mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-12 21:31:45 +00:00
ac284a1b94
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@470 fc73d0e0-1445-4013-8a0c-d673dee63da5
3463 lines
88 KiB
C
3463 lines
88 KiB
C
#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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#include "shader.h"
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//these are shared with gl_rsurf - move to header
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void R_MirrorChain (msurface_t *s);
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void GL_SelectTexture (GLenum target);
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void R_RenderDynamicLightmaps (msurface_t *fa);
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void R_BlendLightmaps (void);
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extern int gldepthfunc;
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extern int *lightmap_textures;
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extern int lightmap_bytes; // 1, 2, or 4
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extern cvar_t gl_detail;
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extern cvar_t r_fb_bmodels;
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extern cvar_t gl_part_flame;
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extern cvar_t gl_part_flame;
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extern cvar_t gl_maxshadowlights;
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extern int detailtexture;
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//end header confict
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extern lightmapinfo_t **lightmap;
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extern model_t *currentmodel;
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extern int *deluxmap_textures;
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extern int normalisationCubeMap;
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int r_shadowframe;
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int shadowsurfcount;
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int shadowedgecount;
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int shadowlightfaces;
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int ppl_specular_fragmentprogram;
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//#define glBegin glEnd
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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struct {
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short count;
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short count2;
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short next;
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short prev;
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} edge[MAX_MAP_EDGES];
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int firstedge;
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vec3_t lightorg = {0, 0, 0};
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float lightradius;
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typedef struct {
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float xyz[3]; //xyz world coordinates
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float stw[2]; //base texture/normalmap/specular map st coords
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float stl[3]; //lightmap/deluxmap st coords (or attenuated distance*colour)
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float ncm[3]; //normalisation cube map (reflected light dir)
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} surfvertexarray_t;
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#define MAXARRAYVERTS 512
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static surfvertexarray_t varray_v[MAXARRAYVERTS];
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static unsigned int varray_i[MAXARRAYVERTS];
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static unsigned int varray_i_forward[MAXARRAYVERTS];
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static unsigned int varray_i_polytotri[MAXARRAYVERTS]; //012 023 034 045...
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int varray_ic;
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int varray_vc;
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#ifdef Q3SHADERS
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static qboolean pplvarrayactive;
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#endif
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#define inline static
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extern qboolean varrayactive; //used by the backend
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inline void PPL_EnableVertexArrays(void)
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{
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varrayactive = false;
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glDisableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->xyz);
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glDisableClientState( GL_COLOR_ARRAY );
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}
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inline void PPL_FlushArrays(void)
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{
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if (varray_ic)
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glDrawElements(GL_TRIANGLES, varray_ic, GL_UNSIGNED_INT, varray_i);
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varray_ic = 0;
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varray_vc = 0;
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}
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static void PPL_GenerateArrays(msurface_t *surf)
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{
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glpoly_t *p;
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int vi;
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int vc_s;
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float *v;
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for (p = surf->polys; p; p=p->next)
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{
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if (varray_ic + p->numverts*3>MAXARRAYVERTS)
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{
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PPL_FlushArrays();
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}
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vc_s = varray_vc;
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v = p->verts[0];
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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varray_vc++;
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v += VERTEXSIZE;
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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varray_vc++;
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v += VERTEXSIZE;
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for (vi=2 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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varray_i[varray_ic] = vc_s;
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varray_i[varray_ic+1] = varray_vc-1;
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varray_i[varray_ic+2] = varray_vc;
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varray_ic+=3;
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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varray_vc++;
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}
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}
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}
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#ifdef SPECULAR
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//same as above, but also generates cubemap texture coords for light reflection (based on blinn's formula)
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static void PPL_GenerateArraysBlinnCubeMap(msurface_t *surf)
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{
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glpoly_t *p;
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int vi;
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int vc_s;
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float *v;
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vec3_t eye, halfdir;
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for (p = surf->polys; p; p=p->next)
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{
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if (varray_ic + p->numverts*3>MAXARRAYVERTS)
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{
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PPL_FlushArrays();
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}
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vc_s = varray_vc;
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v = p->verts[0];
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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VectorSubtract(cl.simorg[0], v, eye);
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VectorNormalize(eye);
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VectorAdd(eye, (v+7), halfdir);
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// VectorCopy(eye, halfdir);
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varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir);
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varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir);
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if (surf->flags & SURF_PLANEBACK)
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varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir);
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else
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varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir);
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varray_vc++;
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v += VERTEXSIZE;
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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VectorSubtract(r_refdef.vieworg, v, eye);
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VectorNormalize(eye);
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VectorAdd(eye, (v+7), halfdir);
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varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir);
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varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir);
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if (surf->flags & SURF_PLANEBACK)
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varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir);
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else
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varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir);
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varray_vc++;
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v += VERTEXSIZE;
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for (vi=2 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
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{
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varray_i[varray_ic] = vc_s;
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varray_i[varray_ic+1] = varray_vc-1;
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varray_i[varray_ic+2] = varray_vc;
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varray_ic+=3;
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varray_v[varray_vc].xyz[0] = v[0];
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varray_v[varray_vc].xyz[1] = v[1];
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varray_v[varray_vc].xyz[2] = v[2];
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varray_v[varray_vc].stw[0] = v[3];
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varray_v[varray_vc].stw[1] = v[4];
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varray_v[varray_vc].stl[0] = v[5];
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varray_v[varray_vc].stl[1] = v[6];
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VectorSubtract(cl.simorg[0], v, eye);
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VectorNormalize(eye);
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VectorAdd(eye, (v+7), halfdir);
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varray_v[varray_vc].ncm[0] = DotProduct(surf->texinfo->vecs[0], halfdir);
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varray_v[varray_vc].ncm[1] = DotProduct(surf->texinfo->vecs[1], halfdir);
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if (surf->flags & SURF_PLANEBACK)
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varray_v[varray_vc].ncm[2] = -DotProduct(surf->plane->normal, halfdir);
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else
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varray_v[varray_vc].ncm[2] = DotProduct(surf->plane->normal, halfdir);
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varray_vc++;
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}
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}
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}
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#endif
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/*
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static void PPL_BaseChain_NoLightmap(msurface_t *first, texture_t *tex)
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{
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Sys_Error("1 TMU is disabled for now (surface has no lightmap)\n");
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}
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*/
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static void PPL_BaseChain_NoBump_1TMU(msurface_t *first, texture_t *tex)
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{
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int vi;
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glRect_t *theRect;
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msurface_t *s;
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PPL_EnableVertexArrays();
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
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GL_TexEnv(GL_REPLACE);
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GL_Bind (tex->gl_texturenum);
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for (s=first; s ; s=s->texturechain)
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{
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PPL_GenerateArrays(s);
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}
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PPL_FlushArrays();
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glEnable(GL_BLEND);
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GL_TexEnv(GL_MODULATE);
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if (gl_lightmap_format == GL_LUMINANCE || gl_lightmap_format == GL_RGB)
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glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
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else if (gl_lightmap_format == GL_INTENSITY)
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{
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GL_TexEnv(GL_MODULATE);
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glColor4f (0,0,0,1);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if (gl_lightmap_format == GL_RGBA)
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{
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glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
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}
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glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
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vi = -1;
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for (s=first; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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vi = s->lightmaptexturenum;
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GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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PPL_GenerateArrays(s);
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}
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PPL_FlushArrays();
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}
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static void PPL_BaseChain_NoBump_2TMU(msurface_t *s, texture_t *tex)
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{
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int vi;
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glRect_t *theRect;
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PPL_EnableVertexArrays();
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if (tex->alphaed)
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{
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glEnable(GL_BLEND);
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GL_TexEnv(GL_MODULATE);
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}
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else
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{
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glDisable(GL_BLEND);
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GL_TexEnv(GL_REPLACE);
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}
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GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
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GL_SelectTexture(GL_TEXTURE1_ARB);
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GL_TexEnv(GL_MODULATE);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
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vi = -1;
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for (; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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if (vi<0)
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glEnable(GL_TEXTURE_2D);
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vi = s->lightmaptexturenum;
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if (vi>=0)
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{
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GL_Bind(lightmap_textures[vi] );
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if (lightmap[vi]->modified)
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{
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lightmap[vi]->modified = false;
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theRect = &lightmap[vi]->rectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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else
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glDisable(GL_TEXTURE_2D);
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}
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PPL_GenerateArrays(s);
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}
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PPL_FlushArrays();
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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static void PPL_BaseChain_Bump_2TMU(msurface_t *first, texture_t *tex)
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{
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int vi;
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glRect_t *theRect;
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msurface_t *s;
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PPL_EnableVertexArrays();
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if (tex->alphaed)
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{
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glEnable(GL_BLEND);
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GL_TexEnv(GL_MODULATE);
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}
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else
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{
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glDisable(GL_BLEND);
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GL_TexEnv(GL_REPLACE);
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}
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//Bind normal map to texture unit 0
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GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap);
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glEnable(GL_TEXTURE_2D);
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GL_TexEnv(GL_COMBINE_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
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GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap);
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glEnable(GL_TEXTURE_2D);
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GL_TexEnv(GL_COMBINE_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
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vi = -1;
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for (s=first; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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vi = s->lightmaptexturenum;
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GL_Bind(deluxmap_textures[vi] );
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if (lightmap[vi]->deluxmodified)
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{
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lightmap[vi]->deluxmodified = false;
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theRect = &lightmap[vi]->deluxrectchange;
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
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LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
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lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*3);
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theRect->l = LMBLOCK_WIDTH;
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theRect->t = LMBLOCK_HEIGHT;
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theRect->h = 0;
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theRect->w = 0;
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}
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}
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PPL_GenerateArrays(s);
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}
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PPL_FlushArrays();
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GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
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GL_SelectTexture(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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GL_TexEnv(GL_MODULATE);
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vi = -1;
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for (s=first; s ; s=s->texturechain)
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{
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if (vi != s->lightmaptexturenum)
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{
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PPL_FlushArrays();
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vi = s->lightmaptexturenum;
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GL_Bind(lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
|
|
static void PPL_BaseChain_Bump_4TMU(msurface_t *s, texture_t *tex)
|
|
{
|
|
int vi;
|
|
glRect_t *theRect;
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
//Bind normal map to texture unit 0
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
//1 gets the deluxmap
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
//2 gets the diffusemap
|
|
GL_MBind(GL_TEXTURE2_ARB, tex->gl_texturenum);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
//3 gets the lightmap
|
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
vi = -1;
|
|
for (; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_MBind(GL_TEXTURE1_ARB, deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
GL_MBind(GL_TEXTURE3_ARB, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
}
|
|
|
|
#ifdef SPECULAR
|
|
//Draw a texture chain with specular exponant 1.
