * state = shader ;
tess . numIndexes = 0 ;
tess . numVertexes = 0 ;
tess . shader = state ; //shader;
tess . fogNum = fogNum ;
tess . dlightBits = 0 ; // will be OR'd in by surface functions
tess . SSInitializedWind = qfalse ; //is this right?
tess . xstages = state - > stages ;
tess . numPasses = state - > numUnfoggedPasses ;
tess . currentStageIteratorFunc = shader - > sky ? RB_StageIteratorSky : RB_StageIteratorGeneric ;
tess . fading = false ;
# ifdef _XBOX
tess . setTangents = false ;
# endif
tess . registration + + ;
}
/*
= = = = = = = = = = = = = = = = = = =
DrawMultitextured
output = t0 * t1 or t0 + t1
t0 = most upstream according to spec
t1 = most downstream according to spec
= = = = = = = = = = = = = = = = = = =
*/
static void DrawMultitextured ( shaderCommands_t * input , int stage ) {
shaderStage_t * pStage ;
pStage = & tess . xstages [ stage ] ;
GL_State ( pStage - > stateBits ) ;
//
// base
//
GL_SelectTexture ( 0 ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , input - > svars . texcoords [ 0 ] ) ;
R_BindAnimatedImage ( & pStage - > bundle [ 0 ] ) ;
//
// lightmap/secondary pass
//
GL_SelectTexture ( 1 ) ;
qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
if ( r_lightmap - > integer ) {
GL_TexEnv ( GL_REPLACE ) ;
} else {
GL_TexEnv ( tess . shader - > multitextureEnv ) ;
}
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , input - > svars . texcoords [ 1 ] ) ;
R_BindAnimatedImage ( & pStage - > bundle [ 1 ] ) ;
R_DrawElements ( input - > numIndexes , input - > indexes ) ;
//
// disable texturing on TEXTURE1, then select TEXTURE0
//
qglDisable ( GL_TEXTURE_2D ) ;
# ifdef _XBOX
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
# endif
GL_SelectTexture ( 0 ) ;
}
# ifdef VV_LIGHTING
static void BuildTangentVectors ( void ) {
memset ( tess . tangent , 0 , sizeof ( vec4_t ) * SHADER_MAX_VERTEXES ) ;
for ( int i = 0 ; i < tess . numIndexes ; i + = 3 )
{
vec3_t vec1 , vec2 , du , dv , cp ;
vec1 [ 0 ] = tess . xyz [ tess . indexes [ i + 1 ] ] [ 0 ] - tess . xyz [ tess . indexes [ i ] ] [ 0 ] ;
vec1 [ 1 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 1 ] ] [ 0 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 0 ] ;
vec1 [ 2 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 1 ] ] [ 1 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 1 ] ;
vec2 [ 0 ] = tess . xyz [ tess . indexes [ i + 2 ] ] [ 0 ] - tess . xyz [ tess . indexes [ i ] ] [ 0 ] ;
vec2 [ 1 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 2 ] ] [ 0 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 0 ] ;
vec2 [ 2 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 2 ] ] [ 1 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 1 ] ;
CrossProduct ( vec1 , vec2 , cp ) ;
if ( cp [ 0 ] = = 0.0f )
cp [ 0 ] = 0.001f ;
du [ 0 ] = - cp [ 1 ] / cp [ 0 ] ;
dv [ 0 ] = - cp [ 2 ] / cp [ 0 ] ;
vec1 [ 0 ] = tess . xyz [ tess . indexes [ i + 1 ] ] [ 1 ] - tess . xyz [ tess . indexes [ i ] ] [ 1 ] ;
vec1 [ 1 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 1 ] ] [ 0 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 0 ] ;
vec1 [ 2 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 1 ] ] [ 1 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 1 ] ;
vec2 [ 0 ] = tess . xyz [ tess . indexes [ i + 2 ] ] [ 1 ] - tess . xyz [ tess . indexes [ i ] ] [ 1 ] ;
vec2 [ 1 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 2 ] ] [ 0 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 0 ] ;
vec2 [ 2 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 2 ] ] [ 1 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 1 ] ;
CrossProduct ( vec1 , vec2 , cp ) ;
if ( cp [ 0 ] = = 0.0f )
cp [ 0 ] = 0.001f ;
du [ 1 ] = - cp [ 1 ] / cp [ 0 ] ;
dv [ 1 ] = - cp [ 2 ] / cp [ 0 ] ;
vec1 [ 0 ] = tess . xyz [ tess . indexes [ i + 1 ] ] [ 2 ] - tess . xyz [ tess . indexes [ i ] ] [ 2 ] ;
vec1 [ 1 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 1 ] ] [ 0 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 0 ] ;
vec1 [ 2 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 1 ] ] [ 1 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 1 ] ;
vec2 [ 0 ] = tess . xyz [ tess . indexes [ i + 2 ] ] [ 2 ] - tess . xyz [ tess . indexes [ i ] ] [ 2 ] ;
vec2 [ 1 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 2 ] ] [ 0 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 0 ] ;
vec2 [ 2 ] = tess . svars . texcoords [ 0 ] [ tess . indexes [ i + 2 ] ] [ 1 ] - tess . svars . texcoords [ 0 ] [ tess . indexes [ i ] ] [ 1 ] ;
CrossProduct ( vec1 , vec2 , cp ) ;
if ( cp [ 0 ] = = 0.0f )
cp [ 0 ] = 0.001f ;
du [ 2 ] = - cp [ 1 ] / cp [ 0 ] ;
dv [ 2 ] = - cp [ 2 ] / cp [ 0 ] ;
tess . tangent [ tess . indexes [ i ] ] [ 0 ] + = du [ 0 ] ;
tess . tangent [ tess . indexes [ i ] ] [ 1 ] + = du [ 1 ] ;
tess . tangent [ tess . indexes [ i ] ] [ 2 ] + = du [ 2 ] ;
tess . tangent [ tess . indexes [ i + 1 ] ] [ 0 ] + = du [ 0 ] ;
tess . tangent [ tess . indexes [ i + 1 ] ] [ 1 ] + = du [ 1 ] ;
tess . tangent [ tess . indexes [ i + 1 ] ] [ 2 ] + = du [ 2 ] ;
tess . tangent [ tess . indexes [ i + 2 ] ] [ 0 ] + = du [ 0 ] ;
tess . tangent [ tess . indexes [ i + 2 ] ] [ 1 ] + = du [ 1 ] ;
tess . tangent [ tess . indexes [ i + 2 ] ] [ 2 ] + = du [ 2 ] ;
}
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
VectorNormalizeFast ( tess . tangent [ i ] ) ;
}
}
# endif // VV_LIGHTING
//--EF_old dlight code...reverting back to Quake III dlight to see if people like that better
// Lifted the whole function because someone hacked the heck out of this and it doesn't seem to
// be a case where it's as easy as just changing the blend mode....
/*
= = = = = = = = = = = = = = = = = = =
ProjectDlightTexture
Perform dynamic lighting with another rendering pass
= = = = = = = = = = = = = = = = = = =
*/
/*
static void ProjectDlightTexture ( void ) {
int l ;
vec3_t origin ;
float * texCoords ;
byte * colors ;
byte clipBits [ SHADER_MAX_VERTEXES ] ;
MAC_STATIC float texCoordsArray [ SHADER_MAX_VERTEXES ] [ 2 ] ;
byte colorArray [ SHADER_MAX_VERTEXES ] [ 4 ] ;
unsigned hitIndexes [ SHADER_MAX_INDEXES ] ;
if ( ! backEnd . refdef . num_dlights ) {
return ;
}
for ( l = 0 ; l < backEnd . refdef . num_dlights ; l + + ) {
int numIndexes ;
vec3_t floatColor ;
float scale ;
float radius , chord ;
dlight_t * dl ;
int i ;
if ( ! ( tess . dlightBits & ( 1 < < l ) ) ) {
continue ; // this surface definately doesn't have any of this light
}
texCoords = texCoordsArray [ 0 ] ;
colors = colorArray [ 0 ] ;
dl = & backEnd . refdef . dlights [ l ] ;
VectorCopy ( dl - > transformed , origin ) ;
radius = dl - > radius ;
chord = radius * radius * 0.25f ;
scale = 1.0f / radius ;
floatColor [ 0 ] = dl - > color [ 0 ] * 255f ;
floatColor [ 1 ] = dl - > color [ 1 ] * 255f ;
floatColor [ 2 ] = dl - > color [ 2 ] * 255f ;
for ( i = 0 ; i < tess . numVertexes ; i + + , texCoords + = 2 , colors + = 4 ) {
vec3_t distVec ;
int clip ;
float tempColor ;
float modulate , dist ;
// if ( 0 ) {
// clipBits[i] = 255; // definately not dlighted
// continue;
// }
//
backEnd . pc . c_dlightVertexes + + ;
VectorSubtract ( origin , tess . xyz [ i ] , distVec ) ;
dist = VectorLengthSquared ( distVec ) ;
texCoords [ 0 ] = 0.5 + distVec [ 0 ] * scale ; //xy projection
texCoords [ 1 ] = 0.5 + distVec [ 1 ] * scale ;
clip = 0 ;
if ( texCoords [ 0 ] < 0 ) {
clip | = 1 ;
} else if ( texCoords [ 0 ] > 1 ) {
clip | = 2 ;
}
if ( texCoords [ 1 ] < 0 ) {
clip | = 4 ;
} else if ( texCoords [ 1 ] > 1 ) {
clip | = 8 ;
}
clipBits [ i ] = clip ;
// modulate the strength based on the height and color
if ( dist > chord ) {
clip | = 16 ;
modulate = 255 * 1.0f f ;
} else {
modulate = 255 * 2 * dist * scale * scale ;
}
tempColor = floatColor [ 0 ] + modulate ;
colors [ 0 ] = tempColor > 255 ? 255 : myftol ( tempColor ) ;
tempColor = floatColor [ 1 ] + modulate ;
colors [ 1 ] = tempColor > 255 ? 255 : myftol ( tempColor ) ;
tempColor = floatColor [ 2 ] + modulate ;
