fteqw/engine/gl/gl_backend.c
Spoike 5ef22569cd finally fix fbsp lightgrid.
fix issue where framegroups with no poses were causing a crash. now causes spam.
implement sneaky trick to munge lightmaps a little, greatly accelerating stuff like sock's map.
fix q3 physics issue (was probably bugging out q2 too).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4922 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-06-28 00:42:00 +00:00

5470 lines
159 KiB
C

#include "quakedef.h"
//#define FORCESTATE
void DumpGLState(void);
#ifdef GLQUAKE
#define r_refract_fboival (gl_config.ext_framebuffer_objects && r_refract_fbo.ival)
#include "glquake.h"
#include "shader.h"
#ifdef _WIN32
#include <malloc.h>
#else
#include <alloca.h>
#endif
#ifdef FORCESTATE
#pragma warningmsg("FORCESTATE is active")
#endif
#ifdef ANDROID
/*android appears to have a bug, and requires f and not i*/
#define qglTexEnvi qglTexEnvf
#endif
extern cvar_t gl_overbright;
extern cvar_t gl_ati_truform;
extern cvar_t r_wireframe;
extern cvar_t r_refract_fbo;
extern texid_t missing_texture;
extern texid_t missing_texture_gloss;
extern texid_t missing_texture_normal;
extern texid_t scenepp_postproc_cube;
extern texid_t r_whiteimage;
#ifndef GLSLONLY
static void GenerateTCMods(const shaderpass_t *pass, int passnum);
#endif
static const char LIGHTPASS_SHADER[] = "\
{\n\
program rtlight%s\n\
\
{\n\
map $diffuse\n\
blendfunc add\n\
}\n\
{\n\
map $normalmap\n\
}\n\
{\n\
map $specular\n\
}\n\
{\n\
map $lightcubemap\n\
}\n\
{\n\
map $shadowmap\n\
}\n\
{\n\
map $loweroverlay\n\
}\n\
{\n\
map $upperoverlay\n\
}\n\
}";
extern cvar_t r_glsl_offsetmapping, r_portalrecursion, r_portalonly;
static void BE_SendPassBlendDepthMask(unsigned int sbits);
void GLBE_SubmitBatch(batch_t *batch);
#ifdef RTLIGHTS
static qboolean GLBE_RegisterLightShader(int mode);
#endif
struct {
//internal state
struct {
int lastpasstmus;
// int vbo_colour;
// int vbo_texcoords[SHADER_PASS_MAX];
// int vbo_deforms; //holds verticies... in case you didn't realise.
const shader_t *shader_light[1u<<LSHADER_MODES];
qboolean inited_shader_light[1u<<LSHADER_MODES];
const shader_t *crepskyshader;
const shader_t *crepopaqueshader;
const shader_t *depthonlyshader;
union programhandle_u allblackshader;
int allblack_mvp;
qboolean initeddepthnorm;
const shader_t *depthnormshader;
texid_t tex_normals;
texid_t tex_diffuse;
int fbo_current; //the one currently being rendered to
texid_t tex_sourcecol; /*this is used by $sourcecolour tgen*/
texid_t tex_sourcedepth;
fbostate_t fbo_2dfbo;
fbostate_t fbo_reflectrefrac;
fbostate_t fbo_lprepass;
texid_t tex_reflection; /*basically a portal rendered to texture*/
texid_t tex_refraction; /*the (culled) underwater view*/
texid_t tex_refractiondepth; /*the (culled) underwater view*/
texid_t tex_ripplemap; /*temp image for waves and things.*/
int curpatchverts;
qboolean force2d;
int currenttmu;
int blendmode[SHADER_TMU_MAX];
int texenvmode[SHADER_TMU_MAX];
int currenttextures[SHADER_TMU_MAX];
GLenum curtexturetype[SHADER_TMU_MAX];
polyoffset_t curpolyoffset;
unsigned int curcull;
texid_t curshadowmap;
unsigned int shaderbits;
unsigned int sha_attr;
int currentprogram;
int lastuniform; /*program which was last set, so using the same prog for multiple surfaces on the same ent (ie: world) does not require lots of extra uniform chnges*/
batch_t dummybatch;
vbo_t dummyvbo;
int colourarraytype;
int currentvbo;
int currentebo;
int currentvao;
mesh_t **meshes;
unsigned int meshcount;
float modelmatrix[16];
float modelmatrixinv[16];
float modelviewmatrix[16];
vec4_t pendingcolourflat;
int pendingcolourvbo;
void *pendingcolourpointer;
int curcolourvbo;
void *curcolourpointer;
int pendingvertexvbo;
void *pendingvertexpointer;
int curvertexvbo;
void *curvertexpointer;
int streamvbo[64];
int streamebo[64];
int streamvao[64];
int streamid;
int pendingtexcoordparts[SHADER_TMU_MAX];
int pendingtexcoordvbo[SHADER_TMU_MAX];
void *pendingtexcoordpointer[SHADER_TMU_MAX];
float identitylighting; //set to how bright world lighting should be (reduced by realtime_world_lightmaps)
float identitylightmap; //set to how bright lightmaps should be (reduced by overbrights+realtime_world_lightmaps)
texid_t temptexture; //$current
texid_t fogtexture;
texid_t normalisationcubemap;
float fogfar;
float depthrange;
batch_t **mbatches; //model batches (ie: not world)
};
//exterior state (paramters)
struct {
backendmode_t mode;
unsigned int flags;
int oldwidth, oldheight;
vbo_t *sourcevbo;
const shader_t *curshader;
const entity_t *curentity;
const batch_t *curbatch;
const texnums_t *curtexnums;
const mfog_t *fog;
const dlight_t *curdlight;
float curtime;
float updatetime;
int lightmode;
vec3_t lightorg;
vec3_t lightcolours;
vec3_t lightcolourscale;
float lightradius;
texid_t lighttexture;
texid_t lightcubemap;
float lightprojmatrix[16]; /*world space*/
vec2_t lightshadowmapscale;
vec4_t lightshadowmapinfo;
vec4_t lightshadowmapproj;
};
int wbatch;
int maxwbatches;
batch_t *wbatches;
} shaderstate;
static void BE_PolyOffset(qboolean pushdepth)
{
polyoffset_t po;
po.factor = shaderstate.curshader->polyoffset.factor;
po.unit = shaderstate.curshader->polyoffset.unit;
if (pushdepth)
{
/*some quake doors etc are flush with the walls that they're meant to be hidden behind, or plats the same height as the floor, etc
we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/
extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor;
po.factor += r_polygonoffset_submodel_factor.value;
po.unit += r_polygonoffset_submodel_offset.value;
}
if (shaderstate.mode == BEM_DEPTHONLY)
{
extern cvar_t r_polygonoffset_shadowmap_offset, r_polygonoffset_shadowmap_factor;
po.factor += r_polygonoffset_shadowmap_factor.value;
po.unit += r_polygonoffset_shadowmap_offset.value;
}
#ifndef FORCESTATE
if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit)
#endif
{
shaderstate.curpolyoffset = po;
if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit)
{
qglEnable(GL_POLYGON_OFFSET_FILL);
qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
}
else
qglDisable(GL_POLYGON_OFFSET_FILL);
}
}
void GLBE_PolyOffsetStencilShadow(qboolean pushdepth)
{
extern cvar_t r_polygonoffset_stencil_offset, r_polygonoffset_stencil_factor;
polyoffset_t po;
if (pushdepth)
{
/*some quake doors etc are flush with the walls that they're meant to be hidden behind, or plats the same height as the floor, etc
we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/
extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor;
po.factor = r_polygonoffset_submodel_factor.value + r_polygonoffset_stencil_factor.value;
po.unit = r_polygonoffset_submodel_offset.value + r_polygonoffset_stencil_offset.value;
}
else
{
po.factor = r_polygonoffset_stencil_factor.value;
po.unit = r_polygonoffset_stencil_offset.value;
}
#ifndef FORCESTATE
if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit)
#endif
{
shaderstate.curpolyoffset = po;
if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit)
{
qglEnable(GL_POLYGON_OFFSET_FILL);
qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
}
else
qglDisable(GL_POLYGON_OFFSET_FILL);
}
}
static void GLBE_PolyOffsetShadowMap(qboolean pushdepth)
{
extern cvar_t r_polygonoffset_shadowmap_offset, r_polygonoffset_shadowmap_factor;
polyoffset_t po;
if (pushdepth)
{
/*some quake doors etc are flush with the walls that they're meant to be hidden behind, or plats the same height as the floor, etc
we move them back very slightly using polygonoffset to avoid really ugly z-fighting*/
extern cvar_t r_polygonoffset_submodel_offset, r_polygonoffset_submodel_factor;
po.factor = r_polygonoffset_submodel_factor.value + r_polygonoffset_shadowmap_factor.value;
po.unit = r_polygonoffset_submodel_offset.value + r_polygonoffset_shadowmap_offset.value;
}
else
{
po.factor = r_polygonoffset_shadowmap_factor.value;
po.unit = r_polygonoffset_shadowmap_offset.value;
}
#ifndef FORCESTATE
if (shaderstate.curpolyoffset.factor != po.factor || shaderstate.curpolyoffset.unit != po.unit)
#endif
{
shaderstate.curpolyoffset = po;
if (shaderstate.curpolyoffset.factor || shaderstate.curpolyoffset.unit)
{
qglEnable(GL_POLYGON_OFFSET_FILL);
qglPolygonOffset(shaderstate.curpolyoffset.factor, shaderstate.curpolyoffset.unit);
}
else
qglDisable(GL_POLYGON_OFFSET_FILL);
}
}
#ifndef GLSLONLY
void GL_TexEnv(GLenum mode)
{
#ifndef FORCESTATE
if (mode != shaderstate.texenvmode[shaderstate.currenttmu])
#endif
{
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
shaderstate.texenvmode[shaderstate.currenttmu] = mode;
}
}
static void BE_SetPassBlendMode(int tmu, int pbm)
{
#ifndef FORCESTATE
if (shaderstate.blendmode[tmu] != pbm)
#endif
{
shaderstate.blendmode[tmu] = pbm;
#ifndef FORCESTATE
if (shaderstate.currenttmu != tmu)
#endif
GL_SelectTexture(tmu);
switch (pbm)
{
case PBM_DOTPRODUCT:
GL_TexEnv(GL_COMBINE_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
break;
case PBM_MODULATE_PREV_COLOUR:
GL_TexEnv(GL_COMBINE_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1);
break;
case PBM_REPLACELIGHT:
// if (shaderstate.identitylighting != 1)
goto forcemod;
GL_TexEnv(GL_REPLACE);
break;
case PBM_REPLACE:
GL_TexEnv(GL_REPLACE);
break;
case PBM_DECAL:
if (tmu == 0)
goto forcemod;
GL_TexEnv(GL_DECAL);
break;
case PBM_ADD:
if (tmu == 0)
goto forcemod;
GL_TexEnv(GL_ADD);
break;
case PBM_OVERBRIGHT:
GL_TexEnv(GL_COMBINE_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
qglTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1<<gl_overbright.ival);
break;
default:
case PBM_MODULATE:
forcemod:
GL_TexEnv(GL_MODULATE);
break;
}
}
}
#endif
/*OpenGL requires glDepthMask(GL_TRUE) or glClear(GL_DEPTH_BUFFER_BIT) will fail*/
void GL_ForceDepthWritable(void)
{
#ifndef FORCESTATE
if (!(shaderstate.shaderbits & SBITS_MISC_DEPTHWRITE))
#endif
{
shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
qglDepthMask(GL_TRUE);
}
}
void GL_SetShaderState2D(qboolean is2d)
{
shaderstate.updatetime = realtime;
shaderstate.force2d = is2d;
if (is2d)
memcpy(shaderstate.modelviewmatrix, r_refdef.m_view, sizeof(shaderstate.modelviewmatrix));
BE_SelectMode(BEM_STANDARD);
// if (cl.paused || cls.state < ca_active)
shaderstate.updatetime = r_refdef.time;
// else
// shaderstate.updatetime = cl.servertime;
BE_SelectEntity(&r_worldentity);
shaderstate.curtime = shaderstate.updatetime - shaderstate.curentity->shaderTime;
}
void GL_SelectTexture(int target)
{
shaderstate.currenttmu = target;
if (qglActiveTextureARB)
qglActiveTextureARB(target + mtexid0);
else if (qglSelectTextureSGIS)
qglSelectTextureSGIS(target + mtexid0);
}
void GL_SelectVBO(int vbo)
{
#ifndef FORCESTATE
if (shaderstate.currentvbo != vbo)
#endif
{
shaderstate.currentvbo = vbo;
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, shaderstate.currentvbo);
}
}
void GL_DeselectVAO(void)
{
if (shaderstate.currentvao)
{
qglBindVertexArray(0);
shaderstate.currentvao = 0;
}
}
void GL_SelectEBO(int vbo)
{
//EBO is part of the current VAO, so keep things matching that
#ifndef FORCESTATE
if (shaderstate.currentebo != vbo)
#endif
{
shaderstate.currentebo = vbo;
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.currentebo);
}
}
void GL_MTBind(int tmu, int target, texid_t texnum)
{
GL_SelectTexture(tmu);
#ifndef FORCESTATE
if (shaderstate.currenttextures[tmu] == texnum->num)
return;
#endif
shaderstate.currenttextures[tmu] = texnum->num;
if (target)
qglBindTexture (target, texnum->num);
if (
#ifndef FORCESTATE
shaderstate.curtexturetype[tmu] != target &&
#endif
!gl_config_nofixedfunc)
{
if (shaderstate.curtexturetype[tmu])
qglDisable(shaderstate.curtexturetype[tmu]);
shaderstate.curtexturetype[tmu] = target;
if (target)
qglEnable(target);
}
}
#if 0//def GLSLONLY
void GL_LazyBind(int tmu, int target, texid_t texnum)
{
int glnum = texnum?texnum->num:0;
if (shaderstate.currenttextures[tmu] != glnum)
{
qglBindTextureUnit(tmu, glnum);
shaderstate.currenttextures[tmu] = glnum;
}
}
#else
void GL_LazyBind(int tmu, int target, texid_t texnum)
{
int glnum = texnum?texnum->num:0;
#ifndef FORCESTATE
if (shaderstate.currenttextures[tmu] != glnum)
#endif
{
GL_SelectTexture(tmu);
shaderstate.currenttextures[shaderstate.currenttmu] = glnum;
#ifndef FORCESTATE
if (shaderstate.curtexturetype[tmu] != target)
#endif
{
if (gl_config_nofixedfunc)
{
shaderstate.curtexturetype[tmu] = target;
}
else
{
if (shaderstate.curtexturetype[tmu])
{
qglBindTexture (shaderstate.curtexturetype[tmu], 0);
qglDisable(shaderstate.curtexturetype[tmu]);
}
shaderstate.curtexturetype[tmu] = target;
if (target)
qglEnable(target);
}
}
if (target)
qglBindTexture (target, glnum);
}
}
#endif
static void BE_ApplyAttributes(unsigned int bitstochange, unsigned int bitstoendisable)
{
unsigned int i;
//legacy colour attribute (including flat shaded)
if ((bitstochange) & (1u<<VATTR_LEG_COLOUR))
{
if (!shaderstate.pendingcolourpointer && !shaderstate.pendingcolourvbo)
{
if (shaderstate.curcolourpointer || shaderstate.curcolourvbo)
{
qglShadeModel(GL_FLAT);
qglDisableClientState(GL_COLOR_ARRAY);
}
shaderstate.curcolourpointer = NULL;
shaderstate.curcolourvbo = 0;
qglColor4fv(shaderstate.pendingcolourflat);
}
else
{
#ifndef FORCESTATE
if (shaderstate.curcolourpointer != shaderstate.pendingcolourpointer || shaderstate.pendingcolourvbo != shaderstate.curcolourvbo)
#endif
{
if (!shaderstate.curcolourpointer && !shaderstate.curcolourvbo)
{
if (qglShadeModel)
qglShadeModel(GL_SMOOTH);
bitstoendisable |= (1u<<VATTR_LEG_COLOUR);
}
shaderstate.curcolourpointer = shaderstate.pendingcolourpointer;
shaderstate.curcolourvbo = shaderstate.pendingcolourvbo;
GL_SelectVBO(shaderstate.curcolourvbo);
qglColorPointer(4, shaderstate.colourarraytype, 0, shaderstate.curcolourpointer);
}
if ((bitstoendisable) & (1u<<VATTR_LEG_COLOUR))
{
qglEnableClientState(GL_COLOR_ARRAY);
}
}
}
else
{
if ((bitstoendisable) & (1u<<VATTR_LEG_COLOUR))
{
qglDisableClientState(GL_COLOR_ARRAY);
}
}
//legacy tmus
if ((bitstoendisable|bitstochange) >= (1u<<VATTR_LEG_TMU0))
{
for (i = VATTR_LEG_TMU0; (bitstoendisable|bitstochange) >= (1u<<i); i++)
{
if ((bitstochange) & (1u<<i))
{
qglClientActiveTextureARB(i-VATTR_LEG_TMU0 + mtexid0);
if (bitstoendisable & (1u<<i))
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectVBO(shaderstate.pendingtexcoordvbo[i-VATTR_LEG_TMU0]);
qglTexCoordPointer(shaderstate.pendingtexcoordparts[i-VATTR_LEG_TMU0], GL_FLOAT, 0, shaderstate.pendingtexcoordpointer[i-VATTR_LEG_TMU0]);
}
#ifndef FORCESTATE
else if (bitstoendisable & (1u<<i))
#endif
{
qglClientActiveTextureARB(i-VATTR_LEG_TMU0 + mtexid0);
if (bitstochange & (1u<<i))
qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
}
//legacy vertex coords
if ((bitstochange) & (1u<<VATTR_LEG_VERTEX))
{
#ifndef FORCESTATE
if (shaderstate.currentvao || shaderstate.curvertexpointer != shaderstate.pendingvertexpointer || shaderstate.pendingvertexvbo != shaderstate.curvertexvbo)
#endif
{
shaderstate.curvertexpointer = shaderstate.pendingvertexpointer;
shaderstate.curvertexvbo = shaderstate.pendingvertexvbo;
GL_SelectVBO(shaderstate.curvertexvbo);
qglVertexPointer(3, GL_FLOAT, VECV_STRIDE, shaderstate.curvertexpointer);
}
if ((bitstoendisable) & (1u<<VATTR_LEG_VERTEX))
{
qglEnableClientState(GL_VERTEX_ARRAY);
}
}
else
{
if ((bitstoendisable) & (1u<<VATTR_LEG_VERTEX))
{
qglDisableClientState(GL_VERTEX_ARRAY);
}
}
if (!((bitstochange|bitstoendisable) & ~((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR))))
return;
for (i = 0; i < VATTR_LEG_FIRST; i++)
{
if ((bitstochange) & (1u<<i))
{
switch (i)
{
case VATTR_VERTEX1:
/*we still do vertex transforms for billboards and shadows and such*/
GL_SelectVBO(shaderstate.pendingvertexvbo);
qglVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, VECV_STRIDE, shaderstate.pendingvertexpointer);
break;
case VATTR_VERTEX2:
if (!shaderstate.sourcevbo->coord2.gl.vbo && !shaderstate.sourcevbo->coord2.gl.addr)
{
GL_SelectVBO(shaderstate.pendingvertexvbo);
qglVertexAttribPointer(i, 3, GL_FLOAT, GL_FALSE, VECV_STRIDE, shaderstate.pendingvertexpointer);
}
else
{
GL_SelectVBO(shaderstate.sourcevbo->coord2.gl.vbo);
qglVertexAttribPointer(VATTR_VERTEX2, 3, GL_FLOAT, GL_FALSE, VECV_STRIDE, shaderstate.sourcevbo->coord2.gl.addr);
}
break;
case VATTR_COLOUR:
if (!shaderstate.sourcevbo->colours[0].gl.addr)
{
shaderstate.sha_attr &= ~(1u<<i);
qglDisableVertexAttribArray(i);
continue;
}
GL_SelectVBO(shaderstate.sourcevbo->colours[0].gl.vbo);
qglVertexAttribPointer(VATTR_COLOUR, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[0].gl.addr);
break;
#if MAXRLIGHTMAPS > 1
case VATTR_COLOUR2:
GL_SelectVBO(shaderstate.sourcevbo->colours[1].gl.vbo);
qglVertexAttribPointer(VATTR_COLOUR2, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[1].gl.addr);
break;
case VATTR_COLOUR3:
GL_SelectVBO(shaderstate.sourcevbo->colours[2].gl.vbo);
qglVertexAttribPointer(VATTR_COLOUR3, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[2].gl.addr);
break;
case VATTR_COLOUR4:
GL_SelectVBO(shaderstate.sourcevbo->colours[3].gl.vbo);
qglVertexAttribPointer(VATTR_COLOUR4, 4, shaderstate.colourarraytype, ((shaderstate.colourarraytype==GL_FLOAT)?GL_FALSE:GL_TRUE), 0, shaderstate.sourcevbo->colours[3].gl.addr);
break;
#endif
case VATTR_TEXCOORD:
GL_SelectVBO(shaderstate.pendingtexcoordvbo[0]);
qglVertexAttribPointer(VATTR_TEXCOORD, shaderstate.pendingtexcoordparts[0], GL_FLOAT, GL_FALSE, 0, shaderstate.pendingtexcoordpointer[0]);
break;
case VATTR_LMCOORD:
if (!shaderstate.sourcevbo->lmcoord[0].gl.vbo && !shaderstate.sourcevbo->lmcoord[0].gl.addr)
{
GL_SelectVBO(shaderstate.sourcevbo->texcoord.gl.vbo);