|
|
//erm...
|
|
//this uses the wrong stuff to work on gf4tis.
|
|
/*
|
|
static void PPL_BaseChain_Specular_4TMU(msurface_t *first, texture_t *tex)
|
|
{
|
|
//if I ever do write this function, It'll take a couple of passes.
|
|
int vi;
|
|
glRect_t *theRect;
|
|
msurface_t *s;
|
|
|
|
glColorMask(1,1,1,0);
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error before PPL_BaseChain_Specular\n");
|
|
|
|
//first 4 texture units: (N.((L+V)/2))^2
|
|
glDisable(GL_BLEND);
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_REPLACE);
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 tmu1\n");
|
|
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 cubemap\n");
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 combine\n");
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding dot3 tmu2\n");
|
|
|
|
//prev*prev (the exponential)
|
|
qglActiveTextureARB(GL_TEXTURE2_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumbumpmap); //need to bind something.
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding prev*prev\n");
|
|
|
|
qglActiveTextureARB(GL_TEXTURE3_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenumspec);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error binding specular in PPL_BaseChain_Specular\n");
|
|
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
PPL_GenerateArraysBlinnCubeMap(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
// Add normal dot delux times diffusemap then multiple the entire lot by the lightmap.
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE2_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_BindType(GL_TEXTURE_2D, tex->gl_texturenum);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE3_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
vi = -1;
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
qglActiveTextureARB(GL_TEXTURE3_ARB);
|
|
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
glColorMask(1,1,1,0);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("Error drawing in PPL_BaseChain_Specular\n");
|
|
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
}
|
|
*/
|
|
|
|
void PPL_LoadSpecularFragmentProgram(void)
|
|
{
|
|
GLint errorPos, isNative;
|
|
int i;
|
|
const char *error;
|
|
|
|
//What should the minimum resource limits be?
|
|
|
|
//RESOLVED: 10 attributes, 24 parameters, 4 texture indirections,
|
|
//48 ALU instructions, 24 texture instructions, and 16 temporaries.
|
|
|
|
//16 temps? hmm. that means we should be keeping the indirections instead of temp usage.
|
|
//temps should be same speed, indirections could prevent texture loading for a bit.
|
|
|
|
char *fp =
|
|
//FP to do:
|
|
//(diffuse*n.l + gloss*(n.h)^8)*lm
|
|
//note excessive temp reuse...
|
|
"!!ARBfp1.0\n"
|
|
|
|
"OUTPUT ocol = result.color;\n"
|
|
|
|
"PARAM half = { 0.5, 0.5, 0.5, 0.5 };\n"
|
|
"PARAM negone = { -1,-1,-1,-1 };\n"
|
|
|
|
"ATTRIB tm_tc = fragment.texcoord[0];\n"
|
|
"ATTRIB lm_tc = fragment.texcoord[1];\n"
|
|
"ATTRIB cm_tc = fragment.texcoord[2];\n"
|
|
|
|
|
|
|
|
"TEMP diff, spec, nm, ld, cm, gm, lm, dm;\n"
|
|
|
|
|
|
"TEX nm.rgb, tm_tc, texture[1], 2D;\n"
|
|
"TEX ld.rgb, lm_tc, texture[3], 2D;\n"
|
|
"TEX dm.rgb, tm_tc, texture[0], 2D;\n"
|
|
"TEX gm.rgb, tm_tc, texture[4], 2D;\n"
|
|
"TEX lm.rgb, lm_tc, texture[2], 2D;\n"
|
|
"TEX cm.rgb, cm_tc, texture[5], CUBE;\n"
|
|
|
|
//textures loaded - get diffuse
|
|
"MAD nm.rgb, nm, 2, negone;\n"
|
|
"MAD ld.rgb, ld, 2, negone;\n"
|
|
"DP3 diff.rgb, nm, ld;\n"
|
|
"MUL diff.rgb, diff, dm;\n"
|
|
//diff now contains the entire diffuse part of the equation.
|
|
|
|
//l 19
|
|
"MAD cm.rgb, cm, 2, negone;\n"
|
|
"DP3 spec.rgb, nm, cm;\n"
|
|
|
|
"MUL spec.rgb, spec, spec;\n"
|
|
"MUL spec.rgb, spec, spec;\n"
|
|
"MUL spec.rgb, spec, spec;\n"
|
|
|
|
"MUL spec.rgb, spec, gm;\n"
|
|
//that's the specular part done.
|
|
|
|
//we have diffuse and specular - wahoo
|
|
//combine then halve.
|
|
"ADD diff.rgb, diff, spec;\n"
|
|
//"MUL diff.rgb, diff, half;\n"
|
|
|
|
|
|
//multiply by inverse lm and output the result.
|
|
// "SUB lm.rgb, 1, lm;\n"
|
|
"MUL_SAT ocol.rgb, diff, lm;\n"
|
|
//that's all folks.