colors [ 2 ] = tempColor > 255 ? 255 : myftol ( tempColor ) ;
// colors[3] = 255;
if ( distVec [ 2 ] > radius ) {
colors [ 3 ] = 0 ;
} else if ( distVec [ 2 ] < - radius ) {
colors [ 3 ] = 0 ;
} else {
if ( distVec [ 2 ] < 0 ) {
distVec [ 2 ] = - distVec [ 2 ] ;
}
if ( distVec [ 2 ] < radius * 0.5 ) {
colors [ 3 ] = 255 ;
} else {
colors [ 3 ] = myftol ( 255 * ( radius - distVec [ 2 ] ) * scale ) ;
}
}
}
// build a list of triangles that need light
numIndexes = 0 ;
for ( i = 0 ; i < tess . numIndexes ; i + = 3 ) {
int a , b , c ;
a = tess . indexes [ i ] ;
b = tess . indexes [ i + 1 ] ;
c = tess . indexes [ i + 2 ] ;
if ( clipBits [ a ] & clipBits [ b ] & clipBits [ c ] ) {
continue ; // not lighted
}
hitIndexes [ numIndexes ] = a ;
hitIndexes [ numIndexes + 1 ] = b ;
hitIndexes [ numIndexes + 2 ] = c ;
numIndexes + = 3 ;
}
if ( ! numIndexes ) {
continue ;
}
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , texCoordsArray [ 0 ] ) ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , colorArray ) ;
GL_Bind ( tr . dlightImage ) ;
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
// where they aren't rendered
GL_State ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_SRC_COLOR | GLS_DEPTHFUNC_EQUAL ) ; //our way
// GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); //Id way
R_DrawElements ( numIndexes , hitIndexes ) ;
backEnd . pc . c_totalIndexes + = numIndexes ;
backEnd . pc . c_dlightIndexes + = numIndexes ;
}
}
*/
// Lifted from Quake III to see if people like this kind of dlight better
/*
= = = = = = = = = = = = = = = = = = =
ProjectDlightTexture
Perform dynamic lighting with another rendering pass
= = = = = = = = = = = = = = = = = = =
*/
# ifndef VV_LIGHTING
static void ProjectDlightTexture2 ( void ) {
int i , l ;
vec3_t origin ;
byte clipBits [ SHADER_MAX_VERTEXES ] ;
MAC_STATIC float texCoordsArray [ SHADER_MAX_VERTEXES ] [ 2 ] ;
MAC_STATIC float oldTexCoordsArray [ SHADER_MAX_VERTEXES ] [ 2 ] ;
MAC_STATIC float vertCoordsArray [ SHADER_MAX_VERTEXES ] [ 4 ] ;
unsigned int colorArray [ SHADER_MAX_VERTEXES ] ;
glIndex_t hitIndexes [ SHADER_MAX_INDEXES ] ;
int numIndexes ;
float radius ;
int fogging ;
shaderStage_t * dStage ;
vec3_t posa ;
vec3_t posb ;
vec3_t posc ;
vec3_t dist ;
vec3_t e1 ;
vec3_t e2 ;
vec3_t normal ;
float fac , modulate ;
vec3_t floatColor ;
byte colorTemp [ 4 ] ;
int needResetVerts = 0 ;
if ( ! backEnd . refdef . num_dlights )
{
return ;
}
for ( l = 0 ; l < backEnd . refdef . num_dlights ; l + + )
{
dlight_t * dl ;
if ( ! ( tess . dlightBits & ( 1 < < l ) ) ) {
continue ; // this surface definately doesn't have any of this light
}
dl = & backEnd . refdef . dlights [ l ] ;
VectorCopy ( dl - > transformed , origin ) ;
radius = dl - > radius ;
int clipall = 63 ;
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
int clip ;
VectorSubtract ( origin , tess . xyz [ i ] , dist ) ;
clip = 0 ;
if ( dist [ 0 ] < - radius )
{
clip | = 1 ;
}
else if ( dist [ 0 ] > radius )
{
clip | = 2 ;
}
if ( dist [ 1 ] < - radius )
{
clip | = 4 ;
}
else if ( dist [ 1 ] > radius )
{
clip | = 8 ;
}
if ( dist [ 2 ] < - radius )
{
clip | = 16 ;
}
else if ( dist [ 2 ] > radius )
{
clip | = 32 ;
}
clipBits [ i ] = clip ;
clipall & = clip ;
}
if ( clipall )
{
continue ; // this surface doesn't have any of this light
}
floatColor [ 0 ] = dl - > color [ 0 ] * 255.0f ;
floatColor [ 1 ] = dl - > color [ 1 ] * 255.0f ;
floatColor [ 2 ] = dl - > color [ 2 ] * 255.0f ;
// build a list of triangles that need light
numIndexes = 0 ;
for ( i = 0 ; i < tess . numIndexes ; i + = 3 )
{
int a , b , c ;
a = tess . indexes [ i ] ;
b = tess . indexes [ i + 1 ] ;
c = tess . indexes [ i + 2 ] ;
if ( clipBits [ a ] & clipBits [ b ] & clipBits [ c ] )
{
continue ; // not lighted
}
// copy the vertex positions
VectorCopy ( tess . xyz [ a ] , posa ) ;
VectorCopy ( tess . xyz [ b ] , posb ) ;
VectorCopy ( tess . xyz [ c ] , posc ) ;
VectorSubtract ( posa , posb , e1 ) ;
VectorSubtract ( posc , posb , e2 ) ;
CrossProduct ( e1 , e2 , normal ) ;
// fac=DotProduct(normal,origin)-DotProduct(normal,posa);
// if (fac <= 0.0f || // backface
if ( ( ! r_dlightBacks - > integer & & DotProduct ( normal , origin ) - DotProduct ( normal , posa ) < = 0.0f ) | | // backface
DotProduct ( normal , normal ) < 1E-8 f ) // junk triangle
{
continue ;
}
VectorNormalize ( normal ) ;
fac = DotProduct ( normal , origin ) - DotProduct ( normal , posa ) ;
if ( fac > = radius ) // out of range
{
continue ;
}
modulate = 1.0f - ( ( fac * fac ) / ( radius * radius ) ) ;
fac = 0.5f / sqrtf ( radius * radius - fac * fac ) ;
// save the verts
VectorCopy ( posa , vertCoordsArray [ numIndexes ] ) ;
VectorCopy ( posb , vertCoordsArray [ numIndexes + 1 ] ) ;
VectorCopy ( posc , vertCoordsArray [ numIndexes + 2 ] ) ;
// now we need e1 and e2 to be an orthonormal basis
if ( DotProduct ( e1 , e1 ) > DotProduct ( e2 , e2 ) )
{
VectorNormalize ( e1 ) ;
CrossProduct ( e1 , normal , e2 ) ;
}
else
{
VectorNormalize ( e2 ) ;
CrossProduct ( normal , e2 , e1 ) ;
}
VectorScale ( e1 , fac , e1 ) ;
VectorScale ( e2 , fac , e2 ) ;
VectorSubtract ( posa , origin , dist ) ;
texCoordsArray [ numIndexes ] [ 0 ] = DotProduct ( dist , e1 ) + 0.5f ;
texCoordsArray [ numIndexes ] [ 1 ] = DotProduct ( dist , e2 ) + 0.5f ;
VectorSubtract ( posb , origin , dist ) ;
texCoordsArray [ numIndexes + 1 ] [ 0 ] = DotProduct ( dist , e1 ) + 0.5f ;
texCoordsArray [ numIndexes + 1 ] [ 1 ] = DotProduct ( dist , e2 ) + 0.5f ;
VectorSubtract ( posc , origin , dist ) ;
texCoordsArray [ numIndexes + 2 ] [ 0 ] = DotProduct ( dist , e1 ) + 0.5f ;
texCoordsArray [ numIndexes + 2 ] [ 1 ] = DotProduct ( dist , e2 ) + 0.5f ;
if ( ( texCoordsArray [ numIndexes ] [ 0 ] < 0.0f & & texCoordsArray [ numIndexes + 1 ] [ 0 ] < 0.0f & & texCoordsArray [ numIndexes + 2 ] [ 0 ] < 0.0f ) | |
( texCoordsArray [ numIndexes ] [ 0 ] > 1.0f & & texCoordsArray [ numIndexes + 1 ] [ 0 ] > 1.0f & & texCoordsArray [ numIndexes + 2 ] [ 0 ] > 1.0f ) | |
( texCoordsArray [ numIndexes ] [ 1 ] < 0.0f & & texCoordsArray [ numIndexes + 1 ] [ 1 ] < 0.0f & & texCoordsArray [ numIndexes + 2 ] [ 1 ] < 0.0f ) | |
( texCoordsArray [ numIndexes ] [ 1 ] > 1.0f & & texCoordsArray [ numIndexes + 1 ] [ 1 ] > 1.0f & & texCoordsArray [ numIndexes + 2 ] [ 1 ] > 1.0f ) )
{
continue ; // didn't end up hitting this tri
}
// these are the old texture coordinates for the multitexture dlight
/* old code, get from the svars = wrong
oldTexCoordsArray [ numIndexes ] [ 0 ] = tess . svars . texcoords [ 0 ] [ a ] [ 0 ] ;
oldTexCoordsArray [ numIndexes ] [ 1 ] = tess . svars . texcoords [ 0 ] [ a ] [ 1 ] ;
oldTexCoordsArray [ numIndexes + 1 ] [ 0 ] = tess . svars . texcoords [ 0 ] [ b ] [ 0 ] ;
oldTexCoordsArray [ numIndexes + 1 ] [ 1 ] = tess . svars . texcoords [ 0 ] [ b ] [ 1 ] ;
oldTexCoordsArray [ numIndexes + 2 ] [ 0 ] = tess . svars . texcoords [ 0 ] [ c ] [ 0 ] ;
oldTexCoordsArray [ numIndexes + 2 ] [ 1 ] = tess . svars . texcoords [ 0 ] [ c ] [ 1 ] ;
*/
oldTexCoordsArray [ numIndexes ] [ 0 ] = tess . texCoords [ a ] [ 0 ] [ 0 ] ;
oldTexCoordsArray [ numIndexes ] [ 1 ] = tess . texCoords [ a ] [ 0 ] [ 1 ] ;
oldTexCoordsArray [ numIndexes + 1 ] [ 0 ] = tess . texCoords [ b ] [ 0 ] [ 0 ] ;
oldTexCoordsArray [ numIndexes + 1 ] [ 1 ] = tess . texCoords [ b ] [ 0 ] [ 1 ] ;
oldTexCoordsArray [ numIndexes + 2 ] [ 0 ] = tess . texCoords [ c ] [ 0 ] [ 0 ] ;
oldTexCoordsArray [ numIndexes + 2 ] [ 1 ] = tess . texCoords [ c ] [ 0 ] [ 1 ] ;
colorTemp [ 0 ] = myftol ( floatColor [ 0 ] * modulate ) ;
colorTemp [ 1 ] = myftol ( floatColor [ 1 ] * modulate ) ;
colorTemp [ 2 ] = myftol ( floatColor [ 2 ] * modulate ) ;
colorTemp [ 3 ] = 255 ;
colorArray [ numIndexes ] = * ( unsigned int * ) colorTemp ;
colorArray [ numIndexes + 1 ] = * ( unsigned int * ) colorTemp ;
colorArray [ numIndexes + 2 ] = * ( unsigned int * ) colorTemp ;
hitIndexes [ numIndexes ] = numIndexes ;
hitIndexes [ numIndexes + 1 ] = numIndexes + 1 ;