qglVertexAttribPointer(VATTR_LMCOORD, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->texcoord.gl.addr);
}
else
{
GL_SelectVBO(shaderstate.sourcevbo->lmcoord[0].gl.vbo);
qglVertexAttribPointer(VATTR_LMCOORD, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[0].gl.addr);
}
break;
#if MAXRLIGHTMAPS > 1
case VATTR_LMCOORD2:
GL_SelectVBO(shaderstate.sourcevbo->lmcoord[1].gl.vbo);
qglVertexAttribPointer(VATTR_LMCOORD2, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[1].gl.addr);
break;
case VATTR_LMCOORD3:
GL_SelectVBO(shaderstate.sourcevbo->lmcoord[2].gl.vbo);
qglVertexAttribPointer(VATTR_LMCOORD3, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[2].gl.addr);
break;
case VATTR_LMCOORD4:
GL_SelectVBO(shaderstate.sourcevbo->lmcoord[3].gl.vbo);
qglVertexAttribPointer(VATTR_LMCOORD4, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->lmcoord[3].gl.addr);
break;
#endif
case VATTR_NORMALS:
if (!shaderstate.sourcevbo->normals.gl.addr)
{
shaderstate.sha_attr &= ~(1u<<i);
qglDisableVertexAttribArray(i);
continue;
}
GL_SelectVBO(shaderstate.sourcevbo->normals.gl.vbo);
qglVertexAttribPointer(VATTR_NORMALS, 3, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->normals.gl.addr);
break;
case VATTR_SNORMALS:
if (!shaderstate.sourcevbo->svector.gl.addr)
{
shaderstate.sha_attr &= ~(1u<<i);
qglDisableVertexAttribArray(i);
continue;
}
GL_SelectVBO(shaderstate.sourcevbo->svector.gl.vbo);
qglVertexAttribPointer(VATTR_SNORMALS, 3, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->svector.gl.addr);
break;
case VATTR_TNORMALS:
if (!shaderstate.sourcevbo->tvector.gl.addr)
{
shaderstate.sha_attr &= ~(1u<<i);
qglDisableVertexAttribArray(i);
continue;
}
GL_SelectVBO(shaderstate.sourcevbo->tvector.gl.vbo);
qglVertexAttribPointer(VATTR_TNORMALS, 3, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->tvector.gl.addr);
break;
case VATTR_BONENUMS:
if (!shaderstate.sourcevbo->bonenums.gl.vbo && !shaderstate.sourcevbo->bonenums.gl.addr)
{
shaderstate.sha_attr &= ~(1u<<i);
qglDisableVertexAttribArray(i);
continue;
}
GL_SelectVBO(shaderstate.sourcevbo->bonenums.gl.vbo);
qglVertexAttribPointer(VATTR_BONENUMS, 4, GL_UNSIGNED_BYTE, GL_FALSE, 0, shaderstate.sourcevbo->bonenums.gl.addr);
break;
case VATTR_BONEWEIGHTS:
if (!shaderstate.sourcevbo->boneweights.gl.vbo && !shaderstate.sourcevbo->boneweights.gl.addr)
{
shaderstate.sha_attr &= ~(1u<<i);
qglDisableVertexAttribArray(i);
continue;
}
GL_SelectVBO(shaderstate.sourcevbo->boneweights.gl.vbo);
qglVertexAttribPointer(VATTR_BONEWEIGHTS, 4, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->boneweights.gl.addr);
break;
}
if ((bitstoendisable) & (1u<<i))
{
qglEnableVertexAttribArray(i);
}
}
else
{
if ((bitstoendisable) & (1u<<i))
{
qglDisableVertexAttribArray(i);
}
}
}
}
static void BE_EnableShaderAttributes(unsigned int progattrmask, int usevao)
{
unsigned int bitstochange, bitstoendisable;
if (shaderstate.currentvao != usevao)
{
shaderstate.currentvao = usevao;
qglBindVertexArray(usevao);
}
if (shaderstate.currentvao)
{
bitstochange = shaderstate.sourcevbo->vaodynamic&progattrmask;
#if 0
bitstoendisable = 0;
#else
bitstoendisable = shaderstate.sourcevbo->vaoenabled^progattrmask;
if (bitstoendisable)
bitstochange |= bitstoendisable;
shaderstate.sourcevbo->vaoenabled = progattrmask;
#endif
if (bitstochange & (1u<<VATTR_LEG_ELEMENTS))
{
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.sourcevbo->indicies.gl.vbo);
}
}
else
{
bitstochange = progattrmask;
bitstoendisable = progattrmask^shaderstate.sha_attr;
shaderstate.sha_attr = progattrmask;
/*
#ifndef FORCESTATE
if (shaderstate.currentebo != shaderstate.sourcevbo->indicies.gl.vbo)
#endif
{
shaderstate.currentebo = shaderstate.sourcevbo->indicies.gl.vbo;
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.currentebo);
}
*/
}
if (bitstochange || bitstoendisable)
BE_ApplyAttributes(bitstochange, bitstoendisable);
}
void GLBE_SetupVAO(vbo_t *vbo, unsigned int vaodynamic, unsigned int vaostatic)
{
if (qglGenVertexArrays)
{
qglGenVertexArrays(1, &vbo->vao);
if ((vaostatic & VATTR_VERTEX1) && !gl_config_nofixedfunc)
vaostatic = (vaostatic & ~VATTR_VERTEX1) | VATTR_LEG_VERTEX;
if ((vaodynamic & VATTR_VERTEX1) && !gl_config_nofixedfunc)
vaodynamic = (vaodynamic & ~VATTR_VERTEX1) | VATTR_LEG_VERTEX;
shaderstate.curvertexpointer = NULL;
shaderstate.curvertexvbo = 0;
shaderstate.sourcevbo = vbo;
shaderstate.pendingvertexvbo = shaderstate.sourcevbo->coord.gl.vbo;
shaderstate.pendingvertexpointer = shaderstate.sourcevbo->coord.gl.addr;
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.currentvao = vbo->vao;
qglBindVertexArray(vbo->vao);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, shaderstate.sourcevbo->indicies.gl.vbo);
BE_ApplyAttributes(vaostatic, vaodynamic|vaostatic);
GL_SelectVBO(shaderstate.sourcevbo->coord.gl.vbo);
vbo->vaoenabled = vaodynamic|vaostatic;
vbo->vaodynamic = vaodynamic;
shaderstate.curvertexpointer = NULL;
shaderstate.curvertexvbo = 0;
}
else
{
GL_DeselectVAO();
/*always select the coord vbo and indicies ebo, for easy bufferdata*/
GL_SelectEBO(vbo->indicies.gl.vbo);
GL_SelectVBO(vbo->coord.gl.vbo);
}
}
void GL_SelectProgram(int program)
{
if (shaderstate.currentprogram != program)
{
qglUseProgramObjectARB(program);
shaderstate.currentprogram = program;
}
}
static void GL_DeSelectProgram(void)
{
if (shaderstate.currentprogram != 0)
{
qglUseProgramObjectARB(0);
shaderstate.currentprogram = 0;
}
}
void GLBE_RenderShadowBuffer(unsigned int numverts, int vbo, vecV_t *verts, unsigned numindicies, int ibo, index_t *indicies)
{
shaderstate.pendingvertexvbo = vbo;
shaderstate.pendingvertexpointer = verts;
shaderstate.sourcevbo = &shaderstate.dummyvbo;
shaderstate.dummyvbo.indicies.gl.vbo = ibo;
GLBE_PolyOffsetShadowMap(false);
if (shaderstate.allblackshader.glsl.handle)
{
GL_SelectProgram(shaderstate.allblackshader.glsl.handle);
BE_EnableShaderAttributes(gl_config_nofixedfunc?(1u<<VATTR_VERTEX1):(1u<<VATTR_LEG_VERTEX), 0);
if (shaderstate.allblackshader.glsl.handle != shaderstate.lastuniform && shaderstate.allblack_mvp != -1)
{
float m16[16];
Matrix4_Multiply(r_refdef.m_projection, shaderstate.modelviewmatrix, m16);
qglUniformMatrix4fvARB(shaderstate.allblack_mvp, 1, false, m16);
}
shaderstate.lastuniform = shaderstate.allblackshader.glsl.handle;
GL_SelectEBO(ibo);
qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numindicies, GL_INDEX_TYPE, indicies);
}
else
{
GL_DeSelectProgram();
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX), 0);
//draw cached world shadow mesh
GL_SelectEBO(ibo);
qglDrawRangeElements(GL_TRIANGLES, 0, numverts, numindicies, GL_INDEX_TYPE, indicies);
}
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_SHADOWINDICIES, numindicies);
shaderstate.dummyvbo.indicies.gl.vbo = 0;
shaderstate.sourcevbo = NULL;
}
void GL_CullFace(unsigned int sflags)
{
sflags ^= r_refdef.flipcull;
#ifndef FORCESTATE
if (shaderstate.curcull == sflags)
return;
#endif
shaderstate.curcull = sflags;
if (shaderstate.curcull & SHADER_CULL_FRONT)
{
qglEnable(GL_CULL_FACE);
qglCullFace(GL_FRONT);
}
else if (shaderstate.curcull & SHADER_CULL_BACK)
{
qglEnable(GL_CULL_FACE);
qglCullFace(GL_BACK);
}
else
{
qglDisable(GL_CULL_FACE);
}
}
void R_FetchPlayerColour(unsigned int cv, vec3_t rgb)
{
int i;
if (cv >= 16)
{
rgb[0] = (((cv&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[15]+0)) / (256.0*256);
rgb[1] = (((cv&0x00ff00)>>8)**((unsigned char*)&d_8to24rgbtable[15]+1)) / (256.0*256);
rgb[2] = (((cv&0x0000ff)>>0)**((unsigned char*)&d_8to24rgbtable[15]+2)) / (256.0*256);
return;
}
i = cv;
if (i >= 8)
{
i<<=4;
}
else
{
i<<=4;
i+=15;
}
i*=3;
rgb[0] = host_basepal[i+0] / 255.0;
rgb[1] = host_basepal[i+1] / 255.0;
rgb[2] = host_basepal[i+2] / 255.0;
/* if (!gammaworks)
{
*retred = gammatable[*retred];
*retgreen = gammatable[*retgreen];
*retblue = gammatable[*retblue];
}*/
}
static void RevertToKnownState(void)
{
if (shaderstate.currentvao)
qglBindVertexArray(0);
shaderstate.currentvao = 0;
shaderstate.curvertexvbo = ~0;
GL_SelectVBO(0);
// GL_SelectEBO(0);
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
GL_SelectTexture(0);
#ifndef GLSLONLY
if (!gl_config_nofixedfunc)
{
BE_SetPassBlendMode(0, PBM_REPLACE);
qglColor3f(1,1,1);
GL_DeSelectProgram();
}
#endif
shaderstate.shaderbits &= ~(SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY|SBITS_MASK_BITS|SBITS_AFFINE);
shaderstate.shaderbits |= SBITS_MISC_DEPTHWRITE;
shaderstate.shaderbits &= ~(SBITS_BLEND_BITS);
qglDisable(GL_BLEND);
qglDepthFunc(GL_LEQUAL);
qglDepthMask(GL_TRUE);
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
void PPL_RevertToKnownState(void)
{
RevertToKnownState();
}
void R_IBrokeTheArrays(void)
{
RevertToKnownState();
}
#ifdef RTLIGHTS
//called from gl_shadow
int GLBE_SetupForShadowMap(texid_t shadowmaptex, int texwidth, int texheight, float shadowscale)
{
extern cvar_t r_shadow_shadowmapping_bias;
extern cvar_t r_shadow_shadowmapping_nearclip;
float n = r_shadow_shadowmapping_nearclip.value;
float f = shaderstate.lightradius;
float b = r_shadow_shadowmapping_bias.value;
//FIXME: this is used for rendering, not for shadow generation!
#define SHADOWMAP_SIZE 512
//projection frustum, slots 10+11. scaled by 0.5
//lightshadowmapproj is a projection matrix packed into a vec4, with various texture scaling stuff built in.
shaderstate.lightshadowmapproj[0] = shadowscale * (1.0-(1.0/texwidth)) * 0.5/3.0;
shaderstate.lightshadowmapproj[1] = shadowscale * (1.0-(1.0/texheight)) * 0.5/2.0;
shaderstate.lightshadowmapproj[2] = 0.5*(f+n)/(n-f);
shaderstate.lightshadowmapproj[3] = (f*n)/(n-f) - b*n*(1024/texheight);
shaderstate.lightshadowmapscale[0] = 1.0/(SHADOWMAP_SIZE*3);
shaderstate.lightshadowmapscale[1] = 1.0/(SHADOWMAP_SIZE*2);
shaderstate.curshadowmap = shadowmaptex;
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
shaderstate.shaderbits &= ~SBITS_MISC_DEPTHWRITE;
if (qglShadeModel)
qglShadeModel(GL_FLAT);
GL_ForceDepthWritable();
// qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
BE_SelectMode(BEM_DEPTHONLY);
return shaderstate.fbo_current;
}
#endif
static void T_Gen_CurrentRender(int tmu)
{
int vwidth, vheight;
int pwidth = vid.fbpwidth;
int pheight = vid.fbpheight;
if (r_refdef.recurse)
return;
if (sh_config.texture_non_power_of_two_pic)
{
vwidth = pwidth;
vheight = pheight;
}
else
{
vwidth = 1;
vheight = 1;
while (vwidth < pwidth)
{
vwidth *= 2;
}
while (vheight < pheight)
{
vheight *= 2;
}
}
// copy the scene to texture
if (!TEXVALID(shaderstate.temptexture))
{
TEXASSIGN(shaderstate.temptexture, Image_CreateTexture("***$currentrender***", NULL, 0));
qglGenTextures(1, &shaderstate.temptexture->num);
}
GL_MTBind(tmu, GL_TEXTURE_2D, shaderstate.temptexture);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
static void Shader_BindTextureForPass(int tmu, const shaderpass_t *pass)
{
extern cvar_t gl_specular_fallback;
texid_t t;
switch(pass->texgen)
{
default:
case T_GEN_SINGLEMAP:
t = pass->anim_frames[0];
break;
case T_GEN_ANIMMAP:
t = pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes];
break;
case T_GEN_LIGHTMAP:
if ((unsigned short)shaderstate.curbatch->lightmap[0] >= numlightmaps)
t = r_whiteimage;
else
t = lightmap[shaderstate.curbatch->lightmap[0]]->lightmap_texture;
break;
case T_GEN_DELUXMAP:
{
unsigned int lmi = shaderstate.curbatch->lightmap[0];
if (lmi >= numlightmaps || !lightmap[lmi]->hasdeluxe)
t = missing_texture_normal;
else
t = lightmap[lmi+1]->lightmap_texture;
}
break;
case T_GEN_DIFFUSE:
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->base))
t = shaderstate.curtexnums->base;
else
t = missing_texture;
break;
case T_GEN_PALETTED:
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->paletted))
t = shaderstate.curtexnums->paletted;
else
t = r_whiteimage;
break;
case T_GEN_NORMALMAP:
t = (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->bump))?shaderstate.curtexnums->bump:missing_texture_normal;
break;
case T_GEN_SPECULAR:
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->specular))
t = shaderstate.curtexnums->specular;
else if (gl_specular_fallback.value<0 && shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->base))
t = shaderstate.curtexnums->base;
else
t = missing_texture_gloss;
break;
case T_GEN_UPPEROVERLAY:
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->upperoverlay))
t = shaderstate.curtexnums->upperoverlay;
else
t = r_nulltex;
break;
case T_GEN_LOWEROVERLAY:
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->loweroverlay))
t = shaderstate.curtexnums->loweroverlay;
else
t = r_nulltex;
break;
case T_GEN_FULLBRIGHT:
t = shaderstate.curtexnums->fullbright;
break;
case T_GEN_REFLECTCUBE:
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, shaderstate.curtexnums->reflectcube);
return;
case T_GEN_REFLECTMASK:
t = shaderstate.curtexnums->reflectmask;
break;
case T_GEN_SHADOWMAP:
t = shaderstate.curshadowmap;
break;
case T_GEN_LIGHTCUBEMAP:
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, shaderstate.lightcubemap);
return;
case T_GEN_CUBEMAP:
t = pass->anim_frames[0];
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, t);
return;
case T_GEN_SOURCECUBE:
t = scenepp_postproc_cube;
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, t);
return;
case T_GEN_3DMAP:
t = pass->anim_frames[0];
GL_LazyBind(tmu, GL_TEXTURE_3D, t);
return;
case T_GEN_VIDEOMAP:
#ifdef NOMEDIA
t = shaderstate.curtexnums?shaderstate.curtexnums->base:r_nulltex;
#else
t = Media_UpdateForShader(pass->cin);
#endif
break;
case T_GEN_CURRENTRENDER:
T_Gen_CurrentRender(tmu);
return;
case T_GEN_SOURCECOLOUR:
t = shaderstate.tex_sourcecol;
break;
case T_GEN_SOURCEDEPTH:
t = shaderstate.tex_sourcedepth;
break;
case T_GEN_REFLECTION:
t = shaderstate.tex_reflection;
break;
case T_GEN_REFRACTION:
if (!r_refract_fboival)
{
T_Gen_CurrentRender(tmu);
return;
}
t = shaderstate.tex_refraction;
break;
case T_GEN_REFRACTIONDEPTH:
t = shaderstate.tex_refractiondepth;
break;
case T_GEN_RIPPLEMAP:
t = shaderstate.tex_ripplemap;
break;
}
GL_LazyBind(tmu, GL_TEXTURE_2D, t);
}
/*========================================== matrix functions =====================================*/
typedef vec3_t mat3_t[3];
static mat3_t axisDefault={{1, 0, 0},
{0, 1, 0},
{0, 0, 1}};
static void Matrix3_Transpose (mat3_t in, mat3_t out)
{
out[0][0] = in[0][0];
out[1][1] = in[1][1];
out[2][2] = in[2][2];
out[0][1] = in[1][0];
out[0][2] = in[2][0];
out[1][0] = in[0][1];
out[1][2] = in[2][1];
out[2][0] = in[0][2];
out[2][1] = in[1][2];
}
static void Matrix3_Multiply_Vec3 (mat3_t a, vec3_t b, vec3_t product)
{
product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
}
static int Matrix3_Compare(mat3_t in, mat3_t out)
{
return memcmp(in, out, sizeof(mat3_t));
}
//end matrix functions
/*========================================== tables for deforms =====================================*/
#define frand() (rand()*(1.0/RAND_MAX))
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
static float r_sintable[FTABLE_SIZE];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
static float *FTableForFunc ( unsigned int func )
{
switch (func)
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
}
//bad values allow us to crash (so I can debug em)
return NULL;
}
void Shader_LightPass(const char *shortname, shader_t *s, const void *args)
{
char shadertext[8192*2];
sprintf(shadertext, LIGHTPASS_SHADER, "");
Shader_DefaultScript(shortname, s, shadertext);
}
void GenerateFogTexture(texid_t *tex, float density, float zscale)
{
#define FOGS 256
#define FOGT 32
byte_vec4_t fogdata[FOGS*FOGT];
int s, t;
float f, z;
static float fogdensity, fogzscale;
if (TEXVALID(*tex) && density == fogdensity && zscale == fogzscale)
return;
fogdensity = density;
fogzscale = zscale;
for(s = 0; s < FOGS; s++)
for(t = 0; t < FOGT; t++)
{
z = (float)s / (FOGS-1);
z *= zscale;
if (0)//q3
f = pow(z, 0.5);
else if (1)//GL_EXP
f = 1-exp(-density * z);
else //GL_EXP2
f = 1-exp(-(density*density) * z);
if (f < 0)
f = 0;
if (f > 1)
f = 1;
f *= (float)t / (FOGT-1);
fogdata[t*FOGS + s][0] = 255;
fogdata[t*FOGS + s][1] = 255;
fogdata[t*FOGS + s][2] = 255;
fogdata[t*FOGS + s][3] = 255*f;
}
if (!TEXVALID(*tex))
*tex = Image_CreateTexture("***fog***", NULL, IF_CLAMP|IF_NOMIPMAP);
Image_Upload(*tex, TF_RGBA32, fogdata, NULL, FOGS, FOGT, IF_CLAMP|IF_NOMIPMAP);
}
void GLBE_DestroyFBOs(void)
{
GLBE_FBO_Destroy(&shaderstate.fbo_2dfbo);
GLBE_FBO_Destroy(&shaderstate.fbo_reflectrefrac);
GLBE_FBO_Destroy(&shaderstate.fbo_lprepass);
if (shaderstate.tex_reflection)
{
Image_DestroyTexture(shaderstate.tex_reflection);
shaderstate.tex_reflection = r_nulltex;
}
if (shaderstate.tex_refraction)
{
Image_DestroyTexture(shaderstate.tex_refraction);
shaderstate.tex_refraction = r_nulltex;
}
if (shaderstate.tex_refractiondepth)
{
Image_DestroyTexture(shaderstate.tex_refractiondepth);
shaderstate.tex_refractiondepth = r_nulltex;
}
if (shaderstate.temptexture)
{
Image_DestroyTexture(shaderstate.temptexture);
shaderstate.temptexture = r_nulltex;
}
}
void GLBE_Shutdown(void)
{
GLBE_DestroyFBOs();
BZ_Free(shaderstate.wbatches);
shaderstate.wbatches = NULL;
shaderstate.maxwbatches = 0;
}
void GLBE_Init(void)
{
int i;
double t;
GLBE_Shutdown();
memset(&shaderstate, 0, sizeof(shaderstate));
shaderstate.curentity = &r_worldentity;
be_maxpasses = gl_mtexarbable;
gl_stencilbits = 0;
if (gl_config.glversion >= 3.0 && gl_config_nofixedfunc)
{
//docs say this line should be okay in gl3+. nvidia do not seem to agree. GL_STENCIL_BITS is depricated however. so for now, just assume.
//qglGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER_EXT, GL_STENCIL, GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE, &gl_stencilbits);
gl_stencilbits = 8;
}
else
qglGetIntegerv(GL_STENCIL_BITS, &gl_stencilbits);
for (i = 0; i < FTABLE_SIZE; i++)
{
t = (double)i / (double)FTABLE_SIZE;
r_sintable[i] = sin(t * 2*M_PI);
if (t < 0.25)
r_triangletable[i] = t * 4.0;
else if (t < 0.75)
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
if (t < 0.5)
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
shaderstate.identitylighting = 1;
shaderstate.identitylightmap = 1;
for (i = 0; i < MAXRLIGHTMAPS; i++)
shaderstate.dummybatch.lightmap[i] = -1;
#ifdef RTLIGHTS
Sh_CheckSettings();
if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
{
if (r_shadow_shadowmapping.ival)
GLBE_RegisterLightShader(LSHADER_SMAP);
else
GLBE_RegisterLightShader(0);
}
#endif
gl_overbright.modified = true; /*in case the d3d renderer does the same*/
/*lock the cvar down if the backend can't actually do it*/
if (!gl_config.tex_env_combine && !gl_config_nofixedfunc && gl_overbright.ival)
Cvar_ApplyLatchFlag(&gl_overbright, "0", CVAR_RENDERERLATCH);
shaderstate.shaderbits = ~SBITS_ATEST_BITS;
BE_SendPassBlendDepthMask(0);
currententity = &r_worldentity;
shaderstate.fogtexture = r_nulltex;
shaderstate.depthonlyshader = R_RegisterShader("depthonly", SUF_NONE,
"{\n"
"program depthonly\n"
"{\n"
"depthwrite\n"
"maskcolor\n"
"}\n"
"}\n"
);
//if the shader doesn't work, give up with that.
if (!shaderstate.depthonlyshader || !shaderstate.depthonlyshader->prog)
shaderstate.depthonlyshader = NULL;
//make sure the world draws correctly
r_worldentity.shaderRGBAf[0] = 1;
r_worldentity.shaderRGBAf[1] = 1;
r_worldentity.shaderRGBAf[2] = 1;
r_worldentity.shaderRGBAf[3] = 1;
r_worldentity.axis[0][0] = 1;
r_worldentity.axis[1][1] = 1;
r_worldentity.axis[2][2] = 1;
r_worldentity.light_avg[0] = 1;
r_worldentity.light_avg[1] = 1;
r_worldentity.light_avg[2] = 1;
R_InitFlashblends();
//only do this where we have to.
if (qglBufferDataARB && gl_config_nofixedfunc)
{
memset(&shaderstate.streamvbo, 0, sizeof(shaderstate.streamvbo));
memset(&shaderstate.streamebo, 0, sizeof(shaderstate.streamebo));
memset(&shaderstate.streamvao, 0, sizeof(shaderstate.streamvao));
qglGenBuffersARB(sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]), shaderstate.streamvbo);
qglGenBuffersARB(sizeof(shaderstate.streamebo)/sizeof(shaderstate.streamebo[0]), shaderstate.streamebo);
if (qglGenVertexArrays)
qglGenVertexArrays(sizeof(shaderstate.streamvao)/sizeof(shaderstate.streamvao[0]), shaderstate.streamvao);
}
}
//end tables
#ifndef GLSLONLY
#define MAX_ARRAY_VERTS 65535
static avec4_t coloursarray[MAX_ARRAY_VERTS];
static float texcoordarray[SHADER_PASS_MAX][MAX_ARRAY_VERTS*2];
static vecV_t vertexarray[MAX_ARRAY_VERTS];
/*========================================== texture coord generation =====================================*/
static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal)
{
int i;
vec3_t viewer, reflected;
float d;
vec3_t rorg;
RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg);
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), normal += 3, st += 2 )
{
VectorSubtract (rorg, xyz, viewer);
VectorNormalizeFast (viewer);
d = DotProduct (normal, viewer);
reflected[0] = normal[0]*2*d - viewer[0];
reflected[1] = normal[1]*2*d - viewer[1];
reflected[2] = normal[2]*2*d - viewer[2];
st[0] = 0.5 + reflected[1] * 0.5;
st[1] = 0.5 - reflected[2] * 0.5;
}
}
static void tcgen_fog(float *st, unsigned int numverts, float *xyz, mfog_t *fog)
{
int i;
float z;
float eye, point;
vec4_t zmat;
//generate a simple matrix to calc only the projected z coord
zmat[0] = -shaderstate.modelviewmatrix[2];
zmat[1] = -shaderstate.modelviewmatrix[6];
zmat[2] = -shaderstate.modelviewmatrix[10];
zmat[3] = -shaderstate.modelviewmatrix[14];
Vector4Scale(zmat, shaderstate.fogfar, zmat);
if (fog->visibleplane)
eye = (DotProduct(r_refdef.vieworg, fog->visibleplane->normal) - fog->visibleplane->dist);
else
eye = 1;
// if (eye < 1)
// eye = 1;
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), st += 2 )
{
z = DotProduct(xyz, zmat) + zmat[3];
st[0] = z;
if (fog->visibleplane)
point = (DotProduct(xyz, fog->visibleplane->normal) - fog->visibleplane->dist);
else
point = 1;
if (eye < 0)
st[1] = (point < 0)?1:0;
else
st[1] = point / (point - eye);
if (st[1] > 31/32.0)
st[1] = 31/32.0;
}
}
static float *tcgen(unsigned int tcgen, int cnt, float *dst, const mesh_t *mesh)
{
int i;
vecV_t *src;
switch (tcgen)
{
default:
case TC_GEN_BASE:
return (float*)mesh->st_array;
case TC_GEN_LIGHTMAP:
if (!mesh->lmst_array)
return (float*)mesh->st_array;
else
return (float*)mesh->lmst_array;
case TC_GEN_NORMAL:
return (float*)mesh->normals_array;
case TC_GEN_SVECTOR:
return (float*)mesh->snormals_array;
case TC_GEN_TVECTOR:
return (float*)mesh->tnormals_array;
case TC_GEN_ENVIRONMENT:
if (!mesh->normals_array)
return (float*)mesh->st_array;
tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array);
return dst;
// case TC_GEN_DOTPRODUCT:
// return mesh->st_array[0];
case TC_GEN_VECTOR:
src = mesh->xyz_array;
for (i = 0; i < cnt; i++, dst += 2)
{
static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f };
static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f };
dst[0] = DotProduct(tc_gen_s, src[i]);
dst[1] = DotProduct(tc_gen_t, src[i]);
}
return dst;
// case TC_GEN_SKYBOX:
// case TC_GEN_WOBBLESKY:
// case TC_GEN_REFLECT:
// break;
}
}
/*src and dst can be the same address when tcmods are chained*/
static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh)
{
float *table;
float t1, t2;
float cost, sint;
int j;
#define R_FastSin(x) sin((x)*(2*M_PI))
switch (tcmod->type)
{
case SHADER_TCMOD_ROTATE:
cost = tcmod->args[0] * shaderstate.curtime;
sint = R_FastSin(cost);
cost = R_FastSin(cost + 0.25);
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f;
t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f;
dst[0] = t1;
dst[1] = t2;
}
break;
case SHADER_TCMOD_SCALE:
t1 = tcmod->args[0];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1;
dst[1] = src[1] * t2;
}
break;
case SHADER_TCMOD_TURB:
t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2;
dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2;
}
break;
case SHADER_TCMOD_STRETCH:
table = FTableForFunc(tcmod->args[0]);
t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4];
t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1];
t1 = t1 ? 1.0f / t1 : 1.0f;
t2 = 0.5f - 0.5f * t1;
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1 + t2;
dst[1] = src[1] * t1 + t2;
}
break;
case SHADER_TCMOD_SCROLL:
t1 = tcmod->args[0] * shaderstate.curtime;
t2 = tcmod->args[1] * shaderstate.curtime;
for (j = 0; j < cnt; j++, dst += 2, src+=2)
{
dst[0] = src[0] + t1;
dst[1] = src[1] + t2;
}
break;
case SHADER_TCMOD_TRANSFORM:
for (j = 0; j < cnt; j++, dst+=2, src+=2)
{
t1 = src[0];
t2 = src[1];
dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
dst[1] = t1 * tcmod->args[1] + t2 * tcmod->args[3] + tcmod->args[5];
}
break;
default:
break;
}
}
static void GenerateTCFog(int passnum, mfog_t *fog)
{
int m;
mesh_t *mesh;
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
tcgen_fog(texcoordarray[passnum]+mesh->vbofirstvert*2, mesh->numvertexes, (float*)mesh->xyz_array, fog);
}
shaderstate.pendingtexcoordparts[passnum] = 2;
shaderstate.pendingtexcoordvbo[passnum] = 0;
shaderstate.pendingtexcoordpointer[passnum] = texcoordarray[passnum];
}
static void GenerateTCMods(const shaderpass_t *pass, int passnum)
{
#if 1
int i, m;
float *src;
mesh_t *mesh;
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
src = tcgen(pass->tcgen, mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh);
//tcgen might return unmodified info
if (pass->numtcmods)
{
tcmod(&pass->tcmods[0], mesh->numvertexes, src, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh);
for (i = 1; i < pass->numtcmods; i++)
{
tcmod(&pass->tcmods[i], mesh->numvertexes, texcoordarray[passnum]+mesh->vbofirstvert*2, texcoordarray[passnum]+mesh->vbofirstvert*2, mesh);
}
src = texcoordarray[passnum]+mesh->vbofirstvert*2;
}
else if (src != texcoordarray[passnum]+mesh->vbofirstvert*2)
{
//this shouldn't actually ever be true
memcpy(texcoordarray[passnum]+mesh->vbofirstvert*2, src, 8*mesh->numvertexes);
}
}
shaderstate.pendingtexcoordparts[passnum] = 2;
shaderstate.pendingtexcoordvbo[passnum] = 0;
shaderstate.pendingtexcoordpointer[passnum] = texcoordarray[passnum];
#else
GL_DeselectVAO();
if (!shaderstate.vbo_texcoords[passnum])
{
shaderstate.vbo_texcoords[passnum] = 0;
qglGenBuffersARB(1, &shaderstate.vbo_texcoords[passnum]);
}
GL_SelectVBO(shaderstate.vbo_texcoords[passnum]);
{
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, MAX_ARRAY_VERTS*sizeof(float)*2, NULL, GL_STREAM_DRAW_ARB);
for (; meshlist; meshlist = meshlist->next)
{
int i;
float *src;
src = tcgen(pass, meshlist->numvertexes, texcoordarray[passnum], meshlist);
//tcgen might return unmodified info
if (pass->numtcmods)
{
tcmod(&pass->tcmods[0], meshlist->numvertexes, src, texcoordarray[passnum], meshlist);
for (i = 1; i < pass->numtcmods; i++)
{
tcmod(&pass->tcmods[i], meshlist->numvertexes, texcoordarray[passnum], texcoordarray[passnum], meshlist);
}
src = texcoordarray[passnum];
}
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, meshlist->vbofirstvert*8, meshlist->numvertexes*8, src);
}
}
shaderstate.pendingtexcoordparts[passnum] = 2;
shaderstate.pendingtexcoordvbo[passnum] = shaderstate.vbo_texcoords[passnum];
shaderstate.pendingtexcoordpointer[passnum] = NULL;
#endif
}
//end texture coords
/*========================================== colour generation =====================================*/
//source is always packed
//dest is packed too
static void colourgen(const shaderpass_t *pass, int cnt, vec4_t *src, vec4_t *dst, const mesh_t *mesh)
{
switch (pass->rgbgen)
{
case RGB_GEN_ENTITY:
while((cnt)--)
{
dst[cnt][0] = shaderstate.curentity->shaderRGBAf[0];
dst[cnt][1] = shaderstate.curentity->shaderRGBAf[1];
dst[cnt][2] = shaderstate.curentity->shaderRGBAf[2];
}
break;
case RGB_GEN_ONE_MINUS_ENTITY:
while((cnt)--)
{
dst[cnt][0] = 1-shaderstate.curentity->shaderRGBAf[0];
dst[cnt][1] = 1-shaderstate.curentity->shaderRGBAf[1];
dst[cnt][2] = 1-shaderstate.curentity->shaderRGBAf[2];
}
break;
case RGB_GEN_VERTEX_LIGHTING:
if (mesh->colors4f_array[1])
{
float lm[MAXRLIGHTMAPS];
lm[0] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f*shaderstate.identitylighting;
#if MAXRLIGHTMAPS > 1
lm[1] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[1]]/256.0f*shaderstate.identitylighting;
lm[2] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[2]]/256.0f*shaderstate.identitylighting;
lm[3] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[3]]/256.0f*shaderstate.identitylighting;
#endif
while((cnt)--)
{
VectorScale( mesh->colors4f_array[0][cnt], lm[0], dst[cnt]);
#if MAXRLIGHTMAPS > 1
VectorMA(dst[cnt], lm[1], mesh->colors4f_array[1][cnt], dst[cnt]);
VectorMA(dst[cnt], lm[2], mesh->colors4f_array[2][cnt], dst[cnt]);
VectorMA(dst[cnt], lm[3], mesh->colors4f_array[3][cnt], dst[cnt]);
#endif
}
break;
}
if (shaderstate.identitylighting != 1)
{
if (!src)
{
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylighting;
dst[cnt][1] = shaderstate.identitylighting;
dst[cnt][2] = shaderstate.identitylighting;
}
break;
}
while((cnt)--)
{
dst[cnt][0] = src[cnt][0]*shaderstate.identitylighting;
dst[cnt][1] = src[cnt][1]*shaderstate.identitylighting;
dst[cnt][2] = src[cnt][2]*shaderstate.identitylighting;
}
break;
}
case RGB_GEN_VERTEX_EXACT:
if (!src)
{
while((cnt)--)
{
dst[cnt][0] = 1;
dst[cnt][1] = 1;
dst[cnt][2] = 1;
}
break;
}
while((cnt)--)
{
dst[cnt][0] = src[cnt][0];
dst[cnt][1] = src[cnt][1];
dst[cnt][2] = src[cnt][2];
}
break;
case RGB_GEN_ONE_MINUS_VERTEX:
while((cnt)--)
{
dst[cnt][0] = 1-src[cnt][0];
dst[cnt][1] = 1-src[cnt][1];
dst[cnt][2] = 1-src[cnt][2];
}
break;
case RGB_GEN_IDENTITY_LIGHTING:
if (shaderstate.curbatch->vtlightstyle[0] != 255 && d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]] != 256)
{
//FIXME:
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f;
dst[cnt][1] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f;
dst[cnt][2] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f;
}
}
else
{
//compensate for overbrights
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylighting;
dst[cnt][1] = shaderstate.identitylighting;
dst[cnt][2] = shaderstate.identitylighting;
}
}
break;
case RGB_GEN_IDENTITY_OVERBRIGHT:
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylightmap;
dst[cnt][1] = shaderstate.identitylightmap;
dst[cnt][2] = shaderstate.identitylightmap;
}
break;
default:
case RGB_GEN_IDENTITY:
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylighting;
dst[cnt][1] = shaderstate.identitylighting;
dst[cnt][2] = shaderstate.identitylighting;
}
break;
case RGB_GEN_CONST:
while((cnt)--)
{
dst[cnt][0] = pass->rgbgen_func.args[0];
dst[cnt][1] = pass->rgbgen_func.args[1];
dst[cnt][2] = pass->rgbgen_func.args[2];
}
break;
case RGB_GEN_LIGHTING_DIFFUSE:
//collect lighting details for mobile entities
if (!mesh->normals_array)
{
while((cnt)--)
{
dst[cnt][0] = 1;
dst[cnt][1] = 1;
dst[cnt][2] = 1;
}
}
else
{
R_LightArrays(shaderstate.curentity, mesh->xyz_array, dst, cnt, mesh->normals_array, shaderstate.identitylighting);
}
break;
case RGB_GEN_WAVE:
{
float *table;
float c;
table = FTableForFunc(pass->rgbgen_func.type);
c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3];
c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0];
c = bound(0.0f, c, 1.0f);
while((cnt)--)
{
dst[cnt][0] = c;
dst[cnt][1] = c;
dst[cnt][2] = c;
}
}
break;
case RGB_GEN_TOPCOLOR:
if (cnt)
{
R_FetchPlayerColour(shaderstate.curentity->topcolour, dst[0]);
while((cnt)--)
{
dst[cnt][0] = dst[0][0];
dst[cnt][1] = dst[0][1];
dst[cnt][2] = dst[0][2];
}
}
break;
case RGB_GEN_BOTTOMCOLOR:
if (cnt)
{
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, dst[0]);
while((cnt)--)
{
dst[cnt][0] = dst[0][0];
dst[cnt][1] = dst[0][1];
dst[cnt][2] = dst[0][2];
}
}
break;
}
}
static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
{
float *table;
int j, k;
float args[4];
float deflect;
switch (deformv->type)
{
default:
case DEFORMV_NONE:
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
break;
case DEFORMV_WAVE:
if (!mesh->normals_array)
{
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
return;
}
args[0] = deformv->func.args[0];
args[1] = deformv->func.args[1];
args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
table = FTableForFunc(deformv->func.type);
for ( j = 0; j < cnt; j++ )
{
deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
// Deflect vertex along its normal by wave amount
VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
}
break;
case DEFORMV_NORMAL:
//normal does not actually move the verts, but it does change the normals array
//we don't currently support that.
