mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-10 07:11:44 +00:00
2776 lines
68 KiB
C++
2776 lines
68 KiB
C++
// tr_shade.c
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "tr_local.h"
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#ifdef VV_LIGHTING
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#include "tr_lightmanager.h"
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#include "../win32/glw_win_dx8.h"
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#include "../win32/win_lighteffects.h"
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#endif
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/*
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THIS ENTIRE FILE IS BACK END
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This file deals with applying shaders to surface data in the tess struct.
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*/
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shaderCommands_t tess;
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static qboolean setArraysOnce;
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color4ub_t styleColors[MAX_LIGHT_STYLES];
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bool styleUpdated[MAX_LIGHT_STYLES];
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extern bool g_bRenderGlowingObjects;
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/*
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================
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R_ArrayElementDiscrete
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This is just for OpenGL conformance testing, it should never be the fastest
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================
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*/
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static void APIENTRY R_ArrayElementDiscrete( GLint index ) {
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#ifndef _XBOX
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qglColor4ubv( tess.svars.colors[ index ] );
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if ( glState.currenttmu ) {
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qglMultiTexCoord2fARB( 0, tess.svars.texcoords[ 0 ][ index ][0], tess.svars.texcoords[ 0 ][ index ][1] );
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qglMultiTexCoord2fARB( 1, tess.svars.texcoords[ 1 ][ index ][0], tess.svars.texcoords[ 1 ][ index ][1] );
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} else {
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qglTexCoord2fv( tess.svars.texcoords[ 0 ][ index ] );
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}
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qglVertex3fv( tess.xyz[ index ] );
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#endif
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}
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/*
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===================
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R_DrawStripElements
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===================
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*/
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static int c_vertexes; // for seeing how long our average strips are
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static int c_begins;
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static void R_DrawStripElements( int numIndexes, const glIndex_t *indexes, void ( APIENTRY *element )(GLint) ) {
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int i;
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glIndex_t last[3];
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qboolean even;
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qglBegin( GL_TRIANGLE_STRIP );
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c_begins++;
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if ( numIndexes <= 0 ) {
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return;
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}
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// prime the strip
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element( indexes[0] );
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element( indexes[1] );
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element( indexes[2] );
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c_vertexes += 3;
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last[0] = indexes[0];
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last[1] = indexes[1];
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last[2] = indexes[2];
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even = qfalse;
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for ( i = 3; i < numIndexes; i += 3 )
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{
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// odd numbered triangle in potential strip
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if ( !even )
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{
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// check previous triangle to see if we're continuing a strip
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if ( ( indexes[i+0] == last[2] ) && ( indexes[i+1] == last[1] ) )
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{
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element( indexes[i+2] );
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c_vertexes++;
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assert( indexes[i+2] < tess.numVertexes );
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even = qtrue;
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}
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// otherwise we're done with this strip so finish it and start
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// a new one
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else
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{
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qglEnd();
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qglBegin( GL_TRIANGLE_STRIP );
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c_begins++;
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element( indexes[i+0] );
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element( indexes[i+1] );
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element( indexes[i+2] );
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c_vertexes += 3;
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even = qfalse;
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}
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}
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else
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{
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// check previous triangle to see if we're continuing a strip
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if ( ( last[2] == indexes[i+1] ) && ( last[0] == indexes[i+0] ) )
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{
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element( indexes[i+2] );
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c_vertexes++;
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even = qfalse;
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}
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// otherwise we're done with this strip so finish it and start
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// a new one
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else
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{
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qglEnd();
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qglBegin( GL_TRIANGLE_STRIP );
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c_begins++;
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element( indexes[i+0] );
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element( indexes[i+1] );
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element( indexes[i+2] );
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c_vertexes += 3;
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even = qfalse;
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}
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}
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// cache the last three vertices
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last[0] = indexes[i+0];
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last[1] = indexes[i+1];
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last[2] = indexes[i+2];
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}
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qglEnd();
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}
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#ifdef _XBOX
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qboolean RB_IsCurrentShaderTransparent( void );
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#endif
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/*
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==================
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R_DrawElements
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Optionally performs our own glDrawElements that looks for strip conditions
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instead of using the single glDrawElements call that may be inefficient
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without compiled vertex arrays.