hitIndexes [ numIndexes + 2 ] = numIndexes + 2 ;
numIndexes + = 3 ;
if ( numIndexes > = SHADER_MAX_VERTEXES - 3 )
{
break ; // we are out of space, so we are done :)
}
}
if ( ! numIndexes ) {
continue ;
}
//don't have fog enabled when we redraw with alpha test, or it will double over
//and screw the tri up -rww
if ( r_drawfog - > value = = 2 & &
tr . world & &
( tess . fogNum = = tr . world - > globalFog | | tess . fogNum = = tr . world - > numfogs ) )
{
fogging = qglIsEnabled ( GL_FOG ) ;
if ( fogging )
{
qglDisable ( GL_FOG ) ;
}
}
else
{
fogging = 0 ;
}
if ( ! needResetVerts )
{
needResetVerts = 1 ;
if ( qglUnlockArraysEXT )
{
qglUnlockArraysEXT ( ) ;
GLimp_LogComment ( " glUnlockArraysEXT \n " ) ;
}
}
qglVertexPointer ( 3 , GL_FLOAT , 16 , vertCoordsArray ) ; // padded for SIMD
dStage = NULL ;
if ( tess . shader & & qglActiveTextureARB )
{
int i = 0 ;
while ( i < tess . shader - > numUnfoggedPasses )
{
const int blendBits = ( GLS_SRCBLEND_BITS + GLS_DSTBLEND_BITS ) ;
if ( ( ( tess . shader - > stages [ i ] . bundle [ 0 ] . image & & ! tess . shader - > stages [ i ] . bundle [ 0 ] . isLightmap & & ! tess . shader - > stages [ i ] . bundle [ 0 ] . numTexMods & & tess . shader - > stages [ i ] . bundle [ 0 ] . tcGen ! = TCGEN_ENVIRONMENT_MAPPED & & tess . shader - > stages [ i ] . bundle [ 0 ] . tcGen ! = TCGEN_FOG ) | |
( tess . shader - > stages [ i ] . bundle [ 1 ] . image & & ! tess . shader - > stages [ i ] . bundle [ 1 ] . isLightmap & & ! tess . shader - > stages [ i ] . bundle [ 1 ] . numTexMods & & tess . shader - > stages [ i ] . bundle [ 1 ] . tcGen ! = TCGEN_ENVIRONMENT_MAPPED & & tess . shader - > stages [ i ] . bundle [ 1 ] . tcGen ! = TCGEN_FOG ) ) & &
( tess . shader - > stages [ i ] . stateBits & blendBits ) = = 0 )
{ //only use non-lightmap opaque stages
dStage = & tess . shader - > stages [ i ] ;
break ;
}
i + + ;
}
}
if ( dStage )
{
GL_SelectTexture ( 0 ) ;
GL_State ( 0 ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , oldTexCoordsArray [ 0 ] ) ;
if ( dStage - > bundle [ 0 ] . image & & ! dStage - > bundle [ 0 ] . isLightmap & & ! dStage - > bundle [ 0 ] . numTexMods & & dStage - > bundle [ 0 ] . tcGen ! = TCGEN_ENVIRONMENT_MAPPED & & dStage - > bundle [ 0 ] . tcGen ! = TCGEN_FOG )
{
R_BindAnimatedImage ( & dStage - > bundle [ 0 ] ) ;
}
else
{
R_BindAnimatedImage ( & dStage - > bundle [ 1 ] ) ;
}
GL_SelectTexture ( 1 ) ;
qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , texCoordsArray [ 0 ] ) ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , colorArray ) ;
GL_Bind ( tr . dlightImage ) ;
GL_TexEnv ( GL_MODULATE ) ;
GL_State ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ) ; // | GLS_ATEST_GT_0);
R_DrawElements ( numIndexes , hitIndexes ) ;
qglDisable ( GL_TEXTURE_2D ) ;
GL_SelectTexture ( 0 ) ;
}
else
{
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , texCoordsArray [ 0 ] ) ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , colorArray ) ;
GL_Bind ( tr . dlightImage ) ;
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
// where they aren't rendered
//if ( dl->additive ) {
// GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
//}
//else
{
GL_State ( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ) ;
}
R_DrawElements ( numIndexes , hitIndexes ) ;
}
if ( fogging )
{
qglEnable ( GL_FOG ) ;
}
backEnd . pc . c_totalIndexes + = numIndexes ;
backEnd . pc . c_dlightIndexes + = numIndexes ;
}
if ( needResetVerts )
{
qglVertexPointer ( 3 , GL_FLOAT , 16 , tess . xyz ) ; // padded for SIMD
if ( qglLockArraysEXT )
{
qglLockArraysEXT ( 0 , tess . numVertexes ) ;
GLimp_LogComment ( " glLockArraysEXT \n " ) ;
}
}
}
static void ProjectDlightTexture ( void ) {
int i , l ;
vec3_t origin ;
float * texCoords ;
byte * colors ;
byte clipBits [ SHADER_MAX_VERTEXES ] ;
MAC_STATIC float texCoordsArray [ SHADER_MAX_VERTEXES ] [ 2 ] ;
byte colorArray [ SHADER_MAX_VERTEXES ] [ 4 ] ;
glIndex_t hitIndexes [ SHADER_MAX_INDEXES ] ;
int numIndexes ;
float scale ;
float radius ;
int fogging ;
vec3_t floatColor ;
shaderStage_t * dStage ;
if ( ! backEnd . refdef . num_dlights ) {
return ;
}
for ( l = 0 ; l < backEnd . refdef . num_dlights ; l + + ) {
dlight_t * dl ;
if ( ! ( tess . dlightBits & ( 1 < < l ) ) ) {
continue ; // this surface definately doesn't have any of this light
}
texCoords = texCoordsArray [ 0 ] ;
colors = colorArray [ 0 ] ;
dl = & backEnd . refdef . dlights [ l ] ;
VectorCopy ( dl - > transformed , origin ) ;
radius = dl - > radius ;
scale = 1.0f / radius ;
floatColor [ 0 ] = dl - > color [ 0 ] * 255.0f ;
floatColor [ 1 ] = dl - > color [ 1 ] * 255.0f ;
floatColor [ 2 ] = dl - > color [ 2 ] * 255.0f ;
for ( i = 0 ; i < tess . numVertexes ; i + + , texCoords + = 2 , colors + = 4 ) {
vec3_t dist ;
int clip ;
float modulate ;
backEnd . pc . c_dlightVertexes + + ;
VectorSubtract ( origin , tess . xyz [ i ] , dist ) ;
int l = 1 ;
int bestIndex = 0 ;
float greatest = tess . normal [ i ] [ 0 ] ;
if ( greatest < 0.0f )
{
greatest = - greatest ;
}
if ( VectorCompare ( tess . normal [ i ] , vec3_origin ) )
{ //damn you terrain!
bestIndex = 2 ;
}
else
{
while ( l < 3 )
{
if ( ( tess . normal [ i ] [ l ] > greatest & & tess . normal [ i ] [ l ] > 0.0f ) | |
( tess . normal [ i ] [ l ] < - greatest & & tess . normal [ i ] [ l ] < 0.0f ) )
{
greatest = tess . normal [ i ] [ l ] ;
if ( greatest < 0.0f )
{
greatest = - greatest ;
}
bestIndex = l ;
}
l + + ;
}
}
float dUse = 0.0f ;
const float maxScale = 1.5f ;
const float maxGroundScale = 1.4f ;
const float lightScaleTolerance = 0.1f ;
if ( bestIndex = = 2 )
{
dUse = origin [ 2 ] - tess . xyz [ i ] [ 2 ] ;
if ( dUse < 0.0f )
{
dUse = - dUse ;
}
dUse = ( radius * 0.5f ) / dUse ;
if ( dUse > maxGroundScale )
{
dUse = maxGroundScale ;
}
else if ( dUse < 0.1f )
{
dUse = 0.1f ;
}
if ( VectorCompare ( tess . normal [ i ] , vec3_origin ) | |
tess . normal [ i ] [ 0 ] > lightScaleTolerance | |
tess . normal [ i ] [ 0 ] < - lightScaleTolerance | |
tess . normal [ i ] [ 1 ] > lightScaleTolerance | |
tess . normal [ i ] [ 1 ] < - lightScaleTolerance )
{ //if not perfectly flat, we must use a constant dist
scale = 1.0f / radius ;
}
else
{
scale = 1.0f / ( radius * dUse ) ;
}
texCoords [ 0 ] = 0.5f + dist [ 0 ] * scale ;
texCoords [ 1 ] = 0.5f + dist [ 1 ] * scale ;
}
else if ( bestIndex = = 1 )
{
dUse = origin [ 1 ] - tess . xyz [ i ] [ 1 ] ;
if ( dUse < 0.0f )
{
dUse = - dUse ;
}
dUse = ( radius * 0.5f ) / dUse ;
if ( dUse > maxScale )
{
dUse = maxScale ;
}
else if ( dUse < 0.1f )
{
dUse = 0.1f ;
}
if ( tess . normal [ i ] [ 0 ] > lightScaleTolerance | |
tess . normal [ i ] [ 0 ] < - lightScaleTolerance | |
tess . normal [ i ] [ 2 ] > lightScaleTolerance | |
tess . normal [ i ] [ 2 ] < - lightScaleTolerance )
{ //if not perfectly flat, we must use a constant dist
scale = 1.0f / radius ;
}
else
{
scale = 1.0f / ( radius * dUse ) ;
}
texCoords [ 0 ] = 0.5f + dist [ 0 ] * scale ;
texCoords [ 1 ] = 0.5f + dist [ 2 ] * scale ;
}
else
{
dUse = origin [ 0 ] - tess . xyz [ i ] [ 0 ] ;
if ( dUse < 0.0f )
{
dUse = - dUse ;
}
dUse = ( radius * 0.5f ) / dUse ;
if ( dUse > maxScale )
{
dUse = maxScale ;
}
else if ( dUse < 0.1f )
{
dUse = 0.1f ;
}
if ( tess . normal [ i ] [ 2 ] > lightScaleTolerance | |
tess . normal [ i ] [ 2 ] < - lightScaleTolerance | |
tess . normal [ i ] [ 1 ] > lightScaleTolerance | |
tess . normal [ i ] [ 1 ] < - lightScaleTolerance )
{ //if not perfectly flat, we must use a constant dist
scale = 1.0f / radius ;
}
else
{
scale = 1.0f / ( radius * dUse ) ;
}
texCoords [ 0 ] = 0.5f + dist [ 1 ] * scale ;
texCoords [ 1 ] = 0.5f + dist [ 2 ] * scale ;
}
clip = 0 ;
if ( texCoords [ 0 ] < 0.0f ) {
clip | = 1 ;
} else if ( texCoords [ 0 ] > 1.0f ) {
clip | = 2 ;
}
if ( texCoords [ 1 ] < 0.0f ) {
clip | = 4 ;
} else if ( texCoords [ 1 ] > 1.0f ) {
clip | = 8 ;
}
// modulate the strength based on the height and color
if ( dist [ bestIndex ] > radius ) {
clip | = 16 ;
modulate = 0.0f ;