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
/*
args[0] = deformv->args[1] * shaderstate.curtime;
for ( j = 0; j < cnt; j++ )
{
args[1] = normalsArray[j][2] * args[0];
deflect = deformv->args[0] * R_FastSin(args[1]);
normalsArray[j][0] *= deflect;
deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
normalsArray[j][1] *= deflect;
VectorNormalizeFast(normalsArray[j]);
}
*/ break;
case DEFORMV_MOVE:
table = FTableForFunc(deformv->func.type);
deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
for ( j = 0; j < cnt; j++ )
VectorMA(src[j], deflect, deformv->args, dst[j]);
break;
case DEFORMV_BULGE:
args[0] = deformv->args[0]/(2*M_PI);
args[1] = deformv->args[1];
args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
for (j = 0; j < cnt; j++)
{
deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
}
break;
case DEFORMV_AUTOSPRITE:
if (mesh->numindexes < 6)
break;
for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
{
vec3_t mid, d;
float radius;
mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
VectorSubtract(src[0], mid, d);
radius = 2*VectorLength(d);
for (k = 0; k < 4; k++)
{
dst[k][0] = mid[0] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[0+1]);
dst[k][1] = mid[1] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[4+1]);
dst[k][2] = mid[2] + radius*((mesh->st_array[k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[k][1]-0.5)*r_refdef.m_view[8+1]);
}
}
break;
case DEFORMV_AUTOSPRITE2:
if (mesh->numindexes < 6)
break;
for (k = 0; k < mesh->numindexes; k += 6)
{
int long_axis, short_axis;
vec3_t axis;
float len[3];
mat3_t m0, m1, m2, result;
float *quad[4];
vec3_t rot_centre, tv;
quad[0] = (float *)(dst + mesh->indexes[k+0]);
quad[1] = (float *)(dst + mesh->indexes[k+1]);
quad[2] = (float *)(dst + mesh->indexes[k+2]);
for (j = 2; j >= 0; j--)
{
quad[3] = (float *)(dst + mesh->indexes[k+3+j]);
if (!VectorEquals (quad[3], quad[0]) &&
!VectorEquals (quad[3], quad[1]) &&
!VectorEquals (quad[3], quad[2]))
{
break;
}
}
// build a matrix were the longest axis of the billboard is the Y-Axis
VectorSubtract(quad[1], quad[0], m0[0]);
VectorSubtract(quad[2], quad[0], m0[1]);
VectorSubtract(quad[2], quad[1], m0[2]);
len[0] = DotProduct(m0[0], m0[0]);
len[1] = DotProduct(m0[1], m0[1]);
len[2] = DotProduct(m0[2], m0[2]);
if ((len[2] > len[1]) && (len[2] > len[0]))
{
if (len[1] > len[0])
{
long_axis = 1;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 1;
}
}
else if ((len[1] > len[2]) && (len[1] > len[0]))
{
if (len[2] > len[0])
{
long_axis = 2;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 2;
}
}
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
{
if (len[2] > len[1])
{
long_axis = 2;
short_axis = 1;
}
else
{
long_axis = 1;
short_axis = 2;
}
}
if (DotProduct(m0[long_axis], m0[short_axis]))
{
VectorNormalize2(m0[long_axis], axis);
VectorCopy(axis, m0[1]);
if (axis[0] || axis[1])
{
VectorVectors(m0[1], m0[2], m0[0]);
}
else
{
VectorVectors(m0[1], m0[0], m0[2]);
}
}
else
{
VectorNormalize2(m0[long_axis], axis);
VectorNormalize2(m0[short_axis], m0[0]);
VectorCopy(axis, m0[1]);
CrossProduct(m0[0], m0[1], m0[2]);
}
for (j = 0; j < 3; j++)
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
if (shaderstate.curentity)
{
VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
}
else
{
VectorCopy(rot_centre, tv);
}
VectorSubtract(r_origin, tv, tv);
// filter any longest-axis-parts off the camera-direction
deflect = -DotProduct(tv, axis);
VectorMA(tv, deflect, axis, m1[2]);
VectorNormalizeFast(m1[2]);
VectorCopy(axis, m1[1]);
CrossProduct(m1[1], m1[2], m1[0]);
Matrix3_Transpose(m1, m2);
Matrix3_Multiply(m2, m0, result);
for (j = 0; j < 4; j++)
{
VectorSubtract(quad[j], rot_centre, tv);
Matrix3_Multiply_Vec3(result, tv, quad[j]);
VectorAdd(rot_centre, quad[j], quad[j]);
}
}
break;
// case DEFORMV_PROJECTION_SHADOW:
// break;
}
}
static void GenerateVertexBlends(const shader_t *shader)
{
int i, m;
mesh_t *meshlist;
vecV_t *ov, *iv1, *iv2;
float w1, w2;
for (m = 0; m < shaderstate.meshcount; m++)
{
meshlist = shaderstate.meshes[m];
ov = vertexarray+meshlist->vbofirstvert;
iv1 = meshlist->xyz_array;
iv2 = meshlist->xyz2_array;
w1 = meshlist->xyz_blendw[0];
w2 = meshlist->xyz_blendw[1];
for (i = 0; i < meshlist->numvertexes; i++)
{
ov[i][0] = iv1[i][0]*w1 + iv2[i][0]*w2;
ov[i][1] = iv1[i][1]*w1 + iv2[i][1]*w2;
ov[i][2] = iv1[i][2]*w1 + iv2[i][2]*w2;
}
for (i = 0; i < shader->numdeforms; i++)
{
deformgen(&shader->deforms[i], meshlist->numvertexes, vertexarray+meshlist->vbofirstvert, vertexarray+meshlist->vbofirstvert, meshlist);
}
}
shaderstate.pendingvertexpointer = vertexarray;
shaderstate.pendingvertexvbo = 0;
}
static void GenerateVertexDeforms(const shader_t *shader)
{
int i, m;
mesh_t *meshlist;
for (m = 0; m < shaderstate.meshcount; m++)
{
meshlist = shaderstate.meshes[m];
deformgen(&shader->deforms[0], meshlist->numvertexes, meshlist->xyz_array, vertexarray+meshlist->vbofirstvert, meshlist);
for (i = 1; i < shader->numdeforms; i++)
{
deformgen(&shader->deforms[i], meshlist->numvertexes, vertexarray+meshlist->vbofirstvert, vertexarray+meshlist->vbofirstvert, meshlist);
}
}
shaderstate.pendingvertexpointer = vertexarray;
shaderstate.pendingvertexvbo = 0;
}
/*======================================alpha ===============================*/
static void alphagen(const shaderpass_t *pass, int cnt, avec4_t *const src, avec4_t *dst, const mesh_t *mesh)
{
float *table;
float t;
float f;
vec3_t v1, v2;
int i;
switch (pass->alphagen)
{
default:
case ALPHA_GEN_IDENTITY:
if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
while(cnt--)
dst[cnt][3] = shaderstate.curentity->shaderRGBAf[3];
}
else
{
while(cnt--)
dst[cnt][3] = 1;
}
break;
case ALPHA_GEN_CONST:
t = pass->alphagen_func.args[0];
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_WAVE:
table = FTableForFunc(pass->alphagen_func.type);
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
t = bound(0.0f, f, 1.0f);
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_PORTAL:
//FIXME: should this be per-vert?
if (r_refdef.recurse)
f = 1;
else
{
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
VectorSubtract(r_origin, v1, v2);
f = VectorLength(v2) * (1.0 / shaderstate.curshader->portaldist);
f = bound(0.0f, f, 1.0f);
}
while(cnt--)
dst[cnt][3] = f;
break;
case ALPHA_GEN_VERTEX:
if (!src)
{
while(cnt--)
{
dst[cnt][3] = 1;
}
break;
}
while(cnt--)
{
dst[cnt][3] = src[cnt][3];
}
break;
case ALPHA_GEN_ENTITY:
f = bound(0, shaderstate.curentity->shaderRGBAf[3], 1);
while(cnt--)
{
dst[cnt][3] = f;
}
break;
case ALPHA_GEN_SPECULAR:
{
mat3_t axis;
AngleVectors(shaderstate.curentity->angles, axis[0], axis[1], axis[2]);
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
if (!Matrix3_Compare(axis, axisDefault))
{
Matrix3_Multiply_Vec3(axis, v1, v2);
}
else
{
VectorCopy(v1, v2);
}
for (i = 0; i < cnt; i++)
{
VectorSubtract(v2, mesh->xyz_array[i], v1);
f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1));
f = f * f * f * f * f;
dst[i][3] = bound (0.0f, f, 1.0f);
}
}
break;
}
}
static void GenerateColourMods(const shaderpass_t *pass)
{
unsigned int m;
mesh_t *meshlist;
meshlist = shaderstate.meshes[0];
if (pass->flags & SHADER_PASS_NOCOLORARRAY && qglColor4fv)
{
colourgen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist);
alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist);
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
}
else
{
extern cvar_t r_nolightdir;
if (pass->rgbgen == RGB_GEN_LIGHTING_DIFFUSE)
{
if (shaderstate.mode == BEM_DEPTHDARK || shaderstate.mode == BEM_DEPTHONLY)
{
shaderstate.pendingcolourflat[0] = shaderstate.pendingcolourflat[1] = shaderstate.pendingcolourflat[2] = 0;
alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist);
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
return;
}
if (shaderstate.mode == BEM_LIGHT)
{
shaderstate.pendingcolourflat[0] = shaderstate.pendingcolourflat[1] = shaderstate.pendingcolourflat[2] = 1;
alphagen(pass, 1, meshlist->colors4f_array[0], &shaderstate.pendingcolourflat, meshlist);
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
return;
}
if (r_nolightdir.ival)
{
VectorCopy(shaderstate.curentity->light_avg, shaderstate.pendingcolourflat);
shaderstate.pendingcolourflat[3] = shaderstate.curentity->shaderRGBAf[3];
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
return;
}
}
//if its vetex lighting, just use the vbo
if (((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING && shaderstate.identitylighting == 1) || pass->rgbgen == RGB_GEN_VERTEX_EXACT) && pass->alphagen == ALPHA_GEN_VERTEX)
{
shaderstate.pendingcolourvbo = shaderstate.sourcevbo->colours[0].gl.vbo;
shaderstate.pendingcolourpointer = shaderstate.sourcevbo->colours[0].gl.addr;
return;
}
for (m = 0; m < shaderstate.meshcount; m++)
{
meshlist = shaderstate.meshes[m];
colourgen(pass, meshlist->numvertexes, meshlist->colors4f_array[0], coloursarray + meshlist->vbofirstvert, meshlist);
alphagen(pass, meshlist->numvertexes, meshlist->colors4f_array[0], coloursarray + meshlist->vbofirstvert, meshlist);
}
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = coloursarray;
}
}
static void BE_GeneratePassTC(const shaderpass_t *pass, int tmu)
{
if (!pass->numtcmods)
{
//if there are no tcmods, pass through here as fast as possible
switch(pass->tcgen)
{
case TC_GEN_BASE:
shaderstate.pendingtexcoordparts[tmu] = 2;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr;
break;
case TC_GEN_LIGHTMAP:
if (!shaderstate.sourcevbo->lmcoord[0].gl.addr)
{
shaderstate.pendingtexcoordparts[tmu] = 2;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr;
}
else
{
shaderstate.pendingtexcoordparts[tmu] = 2;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->lmcoord[0].gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->lmcoord[0].gl.addr;
}
break;
case TC_GEN_NORMAL:
shaderstate.pendingtexcoordparts[tmu] = 3;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->normals.gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->normals.gl.addr;
break;
case TC_GEN_SVECTOR:
shaderstate.pendingtexcoordparts[tmu] = 3;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->svector.gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->svector.gl.addr;
break;
case TC_GEN_TVECTOR:
shaderstate.pendingtexcoordparts[tmu] = 3;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->tvector.gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->tvector.gl.addr;
break;
// case TC_GEN_SKYBOX:
//position - viewpos
// case TC_GEN_WOBBLESKY:
// case TC_GEN_REFLECT:
default:
//specular highlights and reflections have no fixed data, and must be generated.
GenerateTCMods(pass, tmu);
break;
}
}
else
{
GenerateTCMods(pass, tmu);
}
}
#endif
static void BE_SendPassBlendDepthMask(unsigned int sbits)
{
unsigned int delta;
/*2d mode doesn't depth test or depth write*/
if (shaderstate.force2d)
{
#ifdef warningmsg
#pragma warningmsg("fixme: q3 doesn't seem to have this, why do we need it?")
#endif
sbits &= ~(SBITS_MISC_DEPTHWRITE|SBITS_MISC_DEPTHEQUALONLY);
sbits |= SBITS_MISC_NODEPTHTEST;
}
if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE))
{
if (shaderstate.flags & BEF_FORCEADDITIVE)
sbits = (sbits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
else if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
if ((sbits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE| SBITS_DSTBLEND_ZERO) || !(sbits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
sbits = (sbits & ~(SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_ATEST_GT0);
}
if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/
sbits |= SBITS_MISC_NODEPTHTEST;
else
{
if (shaderstate.flags & BEF_FORCEDEPTHTEST)
sbits &= ~SBITS_MISC_NODEPTHTEST;
if (shaderstate.flags & BEF_FORCEDEPTHWRITE)
sbits |= SBITS_MISC_DEPTHWRITE;
}
}
delta = sbits^shaderstate.shaderbits;
#ifdef FORCESTATE
delta |= ~0;
#endif
if (!delta)
return;
shaderstate.shaderbits = sbits;
if (delta & SBITS_BLEND_BITS)
{
if (sbits & SBITS_BLEND_BITS)
{
int src, dst;
/*unpack the src and dst factors*/
switch(sbits & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_ZERO: src = GL_ZERO; break;
default:
case SBITS_SRCBLEND_ONE: src = GL_ONE; break;
case SBITS_SRCBLEND_DST_COLOR: src = GL_DST_COLOR; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: src = GL_ONE_MINUS_DST_COLOR; break;
case SBITS_SRCBLEND_SRC_ALPHA: src = GL_SRC_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: src = GL_ONE_MINUS_SRC_ALPHA; break;
case SBITS_SRCBLEND_DST_ALPHA: src = GL_DST_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: src = GL_ONE_MINUS_DST_ALPHA; break;
case SBITS_SRCBLEND_ALPHA_SATURATE: src = GL_SRC_ALPHA_SATURATE; break;
}
switch((sbits & SBITS_DSTBLEND_BITS)>>4)
{
case SBITS_DSTBLEND_ZERO>>4: dst = GL_ZERO; break;
default:
case SBITS_DSTBLEND_ONE>>4: dst = GL_ONE; break;
case SBITS_DSTBLEND_SRC_COLOR>>4: dst = GL_SRC_COLOR; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR>>4: dst = GL_ONE_MINUS_SRC_COLOR; break;
case SBITS_DSTBLEND_SRC_ALPHA>>4: dst = GL_SRC_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA>>4: dst = GL_ONE_MINUS_SRC_ALPHA; break;
case SBITS_DSTBLEND_DST_ALPHA>>4: dst = GL_DST_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA>>4: dst = GL_ONE_MINUS_DST_ALPHA; break;
}
qglEnable(GL_BLEND);
qglBlendFunc(src, dst);
}
else
qglDisable(GL_BLEND);
}
#ifdef GL_ALPHA_TEST //alpha test doesn't exist in gles2
if ((delta & SBITS_ATEST_BITS) && !gl_config_nofixedfunc)
{
switch (sbits & SBITS_ATEST_BITS)
{
default:
qglDisable(GL_ALPHA_TEST);
break;
case SBITS_ATEST_GT0:
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_GREATER, 0);
break;
case SBITS_ATEST_LT128:
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_LESS, 0.5f);
break;
case SBITS_ATEST_GE128:
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_GEQUAL, 0.5f);
break;
}
}
#endif
if (delta & SBITS_MISC_NODEPTHTEST)
{
if (sbits & SBITS_MISC_NODEPTHTEST)
qglDisable(GL_DEPTH_TEST);
else
qglEnable(GL_DEPTH_TEST);
}
if (delta & SBITS_MISC_DEPTHWRITE)
{
if (sbits & SBITS_MISC_DEPTHWRITE)
qglDepthMask(GL_TRUE);
else
qglDepthMask(GL_FALSE);
}
if (delta & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
{
extern int gldepthfunc;
switch (sbits & (SBITS_MISC_DEPTHEQUALONLY|SBITS_MISC_DEPTHCLOSERONLY))
{
case SBITS_MISC_DEPTHEQUALONLY:
qglDepthFunc(GL_EQUAL);
break;
case SBITS_MISC_DEPTHCLOSERONLY:
if (gldepthfunc == GL_LEQUAL)
qglDepthFunc(GL_LESS);
else
qglDepthFunc(GL_GREATER);
break;
default:
qglDepthFunc(gldepthfunc);
break;
}
}
if (delta & (SBITS_MASK_BITS))
{
qglColorMask(
(sbits&SBITS_MASK_RED)?GL_FALSE:GL_TRUE,
(sbits&SBITS_MASK_GREEN)?GL_FALSE:GL_TRUE,
(sbits&SBITS_MASK_BLUE)?GL_FALSE:GL_TRUE,
(sbits&SBITS_MASK_ALPHA)?GL_FALSE:GL_TRUE
);
}
if ((delta & SBITS_TRUFORM) && qglPNTrianglesiATI)
{
if ((sbits & SBITS_TRUFORM) && gl_ati_truform.ival)
qglEnable(GL_PN_TRIANGLES_ATI);
else
qglDisable(GL_PN_TRIANGLES_ATI);
}
#ifdef GL_PERSPECTIVE_CORRECTION_HINT
if ((delta & SBITS_AFFINE) && qglHint)
{
if (!qglHint || (gl_config_gles && gl_config.glversion >= 2) || (!gl_config_gles && gl_config_nofixedfunc))
; //doesn't exist in gles2 nor gl3+core contexts
else if (sbits & SBITS_AFFINE)
qglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
else
qglHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
#endif
}
static void BE_SubmitMeshChain(qboolean usetesselation)
{
int startv, starti, endv, endi;
int m;
mesh_t *mesh;
int batchtype;
if (usetesselation)
{
m = (shaderstate.flags & BEF_LINES)?2:3;
if (shaderstate.curpatchverts != m)
{
shaderstate.curpatchverts = m;
qglPatchParameteriARB(GL_PATCH_VERTICES_ARB, m);
}
batchtype = GL_PATCHES_ARB;
}
else
batchtype = (shaderstate.flags & BEF_LINES)?GL_LINES:GL_TRIANGLES;
if (!shaderstate.streamvbo[0]) //only if we're not forcing vbos elsewhere.
{
//q3map2 sucks. it splits static meshes randomly rather than with any pvs consistancy, and then splays them out over 1000 different surfaces.
//this means we end up needing a boatload of draw calls whenever the batch got split.
//so skip all that and splurge out a usable index list on demand.
if (shaderstate.meshcount == 1)
{
GL_SelectEBO(shaderstate.sourcevbo->indicies.gl.vbo);
mesh = shaderstate.meshes[0];
qglDrawRangeElements(batchtype, mesh->vbofirstvert, mesh->vbofirstvert+mesh->numvertexes, mesh->numindexes, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + mesh->vbofirstelement);
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_PRIMITIVEINDICIES, mesh->numindexes);
return;
}
else
{
index_t *fte_restrict ilst; //FIXME: this should be cached for multiple-pass shaders.