|
|
"END";
|
|
|
|
ppl_specular_fragmentprogram = 0;
|
|
|
|
for (i = 0; i < MAXARRAYVERTS; i++)
|
|
{
|
|
varray_i_forward[i] = i;
|
|
}
|
|
for (i = 0; i < MAXARRAYVERTS/3; i++)
|
|
{
|
|
varray_i_polytotri[i*3+0] = 0;
|
|
varray_i_polytotri[i*3+1] = i+1;
|
|
varray_i_polytotri[i*3+2] = i+2;
|
|
}
|
|
|
|
if (!gl_config.arb_fragment_program)
|
|
return;
|
|
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
|
|
qglGenProgramsARB( 1, &ppl_specular_fragmentprogram );
|
|
qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ppl_specular_fragmentprogram);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error binding fragment program\n");
|
|
|
|
qglProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fp), fp);
|
|
if (qglGetError())
|
|
{
|
|
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
|
|
error = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
|
Con_Printf("Fragment program error \'%s\'\n", error);
|
|
ppl_specular_fragmentprogram = 0;
|
|
}
|
|
else
|
|
{
|
|
qglGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB, &isNative);
|
|
if (!isNative)
|
|
Con_Printf("Warning: Fragment program is emulated. You will likly experience poor performace.\n");
|
|
}
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error loading fragment program\n");
|
|
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
static void PPL_BaseChain_Specular_FP(msurface_t *s, texture_t *tex)
|
|
{
|
|
int vi;
|
|
glRect_t *theRect;
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ppl_specular_fragmentprogram);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on shadow lighting\n");
|
|
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenum);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_MBind(GL_TEXTURE1_ARB, tex->gl_texturenumbumpmap);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
|
|
//qglActiveTextureARB(GL_TEXTURE2_ARB);
|
|
//GL_BindType(GL_TEXTURE_2D, ); //lightmap
|
|
|
|
//qglActiveTextureARB(GL_TEXTURE3_ARB);
|
|
//GL_BindType(GL_TEXTURE_2D, ); //deluxmap
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on shadow lighting\n");
|
|
|
|
GL_MBind(GL_TEXTURE4_ARB, tex->gl_texturenumspec);
|
|
|
|
GL_SelectTexture(GL_TEXTURE5_ARB);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
|
|
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on shadow lighting\n");
|
|
|
|
vi = -1;
|
|
for (; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
GL_MBind(GL_TEXTURE2_ARB, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
PPL_GenerateArraysBlinnCubeMap(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on shadow lighting\n");
|
|
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
|
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on shadow lighting\n");
|
|
}
|
|
|
|
#define GL_MODULATE_ADD_ATI 0x8744
|
|
//we actually only use 7, so nur.
|
|
static void PPL_BaseChain_Specular_8TMU(msurface_t *first, texture_t *tex)
|
|
{ //uses blinn shading instead of phong. This way we don't have to generate lots of complex stuff.
|
|
int vi;
|
|
glRect_t *theRect;
|
|
msurface_t *s;
|
|
|
|
// float fourhalffloats[4] = {0.5,0.5,0.5,0.5};
|
|
|
|
glColorMask(1,1,1,1);
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
/* lets do things in parallel.
|
|
normalmap -> rgb
|
|
rgb . halfvector -> alpha
|
|
alpha*alpha -> alpha normalmap -> rgb
|
|
(alpha*alpha -> alpha) rgb . luxmap -> rgb
|
|
alpha*gloss -> alpha rgb * diffuse -> rgb
|
|
rgb + alpha -> rgb
|
|
rgb * lightmap -> rgb
|
|
|
|
//note: crossbar could use third input texture removing the first tmu.
|
|
//note: could combine3 combine the last two?
|
|
//note: 5 tmus: not enough to work on a gf4.
|
|
*/
|
|
glDisable(GL_BLEND);
|
|
|
|
//0 takes a normalmap
|
|
GL_MBind(GL_TEXTURE0_ARB, tex->gl_texturenumbumpmap);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
GL_TexEnv(GL_REPLACE);
|
|
|
|
//1 takes a cubemap for specular half-vectors.
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB); //writes alpha
|
|
|
|
//2 takes a normalmap
|
|
GL_MBind(GL_TEXTURE2_ARB, tex->gl_texturenumbumpmap);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); //square the alpha
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
|
|
|
|
//3 takes the deluxmap
|
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
|
glEnable(GL_TEXTURE_2D); //bind with the surface texturenum
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); //square the alpha again.
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
|
|
|
|
//4 multiplies with diffuse
|
|
GL_MBind(GL_TEXTURE4_ARB, tex->gl_texturenum);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
|
|
//nothing to the alpha (square yet again?)
|
|
// glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
|
|
// glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); //square the alpha again.
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
|
|
|
|
//5 halves rgb and alpha (so that adding will not clamp)
|
|
GL_MBind(GL_TEXTURE5_ARB, tex->gl_texturenum); //need to bind something.
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
/* glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, fourhalffloats);
|
|
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
*/
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
|
|
//6 adds rgb and alpha, using the glossmap...
|
|
GL_MBind(GL_TEXTURE6_ARB, tex->gl_texturenumspec);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
//broken diffuse + specular
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE_ADD_ATI);
|
|
//perfect diffuse
|
|
/* GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
*/
|
|
//perfect specular
|
|
/* GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
*/
|
|
//7 multiplies by lightmap
|
|
GL_SelectTexture(GL_TEXTURE7_ARB);
|
|
glEnable(GL_TEXTURE_2D); //bind with the surface texturenum
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
|
|
GL_TexEnv(GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
|
|
vi = -1;
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
PPL_FlushArrays();
|
|
vi = s->lightmaptexturenum;
|
|
|
|
GL_MBind(GL_TEXTURE3_ARB, deluxmap_textures[vi] );
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
GL_MBind(GL_TEXTURE7_ARB, lightmap_textures[vi] );
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
PPL_GenerateArraysBlinnCubeMap(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
|
|
glColorMask(1,1,1,0);
|
|
|
|
for (vi = 7; vi > 0; vi--)
|
|
{
|
|
GL_SelectTexture(GL_TEXTURE0_ARB+vi);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);//1
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
#endif
|
|
|
|
static void PPL_BaseTextureChain(msurface_t *first)
|
|
{
|
|
extern cvar_t gl_bump, gl_specular;
|
|
texture_t *t;
|
|
#ifdef Q3SHADERS
|
|
if (first->texinfo->texture->shader)
|
|
{
|
|
meshbuffer_t mb;
|
|
msurface_t *s;
|
|
int vi=-1;
|
|
int redraw = false;
|
|
|
|
glRect_t *theRect;
|
|
if (first->texinfo->texture->shader->flags & SHADER_FLARE )
|
|
return;
|
|
|
|
if (!varrayactive)
|
|
R_IBrokeTheArrays();
|
|
|
|
mb.entity = &r_worldentity;
|
|
mb.shader = first->texinfo->texture->shader;
|
|
mb.mesh = NULL;
|
|
mb.fog = NULL;
|
|
mb.infokey = -2;
|
|
mb.dlightbits = 0;
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
{
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
if (vi != s->lightmaptexturenum)
|
|
{
|
|
vi = s->lightmaptexturenum;
|
|
if (vi >= 0)
|
|
{
|
|
if (lightmap[vi]->deluxmodified)
|
|
{
|
|
GL_BindType(GL_TEXTURE_2D, deluxmap_textures[vi] );
|
|
lightmap[vi]->deluxmodified = false;
|
|
theRect = &lightmap[vi]->deluxrectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
if (lightmap[vi]->modified)
|
|
{
|
|
GL_BindType(GL_TEXTURE_2D, lightmap_textures[vi] );
|
|
lightmap[vi]->modified = false;
|
|
theRect = &lightmap[vi]->rectchange;
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
|
|
LMBLOCK_WIDTH, theRect->h, gl_lightmap_format, GL_UNSIGNED_BYTE,
|
|
lightmap[vi]->lightmaps+(theRect->t) *LMBLOCK_WIDTH*lightmap_bytes);
|
|
theRect->l = LMBLOCK_WIDTH;
|
|
theRect->t = LMBLOCK_HEIGHT;
|
|
theRect->h = 0;
|
|
theRect->w = 0;
|
|
}
|
|
}
|
|
}
|
|
if (s->flags&SURF_DRAWALPHA || !(mb.shader->sort & SHADER_SORT_OPAQUE))
|
|
{
|
|
extern msurface_t *r_alpha_surfaces;
|
|
s->nextalphasurface = r_alpha_surfaces;
|
|
r_alpha_surfaces = s;
|
|
s->ownerent = &r_worldentity;
|
|
continue;
|
|
}
|
|
|
|
if (s->mesh)
|
|
{
|
|
redraw = mb.fog != s->fog || mb.infokey != vi|| mb.shader->flags&SHADER_DEFORMV_BULGE;
|
|
|
|
if (redraw)
|
|
{
|
|
if (mb.mesh)
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
redraw = false;
|
|
}
|
|
|
|
mb.infokey = vi;
|
|
mb.mesh = s->mesh;
|
|
mb.fog = s->fog;
|
|
R_PushMesh(s->mesh, mb.shader->features);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mb.mesh)
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
return;
|
|
}
|
|
#endif
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
t = GLR_TextureAnimation (first->texinfo->texture);
|
|
|
|
if (first->flags & SURF_DRAWTURB)
|
|
{
|
|
GL_DisableMultitexture();
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
GL_Bind (t->gl_texturenum);
|
|
for (; first ; first=first->texturechain)
|
|
EmitWaterPolys (first, currententity->alpha);
|
|
|
|
glDisable(GL_BLEND);
|
|
glColor4f(1,1,1, 1);
|
|
|
|
t->texturechain = NULL; //no lighting effects. (good job these don't animate eh?)