} else if ( dist [ bestIndex ] < - radius ) {
clip | = 32 ;
modulate = 0.0f ;
} else {
dist [ bestIndex ] = Q_fabs ( dist [ bestIndex ] ) ;
if ( dist [ bestIndex ] < radius * 0.5f ) {
modulate = 1.0f ;
} else {
modulate = 2.0f * ( radius - dist [ bestIndex ] ) * scale ;
}
}
clipBits [ i ] = clip ;
colors [ 0 ] = myftol ( floatColor [ 0 ] * modulate ) ;
colors [ 1 ] = myftol ( floatColor [ 1 ] * modulate ) ;
colors [ 2 ] = myftol ( floatColor [ 2 ] * modulate ) ;
colors [ 3 ] = 255 ;
}
// build a list of triangles that need light
numIndexes = 0 ;
for ( i = 0 ; i < tess . numIndexes ; i + = 3 ) {
int a , b , c ;
a = tess . indexes [ i ] ;
b = tess . indexes [ i + 1 ] ;
c = tess . indexes [ i + 2 ] ;
if ( clipBits [ a ] & clipBits [ b ] & clipBits [ c ] ) {
continue ; // not lighted
}
hitIndexes [ numIndexes ] = a ;
hitIndexes [ numIndexes + 1 ] = b ;
hitIndexes [ numIndexes + 2 ] = c ;
numIndexes + = 3 ;
}
if ( ! numIndexes ) {
continue ;
}
//don't have fog enabled when we redraw with alpha test, or it will double over
//and screw the tri up -rww
if ( r_drawfog - > value = = 2 & &
tr . world & &
( tess . fogNum = = tr . world - > globalFog | | tess . fogNum = = tr . world - > numfogs ) )
{
fogging = qglIsEnabled ( GL_FOG ) ;
if ( fogging )
{
qglDisable ( GL_FOG ) ;
}
}
else
{
fogging = 0 ;
}
dStage = NULL ;
if ( tess . shader & & qglActiveTextureARB )
{
int i = 0 ;
while ( i < tess . shader - > numUnfoggedPasses )
{
const int blendBits = ( GLS_SRCBLEND_BITS + GLS_DSTBLEND_BITS ) ;
if ( ( ( tess . shader - > stages [ i ] . bundle [ 0 ] . image & & ! tess . shader - > stages [ i ] . bundle [ 0 ] . isLightmap & & ! tess . shader - > stages [ i ] . bundle [ 0 ] . numTexMods & & tess . shader - > stages [ i ] . bundle [ 0 ] . tcGen ! = TCGEN_ENVIRONMENT_MAPPED & & tess . shader - > stages [ i ] . bundle [ 0 ] . tcGen ! = TCGEN_FOG ) | |
( tess . shader - > stages [ i ] . bundle [ 1 ] . image & & ! tess . shader - > stages [ i ] . bundle [ 1 ] . isLightmap & & ! tess . shader - > stages [ i ] . bundle [ 1 ] . numTexMods & & tess . shader - > stages [ i ] . bundle [ 1 ] . tcGen ! = TCGEN_ENVIRONMENT_MAPPED & & tess . shader - > stages [ i ] . bundle [ 1 ] . tcGen ! = TCGEN_FOG ) ) & &
( tess . shader - > stages [ i ] . stateBits & blendBits ) = = 0 )
{ //only use non-lightmap opaque stages
dStage = & tess . shader - > stages [ i ] ;
break ;
}
i + + ;
}
}
if ( dStage )
{
GL_SelectTexture ( 0 ) ;
GL_State ( 0 ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , tess . svars . texcoords [ 0 ] ) ;
if ( dStage - > bundle [ 0 ] . image & & ! dStage - > bundle [ 0 ] . isLightmap & & ! dStage - > bundle [ 0 ] . numTexMods & & dStage - > bundle [ 0 ] . tcGen ! = TCGEN_ENVIRONMENT_MAPPED & & dStage - > bundle [ 0 ] . tcGen ! = TCGEN_FOG )
{
R_BindAnimatedImage ( & dStage - > bundle [ 0 ] ) ;
}
else
{
R_BindAnimatedImage ( & dStage - > bundle [ 1 ] ) ;
}
GL_SelectTexture ( 1 ) ;
qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , texCoordsArray [ 0 ] ) ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , colorArray ) ;
GL_Bind ( tr . dlightImage ) ;
GL_TexEnv ( GL_MODULATE ) ;
GL_State ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ) ; // | GLS_ATEST_GT_0);
R_DrawElements ( numIndexes , hitIndexes ) ;
qglDisable ( GL_TEXTURE_2D ) ;
GL_SelectTexture ( 0 ) ;
}
else
{
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , texCoordsArray [ 0 ] ) ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , colorArray ) ;
GL_Bind ( tr . dlightImage ) ;
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
// where they aren't rendered
//if ( dl->additive ) {
// GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
//}
//else
{
GL_State ( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ) ;
}
R_DrawElements ( numIndexes , hitIndexes ) ;
}
if ( fogging )
{
qglEnable ( GL_FOG ) ;
}
backEnd . pc . c_totalIndexes + = numIndexes ;
backEnd . pc . c_dlightIndexes + = numIndexes ;
}
}
# endif // VV_LIGHTING
/*
= = = = = = = = = = = = = = = = = = =
RB_FogPass
Blends a fog texture on top of everything else
= = = = = = = = = = = = = = = = = = =
*/
static void RB_FogPass ( void ) {
fog_t * fog ;
int i ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , tess . svars . colors ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , tess . svars . texcoords [ 0 ] ) ;
fog = tr . world - > fogs + tess . fogNum ;
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
* ( int * ) & tess . svars . colors [ i ] = fog - > colorInt ;
}
RB_CalcFogTexCoords ( ( float * ) tess . svars . texcoords [ 0 ] ) ;
GL_Bind ( tr . fogImage ) ;
if ( tess . shader - > fogPass = = FP_EQUAL ) {
GL_State ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ) ;
} else {
GL_State ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ;
}
R_DrawElements ( tess . numIndexes , tess . indexes ) ;
}
/*
= = = = = = = = = = = = = = =
ComputeColors
= = = = = = = = = = = = = = =
*/
# ifdef _XBOX
static void ComputeColors ( shaderStage_t * pStage , alphaGen_t forceAlphaGen , colorGen_t forceRGBGen )
{
int i ;
if ( tess . shader ! = tr . projectionShadowShader & & tess . shader ! = tr . shadowShader & &
( backEnd . currentEntity - > e . renderfx & ( RF_DISINTEGRATE1 | RF_DISINTEGRATE2 ) ) )
{
RB_CalcDisintegrateColors ( ( unsigned char * ) tess . svars . colors , pStage - > rgbGen ) ;
RB_CalcDisintegrateVertDeform ( ) ;
// We've done some custom alpha and color stuff, so we can skip the rest. Let it do fog though
forceRGBGen = CGEN_SKIP ;
forceAlphaGen = AGEN_SKIP ;
}
//
// rgbGen
//
if ( ! forceRGBGen )
{
forceRGBGen = pStage - > rgbGen ;
}
if ( backEnd . currentEntity - > e . renderfx & RF_VOLUMETRIC ) // does not work for rotated models, technically, this should also be a CGEN type, but that would entail adding new shader commands....which is too much work for one thing
{
int i ;
float * normal , dot ;
DWORD * color ;
int numVertexes ;
normal = tess . normal [ 0 ] ;
color = tess . svars . colors ;
numVertexes = tess . numVertexes ;
for ( i = 0 ; i < numVertexes ; i + + , normal + = 4 , color + + )
{
dot = DotProduct ( normal , backEnd . refdef . viewaxis [ 0 ] ) ;
dot * = dot * dot * dot ;
if ( dot < 0.2f ) // so low, so just clamp it
{
dot = 0.0f ;
}
* color = D3DCOLOR_RGBA ( ( int ) ( backEnd . currentEntity - > e . shaderRGBA [ 0 ] * ( 1 - dot ) ) ,
( int ) ( backEnd . currentEntity - > e . shaderRGBA [ 0 ] * ( 1 - dot ) ) ,
( int ) ( backEnd . currentEntity - > e . shaderRGBA [ 0 ] * ( 1 - dot ) ) ,
( int ) ( backEnd . currentEntity - > e . shaderRGBA [ 0 ] * ( 1 - dot ) ) ) ;
}
forceRGBGen = CGEN_SKIP ;
forceAlphaGen = AGEN_SKIP ;
}
if ( ! forceAlphaGen ) //set this up so we can override below
{
forceAlphaGen = pStage - > alphaGen ;
}
DWORD color ;
switch ( forceRGBGen )
{
case CGEN_SKIP :
break ;
case CGEN_IDENTITY :
memset ( tess . svars . colors , 0xffffffff , sizeof ( DWORD ) * tess . numVertexes ) ;
break ;
default :
case CGEN_IDENTITY_LIGHTING :
color = ( ( tr . identityLightByte & 0xff ) < < 24 |
( tr . identityLightByte & 0xff ) < < 16 |
( tr . identityLightByte & 0xff ) < < 8 |
( tr . identityLightByte & 0xff ) < < 0 ) ;
memset ( tess . svars . colors , color , sizeof ( DWORD ) * tess . numVertexes ) ;
break ;
case CGEN_LIGHTING_DIFFUSE :
# ifdef VV_LIGHTING
VVLightMan . RB_CalcDiffuseColor ( tess . svars . colors ) ;
# else
RB_CalcDiffuseColor ( ( unsigned char * ) tess . svars . colors ) ;
# endif
break ;
case CGEN_LIGHTING_DIFFUSE_ENTITY :
# ifdef VV_LIGHTING
VVLightMan . RB_CalcDiffuseEntityColor ( tess . svars . colors ) ;
# else
RB_CalcDiffuseEntityColor ( ( unsigned char * ) tess . svars . colors ) ;
# endif
if ( forceAlphaGen = = AGEN_IDENTITY & &
backEnd . currentEntity - > e . shaderRGBA [ 3 ] = = 0xff
)
{
forceAlphaGen = AGEN_SKIP ; //already got it in this set since it does all 4 components
}
break ;
case CGEN_EXACT_VERTEX :
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] = D3DCOLOR_RGBA ( ( int ) ( tess . vertexColors [ i ] [ 0 ] ) ,