GL_SelectEBO(0);
mesh = shaderstate.meshes[0];
startv = mesh->vbofirstvert;
endv = startv + mesh->numvertexes;
endi = mesh->numindexes;
for (m = 1; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
endi += mesh->numindexes;
if (startv > mesh->vbofirstvert)
startv = mesh->vbofirstvert;
if (endv < mesh->vbofirstvert+mesh->numvertexes)
endv = mesh->vbofirstvert+mesh->numvertexes;
}
ilst = alloca(endi*sizeof(index_t));
endi = 0;
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
for (starti = 0; starti < mesh->numindexes; )
ilst[endi++] = mesh->vbofirstvert + mesh->indexes[starti++];
}
qglDrawRangeElements(batchtype, startv, endv, endi, GL_INDEX_TYPE, ilst);
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_PRIMITIVEINDICIES, endi);
}
return;
}
else
{
GL_SelectEBO(shaderstate.sourcevbo->indicies.gl.vbo);
/*
if (qglLockArraysEXT)
{
endv = 0;
startv = 0x7fffffff;
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
starti = mesh->vbofirstvert;
if (starti < startv)
startv = starti;
endi = mesh->vbofirstvert+mesh->numvertexes;
if (endi > endv)
endv = endi;
}
qglLockArraysEXT(startv, endv);
}
*/
for (m = 0, mesh = shaderstate.meshes[0]; m < shaderstate.meshcount; )
{
startv = mesh->vbofirstvert;
starti = mesh->vbofirstelement;
endv = startv+mesh->numvertexes;
endi = starti+mesh->numindexes;
//find consecutive surfaces
for (++m; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
if (endi == mesh->vbofirstelement)
{
endv = mesh->vbofirstvert+mesh->numvertexes;
endi = mesh->vbofirstelement+mesh->numindexes;
}
else
{
break;
}
}
qglDrawRangeElements(batchtype, startv, endv, endi-starti, GL_INDEX_TYPE, (index_t*)shaderstate.sourcevbo->indicies.gl.addr + starti);
RQuantAdd(RQUANT_DRAWS, 1);
RQuantAdd(RQUANT_PRIMITIVEINDICIES, endi-starti);
}
/*
if (qglUnlockArraysEXT)
qglUnlockArraysEXT();
*/
}
}
#ifndef GLSLONLY
static void DrawPass(const shaderpass_t *pass)
{
int i, j, k;
int tmu;
int lastpass = pass->numMergedPasses;
unsigned int attr = (1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR);
for (i = 0; i < lastpass; i++)
{
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
break;
}
if (i == lastpass)
return;
BE_SendPassBlendDepthMask(pass[i].shaderbits);
GenerateColourMods(pass+i);
tmu = 0;
for (; i < lastpass; i++)
{
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
Shader_BindTextureForPass(tmu, pass+i);
attr |= (1u<<(VATTR_LEG_TMU0+tmu));
BE_GeneratePassTC(pass+i, tmu);
BE_SetPassBlendMode(tmu, pass[i].blendmode);
tmu++;
//add in
if (pass[i].texgen == T_GEN_LIGHTMAP)
{
//first pass should have been REPLACE
//second pass should be an ADD
//this depends upon rgbgens for light levels, so each pass *must* be pushed to hardware individually
for (j = 1; j < MAXRLIGHTMAPS && shaderstate.curbatch->lightmap[j] >= 0; j++)
{
if (j == 1)
BE_SetPassBlendMode(tmu, PBM_REPLACE);
/*make sure no textures linger*/
for (k = tmu; k < shaderstate.lastpasstmus; k++)
{
GL_LazyBind(k, 0, r_nulltex);
}
shaderstate.lastpasstmus = tmu;
/*push it*/
BE_EnableShaderAttributes(attr, 0);
BE_SubmitMeshChain(false);
tmu = 0;
/*bind the light texture*/
GL_LazyBind(tmu, GL_TEXTURE_2D, lightmap[shaderstate.curbatch->lightmap[j]]->lightmap_texture);
/*set up the colourmod for this style's lighting*/
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
shaderstate.pendingcolourflat[0] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->lmlightstyle[j]]/256.0f;
shaderstate.pendingcolourflat[1] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->lmlightstyle[j]]/256.0f;
shaderstate.pendingcolourflat[2] = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->lmlightstyle[j]]/256.0f;
shaderstate.pendingcolourflat[3] = 1;
/*pick the correct st coords for this lightmap pass*/
shaderstate.pendingtexcoordparts[tmu] = 2;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->lmcoord[j].gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->lmcoord[j].gl.addr;
BE_SetPassBlendMode(tmu, PBM_ADD);
BE_SendPassBlendDepthMask((pass[0].shaderbits & ~SBITS_BLEND_BITS) | SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE);
attr = (1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR);
attr |= (1u<<(VATTR_LEG_TMU0+tmu));
tmu++;
}
//might need to break the pass here
if (j > 1 && i != lastpass)
{
for (k = tmu; k < shaderstate.lastpasstmus; k++)
{
GL_LazyBind(k, 0, r_nulltex);
}
shaderstate.lastpasstmus = tmu;
BE_EnableShaderAttributes(attr, 0);
BE_SubmitMeshChain(false);
tmu = 0;
BE_SendPassBlendDepthMask(pass[i+1].shaderbits);
GenerateColourMods(&pass[i+1]);
}
}
}
if (!tmu)
return;
for (i = tmu; i < shaderstate.lastpasstmus; i++)
{
GL_LazyBind(i, 0, r_nulltex);
}
shaderstate.lastpasstmus = tmu;
BE_EnableShaderAttributes(attr, 0);
BE_SubmitMeshChain(false);
}
#endif
static void BE_Program_Set_Attributes(const program_t *prog, unsigned int perm, qboolean entunchanged)
{
vec4_t param4;
int r, g;//, b;
int i;
unsigned int ph;
const shaderprogparm_t *p;
/*don't bother setting it if the ent properties are unchanged (but do if the mesh changed)*/
if (entunchanged)
return;
for (i = 0; i < prog->numparams; i++)
{
p = &prog->parm[i];
ph = prog->permu[perm].parm[i];
if (ph == -1)
continue; /*not in this permutation*/
switch(p->type)
{
/*
case SP_UBO_ENTITYINFO:
struct
{
vec2_t blendweights;
vec2_t pad1;
vec3_t glowmod;
vec_t pad2;
vec3_t origin;
vec_t pad3;
vec4_t colormod;
vec3_t glowmod;
vec_t pad4;
vec3_t uppercolour;
vec_t pad5;
vec3_t lowercolour;
vec_t pad6;
vec3_t fogcolours;
vec_t fogalpha;
vec3_t vlightdir;
vec_t fogdensity;
vec3_t vlightmul;
vec_t fogdepthbias;
vec3_t vlightadd;
vec_t time;
} u_entityinfo;
Vector2Copy(shaderstate.meshes[0]->xyz_blendw, u_entityinfo.blendweights);
VectorCopy(shaderstate.curentity->glowmod, u_entityinfo.glowmod);
VectorCopy(shaderstate.curentity->origin, u_entityinfo.origin);
Vector4Copy(shaderstate.curentity->shaderRGBAf, u_entityinfo.colormod);
R_FetchPlayerColour(shaderstate.curentity->topcolour, u_entityinfo.uppercolour);
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, u_entityinfo.lowercolour);
Vector3Copy(r_refdef.globalfog.colour, u_entityinfo.fogcolours);
u_entityinfo.fogalpha = r_refdef.globalfog.alpha;
u_entityinfo.fogdensity = r_refdef.globalfog.density;
u_entityinfo.fogdepthbias = r_refdef.globalfog.depthbias;
u_entityinfo.time = shaderstate.curtime;
Vector3Copy(shaderstate.curentity->light_dir, u_entityinfo.vlightdir);
Vector3Copy(shaderstate.curentity->light_range, u_entityinfo.vlightmul);
Vector3Copy(shaderstate.curentity->light_avg, u_entityinfo.vlightadd);
break;
*/
/*
case SP_UBO_LIGHTINFO:
struct
{
vec3_t toscreen;
vec_t lightradius;
vec3_t lightcolours;
vec_t pad1;
vec3_t lightcolourscale;
vec_t pad2;
vec3_t lightorigin_modelspace;
vec_t pad3;
matrix4x4_t lightcubematrix;
vec4_t lightshadowmapproj;
vec2_t lightshadowmapscale;
vec2_t pad4;
} u_lightinfo;
{
float v[4], tempv[4];
v[0] = shaderstate.lightorg[0];
v[1] = shaderstate.lightorg[1];
v[2] = shaderstate.lightorg[2];
v[3] = 1;
Matrix4x4_CM_Transform4(shaderstate.modelviewmatrix, v, tempv);
Matrix4x4_CM_Transform4(r_refdef.m_projection, tempv, v);
v[3] *= 2;
u_lightinfo.toscreen[0] = (v[0]/v[3]) + 0.5;
u_lightinfo.toscreen[1] = (v[1]/v[3]) + 0.5;
u_lightinfo.toscreen[2] = (v[2]/v[3]) + 0.5;
}
u_lightinfo.lightradius = shaderstate.lightradius;
Vector3Copy(shaderstate.lightcolours, u_lightinfo.lightcolours);
Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, shaderstate.lightorg, u_lightinfo.lightorigin_modelspace);
Vector3Copy(shaderstate.lightcolourscale, u_lightinfo.lightcolourscale);
Matrix4_Multiply(shaderstate.lightprojmatrix, shaderstate.modelmatrix, u_lightinfo.lightcubematrix);
Vector4Copy(shaderstate.lightshadowmapproj, u_lightinfo.lightshadowmapproj);
Vector2Copy(shaderstate.lightshadowmapscale, u_lightinfo.lightshadowmapscale);
break;
*/
case SP_M_VIEW:
qglUniformMatrix4fvARB(ph, 1, false, r_refdef.m_view);
break;
case SP_M_PROJECTION:
qglUniformMatrix4fvARB(ph, 1, false, r_refdef.m_projection);
break;
case SP_M_MODELVIEW:
qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelviewmatrix);
break;
case SP_M_MODELVIEWPROJECTION:
{
float m16[16];
Matrix4_Multiply(r_refdef.m_projection, shaderstate.modelviewmatrix, m16);
qglUniformMatrix4fvARB(ph, 1, false, m16);
}
break;
case SP_M_INVMODELVIEWPROJECTION:
{
float m16[16], inv[16];
Matrix4_Multiply(r_refdef.m_projection, shaderstate.modelviewmatrix, m16);
Matrix4_Invert(m16, inv);
qglUniformMatrix4fvARB(ph, 1, false, inv);
}
break;
case SP_M_MODEL:
qglUniformMatrix4fvARB(ph, 1, false, shaderstate.modelmatrix);
break;
case SP_M_ENTBONES:
{
#ifdef GLESONLY
//cop out.
qglUniform4fvARB(ph, shaderstate.sourcevbo->numbones*3, shaderstate.sourcevbo->bones);
#else
qglUniformMatrix3x4fv(ph, shaderstate.sourcevbo->numbones, false, shaderstate.sourcevbo->bones);
#endif
}
break;
case SP_M_INVVIEWPROJECTION:
{
float m16[16], inv[16];
Matrix4_Multiply(r_refdef.m_projection, r_refdef.m_view, m16);
Matrix4_Invert(m16, inv);
qglUniformMatrix4fvARB(ph, 1, false, inv);
}
break;
case SP_E_VBLEND:
qglUniform2fvARB(ph, 1, shaderstate.meshes[0]->xyz_blendw);
break;
case SP_E_VLSCALE:
#if MAXRLIGHTMAPS > 1
if (perm & PERMUTATION_LIGHTSTYLES)
{
vec4_t colscale[MAXRLIGHTMAPS];
int j, s;
for (j = 0; j < MAXRLIGHTMAPS ; j++)
{
s = shaderstate.curbatch->vtlightstyle[j];
if (s == 255)
{
for (; j < MAXRLIGHTMAPS ; j++)
{
colscale[j][0] = 0;
colscale[j][1] = 0;
colscale[j][2] = 0;
colscale[j][3] = 1;
}
break;
}
if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT)
{
float sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
VectorSet(colscale[j], sc, sc, sc);
}
else
{
VectorSet(colscale[j], shaderstate.identitylighting, shaderstate.identitylighting, shaderstate.identitylighting);
}
colscale[j][3] = 1;
VectorScale(colscale[j], d_lightstylevalue[s]/256.0f, colscale[j]);
}
qglUniform4fvARB(ph, j, (GLfloat*)colscale);
shaderstate.lastuniform = 0;
}
#endif
case SP_E_LMSCALE:
#if MAXRLIGHTMAPS > 1
if (perm & PERMUTATION_LIGHTSTYLES)
{
vec4_t colscale[MAXRLIGHTMAPS];
int j, s;
for (j = 0; j < MAXRLIGHTMAPS ; j++)
{
s = shaderstate.curbatch->lmlightstyle[j];
if (s == 255)
{
for (; j < MAXRLIGHTMAPS ; j++)
{
colscale[j][0] = 0;
colscale[j][1] = 0;
colscale[j][2] = 0;
colscale[j][3] = 1;
}
break;
}
if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT)
{
float sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
VectorSet(colscale[j], sc, sc, sc);
}
else
{
VectorSet(colscale[j], shaderstate.identitylighting, shaderstate.identitylighting, shaderstate.identitylighting);
}
colscale[j][3] = 1;
VectorScale(colscale[j], d_lightstylevalue[s]/256.0f, colscale[j]);
}
qglUniform4fvARB(ph, j, (GLfloat*)colscale);
shaderstate.lastuniform = 0;
}
else
#endif
{
vec4_t colscale[4];
if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT)
{
float sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
VectorSet(colscale[0], sc, sc, sc);
}
else
{
VectorSet(colscale[0], shaderstate.identitylighting, shaderstate.identitylighting, shaderstate.identitylighting);
}
colscale[0][3] = 1;
qglUniform4fvARB(ph, 1, (GLfloat*)colscale);
}
break;
case SP_E_GLOWMOD:
qglUniform3fvARB(ph, 1, (GLfloat*)shaderstate.curentity->glowmod);
break;
case SP_E_ORIGIN:
qglUniform3fvARB(ph, 1, (GLfloat*)shaderstate.curentity->origin);
break;
case SP_E_COLOURS:
qglUniform4fvARB(ph, 1, (GLfloat*)shaderstate.curentity->shaderRGBAf);
break;
case SP_E_COLOURSIDENT:
if (shaderstate.flags & BEF_FORCECOLOURMOD)
qglUniform4fvARB(ph, 1, (GLfloat*)shaderstate.curentity->shaderRGBAf);
else
qglUniform4fARB(ph, 1, 1, 1, shaderstate.curentity->shaderRGBAf[3]);
break;
case SP_E_TOPCOLOURS:
R_FetchPlayerColour(shaderstate.curentity->topcolour, param4);
qglUniform3fvARB(ph, 1, param4);
break;
case SP_E_BOTTOMCOLOURS:
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, param4);
qglUniform3fvARB(ph, 1, param4);
break;
case SP_RENDERTEXTURESCALE:
if (sh_config.texture_non_power_of_two_pic)
{
param4[0] = 1;
param4[1] = 1;
}
else
{
r = 1;
g = 1;
while (r < vid.pixelwidth)
param4[0] *= 2;
while (g < vid.pixelheight)
param4[1] *= 2;
param4[0] = vid.pixelwidth/param4[0];
param4[1] = vid.pixelheight/param4[1];
}
param4[2] = 0;
param4[3] = 0;
qglUniform4fvARB(ph, 1, param4);
break;
case SP_LIGHTSCREEN:
{
float v[4], tempv[4];
v[0] = shaderstate.lightorg[0];
v[1] = shaderstate.lightorg[1];
v[2] = shaderstate.lightorg[2];
v[3] = 1;
Matrix4x4_CM_Transform4(shaderstate.modelviewmatrix, v, tempv);
Matrix4x4_CM_Transform4(r_refdef.m_projection, tempv, v);
v[3] *= 2;
v[0] = (v[0]/v[3]) + 0.5;
v[1] = (v[1]/v[3]) + 0.5;
v[2] = (v[2]/v[3]) + 0.5;
qglUniform3fvARB(ph, 1, v);
}
break;
case SP_LIGHTRADIUS:
qglUniform1fARB(ph, shaderstate.lightradius);
break;
case SP_LIGHTCOLOUR:
qglUniform3fvARB(ph, 1, shaderstate.lightcolours);
break;
case SP_W_FOG:
qglUniform4fvARB(ph, 2, r_refdef.globalfog.colour); //and density
break;
case SP_V_EYEPOS:
qglUniform3fvARB(ph, 1, r_origin);
break;
case SP_E_EYEPOS:
{
/*eye position in model space*/
vec3_t t2;
Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, r_origin, t2);
qglUniform3fvARB(ph, 1, t2);
}
break;
case SP_LIGHTPOSITION:
{
/*light position in model space*/
vec3_t t2;
Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, shaderstate.lightorg, t2);
qglUniform3fvARB(ph, 1, t2);
}
break;
case SP_LIGHTCOLOURSCALE:
qglUniform3fvARB(ph, 1, shaderstate.lightcolourscale);
break;
case SP_LIGHTCUBEMATRIX:
/*light's texture projection matrix*/
{
float t[16];
Matrix4_Multiply(shaderstate.lightprojmatrix, shaderstate.modelmatrix, t);
qglUniformMatrix4fvARB(ph, 1, false, t);
}
break;
case SP_LIGHTSHADOWMAPPROJ:
qglUniform4fvARB(ph, 1, shaderstate.lightshadowmapproj);
break;
case SP_LIGHTSHADOWMAPSCALE:
qglUniform2fvARB(ph, 1, shaderstate.lightshadowmapscale);
break;
/*static lighting info*/
case SP_E_L_DIR:
qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_dir);
break;
case SP_E_L_MUL:
qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_range);
break;
case SP_E_L_AMBIENT:
qglUniform3fvARB(ph, 1, (float*)shaderstate.curentity->light_avg);
break;
case SP_E_TIME:
qglUniform1fARB(ph, shaderstate.curtime);
break;
case SP_CONSTI:
case SP_TEXTURE:
qglUniform1iARB(ph, p->ival);
break;
case SP_CONSTF:
qglUniform1fARB(ph, p->fval);
break;
case SP_CVARI:
qglUniform1iARB(ph, ((cvar_t*)p->pval)->ival);
break;
case SP_CVARF:
qglUniform1fARB(ph, ((cvar_t*)p->pval)->value);
break;
case SP_CVAR3F:
{
cvar_t *var = (cvar_t*)p->pval;
char *vs = var->string;
vs = COM_Parse(vs);
param4[0] = atof(com_token);
vs = COM_Parse(vs);
param4[1] = atof(com_token);
vs = COM_Parse(vs);
param4[2] = atof(com_token);
qglUniform3fvARB(ph, 1, param4);
}
break;
default:
Host_EndGame("Bad shader program parameter type (%i)", p->type);
break;
}
}
}
static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pass)
{
program_t *p = shader->prog;
int i;
int perm;
perm = 0;
if (shaderstate.sourcevbo->numbones)
{
if (p->permu[perm|PERMUTATION_SKELETAL].handle.glsl.handle)
perm |= PERMUTATION_SKELETAL;
else
return;
}
if (p->permu[perm|PERMUTATION_FRAMEBLEND].handle.glsl.handle && shaderstate.sourcevbo->coord2.gl.addr)
perm |= PERMUTATION_FRAMEBLEND;
if (TEXLOADED(shaderstate.curtexnums->bump) && p->permu[perm|PERMUTATION_BUMPMAP].handle.glsl.handle)
perm |= PERMUTATION_BUMPMAP;
if (TEXLOADED(shaderstate.curtexnums->fullbright) && p->permu[perm|PERMUTATION_FULLBRIGHT].handle.glsl.handle)
perm |= PERMUTATION_FULLBRIGHT;
if ((TEXLOADED(shaderstate.curtexnums->loweroverlay) || TEXLOADED(shaderstate.curtexnums->upperoverlay)) && p->permu[perm|PERMUTATION_UPPERLOWER].handle.glsl.handle)
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.globalfog.density && p->permu[perm|PERMUTATION_FOG].handle.glsl.handle)
perm |= PERMUTATION_FOG;
// if (p->permu[perm|PERMUTATION_DELUXE].handle.glsl.handle && TEXLOADED(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
// perm |= PERMUTATION_DELUXE;
if (TEXLOADED(shaderstate.curtexnums->reflectcube) && p->permu[perm|PERMUTATION_REFLECTCUBEMASK].handle.glsl.handle)
perm |= PERMUTATION_REFLECTCUBEMASK;
#if MAXRLIGHTMAPS > 1
if (shaderstate.curbatch->lightmap[1] >= 0 && p->permu[perm|PERMUTATION_LIGHTSTYLES].handle.glsl.handle)
perm |= PERMUTATION_LIGHTSTYLES;
#endif
GL_SelectProgram(p->permu[perm].handle.glsl.handle);
#ifndef FORCESTATE
if (shaderstate.lastuniform == p->permu[perm].handle.glsl.handle)
i = true;
else
#endif
{
i = false;
shaderstate.lastuniform = p->permu[perm].handle.glsl.handle;
}
BE_Program_Set_Attributes(p, perm, i);
BE_SendPassBlendDepthMask(pass->shaderbits);
#ifndef GLSLONLY
if (!p->nofixedcompat)
{
GenerateColourMods(pass);
for (i = 0; i < pass->numMergedPasses; i++)
{
Shader_BindTextureForPass(i, pass+i);
BE_GeneratePassTC(pass+i, i);
}
for (; i < shaderstate.lastpasstmus; i++)
{
GL_LazyBind(i, 0, r_nulltex);
}
shaderstate.lastpasstmus = pass->numMergedPasses;
}
else
#endif
{
#ifndef GLSLONLY
if (pass->numtcmods)
GenerateTCMods(pass, 0);
else
#endif
{
shaderstate.pendingtexcoordparts[0] = 2;
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
}
for (i = 0; i < pass->numMergedPasses; i++)
{
Shader_BindTextureForPass(i, pass+i);
}
#if MAXRLIGHTMAPS > 1
if (perm & PERMUTATION_LIGHTSTYLES)
{
GL_LazyBind(i++, GL_TEXTURE_2D, shaderstate.curbatch->lightmap[1]>=0?lightmap[shaderstate.curbatch->lightmap[1]]->lightmap_texture:r_nulltex);
GL_LazyBind(i++, GL_TEXTURE_2D, shaderstate.curbatch->lightmap[2]>=0?lightmap[shaderstate.curbatch->lightmap[2]]->lightmap_texture:r_nulltex);
GL_LazyBind(i++, GL_TEXTURE_2D, shaderstate.curbatch->lightmap[3]>=0?lightmap[shaderstate.curbatch->lightmap[3]]->lightmap_texture:r_nulltex);
GL_LazyBind(i++, GL_TEXTURE_2D, (shaderstate.curbatch->lightmap[1]>=0&&lightmap[shaderstate.curbatch->lightmap[1]]->hasdeluxe)?lightmap[shaderstate.curbatch->lightmap[1]+1]->lightmap_texture:missing_texture_normal);
GL_LazyBind(i++, GL_TEXTURE_2D, (shaderstate.curbatch->lightmap[2]>=0&&lightmap[shaderstate.curbatch->lightmap[2]]->hasdeluxe)?lightmap[shaderstate.curbatch->lightmap[2]+1]->lightmap_texture:missing_texture_normal);
GL_LazyBind(i++, GL_TEXTURE_2D, (shaderstate.curbatch->lightmap[3]>=0&&lightmap[shaderstate.curbatch->lightmap[3]]->hasdeluxe)?lightmap[shaderstate.curbatch->lightmap[3]+1]->lightmap_texture:missing_texture_normal);
}
#endif
while (shaderstate.lastpasstmus > i)
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
shaderstate.lastpasstmus = i; //in case it was already lower
}
BE_EnableShaderAttributes(p->permu[perm].attrmask, shaderstate.sourcevbo->vao);
BE_SubmitMeshChain(p->permu[perm].handle.glsl.usetesselation);
}
qboolean GLBE_LightCullModel(vec3_t org, model_t *model)
{
#ifdef RTLIGHTS
if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY))
{
float dist;
vec3_t disp;
if (model->type == mod_alias)
{
VectorSubtract(org, shaderstate.lightorg, disp);
dist = DotProduct(disp, disp);
if (dist > model->radius*model->radius + shaderstate.lightradius*shaderstate.lightradius)
return true;
}
else
{
int i;
for (i = 0; i < 3; i++)
{
if (shaderstate.lightorg[i]-shaderstate.lightradius > org[i] + model->maxs[i])
return true;
if (shaderstate.lightorg[i]+shaderstate.lightradius < org[i] + model->mins[i])
return true;
}
}
}
#endif
return false;
}
//Note: Be cautious about using BEM_LIGHT here, as it won't select the light.