|
|
return;
|
|
}
|
|
/* else if (s->lightmaptexturenum < 0) //no lightmap
|
|
{
|
|
PPL_BaseChain_NoLightmap(first, t);
|
|
}*/
|
|
else if (gl_mtexarbable < 2)
|
|
{ //multitexture isn't supported.
|
|
PPL_BaseChain_NoBump_1TMU(first, t);
|
|
}
|
|
else
|
|
{
|
|
if (gl_bump.value && currentmodel->deluxdata && t->gl_texturenumbumpmap)
|
|
{
|
|
if (gl_mtexarbable>=4)
|
|
{
|
|
if (t->gl_texturenumspec && gl_specular.value)
|
|
{
|
|
if (ppl_specular_fragmentprogram)
|
|
PPL_BaseChain_Specular_FP(first, t);
|
|
else if (gl_mtexarbable>=8)
|
|
PPL_BaseChain_Specular_8TMU(first, t);
|
|
else
|
|
PPL_BaseChain_Bump_4TMU(first, t); //can't do specular.
|
|
}
|
|
else
|
|
PPL_BaseChain_Bump_4TMU(first, t);
|
|
}
|
|
else
|
|
PPL_BaseChain_Bump_2TMU(first, t);
|
|
}
|
|
else
|
|
{
|
|
PPL_BaseChain_NoBump_2TMU(first, t);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void PPL_FullBrightTextureChain(msurface_t *first)
|
|
{
|
|
texture_t *t;
|
|
msurface_t *s;
|
|
|
|
t = GLR_TextureAnimation (first->texinfo->texture);
|
|
|
|
if (detailtexture && gl_detail.value)
|
|
{
|
|
GL_Bind(detailtexture);
|
|
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
|
|
|
|
PPL_EnableVertexArrays();
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
}
|
|
|
|
if (t->gl_texturenumfb && r_fb_bmodels.value && cls.allow_luma)
|
|
{
|
|
GL_Bind(t->gl_texturenumfb);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
|
|
PPL_EnableVertexArrays();
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
for (s = first; s ; s=s->texturechain)
|
|
{
|
|
PPL_GenerateArrays(s);
|
|
}
|
|
PPL_FlushArrays();
|
|
}
|
|
}
|
|
|
|
//requires multitexture
|
|
void PPL_BaseTextures(model_t *model)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
GL_DoSwap();
|
|
|
|
glDisable(GL_BLEND);
|
|
glColor4f(1,1,1, 1);
|
|
// glDepthFunc(GL_LESS);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
currentmodel = model;
|
|
currententity->alpha = 1;
|
|
|
|
if (model == cl.worldmodel && skytexturenum>=0)
|
|
{
|
|
t = model->textures[skytexturenum];
|
|
if (t)
|
|
{
|
|
s = t->texturechain;
|
|
if (s)
|
|
{
|
|
t->texturechain = NULL;
|
|
R_DrawSkyChain (s);
|
|
}
|
|
}
|
|
}
|
|
if (mirrortexturenum>=0 && model == cl.worldmodel && r_mirroralpha.value != 1.0)
|
|
{
|
|
t = model->textures[mirrortexturenum];
|
|
if (t)
|
|
{
|
|
s = t->texturechain;
|
|
if (s)
|
|
{
|
|
t->texturechain = NULL;
|
|
R_MirrorChain (s);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
continue; // draw translucent water later
|
|
|
|
PPL_BaseTextureChain(s);
|
|
}
|
|
|
|
GL_DisableMultitexture();
|
|
}
|
|
|
|
void PPL_BaseBModelTextures(entity_t *e)
|
|
{
|
|
extern msurface_t *r_alpha_surfaces;
|
|
int i, k;
|
|
model_t *model;
|
|
msurface_t *s;
|
|
msurface_t *chain = NULL;
|
|
|
|
glPushMatrix();
|
|
R_RotateForEntity(e);
|
|
currentmodel = model = e->model;
|
|
s = model->surfaces+model->firstmodelsurface;
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
if (currententity->alpha<1)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glColor4f(1, 1, 1, currententity->alpha);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_BLEND);
|
|
glColor4f(1, 1, 1, 1);
|
|
}
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// calculate dynamic lighting for bmodel if it's not an
|
|
// instanced model
|
|
if (currentmodel->firstmodelsurface != 0 && r_dynamic.value)
|
|
{
|
|
for (k=0 ; k<MAX_DLIGHTS ; k++)
|
|
{
|
|
if ((cl_dlights[k].die < cl.time) ||
|
|
(!cl_dlights[k].radius))
|
|
continue;
|
|
|
|
currentmodel->funcs.MarkLights (&cl_dlights[k], 1<<k,
|
|
currentmodel->nodes + currentmodel->hulls[0].firstclipnode);
|
|
}
|
|
}
|
|
|
|
//update lightmaps.
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
R_RenderDynamicLightmaps (s);
|
|
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
{
|
|
if (s->texinfo->flags & SURF_TRANS33 || s->texinfo->flags & SURF_TRANS66)
|
|
{
|
|
s->ownerent = currententity;
|
|
s->nextalphasurface = r_alpha_surfaces;
|
|
r_alpha_surfaces = s;
|
|
continue;
|
|
}
|
|
else if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
|
|
{
|
|
PPL_BaseTextureChain(chain);
|
|
chain = NULL;
|
|
}
|
|
|
|
s->texturechain = chain;
|
|
chain = s;
|
|
}
|
|
|
|
if (chain)
|
|
PPL_BaseTextureChain(chain);
|
|
|
|
glPopMatrix();
|
|
GL_DisableMultitexture();
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
if (!varrayactive)
|
|
R_IBrokeTheArrays();
|
|
}
|
|
|
|
void PPL_BaseEntTextures(void)
|
|
{
|
|
extern model_t *currentmodel;
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
continue;
|
|
if (!Cam_DrawPlayer(0, currententity->keynum-1))
|
|
continue;
|
|
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->particleeffect>=0)
|
|
{
|
|
if (currententity->model->particleengulphs)
|
|
{
|
|
if (gl_part_flame.value)
|
|
{ //particle effect is addedin GLR_DrawEntitiesOnList. Is this so wrong?