( int ) ( tess . vertexColors [ i ] [ 1 ] ) ,
( int ) ( tess . vertexColors [ i ] [ 2 ] ) ,
( int ) ( tess . vertexColors [ i ] [ 3 ] ) ) ;
}
break ;
case CGEN_CONST :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . colors [ i ] = D3DCOLOR_RGBA ( ( int ) ( pStage - > constantColor [ 0 ] ) ,
( int ) ( pStage - > constantColor [ 1 ] ) ,
( int ) ( pStage - > constantColor [ 2 ] ) ,
( int ) ( pStage - > constantColor [ 3 ] ) ) ;
}
break ;
case CGEN_VERTEX :
if ( tr . identityLight = = 1 )
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] = D3DCOLOR_RGBA ( ( int ) ( tess . vertexColors [ i ] [ 0 ] ) ,
( int ) ( tess . vertexColors [ i ] [ 1 ] ) ,
( int ) ( tess . vertexColors [ i ] [ 2 ] ) ,
( int ) ( tess . vertexColors [ i ] [ 3 ] ) ) ;
}
}
else
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] = D3DCOLOR_RGBA ( ( int ) ( tess . vertexColors [ i ] [ 0 ] * tr . identityLight ) ,
( int ) ( tess . vertexColors [ i ] [ 1 ] * tr . identityLight ) ,
( int ) ( tess . vertexColors [ i ] [ 2 ] * tr . identityLight ) ,
( int ) ( tess . vertexColors [ i ] [ 3 ] ) ) ;
}
}
break ;
case CGEN_ONE_MINUS_VERTEX :
if ( tr . identityLight = = 1 )
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] = D3DCOLOR_XRGB ( ( int ) ( 255 - tess . vertexColors [ i ] [ 0 ] ) ,
( int ) ( 255 - tess . vertexColors [ i ] [ 1 ] ) ,
( int ) ( 255 - tess . vertexColors [ i ] [ 2 ] ) ) ;
}
}
else
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] = D3DCOLOR_XRGB ( ( int ) ( ( 255 - tess . vertexColors [ i ] [ 0 ] ) * tr . identityLight ) ,
( int ) ( ( 255 - tess . vertexColors [ i ] [ 1 ] ) * tr . identityLight ) ,
( int ) ( ( 255 - tess . vertexColors [ i ] [ 2 ] ) * tr . identityLight ) ) ;
}
}
break ;
case CGEN_FOG :
{
fog_t * fog ;
fog = tr . world - > fogs + tess . fogNum ;
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
* ( int * ) & tess . svars . colors [ i ] = fog - > colorInt ;
}
}
break ;
case CGEN_WAVEFORM :
RB_CalcWaveColor ( & pStage - > rgbWave , tess . svars . colors ) ;
break ;
case CGEN_ENTITY :
RB_CalcColorFromEntity ( tess . svars . colors ) ;
if ( forceAlphaGen = = AGEN_IDENTITY & &
backEnd . currentEntity - > e . shaderRGBA [ 3 ] = = 0xff
)
{
forceAlphaGen = AGEN_SKIP ; //already got it in this set since it does all 4 components
}
break ;
case CGEN_ONE_MINUS_ENTITY :
RB_CalcColorFromOneMinusEntity ( tess . svars . colors ) ;
break ;
case CGEN_LIGHTMAPSTYLE :
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] = * ( DWORD * ) styleColors [ pStage - > lightmapStyle ] ;
}
break ;
}
//
// alphaGen
//
DWORD rgb ;
switch ( forceAlphaGen )
{
case AGEN_SKIP :
break ;
case AGEN_IDENTITY :
if ( forceRGBGen ! = CGEN_IDENTITY & & forceRGBGen ! = CGEN_LIGHTING_DIFFUSE ) {
if ( ( forceRGBGen = = CGEN_VERTEX & & tr . identityLight ! = 1 ) | |
forceRGBGen ! = CGEN_VERTEX ) {
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
rgb = ( DWORD ) ( ( tess . svars . colors [ i ] ) & 0x00ffffff ) ;
tess . svars . colors [ i ] = rgb | ( ( 255 & 0xff ) < < 24 ) ;
}
}
}
break ;
case AGEN_CONST :
if ( forceRGBGen ! = CGEN_CONST ) {
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
rgb = ( DWORD ) ( ( tess . svars . colors [ i ] ) & 0x00ffffff ) ;
tess . svars . colors [ i ] = rgb | ( ( pStage - > constantColor [ 3 ] & 0xff ) < < 24 ) ;
}
}
break ;
case AGEN_WAVEFORM :
RB_CalcWaveAlpha ( & pStage - > alphaWave , tess . svars . colors ) ;
break ;
case AGEN_LIGHTING_SPECULAR :
RB_CalcSpecularAlpha ( tess . svars . colors ) ;
break ;
case AGEN_ENTITY :
if ( forceRGBGen ! = CGEN_ENTITY ) { //already got it in the CGEN_entity since it does all 4 components
RB_CalcAlphaFromEntity ( tess . svars . colors ) ;
}
break ;
case AGEN_ONE_MINUS_ENTITY :
RB_CalcAlphaFromOneMinusEntity ( tess . svars . colors ) ;
break ;
case AGEN_VERTEX :
if ( forceRGBGen ! = CGEN_VERTEX ) {
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
rgb = ( DWORD ) ( ( tess . svars . colors [ i ] ) & 0x00ffffff ) ;
tess . svars . colors [ i ] = rgb | ( ( tess . vertexColors [ i ] [ 3 ] & 0xff ) < < 24 ) ;
}
}
break ;
case AGEN_ONE_MINUS_VERTEX :
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
rgb = ( DWORD ) ( ( tess . svars . colors [ i ] ) & 0x00ffffff ) ;
tess . svars . colors [ i ] = rgb | ( ( ( 255 - tess . vertexColors [ i ] [ 3 ] ) & 0xff ) < < 24 ) ;
}
break ;
case AGEN_PORTAL :
{
unsigned char alpha ;
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
float len ;
vec3_t v ;
VectorSubtract ( tess . xyz [ i ] , backEnd . viewParms . or . origin , v ) ;
len = VectorLength ( v ) ;
len / = tess . shader - > portalRange ;
if ( len < 0 )
{
alpha = 0 ;
}
else if ( len > 1 )
{
alpha = 0xff ;
}
else
{
alpha = len * 0xff ;
}
rgb = ( DWORD ) ( ( tess . svars . colors [ i ] ) & 0x00ffffff ) ;
tess . svars . colors [ i ] = rgb | ( ( alpha & 0xff ) < < 24 ) ;
}
}
break ;
case AGEN_BLEND :
if ( forceRGBGen ! = CGEN_VERTEX )
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
rgb = ( DWORD ) ( ( tess . svars . colors [ i ] ) & 0x00ffffff ) ;
tess . svars . colors [ i ] = rgb | ( ( tess . vertexAlphas [ i ] [ pStage - > index ] & 0xff ) < < 24 ) ;
}
}
break ;
}
//
// fog adjustment for colors to fade out as fog increases
//
if ( tess . fogNum )
{
switch ( pStage - > adjustColorsForFog )
{
case ACFF_MODULATE_RGB :
RB_CalcModulateColorsByFog ( tess . svars . colors ) ;
break ;
case ACFF_MODULATE_ALPHA :
RB_CalcModulateAlphasByFog ( tess . svars . colors ) ;
break ;
case ACFF_MODULATE_RGBA :
RB_CalcModulateRGBAsByFog ( tess . svars . colors ) ;
break ;
case ACFF_NONE :
break ;
}
}
}
# else // _XBOX
static void ComputeColors ( shaderStage_t * pStage , alphaGen_t forceAlphaGen , colorGen_t forceRGBGen )
{
int i ;
if ( tess . shader ! = tr . projectionShadowShader & & tess . shader ! = tr . shadowShader & &
( backEnd . currentEntity - > e . renderfx & ( RF_DISINTEGRATE1 | RF_DISINTEGRATE2 ) ) )
{
RB_CalcDisintegrateColors ( ( unsigned char * ) tess . svars . colors , pStage - > rgbGen ) ;
RB_CalcDisintegrateVertDeform ( ) ;
// We've done some custom alpha and color stuff, so we can skip the rest. Let it do fog though
forceRGBGen = CGEN_SKIP ;
forceAlphaGen = AGEN_SKIP ;
}
//
// rgbGen
//
if ( ! forceRGBGen )
{
forceRGBGen = pStage - > rgbGen ;
}
if ( backEnd . currentEntity - > e . renderfx & RF_VOLUMETRIC ) // does not work for rotated models, technically, this should also be a CGEN type, but that would entail adding new shader commands....which is too much work for one thing
{
int i ;
float * normal , dot ;
unsigned char * color ;
int numVertexes ;
normal = tess . normal [ 0 ] ;
color = tess . svars . colors [ 0 ] ;
numVertexes = tess . numVertexes ;
for ( i = 0 ; i < numVertexes ; i + + , normal + = 4 , color + = 4 )
{
dot = DotProduct ( normal , backEnd . refdef . viewaxis [ 0 ] ) ;
dot * = dot * dot * dot ;
if ( dot < 0.2f ) // so low, so just clamp it
{
dot = 0.0f ;
}
color [ 0 ] = color [ 1 ] = color [ 2 ] = color [ 3 ] = myftol ( backEnd . currentEntity - > e . shaderRGBA [ 0 ] * ( 1 - dot ) ) ;
}
forceRGBGen = CGEN_SKIP ;
forceAlphaGen = AGEN_SKIP ;
}
if ( ! forceAlphaGen ) //set this up so we can override below
{
forceAlphaGen = pStage - > alphaGen ;
}
switch ( forceRGBGen )
{
case CGEN_SKIP :
break ;
case CGEN_IDENTITY :
memset ( tess . svars . colors , 0xff , tess . numVertexes * 4 ) ;
break ;
default :
case CGEN_IDENTITY_LIGHTING :
memset ( tess . svars . colors , tr . identityLightByte , tess . numVertexes * 4 ) ;
break ;
case CGEN_LIGHTING_DIFFUSE :
RB_CalcDiffuseColor ( ( unsigned char * ) tess . svars . colors ) ;
break ;
case CGEN_LIGHTING_DIFFUSE_ENTITY :
RB_CalcDiffuseEntityColor ( ( unsigned char * ) tess . svars . colors ) ;
if ( forceAlphaGen = = AGEN_IDENTITY & &
backEnd . currentEntity - > e . shaderRGBA [ 3 ] = = 0xff
)
{
forceAlphaGen = AGEN_SKIP ; //already got it in this set since it does all 4 components
}
break ;
case CGEN_EXACT_VERTEX :