void GLBE_SelectMode(backendmode_t mode)
{
extern int gldepthfunc;
// shaderstate.lastuniform = 0;
#ifndef FORCESTATE
if (mode != shaderstate.mode)
#endif
{
shaderstate.mode = mode;
shaderstate.flags = 0;
switch (mode)
{
default:
break;
case BEM_WIREFRAME:
break;
case BEM_DEPTHONLY:
#ifndef GLSLONLY
if (!gl_config_nofixedfunc)
{
BE_SetPassBlendMode(0, PBM_REPLACE);
GL_DeSelectProgram();
}
else
#endif
if (!shaderstate.allblackshader.glsl.handle)
{
const char *defs[] = {NULL};
shaderstate.allblackshader = GLSlang_CreateProgram("allblackprogram", gl_config_gles?100:110, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", NULL, NULL, "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL);
shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader.glsl.handle, "m_modelviewprojection");
}
/*BEM_DEPTHONLY does support mesh writing, but its not the only way its used... FIXME!*/
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
//we don't write or blend anything (maybe alpha test... but mneh)
BE_SendPassBlendDepthMask(SBITS_MISC_DEPTHWRITE | SBITS_MASK_BITS);
// BE_PolyOffset(false);
GL_CullFace(SHADER_CULL_FRONT);
break;
#ifdef RTLIGHTS
case BEM_STENCIL:
/*BEM_STENCIL doesn't support mesh writing*/
GLBE_PolyOffsetStencilShadow(false);
if (gl_config_nofixedfunc && !shaderstate.allblackshader.glsl.handle)
{
const char *defs[] = {NULL};
shaderstate.allblackshader = GLSlang_CreateProgram("allblackprogram", gl_config_gles?100:110, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", NULL, NULL, "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL);
shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader.glsl.handle, "m_modelviewprojection");
}
//disable all tmus
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
#ifndef GLSLONLY
if (!gl_config_nofixedfunc)
{
GL_DeSelectProgram();
//replace mode please
BE_SetPassBlendMode(0, PBM_REPLACE);
}
#endif
//we don't write or blend anything (maybe alpha test... but mneh)
BE_SendPassBlendDepthMask(SBITS_MISC_DEPTHCLOSERONLY | SBITS_MASK_BITS);
GL_CullFace(0);
//don't change cull stuff, and
//don't actually change stencil stuff - caller needs to be
//aware of how many times stuff is drawn, so they can do that themselves.
break;
case BEM_CREPUSCULAR:
if (!shaderstate.crepopaqueshader)
{
shaderstate.crepopaqueshader = R_RegisterShader("crepuscular_opaque", SUF_NONE,
"{\n"
"program crepuscular_opaque\n"
"}\n"
);
}
if (!shaderstate.crepskyshader)
{
shaderstate.crepskyshader = R_RegisterShader("crepuscular_sky", SUF_NONE,
"{\n"
"program crepuscular_sky\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
}
break;
#endif
case BEM_FOG:
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
GL_LazyBind(0, GL_TEXTURE_2D, shaderstate.fogtexture);
shaderstate.lastpasstmus = 1;
Vector4Set(shaderstate.pendingcolourflat, 1, 1, 1, 1);
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
#ifndef GLSLONLY
if (!gl_config_nofixedfunc)
BE_SetPassBlendMode(0, PBM_MODULATE);
#endif
BE_SendPassBlendDepthMask(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_MISC_DEPTHEQUALONLY);
break;
}
}
}
void GLBE_SelectEntity(entity_t *ent)
{
float nd;
shaderstate.curentity = ent;
currententity = ent;
R_RotateForEntity(shaderstate.modelmatrix, shaderstate.modelviewmatrix, shaderstate.curentity, shaderstate.curentity->model);
Matrix4_Invert(shaderstate.modelmatrix, shaderstate.modelmatrixinv);
if (qglLoadMatrixf)
qglLoadMatrixf(shaderstate.modelviewmatrix);
if (shaderstate.curentity->flags & RF_DEPTHHACK)
nd = 0.3;
else
nd = 1;
if (shaderstate.depthrange != nd)
{
shaderstate.depthrange = nd;
if (qglDepthRange)
qglDepthRange (gldepthmin, gldepthmin + shaderstate.depthrange*(gldepthmax-gldepthmin));
else if (qglDepthRangef)
qglDepthRangef (gldepthmin, gldepthmin + shaderstate.depthrange*(gldepthmax-gldepthmin));
}
shaderstate.lastuniform = 0;
}
#if 0
static void BE_SelectFog(vec3_t colour, float alpha, float density)
{
float zscale;
density /= 64;
zscale = 2048; /*this value is meant to be the distance at which fog the value becomes as good as fully fogged, just hack it to 2048...*/
GenerateFogTexture(&shaderstate.fogtexture, density, zscale);
shaderstate.fogfar = 1/zscale; /*scaler for z coords*/
qglColor4f(colour[0], colour[1], colour[2], alpha);
}
#endif
#ifdef RTLIGHTS
static qboolean GLBE_RegisterLightShader(int mode)
{
if (!shaderstate.inited_shader_light[mode])
{
char *name = va("rtlight%s%s%s%s",
(mode & LSHADER_SMAP)?"#PCF":"",
(mode & LSHADER_SPOT)?"#SPOT":"",
(mode & LSHADER_CUBE)?"#CUBE":"",
(gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT|LSHADER_CUBE)))?"#USE_ARB_SHADOW":""
);
shaderstate.inited_shader_light[mode] = true;
shaderstate.shader_light[mode] = R_RegisterCustom(name, SUF_NONE, Shader_LightPass, NULL);
}
if (shaderstate.shader_light[mode])
{
//make sure it has a program and forget it if it doesn't, to save a compare.
if (!shaderstate.shader_light[mode]->prog)
{
shaderstate.shader_light[mode] = NULL;
return false;
}
return true;
}
return false;
}
#endif
qboolean GLBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
{
extern cvar_t gl_specular;
shaderstate.lastuniform = 0;
shaderstate.curdlight = dl;
shaderstate.lightmode = lmode;
/*simple info*/
shaderstate.lightradius = dl->radius;
VectorCopy(dl->origin, shaderstate.lightorg);
VectorCopy(colour, shaderstate.lightcolours);
#ifdef RTLIGHTS
VectorCopy(dl->lightcolourscales, shaderstate.lightcolourscale);
shaderstate.lightcolourscale[2] *= gl_specular.value;
if (lmode & LSHADER_SPOT)
shaderstate.lightcubemap = r_nulltex;
else
shaderstate.lightcubemap = dl->cubetexture;
if (TEXLOADED(shaderstate.lightcubemap) && GLBE_RegisterLightShader(shaderstate.lightmode | LSHADER_CUBE))
shaderstate.lightmode |= LSHADER_CUBE;
if (!GLBE_RegisterLightShader(shaderstate.lightmode))
return false;
/*generate light projection information*/
if (shaderstate.lightmode & LSHADER_SPOT)
{
float view[16];
float proj[16];
extern cvar_t r_shadow_shadowmapping_nearclip;
Matrix4x4_CM_Projection_Far(proj, dl->fov, dl->fov, r_shadow_shadowmapping_nearclip.value, dl->radius);
Matrix4x4_CM_ModelViewMatrixFromAxis(view, axis[0], axis[1], axis[2], dl->origin);
Matrix4_Multiply(proj, view, shaderstate.lightprojmatrix);
}
else if (shaderstate.lightmode & (LSHADER_SMAP|LSHADER_CUBE))
{
Matrix4x4_CM_LightMatrixFromAxis(shaderstate.lightprojmatrix, axis[0], axis[1], axis[2], dl->origin);
/*
vec3_t down;
vec3_t back;
vec3_t right;
VectorScale(axis[2], -1, down);
VectorScale(axis[1], 1, right);
VectorScale(axis[0], 1, back);
Matrix4x4_CM_ModelViewMatrixFromAxis(shaderstate.lightprojmatrix, down, back, right, dl->origin);
*/
}
#endif
return true;
}
void GLBE_Scissor(srect_t *rect)
{
if (rect)
{
qglScissor(
floor(r_refdef.pxrect.x + rect->x*r_refdef.pxrect.width),
// floor(r_refdef.pxrect.y + rect->y*r_refdef.pxrect.height),// - r_refdef.pxrect.maxheight),
floor(rect->y*r_refdef.pxrect.height + (r_refdef.pxrect.maxheight-r_refdef.pxrect.y)-r_refdef.pxrect.height),
ceil(rect->width * r_refdef.pxrect.width),
ceil(rect->height * r_refdef.pxrect.height));
qglEnable(GL_SCISSOR_TEST);
if (qglDepthBoundsEXT)
{
qglDepthBoundsEXT(rect->dmin, rect->dmax);
qglEnable(GL_DEPTH_BOUNDS_TEST_EXT);
}
}
else
{
/* qglScissor(
r_refdef.pxrect.x,
r_refdef.pxrect.y - r_refdef.pxrect.height,
r_refdef.pxrect.width,
r_refdef.pxrect.height);
*/ qglDisable(GL_SCISSOR_TEST);
if (qglDepthBoundsEXT)
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
// if (qglDepthBoundsEXT)
// qglDepthBoundsEXT(0, 1);
}
}
#if defined(RTLIGHTS) && !defined(GLSLONLY)
texid_t GenerateNormalisationCubeMap(void);
static void BE_LegacyLighting(void)
{
//bigfoot wants rtlight support without glsl, so here goes madness...
//register combiners for bumpmapping using 4 tmus...
float *col;
float *ldir;
vec3_t lightdir, rellight;
float scale;
int i, m;
mesh_t *mesh;
unsigned int attr = (1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR);
int tmu = 0;
BE_SendPassBlendDepthMask(SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ONE);
//rotate this into modelspace
Matrix4x4_CM_Transform3(shaderstate.modelmatrixinv, shaderstate.lightorg, rellight);
for (m = 0; m < shaderstate.meshcount; m++)
{
mesh = shaderstate.meshes[m];
//vbo-only mesh.
if (!mesh->xyz_array)
return;
if (!mesh->normals_array)
return;
col = coloursarray[0] + mesh->vbofirstvert*4;
ldir = texcoordarray[0] + mesh->vbofirstvert*3;
for (i = 0; i < mesh->numvertexes; i++, col+=4, ldir+=3)
{
VectorSubtract(rellight, mesh->xyz_array[i], lightdir);
scale = VectorNormalize(lightdir);
scale = 1 - (scale/shaderstate.lightradius);
VectorScale(shaderstate.lightcolours, scale, col);
col[3] = 1;
ldir[0] = -DotProduct(lightdir, mesh->snormals_array[i]);
ldir[1] = DotProduct(lightdir, mesh->tnormals_array[i]);
ldir[2] = DotProduct(lightdir, mesh->normals_array[i]);
}
}
if (TEXVALID(shaderstate.curtexnums->bump) && gl_config.arb_texture_cube_map && gl_config.arb_texture_env_dot3 && gl_config.arb_texture_env_combine && be_maxpasses >= 4)
{ //we could get this down to 2 tmus by arranging for the dot3 result to be written the alpha buffer. But then we'd need to have an alpha buffer too.
if (!shaderstate.normalisationcubemap)
shaderstate.normalisationcubemap = GenerateNormalisationCubeMap();
//tmu0: normalmap+replace+regular tex coords
GL_LazyBind(tmu, GL_TEXTURE_2D, shaderstate.curtexnums->bump);
BE_SetPassBlendMode(tmu, PBM_REPLACE);
shaderstate.pendingtexcoordparts[tmu] = 2;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr;
attr |= (1u<<(VATTR_LEG_TMU0+tmu));
tmu++;
//tmu1: normalizationcubemap+dot3+lightdir
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, shaderstate.normalisationcubemap);
BE_SetPassBlendMode(tmu, PBM_DOTPRODUCT);
shaderstate.pendingtexcoordparts[tmu] = 3;
shaderstate.pendingtexcoordvbo[tmu] = 0;
shaderstate.pendingtexcoordpointer[tmu] = texcoordarray[0];
attr |= (1u<<(VATTR_LEG_TMU0+tmu));
tmu++;
//tmu2: $diffuse+multiply+regular tex coords
GL_LazyBind(tmu, GL_TEXTURE_2D, shaderstate.curtexnums->base); //texture not used, its just to make sure the code leaves it enabled.
BE_SetPassBlendMode(tmu, PBM_MODULATE);
shaderstate.pendingtexcoordparts[tmu] = 2;
shaderstate.pendingtexcoordvbo[tmu] = shaderstate.sourcevbo->texcoord.gl.vbo;
shaderstate.pendingtexcoordpointer[tmu] = shaderstate.sourcevbo->texcoord.gl.addr;
attr |= (1u<<(VATTR_LEG_TMU0+tmu));
tmu++;
//tmu3: $any+multiply-by-colour+notc
GL_LazyBind(tmu, GL_TEXTURE_2D, shaderstate.curtexnums->bump); //texture not used, its just to make sure the code leaves it enabled.
BE_SetPassBlendMode(tmu, PBM_MODULATE_PREV_COLOUR);
shaderstate.pendingtexcoordparts[tmu] = 0;
shaderstate.pendingtexcoordvbo[tmu] = 0;
shaderstate.pendingtexcoordpointer[tmu] = NULL;
tmu++;
//note we need 4 combiners in the first because we can't use the colour argument in the first without breaking the normals.
for (i = tmu; i < shaderstate.lastpasstmus; i++)
{
GL_LazyBind(i, 0, r_nulltex);
}
shaderstate.lastpasstmus = tmu;
}
else
{
attr |= (1u<<(VATTR_LEG_TMU0));
//tmu0: $diffuse+multiply+regular tex coords
//multiplies by vertex colours
GL_LazyBind(0, GL_TEXTURE_2D, shaderstate.curtexnums->base); //texture not used, its just to make sure the code leaves it enabled.
BE_SetPassBlendMode(0, PBM_MODULATE);
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
for (i = 1; i < shaderstate.lastpasstmus; i++)
{
GL_LazyBind(i, 0, r_nulltex);
}
shaderstate.lastpasstmus = 1;
}
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = coloursarray;
GL_DeSelectProgram();
BE_EnableShaderAttributes(attr, 0);
BE_SubmitMeshChain(false);
GL_LazyBind(1, 0, r_nulltex);
GL_LazyBind(2, 0, r_nulltex);
GL_LazyBind(3, 0, r_nulltex);
}
#endif
static void DrawMeshes(void)
{
const shader_t *altshader;
const shaderpass_t *p;
int passno;
int flags;
passno = 0;
if (shaderstate.force2d)
{
RQuantAdd(RQUANT_2DBATCHES, 1);
}
else if (shaderstate.curentity == &r_worldentity)
{
RQuantAdd(RQUANT_WORLDBATCHES, 1);
}
else
{
RQuantAdd(RQUANT_ENTBATCHES, 1);
}
flags = shaderstate.curshader->flags;
#ifndef FORCESTATE
if (shaderstate.curcull != ((flags^r_refdef.flipcull) & (SHADER_CULL_FRONT|SHADER_CULL_BACK)))
#endif
{
shaderstate.curcull = ((flags^r_refdef.flipcull) & (SHADER_CULL_FRONT|SHADER_CULL_BACK));
if (shaderstate.curcull & SHADER_CULL_FRONT)
{
qglEnable(GL_CULL_FACE);
qglCullFace(GL_FRONT);
}
else if (shaderstate.curcull & SHADER_CULL_BACK)
{
qglEnable(GL_CULL_FACE);
qglCullFace(GL_BACK);
}
else
{
qglDisable(GL_CULL_FACE);
}
}
#ifndef GLSLONLY
if (shaderstate.sourcevbo->coord2.gl.addr && (shaderstate.curshader->numdeforms || !shaderstate.curshader->prog))
GenerateVertexBlends(shaderstate.curshader);
else if (shaderstate.curshader->numdeforms)
GenerateVertexDeforms(shaderstate.curshader);
else
#endif
{
shaderstate.pendingvertexpointer = shaderstate.sourcevbo->coord.gl.addr;
shaderstate.pendingvertexvbo = shaderstate.sourcevbo->coord.gl.vbo;
}
#ifdef _DEBUG
if (!shaderstate.pendingvertexpointer && !shaderstate.pendingvertexvbo)
{
Con_Printf(CON_ERROR "pendingvertexpointer+vbo are both null! shader is %s\n", shaderstate.curshader->name);
return;
}
#endif
#ifdef FTE_TARGET_WEB
if (!shaderstate.pendingvertexvbo)
return;
if (!shaderstate.sourcevbo->indicies.gl.vbo)
return;
#endif
BE_PolyOffset(shaderstate.flags & BEF_PUSHDEPTH);
switch(shaderstate.mode)
{
case BEM_STENCIL:
Host_Error("Shader system is not meant to accept stencil meshes\n");
break;
#ifdef RTLIGHTS
case BEM_LIGHT:
altshader = shaderstate.curshader->bemoverrides[shaderstate.lightmode];
if (!altshader)
altshader = shaderstate.shader_light[shaderstate.lightmode];
if (altshader && altshader->prog)
BE_RenderMeshProgram(altshader, altshader->passes);
#ifndef GLSLONLY
else
BE_LegacyLighting();
#endif
break;
case BEM_DEPTHNORM:
altshader = shaderstate.curshader->bemoverrides[bemoverride_prelight];
if (!altshader)
altshader = shaderstate.depthnormshader;
if (altshader && altshader->prog)
BE_RenderMeshProgram(altshader, altshader->passes);
break;
#endif
case BEM_CREPUSCULAR:
altshader = shaderstate.curshader->bemoverrides[bemoverride_crepuscular];
if (!altshader && (shaderstate.curshader->flags & SHADER_SKY))
altshader = shaderstate.crepskyshader;
if (!altshader)
altshader = shaderstate.crepopaqueshader;
if (altshader && altshader->prog)
BE_RenderMeshProgram(altshader, altshader->passes);
break;
case BEM_DEPTHONLY:
altshader = shaderstate.curshader->bemoverrides[bemoverride_depthonly];
if (!altshader)
altshader = shaderstate.depthonlyshader;
if (altshader && altshader->prog)
BE_RenderMeshProgram(altshader, altshader->passes);
else
{
GL_DeSelectProgram();
#ifdef warningmsg
#pragma warningmsg("fixme: support alpha test")
#endif
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX), 0);
BE_SubmitMeshChain(false); //fixme: dangerous
}
break;
case BEM_FOG:
#ifndef GLSLONLY
GL_DeSelectProgram();
GenerateTCFog(0, NULL);
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX), 0);
BE_SubmitMeshChain(false);
#endif
break;
case BEM_WIREFRAME:
//FIXME: do this with a shader instead? its not urgent as we can draw the shader normally anyway, just faster.
//FIXME: we need to use a shader for vertex blending. not really an issue with mdl, but more significant with iqms (base pose!).
#ifndef GLSLONLY
if (!gl_config_nofixedfunc)
{
BE_SetPassBlendMode(0, PBM_REPLACE);
GL_DeSelectProgram();
}
else
#endif
{
break;
}
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
Vector4Set(shaderstate.pendingcolourflat, 1, 1, 1, 1);
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
BE_SendPassBlendDepthMask((shaderstate.curshader->passes[0].shaderbits & ~SBITS_BLEND_BITS) | SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | ((r_wireframe.ival == 1)?SBITS_MISC_NODEPTHTEST:0));
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR), 0);
BE_SubmitMeshChain(false);
break;
case BEM_DEPTHDARK:
if ((shaderstate.curshader->flags & SHADER_HASLIGHTMAP) && !TEXVALID(shaderstate.curtexnums->fullbright))
{
if (gl_config.arb_shader_objects)
{
if (!shaderstate.allblackshader.glsl.handle)
{
const char *defs[] = {NULL};
shaderstate.allblackshader = GLSlang_CreateProgram("allblackprogram", gl_config_gles?100:110, defs, "#include \"sys/skeletal.h\"\nvoid main(){gl_Position = skeletaltransform();}", NULL, NULL, "void main(){gl_FragColor=vec4(0.0,0.0,0.0,1.0);}", false, NULL);
shaderstate.allblack_mvp = qglGetUniformLocationARB(shaderstate.allblackshader.glsl.handle, "m_modelviewprojection");
}
GL_SelectProgram(shaderstate.allblackshader.glsl.handle);
BE_SendPassBlendDepthMask(shaderstate.curshader->passes[0].shaderbits);
BE_EnableShaderAttributes(gl_config_nofixedfunc?(1u<<VATTR_VERTEX1):(1u<<VATTR_LEG_VERTEX), 0);
if (shaderstate.allblackshader.glsl.handle != shaderstate.lastuniform && shaderstate.allblack_mvp != -1)
{
float m16[16];
Matrix4_Multiply(r_refdef.m_projection, shaderstate.modelviewmatrix, m16);
qglUniformMatrix4fvARB(shaderstate.allblack_mvp, 1, false, m16);
}
BE_SubmitMeshChain(shaderstate.allblackshader.glsl.usetesselation);
shaderstate.lastuniform = shaderstate.allblackshader.glsl.handle;
break;
}
#ifndef GLSLONLY
else if (!gl_config_nofixedfunc)
{
GL_DeSelectProgram();
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
Vector4Set(shaderstate.pendingcolourflat, 0, 0, 0, 1);
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
BE_SetPassBlendMode(0, PBM_REPLACE);
BE_SendPassBlendDepthMask(shaderstate.curshader->passes[0].shaderbits);
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR), 0);
BE_SubmitMeshChain(false);
break;
}
#endif
}
//fallthrough
case BEM_STANDARD:
default:
if (shaderstate.curshader->prog)
{
BE_RenderMeshProgram(shaderstate.curshader, shaderstate.curshader->passes);
}
#ifdef GLSLONLY
break;
#else
else if (gl_config_nofixedfunc)
break;
else
{
GL_DeSelectProgram();
while (passno < shaderstate.curshader->numpasses)
{
p = &shaderstate.curshader->passes[passno];
passno += p->numMergedPasses;
// if (p->flags & SHADER_PASS_DETAIL)
// continue;
DrawPass(p);
}
}
if (shaderstate.curbatch->fog && shaderstate.curbatch->fog->shader)
{
GL_DeSelectProgram();
GenerateFogTexture(&shaderstate.fogtexture, shaderstate.curbatch->fog->shader->fog_dist, 2048);
shaderstate.fogfar = 1.0f/2048; /*scaler for z coords*/
while(shaderstate.lastpasstmus>1)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
GL_LazyBind(0, GL_TEXTURE_2D, shaderstate.fogtexture);
shaderstate.lastpasstmus = 1;
Vector4Scale(shaderstate.curbatch->fog->shader->fog_color, (1/255.0), shaderstate.pendingcolourflat);
shaderstate.pendingcolourvbo = 0;
shaderstate.pendingcolourpointer = NULL;
BE_SetPassBlendMode(0, PBM_MODULATE);
BE_SendPassBlendDepthMask(SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA | SBITS_MISC_DEPTHEQUALONLY);
GenerateTCFog(0, shaderstate.curbatch->fog);
BE_EnableShaderAttributes((1u<<VATTR_LEG_VERTEX) | (1u<<VATTR_LEG_COLOUR) | (1u<<VATTR_LEG_TMU0), 0);
BE_SubmitMeshChain(false);
}
break;
#endif
}
}
static qboolean BE_GenTempMeshVBO(vbo_t **vbo, mesh_t *m)
{
*vbo = &shaderstate.dummyvbo;
//this code is shit shit shit.
if (shaderstate.streamvbo[0])
{
//use a local. can't use a static, that crashes the compiler due to memory use, so lets eat the malloc or stack or whatever because we really don't have a choice.
static char *buffer;
size_t len = 0;
if (!buffer)
buffer = malloc(65536 * 33 * sizeof(float));
//we're not doing vao... but just in case someone added that as an extension...