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
if (!varrayactive)
|
|
R_IBrokeTheArrays();
|
|
R_DrawGAliasModel (currententity);
|
|
break;
|
|
|
|
case mod_brush:
|
|
PPL_BaseBModelTextures (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
currentmodel = cl.worldmodel;
|
|
}
|
|
|
|
static void PPL_GenerateLightArrays(msurface_t *surf, vec3_t relativelightorigin, dlight_t *light)
|
|
{
|
|
glpoly_t *p;
|
|
int vi;
|
|
int vc_s;
|
|
float *v;
|
|
|
|
vec3_t lightdir;
|
|
float dist;
|
|
|
|
for (p = surf->polys; p; p=p->next)
|
|
{
|
|
shadowlightfaces++;
|
|
|
|
if (varray_ic + p->numverts*3>MAXARRAYVERTS)
|
|
{
|
|
PPL_FlushArrays();
|
|
}
|
|
|
|
vc_s = varray_vc;
|
|
v = p->verts[0];
|
|
|
|
varray_v[varray_vc].xyz[0] = v[0];
|
|
varray_v[varray_vc].xyz[1] = v[1];
|
|
varray_v[varray_vc].xyz[2] = v[2];
|
|
varray_v[varray_vc].stw[0] = v[3];
|
|
varray_v[varray_vc].stw[1] = v[4];
|
|
lightdir[0] = relativelightorigin[0] - v[0];
|
|
lightdir[1] = relativelightorigin[1] - v[1];
|
|
lightdir[2] = relativelightorigin[2] - v[2];
|
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
|
(lightdir[1])*(lightdir[1]) +
|
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
|
VectorNormalize(lightdir);
|
|
varray_v[varray_vc].stl[0] = light->color[0]*dist;
|
|
varray_v[varray_vc].stl[1] = light->color[1]*dist;
|
|
varray_v[varray_vc].stl[2] = light->color[2]*dist;
|
|
varray_v[varray_vc].ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]);
|
|
varray_v[varray_vc].ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]);
|
|
varray_v[varray_vc].ncm[2] = DotProduct(lightdir, surf->normal);
|
|
|
|
|
|
varray_vc++;
|
|
v += VERTEXSIZE;
|
|
varray_v[varray_vc].xyz[0] = v[0];
|
|
varray_v[varray_vc].xyz[1] = v[1];
|
|
varray_v[varray_vc].xyz[2] = v[2];
|
|
varray_v[varray_vc].stw[0] = v[3];
|
|
varray_v[varray_vc].stw[1] = v[4];
|
|
lightdir[0] = relativelightorigin[0] - v[0];
|
|
lightdir[1] = relativelightorigin[1] - v[1];
|
|
lightdir[2] = relativelightorigin[2] - v[2];
|
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
|
(lightdir[1])*(lightdir[1]) +
|
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
|
VectorNormalize(lightdir);
|
|
varray_v[varray_vc].stl[0] = light->color[0]*dist;
|
|
varray_v[varray_vc].stl[1] = light->color[1]*dist;
|
|
varray_v[varray_vc].stl[2] = light->color[2]*dist;
|
|
varray_v[varray_vc].ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]);
|
|
varray_v[varray_vc].ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]);
|
|
varray_v[varray_vc].ncm[2] = DotProduct(lightdir, surf->normal);
|
|
varray_vc++;
|
|
v += VERTEXSIZE;
|
|
for (vi=2 ; vi<p->numverts ; vi++, v+= VERTEXSIZE)
|
|
{
|
|
varray_i[varray_ic] = vc_s;
|
|
varray_i[varray_ic+1] = varray_vc-1;
|
|
varray_i[varray_ic+2] = varray_vc;
|
|
varray_ic+=3;
|
|
|
|
varray_v[varray_vc].xyz[0] = v[0];
|
|
varray_v[varray_vc].xyz[1] = v[1];
|
|
varray_v[varray_vc].xyz[2] = v[2];
|
|
varray_v[varray_vc].stw[0] = v[3];
|
|
varray_v[varray_vc].stw[1] = v[4];
|
|
lightdir[0] = relativelightorigin[0] - v[0];
|
|
lightdir[1] = relativelightorigin[1] - v[1];
|
|
lightdir[2] = relativelightorigin[2] - v[2];
|
|
dist = 1-(sqrt( (lightdir[0])*(lightdir[0]) +
|
|
(lightdir[1])*(lightdir[1]) +
|
|
(lightdir[2])*(lightdir[2])) / light->radius);
|
|
VectorNormalize(lightdir);
|
|
varray_v[varray_vc].stl[0] = light->color[0]*dist;
|
|
varray_v[varray_vc].stl[1] = light->color[1]*dist;
|
|
varray_v[varray_vc].stl[2] = light->color[2]*dist;
|
|
varray_v[varray_vc].ncm[0] = DotProduct(lightdir, surf->texinfo->vecs[0]);
|
|
varray_v[varray_vc].ncm[1] = -DotProduct(lightdir, surf->texinfo->vecs[1]);
|
|
varray_v[varray_vc].ncm[2] = DotProduct(lightdir, surf->normal);
|
|
varray_vc++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PPL_LightTextures(model_t *model, vec3_t modelorigin, dlight_t *light)
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
vec3_t relativelightorigin;
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
VectorSubtract(light->origin, modelorigin, relativelightorigin);
|
|
glShadeModel(GL_SMOOTH);
|
|
for (i=0 ; i<model->numtextures ; i++)
|
|
{
|
|
t = model->textures[i];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
continue; // draw translucent water later
|
|
|
|
|
|
{
|
|
extern int normalisationCubeMap;
|
|
|
|
t = GLR_TextureAnimation (t);
|
|
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
if (t->gl_texturenumbumpmap && gl_mtexarbable>2)
|
|
{
|
|
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap);
|
|
glEnable(GL_TEXTURE_2D);
|
|
//Set up texture environment to do (tex0 dot tex1)*color
|
|
GL_TexEnv(GL_REPLACE); //make texture normalmap available.
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap * normalmap
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
|
|
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap); //a dummy
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
}
|
|
|
|
for (; s; s=s->texturechain)
|
|
{
|
|
|
|
if (s->shadowframe != r_shadowframe)
|
|
continue;
|
|
|
|
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
|
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
|
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
|
continue;*/
|
|
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
PPL_GenerateLightArrays(s, relativelightorigin, light);
|
|
}
|
|
PPL_FlushArrays();
|
|
}
|
|
}
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
void PPL_LightBModelTextures(entity_t *e, dlight_t *light)
|
|
{
|
|
int i;
|
|
model_t *model = e->model;
|
|
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
vec3_t relativelightorigin;
|
|
|
|
glPushMatrix();
|
|
R_RotateForEntity(e);
|
|
glColor4f(1, 1, 1, 1);
|
|
|
|
|
|
VectorSubtract(light->origin, e->origin, relativelightorigin);
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
{
|
|
t = GLR_TextureAnimation (s->texinfo->texture);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stl);
|
|
if (t->gl_texturenumbumpmap && gl_mtexarbable>2)
|
|
{
|
|
GL_MBind(GL_TEXTURE0_ARB, t->gl_texturenumbumpmap);
|
|
glEnable(GL_TEXTURE_2D);
|
|
//Set up texture environment to do (tex0 dot tex1)*color
|
|
GL_TexEnv(GL_REPLACE); //make texture normalmap available.
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
GL_TexEnv(GL_COMBINE_ARB); //normalisation cubemap * normalmap
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->ncm);
|
|
|
|
GL_MBind(GL_TEXTURE2_ARB, t->gl_texturenumbumpmap);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_TexEnv(GL_COMBINE_ARB); //bumps * color (the attenuation)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB); //(doesn't actually use the bound texture)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(surfvertexarray_t), varray_v->stw);
|
|
}
|
|
|
|
// for (; s; s=s->texturechain)
|
|
{
|
|
|
|
// if (s->shadowframe != r_shadowframe)
|
|
// continue;
|
|
|
|
/* if (fabs(s->center[0] - lightorg[0]) > lightradius+s->radius ||
|
|
fabs(s->center[1] - lightorg[1]) > lightradius+s->radius ||
|
|
fabs(s->center[2] - lightorg[2]) > lightradius+s->radius)
|
|
continue;*/
|
|
|
|
|
|
if (s->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (-DotProduct(s->plane->normal, relativelightorigin)+s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(s->plane->normal, relativelightorigin)-s->plane->dist > lightradius)
|
|
continue;
|
|
}
|
|
PPL_GenerateLightArrays(s, relativelightorigin, light);
|
|
}
|
|
PPL_FlushArrays();
|
|
}
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
qglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
GL_TexEnv(GL_MODULATE);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
qglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
//draw the bumps on the models for each light.
|
|
void PPL_DrawEntLighting(dlight_t *light)
|
|
{
|
|
int i;
|
|
|
|
PPL_LightTextures(cl.worldmodel, r_worldentity.origin, light);
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
continue;
|
|
|
|
if (!Cam_DrawPlayer(0, currententity->keynum-1))
|
|
continue;
|
|
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->particleeffect>=0)
|
|
{
|
|
if (currententity->model->particleengulphs)
|
|
{
|
|
if (gl_part_flame.value)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
// if (!varrayactive)
|
|
// R_IBrokeTheArrays();
|
|
// R_DrawGAliasModelLighting (currententity);
|
|
break;
|
|
|
|
case mod_brush:
|
|
PPL_LightBModelTextures (currententity, light);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PPL_FullBrights(model_t *model)
|
|
{
|
|
int tn;
|
|
msurface_t *s;
|
|
texture_t *t;
|
|
|
|
glColor3f(1,1,1);
|
|
|
|
glDepthMask(0); //don't bother writing depth
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
for (tn=0 ; tn<model->numtextures ; tn++)
|
|
{
|
|
t = model->textures[tn];
|
|
if (!t)
|
|
continue;
|
|
s = t->texturechain;
|
|
if (!s)
|
|
continue;
|
|
|
|
if ((s->flags & SURF_DRAWTURB) && r_wateralphaval != 1.0)
|
|
continue; // draw translucent water later
|
|
|
|
PPL_FullBrightTextureChain(s);
|
|
|
|
t->texturechain=NULL;
|
|
}
|
|
|
|
GL_TexEnv(GL_REPLACE);
|
|
glDepthMask(1);
|
|
}
|
|
|
|
void PPL_FullBrightBModelTextures(entity_t *e)
|
|
{
|
|
int i;
|
|
model_t *model;
|
|
msurface_t *s;
|
|
msurface_t *chain = NULL;
|
|
|
|
glPushMatrix();
|
|
R_RotateForEntity(e);
|
|
currentmodel = model = e->model;
|
|
s = model->surfaces+model->firstmodelsurface;
|
|
|
|
glColor4f(1, 1, 1, 1);
|
|
glDepthMask(0); //don't bother writing depth
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
for (s = model->surfaces+model->firstmodelsurface,i = 0; i < model->nummodelsurfaces; i++, s++)
|
|
{
|
|
if (chain && s->texinfo->texture != chain->texinfo->texture) //last surface or not the same as the next
|
|
{
|
|
PPL_FullBrightTextureChain(chain);
|
|
chain = NULL;
|
|
}
|
|
|
|
s->texturechain = chain;
|
|
chain = s;
|
|
}
|
|
|
|
if (chain)
|
|
PPL_FullBrightTextureChain(chain);
|
|
|
|
glPopMatrix();
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glDepthMask(1);
|
|
}
|
|
|
|
//draw the bumps on the models for each light.