memcpy ( tess . svars . colors , tess . vertexColors , tess . numVertexes * sizeof ( tess . vertexColors [ 0 ] ) ) ;
break ;
case CGEN_CONST :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
* ( int * ) tess . svars . colors [ i ] = * ( int * ) pStage - > constantColor ;
}
break ;
case CGEN_VERTEX :
if ( tr . identityLight = = 1 )
{
memcpy ( tess . svars . colors , tess . vertexColors , tess . numVertexes * sizeof ( tess . vertexColors [ 0 ] ) ) ;
}
else
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] [ 0 ] = tess . vertexColors [ i ] [ 0 ] * tr . identityLight ;
tess . svars . colors [ i ] [ 1 ] = tess . vertexColors [ i ] [ 1 ] * tr . identityLight ;
tess . svars . colors [ i ] [ 2 ] = tess . vertexColors [ i ] [ 2 ] * tr . identityLight ;
tess . svars . colors [ i ] [ 3 ] = tess . vertexColors [ i ] [ 3 ] ;
}
}
break ;
case CGEN_ONE_MINUS_VERTEX :
if ( tr . identityLight = = 1 )
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] [ 0 ] = 255 - tess . vertexColors [ i ] [ 0 ] ;
tess . svars . colors [ i ] [ 1 ] = 255 - tess . vertexColors [ i ] [ 1 ] ;
tess . svars . colors [ i ] [ 2 ] = 255 - tess . vertexColors [ i ] [ 2 ] ;
}
}
else
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] [ 0 ] = ( 255 - tess . vertexColors [ i ] [ 0 ] ) * tr . identityLight ;
tess . svars . colors [ i ] [ 1 ] = ( 255 - tess . vertexColors [ i ] [ 1 ] ) * tr . identityLight ;
tess . svars . colors [ i ] [ 2 ] = ( 255 - tess . vertexColors [ i ] [ 2 ] ) * tr . identityLight ;
}
}
break ;
case CGEN_FOG :
{
fog_t * fog ;
fog = tr . world - > fogs + tess . fogNum ;
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
* ( int * ) & tess . svars . colors [ i ] = fog - > colorInt ;
}
}
break ;
case CGEN_WAVEFORM :
RB_CalcWaveColor ( & pStage - > rgbWave , ( unsigned char * ) tess . svars . colors ) ;
break ;
case CGEN_ENTITY :
RB_CalcColorFromEntity ( ( unsigned char * ) tess . svars . colors ) ;
if ( forceAlphaGen = = AGEN_IDENTITY & &
backEnd . currentEntity - > e . shaderRGBA [ 3 ] = = 0xff
)
{
forceAlphaGen = AGEN_SKIP ; //already got it in this set since it does all 4 components
}
break ;
case CGEN_ONE_MINUS_ENTITY :
RB_CalcColorFromOneMinusEntity ( ( unsigned char * ) tess . svars . colors ) ;
break ;
case CGEN_LIGHTMAPSTYLE :
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
* ( int * ) & tess . svars . colors [ i ] = * ( int * ) styleColors [ pStage - > lightmapStyle ] ;
}
break ;
}
//
// alphaGen
//
switch ( forceAlphaGen )
{
case AGEN_SKIP :
break ;
case AGEN_IDENTITY :
if ( forceRGBGen ! = CGEN_IDENTITY & & forceRGBGen ! = CGEN_LIGHTING_DIFFUSE ) {
if ( ( forceRGBGen = = CGEN_VERTEX & & tr . identityLight ! = 1 ) | |
forceRGBGen ! = CGEN_VERTEX ) {
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . colors [ i ] [ 3 ] = 0xff ;
}
}
}
break ;
case AGEN_CONST :
if ( forceRGBGen ! = CGEN_CONST ) {
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . colors [ i ] [ 3 ] = pStage - > constantColor [ 3 ] ;
}
}
break ;
case AGEN_WAVEFORM :
RB_CalcWaveAlpha ( & pStage - > alphaWave , ( unsigned char * ) tess . svars . colors ) ;
break ;
case AGEN_LIGHTING_SPECULAR :
RB_CalcSpecularAlpha ( ( unsigned char * ) tess . svars . colors ) ;
break ;
case AGEN_ENTITY :
if ( forceRGBGen ! = CGEN_ENTITY ) { //already got it in the CGEN_entity since it does all 4 components
RB_CalcAlphaFromEntity ( ( unsigned char * ) tess . svars . colors ) ;
}
break ;
case AGEN_ONE_MINUS_ENTITY :
RB_CalcAlphaFromOneMinusEntity ( ( unsigned char * ) tess . svars . colors ) ;
break ;
case AGEN_VERTEX :
if ( forceRGBGen ! = CGEN_VERTEX ) {
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . colors [ i ] [ 3 ] = tess . vertexColors [ i ] [ 3 ] ;
}
}
break ;
case AGEN_ONE_MINUS_VERTEX :
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] [ 3 ] = 255 - tess . vertexColors [ i ] [ 3 ] ;
}
break ;
case AGEN_PORTAL :
{
unsigned char alpha ;
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
float len ;
vec3_t v ;
VectorSubtract ( tess . xyz [ i ] , backEnd . viewParms . or . origin , v ) ;
len = VectorLength ( v ) ;
len / = tess . shader - > portalRange ;
if ( len < 0 )
{
alpha = 0 ;
}
else if ( len > 1 )
{
alpha = 0xff ;
}
else
{
alpha = len * 0xff ;
}
tess . svars . colors [ i ] [ 3 ] = alpha ;
}
}
break ;
case AGEN_BLEND :
if ( forceRGBGen ! = CGEN_VERTEX )
{
for ( i = 0 ; i < tess . numVertexes ; i + + )
{
tess . svars . colors [ i ] [ 3 ] = tess . vertexAlphas [ i ] [ pStage - > index ] ;
}
}
break ;
}
//
// fog adjustment for colors to fade out as fog increases
//
if ( tess . fogNum )
{
switch ( pStage - > adjustColorsForFog )
{
case ACFF_MODULATE_RGB :
RB_CalcModulateColorsByFog ( ( unsigned char * ) tess . svars . colors ) ;
break ;
case ACFF_MODULATE_ALPHA :
RB_CalcModulateAlphasByFog ( ( unsigned char * ) tess . svars . colors ) ;
break ;
case ACFF_MODULATE_RGBA :
RB_CalcModulateRGBAsByFog ( ( unsigned char * ) tess . svars . colors ) ;
break ;
case ACFF_NONE :
break ;
}
}
}
# endif // _XBOX
/*
= = = = = = = = = = = = = = =
ComputeTexCoords
= = = = = = = = = = = = = = =
*/
static void ComputeTexCoords ( shaderStage_t * pStage ) {
int i ;
int b ;
for ( b = 0 ; b < NUM_TEXTURE_BUNDLES ; b + + ) {
int tm ;
//
// generate the texture coordinates
//
switch ( pStage - > bundle [ b ] . tcGen )
{
case TCGEN_IDENTITY :
memset ( tess . svars . texcoords [ b ] , 0 , sizeof ( float ) * 2 * tess . numVertexes ) ;
break ;
case TCGEN_TEXTURE :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . texcoords [ b ] [ i ] [ 0 ] = tess . texCoords [ i ] [ 0 ] [ 0 ] ;
tess . svars . texcoords [ b ] [ i ] [ 1 ] = tess . texCoords [ i ] [ 0 ] [ 1 ] ;
}
break ;
case TCGEN_LIGHTMAP :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . texcoords [ b ] [ i ] [ 0 ] = tess . texCoords [ i ] [ 1 ] [ 0 ] ;
tess . svars . texcoords [ b ] [ i ] [ 1 ] = tess . texCoords [ i ] [ 1 ] [ 1 ] ;
}
break ;
case TCGEN_LIGHTMAP1 :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . texcoords [ b ] [ i ] [ 0 ] = tess . texCoords [ i ] [ 2 ] [ 0 ] ;
tess . svars . texcoords [ b ] [ i ] [ 1 ] = tess . texCoords [ i ] [ 2 ] [ 1 ] ;
}
break ;
case TCGEN_LIGHTMAP2 :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . texcoords [ b ] [ i ] [ 0 ] = tess . texCoords [ i ] [ 3 ] [ 0 ] ;
tess . svars . texcoords [ b ] [ i ] [ 1 ] = tess . texCoords [ i ] [ 3 ] [ 1 ] ;
}
break ;
case TCGEN_LIGHTMAP3 :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . texcoords [ b ] [ i ] [ 0 ] = tess . texCoords [ i ] [ 4 ] [ 0 ] ;
tess . svars . texcoords [ b ] [ i ] [ 1 ] = tess . texCoords [ i ] [ 4 ] [ 1 ] ;
}
break ;
case TCGEN_VECTOR :
for ( i = 0 ; i < tess . numVertexes ; i + + ) {
tess . svars . texcoords [ b ] [ i ] [ 0 ] = DotProduct ( tess . xyz [ i ] , pStage - > bundle [ b ] . tcGenVectors [ 0 ] ) ;
tess . svars . texcoords [ b ] [ i ] [ 1 ] = DotProduct ( tess . xyz [ i ] , pStage - > bundle [ b ] . tcGenVectors [ 1 ] ) ;
}
break ;
case TCGEN_FOG :
RB_CalcFogTexCoords ( ( float * ) tess . svars . texcoords [ b ] ) ;
break ;
case TCGEN_ENVIRONMENT_MAPPED :
# ifdef _XBOX
tess . shader - > stages [ tess . currentPass ] . isEnvironment = qtrue ;
# else
RB_CalcEnvironmentTexCoords ( ( float * ) tess . svars . texcoords [ b ] ) ;
# endif
break ;
case TCGEN_BAD :
return ;
}
//
// alter texture coordinates
//
for ( tm = 0 ; tm < pStage - > bundle [ b ] . numTexMods ; tm + + ) {
switch ( pStage - > bundle [ b ] . texMods [ tm ] . type )
{
case TMOD_NONE :
tm = TR_MAX_TEXMODS ; // break out of for loop
break ;
case TMOD_TURBULENT :
RB_CalcTurbulentTexCoords ( & pStage - > bundle [ b ] . texMods [ tm ] . wave ,
( float * ) tess . svars . texcoords [ b ] ) ;
break ;
case TMOD_ENTITY_TRANSLATE :
RB_CalcScrollTexCoords ( backEnd . currentEntity - > e . shaderTexCoord ,
( float * ) tess . svars . texcoords [ b ] ) ;
break ;
case TMOD_SCROLL :
RB_CalcScrollTexCoords ( pStage - > bundle [ b ] . texMods [ tm ] . translate , //union scroll into translate