GL_DeselectVAO();
//cycle the vbo. this reduces the likelyhood that we'll have to wait for the vbo to no longer be in use.
//remember, we can't do nice things like orphan in webgl. we have to create a new buffer every single time.
//we can't stream with BufferSubData, because browsers are pure shite, and probably mmap and read back huge blocks of code as they translate the calls to direct3d nonsense.
//we can't use client memory and let the driver do the right thing, because lets face it, our driver is technically a browser. its safer to run everything in a scripted language than to fight the nonsense.
//how many buffers do we need? no idea. all this memory allocation is going to be shit for performance.
//but we really do not have a choice. This is the only way to 'stream' without dropping down to <1fps.
//although arguably we should build our entire hud+2d stuff into a single vbo each frame... meh. At least this keeps the memory use in the driver's 64bit memory space instead of the browser's 32bit one...
shaderstate.streamid = (shaderstate.streamid + 1) & (sizeof(shaderstate.streamvbo)/sizeof(shaderstate.streamvbo[0]) - 1);
shaderstate.dummyvbo.vao = shaderstate.streamvao[shaderstate.streamid];
shaderstate.dummyvbo.vaodynamic = ~0;
shaderstate.dummyvbo.vaoenabled = 0;
if (shaderstate.dummyvbo.vao)
{
qglBindVertexArray(shaderstate.dummyvbo.vao);
shaderstate.currentvao = shaderstate.dummyvbo.vao;
}
GL_SelectVBO(shaderstate.streamvbo[shaderstate.streamid]);
GL_SelectEBO(shaderstate.streamebo[shaderstate.streamid]);
memcpy(buffer+len, m->xyz_array, sizeof(*m->xyz_array) * m->numvertexes);
shaderstate.dummyvbo.coord.gl.addr = (void*)len;
shaderstate.dummyvbo.coord.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->xyz_array) * m->numvertexes;
if (m->xyz2_array)
{
memcpy(buffer+len, m->xyz2_array, sizeof(*m->xyz2_array) * m->numvertexes);
shaderstate.dummyvbo.coord2.gl.addr = (void*)len;
shaderstate.dummyvbo.coord2.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->xyz2_array) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.coord2.gl.addr = NULL;
shaderstate.dummyvbo.coord2.gl.vbo = 0;
}
memcpy(buffer+len, m->st_array, sizeof(*m->st_array) * m->numvertexes);
shaderstate.dummyvbo.texcoord.gl.addr = (void*)len;
shaderstate.dummyvbo.texcoord.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->st_array) * m->numvertexes;
//FIXME: lightmaps
if (m->colors4f_array[0])
{
memcpy(buffer+len, m->colors4f_array[0], sizeof(*m->colors4f_array[0]) * m->numvertexes);
shaderstate.dummyvbo.colours[0].gl.addr = (void*)len;
shaderstate.dummyvbo.colours[0].gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->colors4f_array[0]) * m->numvertexes;
shaderstate.colourarraytype = GL_FLOAT;
}
else if (m->colors4b_array)
{
memcpy(buffer+len, m->colors4b_array, sizeof(*m->colors4b_array) * m->numvertexes);
shaderstate.dummyvbo.colours[0].gl.addr = (void*)len;
shaderstate.dummyvbo.colours[0].gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->colors4b_array) * m->numvertexes;
shaderstate.colourarraytype = GL_UNSIGNED_BYTE;
}
else
{
shaderstate.dummyvbo.colours[0].gl.addr = NULL;
shaderstate.dummyvbo.colours[0].gl.vbo = 0;
shaderstate.colourarraytype = GL_FLOAT;
}
if (m->normals_array)
{
memcpy(buffer+len, m->normals_array, sizeof(*m->normals_array) * m->numvertexes);
shaderstate.dummyvbo.normals.gl.addr = (void*)len;
shaderstate.dummyvbo.normals.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->normals_array) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.normals.gl.addr = NULL;
shaderstate.dummyvbo.normals.gl.vbo = 0;
}
if (m->bonenums)
{
memcpy(buffer+len, m->bonenums, sizeof(*m->bonenums) * m->numvertexes);
shaderstate.dummyvbo.bonenums.gl.addr = (void*)len;
shaderstate.dummyvbo.bonenums.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->bonenums) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.bonenums.gl.addr = NULL;
shaderstate.dummyvbo.bonenums.gl.vbo = 0;
}
if (m->boneweights)
{
memcpy(buffer+len, m->boneweights, sizeof(*m->boneweights) * m->numvertexes);
shaderstate.dummyvbo.boneweights.gl.addr = (void*)len;
shaderstate.dummyvbo.boneweights.gl.vbo = shaderstate.streamvbo[shaderstate.streamid];
len += sizeof(*m->boneweights) * m->numvertexes;
}
else
{
shaderstate.dummyvbo.boneweights.gl.addr = NULL;
shaderstate.dummyvbo.boneweights.gl.vbo = 0;
}
//FIXME: normals, svector, tvector, bone nums, bone weights
//now we've got a single buffer in a single place, update the buffer
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, len, buffer, GL_STREAM_DRAW_ARB);
//and finally the elements array, which is a much simpler affair
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*m->indexes) * m->numindexes, m->indexes, GL_STREAM_DRAW_ARB);
shaderstate.dummyvbo.indicies.gl.addr = (void*)NULL;
shaderstate.dummyvbo.indicies.gl.vbo = shaderstate.streamebo[shaderstate.streamid];
}
else
{
//client memory. may be slower. will probably be faster.
shaderstate.dummyvbo.coord.gl.addr = m->xyz_array;
shaderstate.dummyvbo.coord2.gl.addr = m->xyz2_array;
shaderstate.dummyvbo.texcoord.gl.addr = m->st_array;
shaderstate.dummyvbo.indicies.gl.addr = m->indexes;
shaderstate.dummyvbo.normals.gl.addr = m->normals_array;
shaderstate.dummyvbo.svector.gl.addr = m->snormals_array;
shaderstate.dummyvbo.tvector.gl.addr = m->tnormals_array;
if (m->colors4f_array[0])
{
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.dummyvbo.colours[0].gl.addr = m->colors4f_array[0];
}
else
{
shaderstate.colourarraytype = GL_UNSIGNED_BYTE;
shaderstate.dummyvbo.colours[0].gl.addr = m->colors4b_array;
}
shaderstate.dummyvbo.bonenums.gl.addr = m->bonenums;
shaderstate.dummyvbo.boneweights.gl.addr = m->boneweights;
}
shaderstate.dummyvbo.bones = m->bones;
shaderstate.dummyvbo.numbones = m->numbones;
shaderstate.meshcount = 1;
shaderstate.meshes = &m;
return true;
}
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.curshader = shader->remapto;
if (!vbo)
{
mesh_t *m;
shaderstate.flags = beflags;
TRACE(("GLBE_DrawMesh_List: shader %s\n", shader->name));
if (shaderstate.curentity != &r_worldentity)
GLBE_SelectEntity(&r_worldentity);
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + shader->remaptime);
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
while (nummeshes--)
{
m = *meshlist++;
if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, m))
continue;
shaderstate.meshcount = 1;
shaderstate.meshes = &m;
DrawMeshes();
}
}
else
{
shaderstate.sourcevbo = vbo;
shaderstate.colourarraytype = GL_FLOAT;
shaderstate.flags = beflags;
if (shaderstate.curentity != &r_worldentity)
GLBE_SelectEntity(&r_worldentity);
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + shader->remaptime);
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshcount = nummeshes;
shaderstate.meshes = meshlist;
DrawMeshes();
}
}
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, unsigned int beflags)
{
shader->next = NULL;
BE_DrawMesh_List(shader, 1, &mesh, NULL, NULL, beflags);
}
void GLBE_SubmitBatch(batch_t *batch)
{
shader_t *sh;
shaderstate.curbatch = batch;
if (batch->vbo)
{
shaderstate.sourcevbo = batch->vbo;
shaderstate.colourarraytype = GL_FLOAT;
}
else
{
//we're only allowed one mesh per batch if there's no vbo info.
if (!BE_GenTempMeshVBO(&shaderstate.sourcevbo, batch->mesh[0]))
return;
}
sh = batch->shader;
shaderstate.curshader = sh->remapto;
shaderstate.flags = batch->flags;
if (shaderstate.curentity != batch->ent)
GLBE_SelectEntity(batch->ent);
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + sh->remaptime);
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else if (sh->numdefaulttextures)
shaderstate.curtexnums = sh->defaulttextures + ((int)(sh->defaulttextures_fps * shaderstate.curtime) % sh->numdefaulttextures);
else
shaderstate.curtexnums = sh->defaulttextures;
if (0)
{
int i;
for (i = batch->firstmesh; i < batch->meshes; i++)
{
shaderstate.meshcount = 1;
shaderstate.meshes = &batch->mesh[i];
DrawMeshes();
}
}
else
{
shaderstate.meshcount = batch->meshes - batch->firstmesh;
shaderstate.meshes = batch->mesh+batch->firstmesh;
DrawMeshes();
}
}
static void GLBE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
{
batch_t *batch, *masklists[2];
int i;
/*attempt to draw portal shaders*/
if (shaderstate.mode == BEM_STANDARD)
{
for (i = 0; i < 2; i++)
{
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
masklists[0] = worldlist[SHADER_SORT_PORTAL];
masklists[1] = dynamiclist;
GLR_DrawPortal(batch, worldlist, masklists, 0);
/*clear depth again*/
GL_ForceDepthWritable();
qglClear(GL_DEPTH_BUFFER_BIT);
}
}
//make sure the current scene doesn't draw over the portal where its not meant to. clamp depth so the near clip plane doesn't cause problems.
if (gl_config.arb_depth_clamp)
qglEnable(GL_DEPTH_CLAMP_ARB);
for (i = 0; i < 2; i++)
{
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
/*draw depth only, to mask it off*/
GLBE_SelectMode(BEM_DEPTHONLY);
GLBE_SubmitBatch(batch);
GLBE_SelectMode(BEM_STANDARD);
}
}
if (gl_config.arb_depth_clamp)
qglDisable(GL_DEPTH_CLAMP_ARB);
}
}
static void GLBE_SubmitMeshesSortList(batch_t *sortlist)
{
batch_t *batch;
shader_t *bs;
for (batch = sortlist; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->flags & BEF_NODLIGHT)
if (shaderstate.mode == BEM_LIGHT)
continue;
if (batch->flags & BEF_NOSHADOWS)
if (shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY) //fixme: depthonly is not just shadows.
continue;
//buildmeshes updates shaders and generates pose information for sufaces that need it.
//the shader flags checked *after* this call may be a performance issue if it generated lots of new mesh data.
//FIXME: should we assume that the batch's shader will have the same flags?
if (batch->buildmeshes)
{
TRACE(("GLBE_SubmitMeshesSortList: build\n"));
batch->buildmeshes(batch);
}
bs = batch->shader;
TRACE(("GLBE_SubmitMeshesSortList: shader %s\n", bs->name));
//FIXME:!!
if (!bs)
{
Con_Printf("Shader not set...\n");
if (batch->texture)
bs = R_TextureAnimation(0, batch->texture)->shader;
else
continue;
}
if ((bs->flags & SHADER_NODRAW) || !batch->meshes)
continue;
if (bs->flags & SHADER_NODLIGHT)
if (shaderstate.mode == BEM_LIGHT)
continue;
if (bs->flags & SHADER_NOSHADOWS)
if (shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY) //fixme: depthonly is not just shadows.
continue;
if (bs->flags & SHADER_SKY)
{
if (shaderstate.mode == BEM_STANDARD || shaderstate.mode == BEM_DEPTHDARK)// || shaderstate.mode == BEM_WIREFRAME)
{
if (!bs->prog)
{
R_DrawSkyChain (batch);
continue;
}
}
else if (shaderstate.mode != BEM_FOG && shaderstate.mode != BEM_CREPUSCULAR && shaderstate.mode != BEM_WIREFRAME)
continue;
}
if ((bs->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT | SHADER_HASRIPPLEMAP)) && shaderstate.mode != BEM_WIREFRAME)
{
int oldfbo;
float oldil;
int oldbem;
//these flags require rendering some view as an fbo
if (r_refdef.recurse)
continue;
if (shaderstate.mode != BEM_STANDARD && shaderstate.mode != BEM_DEPTHDARK)
continue;
oldbem = shaderstate.mode;
oldil = shaderstate.identitylighting;
if ((bs->flags & SHADER_HASREFLECT) && gl_config.ext_framebuffer_objects)
{
vrect_t orect = r_refdef.vrect;
pxrect_t oprect = r_refdef.pxrect;
if (!shaderstate.tex_reflection)
{
shaderstate.tex_reflection = Image_CreateTexture("***tex_reflection***", NULL, 0);
if (!shaderstate.tex_reflection->num)
qglGenTextures(1, &shaderstate.tex_reflection->num);
}
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = vid.fbvwidth/2;
r_refdef.vrect.height = vid.fbvheight/2;
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth/2;
r_refdef.pxrect.height = vid.fbpheight/2;
if (shaderstate.tex_reflection->width!=r_refdef.pxrect.width || shaderstate.tex_reflection->height!=r_refdef.pxrect.height)
{
shaderstate.tex_reflection->width = r_refdef.pxrect.width;
shaderstate.tex_reflection->height = r_refdef.pxrect.height;
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_reflection);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shaderstate.tex_reflection->width, shaderstate.tex_reflection->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, FBO_RB_DEPTH, &shaderstate.tex_reflection, 1, r_nulltex, shaderstate.tex_reflection->width, shaderstate.tex_reflection->height);
r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac.rb_size[1];
GL_ViewportUpdate();
GL_ForceDepthWritable();
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, 1);
GLBE_FBO_Pop(oldfbo);
r_refdef.vrect = orect;
r_refdef.pxrect = oprect;
GL_ViewportUpdate();
}
if (bs->flags & (SHADER_HASREFRACT|SHADER_HASREFRACTDEPTH))
{
if (r_refract_fboival)
{
vrect_t ovrect = r_refdef.vrect;
pxrect_t oprect = r_refdef.pxrect;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = vid.fbvwidth/2;
r_refdef.vrect.height = vid.fbvheight/2;
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth/2;
r_refdef.pxrect.height = vid.fbpheight/2;
if (!shaderstate.tex_refraction)
{
shaderstate.tex_refraction = Image_CreateTexture("***tex_refraction***", NULL, 0);
if (!shaderstate.tex_refraction->num)
qglGenTextures(1, &shaderstate.tex_refraction->num);
}
if (shaderstate.tex_refraction->width != r_refdef.pxrect.width || shaderstate.tex_refraction->height != r_refdef.pxrect.height)
{
shaderstate.tex_refraction->width = r_refdef.pxrect.width;
shaderstate.tex_refraction->height = r_refdef.pxrect.height;
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_refraction);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, r_refdef.pxrect.width, r_refdef.pxrect.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
if (bs->flags & SHADER_HASREFRACTDEPTH)
{
if (!shaderstate.tex_refractiondepth)
{
shaderstate.tex_refractiondepth = Image_CreateTexture("***tex_refractiondepth***", NULL, 0);
if (!shaderstate.tex_refractiondepth->num)
qglGenTextures(1, &shaderstate.tex_refractiondepth->num);
}
if (shaderstate.tex_refractiondepth->width != r_refdef.pxrect.width || shaderstate.tex_refractiondepth->height != r_refdef.pxrect.height)
{
shaderstate.tex_refractiondepth->width = r_refdef.pxrect.width;
shaderstate.tex_refractiondepth->height = r_refdef.pxrect.height;
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_refractiondepth);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24_ARB, r_refdef.pxrect.width, r_refdef.pxrect.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, FBO_TEX_DEPTH, &shaderstate.tex_refraction, 1, shaderstate.tex_refractiondepth, r_refdef.pxrect.width, r_refdef.pxrect.height);
}
else
{
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, FBO_RB_DEPTH, &shaderstate.tex_refraction, 1, r_nulltex, r_refdef.pxrect.width, r_refdef.pxrect.height);
}
r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac.rb_size[1];
GL_ViewportUpdate();
GL_ForceDepthWritable();
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, ((bs->flags & SHADER_HASREFRACTDEPTH)?3:2)); //fixme
GLBE_FBO_Pop(oldfbo);
r_refdef.vrect = ovrect;
r_refdef.pxrect = oprect;
GL_ViewportUpdate();
}
else
GLR_DrawPortal(batch, cl.worldmodel->batches, NULL, 3);
}
if ((bs->flags & SHADER_HASRIPPLEMAP) && gl_config.ext_framebuffer_objects)
{
vrect_t orect = r_refdef.vrect;
pxrect_t oprect = r_refdef.pxrect;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = vid.fbvwidth/2;
r_refdef.vrect.height = vid.fbvheight/2;
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth/2;
r_refdef.pxrect.height = vid.fbpheight/2;
if (!shaderstate.tex_ripplemap)
{
//FIXME: can we use RGB8 instead?