|
|
void PPL_DrawEntFullBrights(void)
|
|
{
|
|
int i;
|
|
|
|
PPL_FullBrights(cl.worldmodel);
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
continue;
|
|
|
|
if (!Cam_DrawPlayer(0, currententity->keynum-1))
|
|
continue;
|
|
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->particleeffect>=0)
|
|
{
|
|
if (currententity->model->particleengulphs)
|
|
{
|
|
if (gl_part_flame.value)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
// R_DrawGAliasModelLighting (currententity);
|
|
break;
|
|
|
|
case mod_brush:
|
|
PPL_FullBrightBModelTextures (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
qboolean PPL_VisOverlaps(qbyte *v1, qbyte *v2)
|
|
{
|
|
int i, m;
|
|
m = (cl.worldmodel->numleafs-1)>>3;
|
|
for (i=0 ; i<m ; i++)
|
|
{
|
|
if (v1[i] & v2[i])
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void PPL_RecursiveWorldNode_r (mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
glpoly_t *p;
|
|
int v;
|
|
|
|
float *v1;
|
|
vec3_t v3;
|
|
|
|
if (node->shadowframe != r_shadowframe)
|
|
return;
|
|
|
|
if (node->contents == Q1CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
|
|
//if light areabox is outside node, ignore node + children
|
|
for (c = 0; c < 3; c++)
|
|
{
|
|
if (lightorg[c] + lightradius < node->minmaxs[c])
|
|
return;
|
|
if (lightorg[c] - lightradius > node->minmaxs[3+c])
|
|
return;
|
|
}
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents < 0)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
(*mark++)->shadowframe = r_shadowframe;
|
|
} while (--c);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// node is just a decision point, so go down the apropriate sides
|
|
|
|
// find which side of the node we are on
|
|
plane = node->plane;
|
|
|
|
switch (plane->type)
|
|
{
|
|
case PLANE_X:
|
|
dot = modelorg[0] - plane->dist;
|
|
break;
|
|
case PLANE_Y:
|
|
dot = modelorg[1] - plane->dist;
|
|
break;
|
|
case PLANE_Z:
|
|
dot = modelorg[2] - plane->dist;
|
|
break;
|
|
default:
|
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
|
break;
|
|
}
|
|
|
|
if (dot >= 0)
|
|
side = 0;
|
|
else
|
|
side = 1;
|
|
|
|
// recurse down the children, front side first
|
|
PPL_RecursiveWorldNode_r (node->children[side]);
|
|
|
|
// draw stuff
|
|
c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
if (surf->shadowframe != r_shadowframe)
|
|
continue;
|
|
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
//is the light on the right side?
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
|
continue;
|
|
}
|
|
/* if (fabs(surf->center[0] - lightorg[0]) > lightradius+surf->radius ||
|
|
fabs(surf->center[1] - lightorg[1]) > lightradius+surf->radius ||
|
|
fabs(surf->center[2] - lightorg[2]) > lightradius+surf->radius)
|
|
continue;
|
|
*/
|
|
#define PROJECTION_DISTANCE (float)(lightradius*2)//0x7fffffff
|
|
|
|
//build a list of the edges that are to be drawn.
|
|
for (v = 0; v < surf->numedges; v++)
|
|
{
|
|
int e, delta;
|
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
|
//negative edge means backwards edge.
|
|
if (e < 0)
|
|
{
|
|
e=-e;
|
|
delta = -1;
|
|
}
|
|
else
|
|
{
|
|
delta = 1;
|
|
}
|
|
|
|
if (!edge[e].count)
|
|
{
|
|
if (firstedge)
|
|
edge[firstedge].prev = e;
|
|
edge[e].next = firstedge;
|
|
edge[e].prev = 0;
|
|
firstedge = e;
|
|
edge[e].count = delta;
|
|
}
|
|
else
|
|
{
|
|
edge[e].count += delta;
|
|
|
|
if (!edge[e].count) //unlink
|
|
{
|
|
if (edge[e].next)
|
|
{
|
|
edge[edge[e].next].prev = edge[e].prev;
|
|
}
|
|
if (edge[e].prev)
|
|
edge[edge[e].prev].next = edge[e].next;
|
|
else
|
|
firstedge = edge[e].next;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (p = surf->polys; p; p=p->next)
|
|
{
|
|
shadowsurfcount++;
|
|
|
|
//front face
|
|
glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts[0]);
|
|
glDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_UNSIGNED_INT, varray_i_polytotri);
|
|
|
|
//back
|
|
glBegin(GL_POLYGON);
|
|
for (v = p->numverts-1; v >=0; v--)
|
|
{
|
|
v1 = p->verts[v];
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
}
|
|
glEnd();
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// recurse down the back side
|
|
PPL_RecursiveWorldNode_r (node->children[!side]);
|
|
}
|
|
|
|
//2 changes, but otherwise the same
|
|
void PPL_RecursiveWorldNodeQ2_r (mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
glpoly_t *p;
|
|
int v;
|
|
|
|
float *v1;
|
|
vec3_t v3;
|
|
|
|
if (node->contents == Q2CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
if (node->shadowframe != r_shadowframe)
|
|
return;
|
|
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
|
// return;
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents != -1)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
(*mark++)->shadowframe = r_shadowframe;
|
|
} while (--c);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// node is just a decision point, so go down the apropriate sides
|
|
|
|
// find which side of the node we are on
|
|
plane = node->plane;
|
|
|
|
switch (plane->type)
|
|
{
|
|
case PLANE_X:
|
|
dot = modelorg[0] - plane->dist;
|
|
break;
|
|
case PLANE_Y:
|
|
dot = modelorg[1] - plane->dist;
|
|
break;
|
|
case PLANE_Z:
|
|
dot = modelorg[2] - plane->dist;
|
|
break;
|
|
default:
|
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
|
break;
|
|
}
|
|
|
|
if (dot >= 0)
|
|
side = 0;
|
|
else
|
|
side = 1;
|
|
|
|
// recurse down the children, front side first
|
|
PPL_RecursiveWorldNodeQ2_r (node->children[side]);
|
|
|
|
// draw stuff
|
|
c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
if (surf->shadowframe != r_shadowframe)
|
|
continue;
|
|
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= 0)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0)
|
|
continue;
|
|
}
|
|
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
//build a list of the edges that are to be drawn.
|
|
for (v = 0; v < surf->numedges; v++)
|
|
{
|
|
int e, delta;
|
|
e = cl.worldmodel->surfedges[surf->firstedge+v];
|
|
//negative edge means backwards edge.