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==================
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*/
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static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
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int primitives;
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primitives = r_primitives->integer;
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// default is to use triangles if compiled vertex arrays are present
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if ( primitives == 0 ) {
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if ( qglLockArraysEXT ) {
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primitives = 2;
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} else {
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primitives = 1;
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}
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}
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if ( primitives == 2 ) {
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#ifdef _XBOX
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// if (tess.useConstantColor)
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// {
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// qglDisableClientState( GL_COLOR_ARRAY );
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// qglColor4ubv( tess.constantColor );
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// }
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#endif
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qglDrawElements( GL_TRIANGLES,
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numIndexes,
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GL_INDEX_TYPE,
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indexes );
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return;
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}
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#ifdef _XBOX
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if (primitives == 1 || primitives == 3)
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{
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// if (tess.useConstantColor)
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// {
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// qglDisableClientState( GL_COLOR_ARRAY );
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// qglColor4ubv( tess.constantColor );
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// }
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/*qglDrawElements( GL_TRIANGLES,
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numIndexes,
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GL_INDEX_TYPE,
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indexes );*/
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#if 1 // VVFIXME : Temporary solution to try and increase framerate
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//qglIndexedTriToStrip( numIndexes, indexes );
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qglDrawElements( GL_TRIANGLES,
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numIndexes,
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GL_INDEX_TYPE,
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indexes );
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#endif
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return;
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}
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#else // _XBOX
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if ( primitives == 1 ) {
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R_DrawStripElements( numIndexes, indexes, qglArrayElement );
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return;
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}
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if ( primitives == 3 ) {
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R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete );
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return;
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}
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#endif // _XBOX
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// anything else will cause no drawing
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}
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/*
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=============================================================
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SURFACE SHADERS
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=============================================================
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*/
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/*
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=================
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R_BindAnimatedImage
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=================
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*/
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void R_BindAnimatedImage( const textureBundle_t *bundle) {
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int index;
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if ( bundle->isVideoMap ) {
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CIN_RunCinematic(bundle->videoMapHandle);
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CIN_UploadCinematic(bundle->videoMapHandle);
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return;
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}
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if ((r_fullbright->integer || (tr.refdef.rdflags & RDF_doFullbright) ) && bundle->isLightmap)
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{
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GL_Bind( tr.whiteImage );
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return;
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}
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if ( bundle->numImageAnimations <= 1 ) {
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GL_Bind( bundle->image );
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return;
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}
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if (backEnd.currentEntity->e.renderfx & RF_SETANIMINDEX )
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{
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index = backEnd.currentEntity->e.skinNum;
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}
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else
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{
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// it is necessary to do this messy calc to make sure animations line up
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// exactly with waveforms of the same frequency
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index = myftol( backEnd.refdef.floatTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE );
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index >>= FUNCTABLE_SIZE2;
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if ( index < 0 ) {
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index = 0; // may happen with shader time offsets
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}
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}
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if ( bundle->oneShotAnimMap )
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{
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if ( index >= bundle->numImageAnimations )
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{
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// stick on last frame
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index = bundle->numImageAnimations - 1;
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}
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}
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else
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{
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// loop
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index %= bundle->numImageAnimations;
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}
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GL_Bind( *((image_t**)bundle->image + index) );
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}
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/*
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================
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DrawTris
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Draws triangle outlines for debugging
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================
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*/
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static void DrawTris (shaderCommands_t *input)
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{
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GL_Bind( tr.whiteImage );
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if ( r_showtriscolor->integer )
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{
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int i = r_showtriscolor->integer;
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if (i == 42) {
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i = Q_irand(0,8);
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}
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switch (i)
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{
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case 1:
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qglColor3f( 1.0, 0.0, 0.0); //red
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break;
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case 2:
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qglColor3f( 0.0, 1.0, 0.0); //green
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break;
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case 3:
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qglColor3f( 1.0, 1.0, 0.0); //yellow
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break;
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case 4:
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qglColor3f( 0.0, 0.0, 1.0); //blue
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break;
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case 5:
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qglColor3f( 0.0, 1.0, 1.0); //cyan
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break;
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case 6:
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qglColor3f( 1.0, 0.0, 1.0); //magenta
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break;
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case 7:
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qglColor3f( 0.8f, 0.8f, 0.8f); //white/grey
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break;
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case 8:
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qglColor3f( 0.0, 0.0, 0.0); //black
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break;
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}
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}
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else
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{
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qglColor3f( 1.0, 1.0, 1.0); //white
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}
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if ( r_showtris->integer == 2 )
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{
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// tries to do non-xray style showtris
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GL_State( GLS_POLYMODE_LINE );
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qglEnable( GL_POLYGON_OFFSET_LINE );
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qglPolygonOffset( -1, -2 );
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qglDisableClientState( GL_COLOR_ARRAY );
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglVertexPointer( 3, GL_FLOAT, 16, input->xyz ); // padded for SIMD
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if ( qglLockArraysEXT )
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{
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qglLockArraysEXT( 0, input->numVertexes );
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GLimp_LogComment( "glLockArraysEXT\n" );
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}
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R_DrawElements( input->numIndexes, input->indexes );
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if ( qglUnlockArraysEXT )
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{
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qglUnlockArraysEXT( );
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GLimp_LogComment( "glUnlockArraysEXT\n" );
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}
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qglDisable( GL_POLYGON_OFFSET_LINE );
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}
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else
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{
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// same old showtris
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GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
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qglDepthRange( 0, 0 );
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qglDisableClientState (GL_COLOR_ARRAY);
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qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
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qglVertexPointer (3, GL_FLOAT, 16, input->xyz); // padded for SIMD
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if (qglLockArraysEXT) {
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qglLockArraysEXT(0, input->numVertexes);
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GLimp_LogComment( "glLockArraysEXT\n" );
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}
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R_DrawElements( input->numIndexes, input->indexes );
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if (qglUnlockArraysEXT) {
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qglUnlockArraysEXT();
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GLimp_LogComment( "glUnlockArraysEXT\n" );
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}
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qglDepthRange( 0, 1 );
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}
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}
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/*
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================
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DrawNormals
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Draws vertex normals for debugging
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================
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*/
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static void DrawNormals (shaderCommands_t *input) {
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int i;
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vec3_t temp;
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GL_Bind( tr.whiteImage );
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qglColor3f (1,1,1);
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qglDepthRange( 0, 0 ); // never occluded
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GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
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qglBegin (GL_LINES);
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for (i = 0 ; i < input->numVertexes ; i++) {
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qglVertex3fv (input->xyz[i]);
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VectorMA (input->xyz[i], 2, input->normal[i], temp);
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qglVertex3fv (temp);
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}
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qglEnd ();
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qglDepthRange( 0, 1 );
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}
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/*
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==============
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RB_BeginSurface
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We must set some things up before beginning any tesselation,
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because a surface may be forced to perform a RB_End due
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to overflow.