shaderstate.tex_ripplemap = Image_CreateTexture("***tex_ripplemap***", NULL, 0);
if (!shaderstate.tex_ripplemap->num)
qglGenTextures(1, &shaderstate.tex_ripplemap->num);
}
if (shaderstate.tex_ripplemap->width != r_refdef.pxrect.width || shaderstate.tex_ripplemap->height != r_refdef.pxrect.height)
{
shaderstate.tex_ripplemap->width = r_refdef.pxrect.width;
shaderstate.tex_ripplemap->height = r_refdef.pxrect.height;
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_ripplemap);
qglTexImage2D(GL_TEXTURE_2D, 0, /*(gl_config.glversion>3.1)?GL_RGBA8_SNORM:*/GL_RGBA16F_ARB, r_refdef.pxrect.width, r_refdef.pxrect.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, 0, &shaderstate.tex_ripplemap, 1, r_nulltex, r_refdef.pxrect.width, r_refdef.pxrect.height);
r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac.rb_size[1];
GL_ViewportUpdate();
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
// r_refdef.waterheight = DotProduct(batch->mesh[0]->xyz_array[0], batch->mesh[0]->normals_array[0]);
r_refdef.recurse+=1; //paranoid, should stop potential infinite loops
GLBE_SubmitMeshes(true, SHADER_SORT_RIPPLE, SHADER_SORT_RIPPLE);
r_refdef.recurse-=1;
GLBE_FBO_Pop(oldfbo);
r_refdef.vrect = orect;
r_refdef.pxrect = oprect;
GL_ViewportUpdate();
}
BE_SelectMode(oldbem);
shaderstate.identitylighting = oldil;
}
GLBE_SubmitBatch(batch);
}
}
void GLBE_SubmitMeshes (qboolean drawworld, int start, int stop)
{
model_t *model = cl.worldmodel;
int i;
int portaldepth = r_portalrecursion.ival;
for (i = start; i <= stop; i++)
{
if (drawworld)
{
if (i == SHADER_SORT_PORTAL && r_refdef.recurse < portaldepth)
{
GLBE_SubmitMeshesPortals(model->batches, shaderstate.mbatches[i]);
if (!r_refdef.recurse && r_portalonly.ival)
return;
}
GLBE_SubmitMeshesSortList(model->batches[i]);
}
GLBE_SubmitMeshesSortList(shaderstate.mbatches[i]);
}
}
static void BE_UpdateLightmaps(void)
{
lightmapinfo_t *lm;
int lmidx;
int glformat, gltype;
int internalformat = GL_RGBA;
switch (lightmap_bytes)
{
case 4:
glformat = lightmap_bgra?GL_BGRA_EXT:GL_RGBA;
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case 3:
glformat = lightmap_bgra?GL_BGR_EXT:GL_RGB;
gltype = GL_UNSIGNED_BYTE;
break;
default:
glformat = GL_LUMINANCE;
gltype = GL_UNSIGNED_BYTE;
break;
}
if (gl_config.gles)
internalformat = glformat;
for (lmidx = 0; lmidx < numlightmaps; lmidx++)
{
lm = lightmap[lmidx];
if (!lm)
continue;
if (lm->modified)
{
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
extern cvar_t gl_lightmap_nearest;
TEXASSIGN(lm->lightmap_texture, Image_CreateTexture("***lightmap***", NULL, (gl_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR)|IF_NOMIPMAP));
qglGenTextures(1, &lm->lightmap_texture->num);
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, internalformat,
lm->width, lm->height, 0, glformat, gltype,
lm->lightmaps);
}
else
{
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, lm->rectchange.t,
lm->width, lm->rectchange.h, glformat, gltype,
lm->lightmaps+(lm->rectchange.t) *lm->width*lightmap_bytes);
}
lm->rectchange.l = lm->width;
lm->rectchange.t = lm->height;
lm->rectchange.h = 0;
lm->rectchange.w = 0;
}
}
}
batch_t *GLBE_GetTempBatch(void)
{
batch_t *b;
if (shaderstate.wbatch >= shaderstate.maxwbatches)
{
shaderstate.wbatch++;
return NULL;
}
b = &shaderstate.wbatches[shaderstate.wbatch++];
b->fog = NULL;
return b;
}
/*called from shadowmapping code*/
#ifdef RTLIGHTS
void GLBE_BaseEntTextures(void)
{
batch_t *batches[SHADER_SORT_COUNT];
batch_t **ob = shaderstate.mbatches;
shaderstate.mbatches = batches;
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode);
GLBE_SubmitMeshes(false, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
GLBE_SelectEntity(&r_worldentity);
shaderstate.mbatches = ob;
}
#endif
void GLBE_RenderToTextureUpdate2d(qboolean destchanged)
{
unsigned int width = 0, height = 0;
if (destchanged)
{
if (*r_refdef.rt_destcolour[0].texname)
{
texid_t tex = R2D_RT_GetTexture(r_refdef.rt_destcolour[0].texname, &width, &height);
GLBE_FBO_Update(&shaderstate.fbo_2dfbo, 0, &tex, 1, r_nulltex, width, height);
}
else
GLBE_FBO_Push(NULL);
GL_Set2D(false);
}
else
{
shaderstate.tex_sourcecol = R2D_RT_GetTexture(r_refdef.rt_sourcecolour.texname, &width, &height);
shaderstate.tex_sourcedepth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &width, &height);
}
}
void GLBE_FBO_Sources(texid_t sourcecolour, texid_t sourcedepth)
{
shaderstate.tex_sourcecol = sourcecolour;
shaderstate.tex_sourcedepth = sourcedepth;
}
int GLBE_FBO_Push(fbostate_t *state)
{
int newfbo;
int oldfbo = shaderstate.fbo_current;
if (state)
newfbo = state->fbo;
else
newfbo = 0;
if (shaderstate.fbo_current == newfbo) //don't bother if its not changed (also avoids crashes when fbos are not supported)
return oldfbo;
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_current=newfbo);
return oldfbo;
}
void GLBE_FBO_Pop(int oldfbo)
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oldfbo);
shaderstate.fbo_current = oldfbo;
}
void GLBE_FBO_Destroy(fbostate_t *state)
{
if (state->fbo == shaderstate.fbo_current)
GLBE_FBO_Push(NULL);
//wasn't initialised anyway.
if (!state->fbo)
return;
qglDeleteFramebuffersEXT(1, &state->fbo);
state->fbo = 0;
if (state->rb_depth)
qglDeleteRenderbuffersEXT(1, &state->rb_depth);
state->rb_depth = 0;
if (state->rb_stencil)
qglDeleteRenderbuffersEXT(1, &state->rb_stencil);
state->rb_stencil = 0;
if (state->rb_depthstencil)
qglDeleteRenderbuffersEXT(1, &state->rb_depthstencil);
state->rb_depthstencil = 0;
state->enables = 0;
}
//state->colour is created if usedepth is set and it doesn't previously exist
int GLBE_FBO_Update(fbostate_t *state, unsigned int enables, texid_t *destcol, int mrt, texid_t destdepth, int width, int height)
{
GLenum allcolourattachments[] ={GL_COLOR_ATTACHMENT0_EXT,GL_COLOR_ATTACHMENT1_EXT,GL_COLOR_ATTACHMENT2_EXT,GL_COLOR_ATTACHMENT3_EXT,
GL_COLOR_ATTACHMENT4_EXT,GL_COLOR_ATTACHMENT5_EXT,GL_COLOR_ATTACHMENT6_EXT,GL_COLOR_ATTACHMENT7_EXT};
int i;
int old;
if (TEXVALID(destdepth))
{
enables |= FBO_TEX_DEPTH;
enables &= ~FBO_RB_DEPTH;
}
enables |= (mrt<<16);
if ((state->enables ^ enables) & ~FBO_RESET)
{
GLBE_FBO_Destroy(state);
state->enables = enables & ~FBO_RESET;
enables |= FBO_RESET;
}
if (!state->fbo)
{
qglGenFramebuffersEXT(1, &state->fbo);
old = GLBE_FBO_Push(state);
enables |= FBO_RESET;
}
else
old = GLBE_FBO_Push(state);
if (state->rb_size[0] != width || state->rb_size[1] != height || (enables & FBO_RESET))
{
if (state->rb_depth && !(enables & FBO_RB_DEPTH))
{
qglDeleteRenderbuffersEXT(1, &state->rb_depth);
state->rb_depth = 0;
}
if (state->rb_stencil && !(enables & FBO_RB_STENCIL))
{
qglDeleteRenderbuffersEXT(1, &state->rb_stencil);
state->rb_stencil = 0;
}
state->rb_size[0] = width;
state->rb_size[1] = height;
enables |= FBO_RESET;
if (mrt)
{ //be careful here, gles2 doesn't support glDrawBuffer. hopefully it'll make things up, but this is worrying.
if (qglDrawBuffers)
qglDrawBuffers(mrt, allcolourattachments);
else if (qglDrawBuffer)
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
if (qglReadBuffer)
qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
else
{
if (qglDrawBuffers)
qglDrawBuffers(0, NULL);
else if (qglDrawBuffer)
qglDrawBuffer(GL_NONE);
if (qglReadBuffer)
qglReadBuffer(GL_NONE);
}
}
if (enables & FBO_TEX_DEPTH)
{
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, destdepth->num, 0);
//fixme: no stencil
}
else if (enables & FBO_RB_DEPTH)
{
if (!state->rb_depth)
{
//create an unnamed depth buffer
qglGenRenderbuffersEXT(1, &state->rb_depth);
// if (!gl_config.ext_packed_depth_stencil)
// qglGenRenderbuffersEXT(1, &state->rb_stencil);
enables |= FBO_RESET; //make sure it gets instanciated
}
if (enables & FBO_RESET)
{
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, state->rb_depth);
if (gl_config.ext_packed_depth_stencil)
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, state->rb_size[0], state->rb_size[1]);
else
{
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16_ARB, state->rb_size[0], state->rb_size[1]);
// qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, state->rb_stencil);
// qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, state->rb_size[0], state->rb_size[1]);
}
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, state->rb_depth);
if (gl_config.ext_packed_depth_stencil)
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, state->rb_depth);
else
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, state->rb_stencil);
}
}
for (i = 0; i < mrt; i++)
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT+i, GL_TEXTURE_2D, destcol[i]->num, 0);
i = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (GL_FRAMEBUFFER_COMPLETE_EXT != i)
{
switch(i)
{
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_FORMATS\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
Con_Printf("glCheckFramebufferStatus reported GL_FRAMEBUFFER_UNSUPPORTED\n");
break;
default:
Con_Printf("glCheckFramebufferStatus returned %#x\n", i);
break;
}
}
return old;
}
/*
void GLBE_RenderToTexture(texid_t sourcecol, texid_t sourcedepth, texid_t destcol, texid_t destdepth, qboolean usedepth)
{
shaderstate.tex_sourcecol = sourcecol;
shaderstate.tex_sourcedepth = sourcedepth;
if (!destcol.num)
{
shaderstate.fbo_current = 0;
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_current);
}
else
{
if (usedepth)
{
if (!shaderstate.fbo_diffuse)
{
qglGenFramebuffersEXT(1, &shaderstate.fbo_diffuse);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_diffuse);
//create an unnamed depth buffer
qglGenRenderbuffersEXT(1, &shaderstate.rb_depth);
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_depth);
if (gl_config.ext_packed_depth_stencil)
{
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth);
}
else
{
qglGenRenderbuffersEXT(1, &shaderstate.rb_stencil);
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_stencil);
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_stencil);
}
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth);
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
qglReadBuffer(GL_NONE);
}
else
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_diffuse);
shaderstate.fbo_current = shaderstate.fbo_diffuse;
if (destdepth.num)
{
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, destdepth.num, 0);
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
}
else
{
//resize the depth renderbuffer if its the wrong size now
if (shaderstate.rb_depth_size[0] != r_refdef.fbo_width || shaderstate.rb_depth_size[1] != r_refdef.fbo_height)
{
shaderstate.rb_depth_size[0] = r_refdef.fbo_width;
shaderstate.rb_depth_size[1] = r_refdef.fbo_height;
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_depth);
if (gl_config.ext_packed_depth_stencil)
{
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, r_refdef.fbo_width, r_refdef.fbo_height);
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth);
}
else
{
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24_ARB, r_refdef.fbo_width, r_refdef.fbo_height);
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, shaderstate.rb_stencil);
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX8_EXT, r_refdef.fbo_width, r_refdef.fbo_height);
}
}
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth);
if (gl_config.ext_packed_depth_stencil)
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_depth);
else
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, shaderstate.rb_stencil);
}
}
else
{
if (!shaderstate.fbo_depthless)
{
qglGenFramebuffersEXT(1, &shaderstate.fbo_depthless);
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_depthless);
qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
qglReadBuffer(GL_NONE);
}
else
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shaderstate.fbo_depthless);
shaderstate.fbo_current = shaderstate.fbo_depthless;
}
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, destcol.num, 0);
}
}
*/
void GLBE_DrawLightPrePass(qbyte *vis)
{
/*
walls(bumps) -> normalbuffer
lights+normalbuffer -> lightlevelbuffer
walls(diffuse)+lightlevelbuffer -> screen
normalbuffer contains depth in the alpha channel. an actual depthbuffer is also generated at this time, which is used for depth test stuff but not as a shader input.
*/
int oldfbo;
if (!shaderstate.initeddepthnorm)
{
shaderstate.initeddepthnorm = true;
shaderstate.depthnormshader = R_RegisterShader("lpp_depthnorm", SUF_NONE,
"{\n"
"program lpp_depthnorm\n"
"{\n"
"map $normalmap\n"
"tcgen base\n"
"}\n"
"}\n"
);
}
if (!shaderstate.depthnormshader)
{
Con_Printf("%s requires content support\n", r_lightprepass.name);
r_lightprepass.ival = 0;
return;
}
/*do portals*/
BE_SelectMode(BEM_STANDARD);
GLBE_SubmitMeshes(true, SHADER_SORT_PORTAL, SHADER_SORT_PORTAL);
BE_SelectMode(BEM_DEPTHNORM);
if (!shaderstate.depthnormshader)
{
BE_SelectMode(BEM_STANDARD);
return;
}
if (!TEXVALID(shaderstate.tex_normals))
{
shaderstate.tex_normals = Image_CreateTexture("***prepass normals***", NULL, 0);
qglGenTextures(1, &shaderstate.tex_normals->num);
r_lightprepass.modified = true;
}
if (r_lightprepass.modified)
{
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_normals);
qglTexImage2D(GL_TEXTURE_2D, 0, (r_lightprepass.ival==2)?GL_RGBA32F_ARB:GL_RGBA16F_ARB, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
r_lightprepass.modified = false;
}
if (!TEXVALID(shaderstate.tex_diffuse))
{
shaderstate.tex_diffuse = Image_CreateTexture("***prepass diffuse***", NULL, 0);
qglGenTextures(1, &shaderstate.tex_diffuse->num);
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_diffuse);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_normals);
qglTexImage2D(GL_TEXTURE_2D, 0, (r_lightprepass.ival==2)?GL_RGBA32F_ARB:GL_RGBA16F_ARB, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
r_lightprepass.modified = false;
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
/*set the FB up to draw surface info*/
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_lprepass, FBO_RB_DEPTH, &shaderstate.tex_normals, 1, r_nulltex, vid.pixelwidth, vid.pixelheight);
GL_ForceDepthWritable();
//FIXME: should probably clear colour buffer too.
qglClear(GL_DEPTH_BUFFER_BIT);
if (GL_FRAMEBUFFER_COMPLETE_EXT != qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT))
{
Con_Printf("Bad framebuffer\n");
return;
}
/*draw surfaces that can be drawn this way*/
GLBE_SubmitMeshes(true, SHADER_SORT_OPAQUE, SHADER_SORT_OPAQUE);
/*reconfigure - now drawing diffuse light info using the previous fb image as a source image*/
GLBE_FBO_Sources(shaderstate.tex_normals, r_nulltex);
GLBE_FBO_Update(&shaderstate.fbo_lprepass, FBO_RB_DEPTH, &shaderstate.tex_diffuse, 1, r_nulltex, vid.pixelwidth, vid.pixelheight);
BE_SelectMode(BEM_STANDARD);
qglClearColor (0,0,0,1);
qglClear(GL_COLOR_BUFFER_BIT);
GLBE_SelectEntity(&r_worldentity);
/*now draw the prelights*/
GLBE_SubmitMeshes(true, SHADER_SORT_PRELIGHT, SHADER_SORT_PRELIGHT);
/*final reconfigure - now drawing final surface data onto true framebuffer*/
GLBE_FBO_Pop(oldfbo);
GLBE_FBO_Sources(shaderstate.tex_diffuse, r_nulltex);
qglDrawBuffer(GL_BACK);
/*now draw the postlight passes (this includes blended stuff which will NOT be lit)*/
GLBE_SelectEntity(&r_worldentity);
GLBE_SubmitMeshes(true, SHADER_SORT_SKY, SHADER_SORT_NEAREST);
#ifdef RTLIGHTS
/*regular lighting now*/
GLBE_SelectEntity(&r_worldentity);
Sh_DrawLights(vis);
#endif
GLBE_FBO_Sources(r_nulltex, r_nulltex);
qglClearColor (1,0,0,1);
}
void GLBE_DrawWorld (qboolean drawworld, qbyte *vis)
{
extern cvar_t r_shadow_realtime_world, r_shadow_realtime_world_lightmaps;
batch_t *batches[SHADER_SORT_COUNT];
batch_t **ob = shaderstate.mbatches;
RSpeedLocals();
shaderstate.mbatches = batches;
shaderstate.depthrange = 0;
TRACE(("GLBE_DrawWorld: %i %p\n", drawworld, vis));
//reset batches if we needed more mem, to avoid allocations mid-frame.
if (!r_refdef.recurse)
{
if (shaderstate.wbatch + 50 > shaderstate.maxwbatches)
{
int newm = shaderstate.wbatch + 100;
shaderstate.wbatches = BZ_Realloc(shaderstate.wbatches, newm * sizeof(*shaderstate.wbatches));
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
shaderstate.maxwbatches = newm;
}
shaderstate.wbatch = 0;
}
//if the video mode changed, update any fbos (hopefully this won't happen on mirrors)
if (shaderstate.oldwidth != vid.pixelwidth || shaderstate.oldheight != vid.pixelheight)
{
GLBE_DestroyFBOs(); //will be recreated on demand
shaderstate.oldwidth = vid.pixelwidth;
shaderstate.oldheight = vid.pixelheight;
while(shaderstate.lastpasstmus>0)
{
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
#ifdef RTLIGHTS
Sh_Reset();
#endif
}
//memset(batches, 0, sizeof(batches));
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD);
R_GenDlightBatches(batches);
shaderstate.curentity = &r_worldentity;
// if (cl.paused || cls.state < ca_active)
shaderstate.updatetime = r_refdef.time;
// else
// shaderstate.updatetime = cl.servertime;
GLBE_SelectEntity(&r_worldentity);
BE_UpdateLightmaps();
if (drawworld)
{
if (gl_overbright.modified)
{
int i;
gl_overbright.modified = false;
if (gl_overbright.ival > 2)
gl_overbright.ival = 2;
for (i = 0; i < SHADER_TMU_MAX; i++)
shaderstate.blendmode[i] = -1;
}
#ifdef RTLIGHTS
if (drawworld && r_shadow_realtime_world.ival)
shaderstate.identitylighting = r_shadow_realtime_world_lightmaps.value;
else
#endif
shaderstate.identitylighting = 1;
shaderstate.identitylighting *= r_refdef.hdr_value;
shaderstate.identitylightmap = shaderstate.identitylighting / (1<<gl_overbright.ival);
#ifdef RTLIGHTS
if (r_lightprepass.ival)
{
GLBE_DrawLightPrePass(vis);
}
else
#endif
{
if (shaderstate.identitylighting == 0)
BE_SelectMode(BEM_DEPTHDARK);
else
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
GLBE_SubmitMeshes(true, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
RSpeedEnd(RSPEED_WORLD);
#ifdef RTLIGHTS
if (drawworld)
{
RSpeedRemark();
TRACE(("GLBE_DrawWorld: drawing lights\n"));
GLBE_SelectEntity(&r_worldentity);
Sh_DrawLights(vis);
RSpeedEnd(RSPEED_STENCILSHADOWS);
TRACE(("GLBE_DrawWorld: lights drawn\n"));
}
#endif
}
shaderstate.identitylighting = 1;
GLBE_SubmitMeshes(true, SHADER_SORT_DECAL, SHADER_SORT_NEAREST);
/* if (r_refdef.gfog_alpha)
{
BE_SelectMode(BEM_FOG);
BE_SelectFog(r_refdef.gfog_rgb, r_refdef.gfog_alpha, r_refdef.gfog_density);
GLBE_SubmitMeshes(true, batches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
}
*/
#ifdef GL_LINE //no gles
if (r_wireframe.ival && qglPolygonMode)
{
BE_SelectMode(BEM_WIREFRAME);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GLBE_SubmitMeshes(true, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
BE_SelectMode(BEM_STANDARD);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
shaderstate.curdlight = NULL;
}
else
{
GLBE_SubmitMeshes(false, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
#ifdef GL_LINE //no gles
if (r_wireframe.ival && qglPolygonMode)
{
BE_SelectMode(BEM_WIREFRAME);
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GLBE_SubmitMeshes(false, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
BE_SelectMode(BEM_STANDARD);
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
GLBE_SelectEntity(&r_worldentity);
// shaderstate.curtime = shaderstate.updatetime = realtime;
shaderstate.identitylighting = 1;
shaderstate.mbatches = ob;
TRACE(("GLBE_DrawWorld: drawn everything\n"));
}
void GLBE_VBO_Begin(vbobctx_t *ctx, size_t maxsize)
{
COM_AssertMainThread("GLBE_VBO_Begin");
ctx->maxsize = maxsize;
ctx->pos = 0;
ctx->fallback = NULL;
if (qglBufferDataARB)
{
ctx->vboid[0] = 0;
ctx->vboid[1] = 0;
qglGenBuffersARB(2, ctx->vboid);
GL_SelectVBO(ctx->vboid[0]);
//WARNING: in emscripten/webgl, we should probably not pass null.
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, ctx->maxsize, NULL, GL_STATIC_DRAW_ARB);
}
else
ctx->fallback = BZ_Malloc(maxsize);
}
void GLBE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
{
if (ctx->fallback)
{
memcpy((char*)ctx->fallback + ctx->pos, data, size);
varray->gl.vbo = 0;
varray->gl.addr = (char*)ctx->fallback + ctx->pos;
}
else
{
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, ctx->pos, size, data);
varray->gl.vbo = ctx->vboid[0];
varray->gl.addr = (void*)ctx->pos;
}
ctx->pos += size;
}
void GLBE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray)
{
if (ctx->pos > ctx->maxsize)
Sys_Error("BE_VBO_Finish: too much data given\n");
if (ctx->fallback)
{
void *d = BZ_Malloc(esize);
memcpy(d, edata, esize);
earray->gl.vbo = 0;
earray->gl.addr = d;
}
else
{
GL_SelectEBO(ctx->vboid[1]);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, esize, edata, GL_STATIC_DRAW_ARB);
earray->gl.vbo = ctx->vboid[1];
earray->gl.addr = NULL;
}
}
void GLBE_VBO_Destroy(vboarray_t *vearray)
{
if (vearray->gl.vbo)
{
qglDeleteBuffersARB(1, &vearray->gl.vbo);
vearray->gl.vbo = 0;
}
else
BZ_Free(vearray->gl.addr);
vearray->gl.addr = NULL;
}
#endif