|
|
if (e < 0)
|
|
{
|
|
e=-e;
|
|
delta = -1;
|
|
}
|
|
else
|
|
{
|
|
delta = 1;
|
|
}
|
|
|
|
if (!edge[e].count)
|
|
{
|
|
if (firstedge)
|
|
edge[firstedge].prev = e;
|
|
edge[e].next = firstedge;
|
|
edge[e].prev = 0;
|
|
firstedge = e;
|
|
edge[e].count = delta;
|
|
}
|
|
else
|
|
{
|
|
edge[e].count += delta;
|
|
|
|
if (!edge[e].count) //unlink
|
|
{
|
|
if (edge[e].next)
|
|
{
|
|
edge[edge[e].next].prev = edge[e].prev;
|
|
}
|
|
if (edge[e].prev)
|
|
edge[edge[e].prev].next = edge[e].next;
|
|
else
|
|
firstedge = edge[e].next;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
for (p = surf->polys; p; p=p->next)
|
|
{
|
|
//front face
|
|
glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts);
|
|
glDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_UNSIGNED_INT, varray_i_polytotri);
|
|
|
|
//back
|
|
glBegin(GL_POLYGON);
|
|
for (v = p->numverts-1; v >=0; v--)
|
|
{
|
|
v1 = p->verts[v];
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
}
|
|
glEnd();
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// recurse down the back side
|
|
PPL_RecursiveWorldNodeQ2_r (node->children[!side]);
|
|
}
|
|
|
|
void PPL_RecursiveWorldNodeQ3_r (mnode_t *node)
|
|
{
|
|
int c, side;
|
|
mplane_t *plane;
|
|
msurface_t *surf, **mark;
|
|
mleaf_t *pleaf;
|
|
double dot;
|
|
glpoly_t *p;
|
|
int v;
|
|
|
|
float *v2;
|
|
vec3_t v4;
|
|
|
|
float *v1;
|
|
vec3_t v3;
|
|
|
|
if (node->contents == Q2CONTENTS_SOLID)
|
|
return; // solid
|
|
|
|
if (node->shadowframe != r_shadowframe)
|
|
return;
|
|
// if (R_CullBox (node->minmaxs, node->minmaxs+3))
|
|
// return;
|
|
|
|
// if a leaf node, draw stuff
|
|
if (node->contents != -1)
|
|
{
|
|
pleaf = (mleaf_t *)node;
|
|
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
if (c)
|
|
{
|
|
do
|
|
{
|
|
surf = *mark;
|
|
(*mark++)->shadowframe = r_shadowframe;
|
|
|
|
/* if (surf->shadowframe != r_shadowframe)
|
|
continue;
|
|
*/
|
|
// if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))
|
|
// continue; // wrong side
|
|
|
|
// if (surf->flags & SURF_PLANEBACK)
|
|
// continue;
|
|
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= -lightradius)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= lightradius)
|
|
continue;
|
|
}
|
|
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
|
/*if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}*/
|
|
|
|
|
|
|
|
for (p = surf->polys; p; p=p->next)
|
|
{
|
|
//front face
|
|
glVertexPointer(3, GL_FLOAT, sizeof(GLfloat)*VERTEXSIZE, p->verts);
|
|
glDrawElements(GL_TRIANGLES, (p->numverts-2)*3, GL_UNSIGNED_INT, varray_i_polytotri);
|
|
//fixme...
|
|
for (v = 0; v < p->numverts; v++)
|
|
{
|
|
//border
|
|
v1 = p->verts[v];
|
|
v2 = p->verts[( v+1 )%p->numverts];
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
//Now draw the quad from the two verts to the projected light
|
|
//verts
|
|
glBegin( GL_QUAD_STRIP );
|
|
glVertex3f( v1[0], v1[1], v1[2] );
|
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
glVertex3f( v2[0], v2[1], v2[2] );
|
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
|
glEnd();
|
|
}
|
|
|
|
//back
|
|
glBegin(GL_POLYGON);
|
|
for (v = p->numverts-1; v >=0; v--)
|
|
{
|
|
v1 = p->verts[v];
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
}
|
|
glEnd();
|
|
|
|
}
|
|
} while (--c);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// node is just a decision point, so go down the apropriate sides
|
|
|
|
// find which side of the node we are on
|
|
plane = node->plane;
|
|
|
|
switch (plane->type)
|
|
{
|
|
case PLANE_X:
|
|
dot = modelorg[0] - plane->dist;
|
|
break;
|
|
case PLANE_Y:
|
|
dot = modelorg[1] - plane->dist;
|
|
break;
|
|
case PLANE_Z:
|
|
dot = modelorg[2] - plane->dist;
|
|
break;
|
|
default:
|
|
dot = DotProduct (modelorg, plane->normal) - plane->dist;
|
|
break;
|
|
}
|
|
|
|
if (dot >= 0)
|
|
side = 0;
|
|
else
|
|
side = 1;
|
|
|
|
// recurse down the children, front side first
|
|
PPL_RecursiveWorldNodeQ3_r (node->children[side]);
|
|
|
|
// draw stuff
|
|
c = node->numsurfaces;
|
|
|
|
if (c)
|
|
{
|
|
surf = cl.worldmodel->surfaces + node->firstsurface;
|
|
|
|
{
|
|
for ( ; c ; c--, surf++)
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// recurse down the back side
|
|
PPL_RecursiveWorldNodeQ3_r (node->children[!side]);
|
|
}
|
|
|
|
void PPL_RecursiveWorldNode (dlight_t *dl)
|
|
{
|
|
float *v1, *v2;
|
|
vec3_t v3, v4;
|
|
|
|
lightradius = dl->radius;
|
|
|
|
lightorg[0] = dl->origin[0]+0.5;
|
|
lightorg[1] = dl->origin[1]+0.5;
|
|
lightorg[2] = dl->origin[2]+0.5;
|
|
|
|
modelorg[0] = lightorg[0];
|
|
modelorg[1] = lightorg[1];
|
|
modelorg[2] = lightorg[2];
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
PPL_RecursiveWorldNodeQ3_r(cl.worldmodel->nodes);
|
|
else if (cl.worldmodel->fromgame == fg_quake2)
|
|
PPL_RecursiveWorldNodeQ2_r(cl.worldmodel->nodes);
|
|
else
|
|
PPL_RecursiveWorldNode_r(cl.worldmodel->nodes);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
|
|
glVertexPointer(3, GL_FLOAT, sizeof(surfvertexarray_t), varray_v[0].xyz);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
while(firstedge)
|
|
{
|
|
//border
|
|
v1 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[0]].position;
|
|
v2 = cl.worldmodel->vertexes[cl.worldmodel->edges[firstedge].v[1]].position;
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
if (varray_vc + 4>MAXARRAYVERTS)
|
|
{
|
|
glDrawElements(GL_QUADS, varray_vc, GL_UNSIGNED_INT, varray_i_forward);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
varray_vc=0;
|
|
}
|
|
|
|
if (edge[firstedge].count > 0)
|
|
{
|
|
varray_v[varray_vc].xyz[0] = v1[0]+v3[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1]+v3[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2]+v3[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0]+v4[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1]+v4[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2]+v4[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v1[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2];
|
|
varray_vc++;
|
|
}
|
|
else
|
|
{
|
|
varray_v[varray_vc].xyz[0] = v1[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v2[0]+v4[0];
|
|
varray_v[varray_vc].xyz[1] = v2[1]+v4[1];
|
|
varray_v[varray_vc].xyz[2] = v2[2]+v4[2];
|
|
varray_vc++;
|
|
varray_v[varray_vc].xyz[0] = v1[0]+v3[0];
|
|
varray_v[varray_vc].xyz[1] = v1[1]+v3[1];
|
|
varray_v[varray_vc].xyz[2] = v1[2]+v3[2];
|
|
varray_vc++;
|
|
}
|
|
edge[firstedge].count=0;
|
|
|
|
firstedge = edge[firstedge].next;
|
|
|
|
shadowedgecount++;
|
|
}
|
|
glDrawElements(GL_QUADS, varray_vc, GL_UNSIGNED_INT, varray_i_forward);
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
|
|
varray_vc=0;
|
|
|
|
firstedge=0;
|
|
}
|
|
|
|
void PPL_DrawBrushModel(dlight_t *dl, entity_t *e)
|
|
{
|
|
glpoly_t *p;
|
|
int v;
|
|
float *v1, *v2;
|
|
vec3_t v3, v4;
|
|
|
|
int i;
|
|
model_t *model;
|
|
msurface_t *surf;
|
|
|
|
RotateLightVector(e->angles, e->origin, dl->origin, lightorg);
|
|
|
|
glPushMatrix();
|
|
R_RotateForEntity(e);
|
|
model = e->model;
|
|
surf = model->surfaces+model->firstmodelsurface;
|
|
for (i = 0; i < model->nummodelsurfaces; i++, surf++)
|
|
{
|
|
if (surf->flags & SURF_PLANEBACK)
|
|
{//inverted normal.