( float * ) tess . svars . texcoords [ b ] ) ;
break ;
case TMOD_SCALE :
RB_CalcScaleTexCoords ( pStage - > bundle [ b ] . texMods [ tm ] . translate , //union scroll into translate
( float * ) tess . svars . texcoords [ b ] ) ;
break ;
case TMOD_STRETCH :
RB_CalcStretchTexCoords ( & pStage - > bundle [ b ] . texMods [ tm ] . wave ,
( float * ) tess . svars . texcoords [ b ] ) ;
break ;
case TMOD_TRANSFORM :
RB_CalcTransformTexCoords ( & pStage - > bundle [ b ] . texMods [ tm ] ,
( float * ) tess . svars . texcoords [ b ] ) ;
break ;
case TMOD_ROTATE :
RB_CalcRotateTexCoords ( pStage - > bundle [ b ] . texMods [ tm ] . translate [ 0 ] , //union rotateSpeed into translate[0]
( float * ) tess . svars . texcoords [ b ] ) ;
break ;
default :
Com_Error ( ERR_DROP , " ERROR: unknown texmod '%d' in shader '%s' \n " , pStage - > bundle [ b ] . texMods [ tm ] . type , tess . shader - > name ) ;
break ;
}
}
}
}
/*
* * RB_IterateStagesGeneric
*/
static vec4_t GLFogOverrideColors [ GLFOGOVERRIDE_MAX ] =
{
{ 0.0 , 0.0 , 0.0 , 1.0 } , // GLFOGOVERRIDE_NONE
{ 0.0 , 0.0 , 0.0 , 1.0 } , // GLFOGOVERRIDE_BLACK
{ 1.0 , 1.0 , 1.0 , 1.0 } // GLFOGOVERRIDE_WHITE
} ;
static const float logtestExp2 = ( sqrt ( - log ( 1.0 / 255.0 ) ) ) ;
extern bool tr_stencilled ; //tr_backend.cpp
static void RB_IterateStagesGeneric ( shaderCommands_t * input )
{
int stage ;
bool UseGLFog = false ;
bool FogColorChange = false ;
fog_t * fog = NULL ;
if ( tess . fogNum & & tess . shader - > fogPass & & ( tess . fogNum = = tr . world - > globalFog | | tess . fogNum = = tr . world - > numfogs )
& & r_drawfog - > value = = 2 )
{ // only gl fog global fog and the "special fog"
fog = tr . world - > fogs + tess . fogNum ;
if ( tr . rangedFog )
{ //ranged fog, used for sniper scope
float fStart = fog - > parms . depthForOpaque ;
float fEnd = tr . distanceCull ;
if ( tr . rangedFog < 0.0f )
{ //special designer override
fStart = - tr . rangedFog ;
fEnd = fog - > parms . depthForOpaque ;
if ( fStart > = fEnd )
{
fStart = fEnd - 1.0f ;
}
}
else
{
//the greater tr.rangedFog is, the more fog we will get between the view point and cull distance
if ( ( tr . distanceCull - fStart ) < tr . rangedFog )
{ //assure a minimum range between fog beginning and cutoff distance
fStart = tr . distanceCull - tr . rangedFog ;
if ( fStart < 16.0f )
{
fStart = 16.0f ;
}
}
}
qglFogi ( GL_FOG_MODE , GL_LINEAR ) ;
qglFogf ( GL_FOG_START , fStart ) ;
qglFogf ( GL_FOG_END , fEnd ) ;
}
else
{
qglFogi ( GL_FOG_MODE , GL_EXP2 ) ;
qglFogf ( GL_FOG_DENSITY , logtestExp2 / fog - > parms . depthForOpaque ) ;
}
if ( g_bRenderGlowingObjects )
{
const float fogColor [ 3 ] = { 0.0f , 0.0f , 0.0f } ;
qglFogfv ( GL_FOG_COLOR , fogColor ) ;
}
else
{
qglFogfv ( GL_FOG_COLOR , fog - > parms . color ) ;
}
qglEnable ( GL_FOG ) ;
UseGLFog = true ;
}
for ( stage = 0 ; stage < input - > shader - > numUnfoggedPasses ; stage + + )
{
shaderStage_t * pStage = & tess . xstages [ stage ] ;
if ( ! pStage - > active )
{
assert ( pStage - > active ) ; //wtf?
break ;
}
// Reject this stage if it's not a glow stage but we are doing a glow pass.
if ( g_bRenderGlowingObjects & & ! pStage - > glow )
{
continue ;
}
int stateBits = pStage - > stateBits ;
alphaGen_t forceAlphaGen = ( alphaGen_t ) 0 ;
colorGen_t forceRGBGen = ( colorGen_t ) 0 ;
# ifdef _XBOX
tess . currentPass = stage ;
# endif
// allow skipping out to show just lightmaps during development
# ifndef _XBOX
if ( stage & & r_lightmap - > integer )
{
if ( ! ( pStage - > bundle [ 0 ] . isLightmap | | pStage - > bundle [ 1 ] . isLightmap | | pStage - > bundle [ 0 ] . vertexLightmap ) )
{
continue ; // need to keep going in case the LM is in a later stage
}
else
{
stateBits = ( GLS_DSTBLEND_ZERO | GLS_SRCBLEND_ONE ) ; //we want to replace the prior stages with this LM, not blend
}
}
# endif
if ( backEnd . currentEntity )
{
if ( backEnd . currentEntity - > e . renderfx & RF_DISINTEGRATE1 )
{
// we want to be able to rip a hole in the thing being disintegrated, and by doing the depth-testing it avoids some kinds of artefacts, but will probably introduce others?
// NOTE: adjusting the alphaFunc seems to help a bit
stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHMASK_TRUE | GLS_ATEST_GE_C0 ;
}
if ( backEnd . currentEntity - > e . renderfx & RF_ALPHA_FADE )
{
if ( backEnd . currentEntity - > e . shaderRGBA [ 3 ] < 255 )
{
stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ;
forceAlphaGen = AGEN_ENTITY ;
}
}
if ( backEnd . currentEntity - > e . renderfx & RF_RGB_TINT )
{ //want to use RGBGen from ent
forceRGBGen = CGEN_ENTITY ;
}
}
if ( pStage - > ss & & pStage - > ss - > surfaceSpriteType )
{
// We check for surfacesprites AFTER drawing everything else
continue ;
}
if ( UseGLFog )
{
if ( pStage - > mGLFogColorOverride )
{
qglFogfv ( GL_FOG_COLOR , GLFogOverrideColors [ pStage - > mGLFogColorOverride ] ) ;
FogColorChange = true ;
}
else if ( FogColorChange & & fog )
{
FogColorChange = false ;
qglFogfv ( GL_FOG_COLOR , fog - > parms . color ) ;
}
}
# ifdef _XBOX
qglDisable ( GL_LIGHTING ) ;
# endif
if ( ! input - > fading )
{ //this means ignore this, while we do a fade-out
ComputeColors ( pStage , forceAlphaGen , forceRGBGen ) ;
}
ComputeTexCoords ( pStage ) ;
if ( ! setArraysOnce )
{
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , input - > svars . colors ) ;
}
if ( pStage - > bundle [ 0 ] . isLightmap & & r_debugStyle - > integer > = 0 )
{
if ( pStage - > lightmapStyle ! = r_debugStyle - > integer )
{
if ( pStage - > lightmapStyle = = 0 )
{
GL_State ( GLS_DSTBLEND_ZERO | GLS_SRCBLEND_ZERO ) ;
R_DrawElements ( input - > numIndexes , input - > indexes ) ;
}
continue ;
}
}
# ifdef VV_LIGHTING
if ( pStage - > rgbGen = = CGEN_LIGHTING_DIFFUSE | |
pStage - > rgbGen = = CGEN_LIGHTING_DIFFUSE_ENTITY )
{
qglEnableClientState ( GL_NORMAL_ARRAY ) ;
qglNormalPointer ( GL_FLOAT , 16 , tess . normal ) ;
}
if ( pStage - > isSpecular )
{
qglEnableClientState ( GL_NORMAL_ARRAY ) ;
qglNormalPointer ( GL_FLOAT , 16 , tess . normal ) ;
if ( ! tess . setTangents )
BuildTangentVectors ( ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , input - > svars . texcoords [ 0 ] ) ;
R_BindAnimatedImage ( & pStage - > bundle [ 0 ] ) ;
GL_State ( stateBits ) ;
glw_state - > lightEffects - > RenderSpecular ( ) ;
qglDisableClientState ( GL_NORMAL_ARRAY ) ;
continue ;
}
if ( pStage - > isEnvironment )
{
qglEnableClientState ( GL_NORMAL_ARRAY ) ;
qglNormalPointer ( GL_FLOAT , 16 , tess . normal ) ;
R_BindAnimatedImage ( & pStage - > bundle [ 0 ] ) ;
GL_State ( stateBits ) ;
glw_state - > lightEffects - > RenderEnvironment ( ) ;
qglDisableClientState ( GL_NORMAL_ARRAY ) ;
continue ;
}
if ( pStage - > isBumpMap )
{
qglEnableClientState ( GL_NORMAL_ARRAY ) ;
qglNormalPointer ( GL_FLOAT , 16 , tess . normal ) ;
if ( ! tess . setTangents )
BuildTangentVectors ( ) ;
GL_SelectTexture ( 0 ) ;
R_BindAnimatedImage ( & pStage - > bundle [ 0 ] ) ;
GL_SelectTexture ( 1 ) ;
qglEnable ( GL_TEXTURE_2D ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
R_BindAnimatedImage ( & pStage - > bundle [ 1 ] ) ;
GL_State ( stateBits ) ;
glw_state - > lightEffects - > RenderBump ( ) ;
qglDisable ( GL_TEXTURE_2D ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
GL_SelectTexture ( 0 ) ;
qglDisableClientState ( GL_NORMAL_ARRAY ) ;
continue ;
}
# endif // VV_LIGHTING
//
// do multitexture
//
if ( pStage - > bundle [ 1 ] . image ! = 0 )
{
DrawMultitextured ( input , stage ) ;
}
else
{
static bool lStencilled = false ;
if ( ! setArraysOnce )
{
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , input - > svars . texcoords [ 0 ] ) ;
}
//
// set state
//
if ( ( tess . shader = = tr . distortionShader ) | |
( backEnd . currentEntity & & ( backEnd . currentEntity - > e . renderfx & RF_DISTORTION ) ) )
{ //special distortion effect -rww
//tr.screenImage should have been set for this specific entity before we got in here.