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==============
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*/
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void RB_BeginSurface( shader_t *shader, int fogNum ) {
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// shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader;
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shader_t *state = shader;
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.shader = state;//shader;
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tess.fogNum = fogNum;
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tess.dlightBits = 0; // will be OR'd in by surface functions
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tess.SSInitializedWind = qfalse; //is this right?
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tess.xstages = state->stages;
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tess.numPasses = state->numUnfoggedPasses;
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tess.currentStageIteratorFunc = shader->sky ? RB_StageIteratorSky : RB_StageIteratorGeneric;
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tess.fading = false;
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#ifdef _XBOX
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tess.setTangents = false;
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#endif
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tess.registration++;
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}
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/*
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===================
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DrawMultitextured
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output = t0 * t1 or t0 + t1
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t0 = most upstream according to spec
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t1 = most downstream according to spec
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===================
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*/
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static void DrawMultitextured( shaderCommands_t *input, int stage ) {
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shaderStage_t *pStage;
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pStage = &tess.xstages[stage];
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GL_State( pStage->stateBits );
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//
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// base
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//
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GL_SelectTexture( 0 );
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qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
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R_BindAnimatedImage( &pStage->bundle[0] );
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//
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// lightmap/secondary pass
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//
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GL_SelectTexture( 1 );
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qglEnable( GL_TEXTURE_2D );
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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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if ( r_lightmap->integer ) {
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GL_TexEnv( GL_REPLACE );
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} else {
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GL_TexEnv( tess.shader->multitextureEnv );
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}
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qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );
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R_BindAnimatedImage( &pStage->bundle[1] );
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R_DrawElements( input->numIndexes, input->indexes );
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//
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// disable texturing on TEXTURE1, then select TEXTURE0
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//
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qglDisable( GL_TEXTURE_2D );
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#ifdef _XBOX
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qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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#endif
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GL_SelectTexture( 0 );
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}
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#ifdef VV_LIGHTING
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static void BuildTangentVectors( void ) {
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memset(tess.tangent, 0, sizeof(vec4_t) * SHADER_MAX_VERTEXES);
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for(int i = 0; i < tess.numIndexes; i += 3)
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{
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vec3_t vec1, vec2, du, dv, cp;
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vec1[0] = tess.xyz[tess.indexes[i+1]][0] - tess.xyz[tess.indexes[i]][0];
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vec1[1] = tess.svars.texcoords[0][tess.indexes[i+1]][0] - tess.svars.texcoords[0][tess.indexes[i]][0];
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vec1[2] = tess.svars.texcoords[0][tess.indexes[i+1]][1] - tess.svars.texcoords[0][tess.indexes[i]][1];
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vec2[0] = tess.xyz[tess.indexes[i+2]][0] - tess.xyz[tess.indexes[i]][0];
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vec2[1] = tess.svars.texcoords[0][tess.indexes[i+2]][0] - tess.svars.texcoords[0][tess.indexes[i]][0];
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vec2[2] = tess.svars.texcoords[0][tess.indexes[i+2]][1] - tess.svars.texcoords[0][tess.indexes[i]][1];
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CrossProduct(vec1, vec2, cp);
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if(cp[0] == 0.0f)
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cp[0] = 0.001f;
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du[0] = -cp[1] / cp[0];
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dv[0] = -cp[2] / cp[0];
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vec1[0] = tess.xyz[tess.indexes[i+1]][1] - tess.xyz[tess.indexes[i]][1];
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vec1[1] = tess.svars.texcoords[0][tess.indexes[i+1]][0] - tess.svars.texcoords[0][tess.indexes[i]][0];
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vec1[2] = tess.svars.texcoords[0][tess.indexes[i+1]][1] - tess.svars.texcoords[0][tess.indexes[i]][1];
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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*1.0ff;
|
|
} 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-8f) // 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.ori.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.ori.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" );
|
|
}
|
|
|