GL_Bind ( tr . screenImage ) ;
GL_Cull ( CT_TWO_SIDED ) ;
}
else if ( pStage - > bundle [ 0 ] . vertexLightmap & & ( r_vertexLight - > integer ) & & r_lightmap - > integer )
{
GL_Bind ( tr . whiteImage ) ;
}
else
R_BindAnimatedImage ( & pStage - > bundle [ 0 ] ) ;
if ( tess . shader = = tr . distortionShader & &
glConfig . stencilBits > = 4 )
{ //draw it to the stencil buffer!
tr_stencilled = true ;
lStencilled = true ;
qglEnable ( GL_STENCIL_TEST ) ;
qglStencilFunc ( GL_ALWAYS , 1 , 0xFFFFFFFF ) ;
qglStencilOp ( GL_KEEP , GL_KEEP , GL_INCR ) ;
qglColorMask ( GL_FALSE , GL_FALSE , GL_FALSE , GL_FALSE ) ;
//don't depthmask, don't blend.. don't do anything
GL_State ( 0 ) ;
}
else
{
GL_State ( stateBits ) ;
}
//
// draw
//
R_DrawElements ( input - > numIndexes , input - > indexes ) ;
if ( lStencilled )
{ //re-enable the color buffer, disable stencil test
lStencilled = false ;
qglDisable ( GL_STENCIL_TEST ) ;
qglColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_TRUE ) ;
}
}
# ifdef VV_LIGHTING
// Lighting may have been turned on above
qglDisable ( GL_LIGHTING ) ;
qglDisableClientState ( GL_NORMAL_ARRAY ) ;
# endif
}
if ( FogColorChange )
{
qglFogfv ( GL_FOG_COLOR , fog - > parms . color ) ;
}
}
# ifdef _XBOX
qboolean RB_IsCurrentShaderTransparent ( void )
{
if ( backEnd . currentEntity )
{
if ( backEnd . currentEntity - > e . renderfx & RF_DISINTEGRATE1 )
{
return qtrue ;
}
if ( backEnd . currentEntity - > e . renderfx & RF_ALPHA_FADE & &
backEnd . currentEntity - > e . shaderRGBA [ 3 ] < 255 )
{
return qtrue ;
}
}
for ( int stage = 0 ; stage < tess . shader - > numUnfoggedPasses ; stage + + )
{
if ( ! ( tess . xstages [ stage ] . stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) | |
tess . xstages [ stage ] . stateBits & GLS_ATEST_BITS )
{
return qfalse ;
}
}
return qtrue ;
}
# endif
/*
* * RB_StageIteratorGeneric
*/
void RB_StageIteratorGeneric ( void )
{
shaderCommands_t * input ;
int stage ;
input = & tess ;
RB_DeformTessGeometry ( ) ;
//
// log this call
//
# ifndef _XBOX
if ( r_logFile - > integer )
{
// don't just call LogComment, or we will get
// a call to va() every frame!
GLimp_LogComment ( va ( " --- RB_StageIteratorGeneric( %s ) --- \n " , tess . shader - > name ) ) ;
}
# endif
//
// set face culling appropriately
//
GL_Cull ( input - > shader - > cullType ) ;
// set polygon offset if necessary
if ( input - > shader - > polygonOffset )
{
qglEnable ( GL_POLYGON_OFFSET_FILL ) ;
qglPolygonOffset ( r_offsetFactor - > value , r_offsetUnits - > value ) ;
}
//
// if there is only a single pass then we can enable color
// and texture arrays before we compile, otherwise we need
// to avoid compiling those arrays since they will change
// during multipass rendering
//
if ( tess . numPasses > 1 | | input - > shader - > multitextureEnv )
{
setArraysOnce = qfalse ;
qglDisableClientState ( GL_COLOR_ARRAY ) ;
qglDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
}
else
{
setArraysOnce = qtrue ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
qglColorPointer ( 4 , GL_UNSIGNED_BYTE , 0 , tess . svars . colors ) ;
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglTexCoordPointer ( 2 , GL_FLOAT , 0 , tess . svars . texcoords [ 0 ] ) ;
}
//
// lock XYZ
//
qglVertexPointer ( 3 , GL_FLOAT , 16 , input - > xyz ) ; // padded for SIMD
if ( qglLockArraysEXT )
{
qglLockArraysEXT ( 0 , input - > numVertexes ) ;
GLimp_LogComment ( " glLockArraysEXT \n " ) ;
}
//
// enable color and texcoord arrays after the lock if necessary
//
if ( ! setArraysOnce )
{
qglEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
qglEnableClientState ( GL_COLOR_ARRAY ) ;
}
//
// call shader function
//
RB_IterateStagesGeneric ( input ) ;
//
// now do any dynamic lighting needed
//
if ( tess . dlightBits & & tess . shader - > sort < = SS_OPAQUE
& & ! ( tess . shader - > surfaceFlags & ( SURF_NODLIGHT | SURF_SKY ) ) ) {
# ifdef VV_LIGHTING
qglEnableClientState ( GL_NORMAL_ARRAY ) ;
qglNormalPointer ( GL_FLOAT , 16 , tess . normal ) ;
if ( ! tess . setTangents )
BuildTangentVectors ( ) ;
glw_state - > lightEffects - > RenderDynamicLights ( ) ;
qglDisableClientState ( GL_NORMAL_ARRAY ) ;
# else
if ( r_dlightStyle - > integer > 0 )
{
ProjectDlightTexture2 ( ) ;
}
else
{
ProjectDlightTexture ( ) ;
}
# endif
}
//
// now do fog
//
if ( tr . world & & ( tess . fogNum ! = tr . world - > globalFog | | r_drawfog - > value ! = 2 ) & & r_drawfog - > value & & tess . fogNum & & tess . shader - > fogPass )
{
RB_FogPass ( ) ;
}
//
// unlock arrays
//
if ( qglUnlockArraysEXT )
{
qglUnlockArraysEXT ( ) ;
GLimp_LogComment ( " glUnlockArraysEXT \n " ) ;
}
//
// reset polygon offset
//
if ( input - > shader - > polygonOffset )
{
qglDisable ( GL_POLYGON_OFFSET_FILL ) ;
}
// Now check for surfacesprites.
if ( r_surfaceSprites - > integer )
{
for ( stage = 1 ; stage < tess . shader - > numUnfoggedPasses ; stage + + )
{
if ( tess . xstages [ stage ] . ss & & tess . xstages [ stage ] . ss - > surfaceSpriteType )
{ // Draw the surfacesprite
RB_DrawSurfaceSprites ( & tess . xstages [ stage ] , input ) ;
}
}
}
//don't disable the hardware fog til after we do surface sprites
if ( r_drawfog - > value = = 2 & &
tess . fogNum & & tess . shader - > fogPass & &
( tess . fogNum = = tr . world - > globalFog | | tess . fogNum = = tr . world - > numfogs ) )
{
qglDisable ( GL_FOG ) ;
}
}
/*
* * RB_EndSurface
*/
void RB_EndSurface ( void ) {
shaderCommands_t * input ;
input = & tess ;
if ( input - > numIndexes = = 0 ) {
return ;
}
if ( input - > indexes [ SHADER_MAX_INDEXES - 1 ] ! = 0 ) {
Com_Error ( ERR_DROP , " RB_EndSurface() - SHADER_MAX_INDEXES hit " ) ;
}
if ( input - > xyz [ SHADER_MAX_VERTEXES - 1 ] [ 0 ] ! = 0 ) {
Com_Error ( ERR_DROP , " RB_EndSurface() - SHADER_MAX_VERTEXES hit " ) ;
}
if ( tess . shader = = tr . shadowShader ) {
RB_ShadowTessEnd ( ) ;
return ;
}
// for debugging of sort order issues, stop rendering after a given sort value
if ( r_debugSort - > integer & & r_debugSort - > integer < tess . shader - > sort ) {
return ;
}
if ( skyboxportal )
{
// world
if ( ! ( backEnd . refdef . rdflags & RDF_SKYBOXPORTAL ) )
{
if ( tess . currentStageIteratorFunc = = RB_StageIteratorSky )
{ // don't process these tris at all
return ;
}
}
// portal sky
else
{
if ( ! drawskyboxportal )
{
if ( ! ( tess . currentStageIteratorFunc = = RB_StageIteratorSky ) )
{ // /only/ process sky tris
return ;
}
}
}
}
//
// update performance counters
//
if ( ! backEnd . projection2D )
{
backEnd . pc . c_shaders + + ;
backEnd . pc . c_vertexes + = tess . numVertexes ;
backEnd . pc . c_indexes + = tess . numIndexes ;
backEnd . pc . c_totalIndexes + = tess . numIndexes * tess . numPasses ;
if ( tess . fogNum & & tess . shader - > fogPass & & r_drawfog - > value = = 1 )
{ // Fogging adds an additional pass
backEnd . pc . c_totalIndexes + = tess . numIndexes ;
}
}
//
// call off to shader specific tess end function
//
tess . currentStageIteratorFunc ( ) ;
# ifdef _XBOX
tess . currentPass = 0 ;
# endif
//
// draw debugging stuff
//
if ( r_showtris - > integer )
{
DrawTris ( input ) ;
}
if ( r_shownormals - > integer ) {
DrawNormals ( input ) ;
}
// clear shader so we can tell we don't have any unclosed surfaces
tess . numIndexes = 0 ;
GLimp_LogComment ( " ---------- \n " ) ;
}