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist >= -0.1)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (DotProduct(surf->plane->normal, lightorg)-surf->plane->dist <= 0.1)
|
|
continue;
|
|
}
|
|
//#define PROJECTION_DISTANCE (float)0x7fffffff
|
|
if (surf->flags & (SURF_DRAWALPHA | SURF_DRAWTILED))
|
|
{ // no shadows
|
|
continue;
|
|
}
|
|
|
|
for (p = surf->polys; p; p=p->next)
|
|
{
|
|
//front face
|
|
glBegin(GL_POLYGON);
|
|
for (v = 0; v < p->numverts; v++)
|
|
glVertex3fv(p->verts[v]);
|
|
glEnd();
|
|
|
|
for (v = 0; v < p->numverts; v++)
|
|
{
|
|
//border
|
|
v1 = p->verts[v];
|
|
v2 = p->verts[( v+1 )%p->numverts];
|
|
|
|
//get positions of v3 and v4 based on the light position
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
v4[0] = ( v2[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v4[1] = ( v2[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v4[2] = ( v2[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
//Now draw the quad from the two verts to the projected light
|
|
//verts
|
|
glBegin( GL_QUAD_STRIP );
|
|
glVertex3f( v1[0], v1[1], v1[2] );
|
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
glVertex3f( v2[0], v2[1], v2[2] );
|
|
glVertex3f( v2[0]+v4[0], v2[1]+v4[1], v2[2]+v4[2] );
|
|
glEnd();
|
|
}
|
|
|
|
//back
|
|
|
|
glBegin(GL_POLYGON);
|
|
for (v = p->numverts-1; v >=0; v--)
|
|
{
|
|
v1 = p->verts[v];
|
|
v3[0] = ( v1[0]-lightorg[0] )*PROJECTION_DISTANCE;
|
|
v3[1] = ( v1[1]-lightorg[1] )*PROJECTION_DISTANCE;
|
|
v3[2] = ( v1[2]-lightorg[2] )*PROJECTION_DISTANCE;
|
|
|
|
glVertex3f( v1[0]+v3[0], v1[1]+v3[1], v1[2]+v3[2] );
|
|
}
|
|
glEnd();
|
|
|
|
}
|
|
}
|
|
glPopMatrix();
|
|
}
|
|
|
|
void PPL_DrawShadowMeshes(dlight_t *dl)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
continue;
|
|
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (dl->key == currententity->keynum)
|
|
continue;
|
|
|
|
if (currententity->flags & Q2RF_WEAPONMODEL)
|
|
continue; //weapon models don't cast shadows.
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->particleeffect>=0)
|
|
{
|
|
if (currententity->model->particleengulphs)
|
|
{
|
|
if (gl_part_flame.value)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
R_DrawGAliasShadowVolume (currententity, dl->origin, dl->radius);
|
|
break;
|
|
|
|
case mod_brush:
|
|
PPL_DrawBrushModel (dl, currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PPL_UpdateNodeShadowFrames(qbyte *lvis)
|
|
{
|
|
int i;
|
|
mnode_t *node;
|
|
|
|
|
|
|
|
#ifdef Q3BSPS
|
|
if (cl.worldmodel->fromgame == fg_quake3)
|
|
{
|
|
mleaf_t *leaf;
|
|
r_shadowframe++;
|
|
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
|
|
{
|
|
node = (mnode_t *)leaf;
|
|
while (node)
|
|
{
|
|
if (node->shadowframe == r_shadowframe)
|
|
break;
|
|
node->shadowframe = r_shadowframe;
|
|
node = node->parent;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
#ifdef Q2BSPS
|
|
if (cl.worldmodel->fromgame == fg_quake2)
|
|
{
|
|
mleaf_t *leaf;
|
|
int cluster;
|
|
r_shadowframe++;
|
|
|
|
for (i=0, leaf=cl.worldmodel->leafs; i<cl.worldmodel->numleafs ; i++, leaf++)
|
|
{
|
|
cluster = leaf->cluster;
|
|
if (cluster == -1)
|
|
continue;
|
|
if (lvis[cluster>>3] & (1<<(cluster&7)))
|
|
{
|
|
node = (mnode_t *)leaf;
|
|
do
|
|
{
|
|
if (node->shadowframe == r_shadowframe)
|
|
break;
|
|
node->shadowframe = r_shadowframe;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
if (r_novis.value != 2)
|
|
{
|
|
r_shadowframe++;
|
|
|
|
//variation on mark leaves
|
|
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
|
{
|
|
if (lvis[i>>3] & (1<<(i&7)))// && vvis[i>>3] & (1<<(i&7)))
|
|
{
|
|
node = (mnode_t *)&cl.worldmodel->leafs[i+1];
|
|
do
|
|
{
|
|
if (node->shadowframe == r_shadowframe)
|
|
break;
|
|
node->shadowframe = r_shadowframe;
|
|
node = node->parent;
|
|
} while (node);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
#if 1 //DP's stolen code
|
|
static void GL_Scissor (int x, int y, int width, int height)
|
|
{
|
|
qglScissor(x, glheight - (y + height),width,height);
|
|
}
|
|
|
|
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
|
|
qboolean PPL_ScissorForBox(vec3_t mins, vec3_t maxs)
|
|
{
|
|
int i, ix1, iy1, ix2, iy2;
|
|
float x1, y1, x2, y2, x, y, f;
|
|
vec3_t smins, smaxs;
|
|
vec4_t v, v2;
|
|
int r_view_x = 0;
|
|
int r_view_y = 0;
|
|
int r_view_width = glwidth;
|
|
int r_view_height = glheight;
|
|
if (0)//!r_shadow_scissor.integer)
|
|
{
|
|
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
|
|
return false;
|
|
}
|
|
// if view is inside the box, just say yes it's visible
|
|
if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
|
|
{
|
|
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
|
|
return false;
|
|
}
|
|
for (i = 0;i < 3;i++)
|
|
{
|
|
if (vpn[i] >= 0)
|
|
{
|
|
v[i] = mins[i];
|
|
v2[i] = maxs[i];
|
|
}
|
|
else
|
|
{
|
|
v[i] = maxs[i];
|
|
v2[i] = mins[i];
|
|
}
|
|
}
|
|
f = DotProduct(vpn, r_refdef.vieworg) + 1;
|
|
if (DotProduct(vpn, v2) <= f)
|
|
{
|
|
// entirely behind nearclip plane
|
|
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
|
|
return true;
|
|
}
|
|
if (DotProduct(vpn, v) >= f)
|
|
{
|
|
// entirely infront of nearclip plane
|
|
x1 = y1 = x2 = y2 = 0;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = (i & 1) ? mins[0] : maxs[0];
|
|
v[1] = (i & 2) ? mins[1] : maxs[1];
|
|
v[2] = (i & 4) ? mins[2] : maxs[2];
|
|
v[3] = 1.0f;
|
|
GL_TransformToScreen(v, v2);
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
x = v2[0];
|
|
y = v2[1];
|
|
if (i)
|
|
{
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
else
|
|
{
|
|
x1 = x2 = x;
|
|
y1 = y2 = y;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// clipped by nearclip plane
|
|
// this is nasty and crude...
|
|
// create viewspace bbox
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
|
|
v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
|
|
v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
|
|
v2[0] = DotProduct(v, vright);
|
|
v2[1] = DotProduct(v, vup);
|
|
v2[2] = DotProduct(v, vpn);
|
|
if (i)
|
|
{
|
|
if (smins[0] > v2[0]) smins[0] = v2[0];
|
|
if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
|
|
if (smins[1] > v2[1]) smins[1] = v2[1];
|
|
if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
|
|
if (smins[2] > v2[2]) smins[2] = v2[2];
|
|
if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
|
|
}
|
|
else
|
|
{
|
|
smins[0] = smaxs[0] = v2[0];
|
|
smins[1] = smaxs[1] = v2[1];
|
|
smins[2] = smaxs[2] = v2[2];
|
|
}
|
|
}
|
|
// now we have a bbox in viewspace
|
|
// clip it to the view plane
|
|
if (smins[2] < 1)
|
|
smins[2] = 1;
|
|
// return true if that culled the box
|
|
if (smins[2] >= smaxs[2])
|
|
return true;
|
|
// ok some of it is infront of the view, transform each corner back to
|
|
// worldspace and then to screenspace and make screen rect
|
|
// initialize these variables just to avoid compiler warnings
|
|
x1 = y1 = x2 = y2 = 0;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v2[0] = (i & 1) ? smins[0] : smaxs[0];
|
|
v2[1] = (i & 2) ? smins[1] : smaxs[1];
|
|
v2[2] = (i & 4) ? smins[2] : smaxs[2];
|
|
v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
|
|
v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
|
|
v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
|
|
v[3] = 1.0f;
|
|
GL_TransformToScreen(v, v2);
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
x = v2[0];
|
|
y = v2[1];
|
|
if (i)
|
|
{
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
else
|
|
{
|
|
x1 = x2 = x;
|
|
y1 = y2 = y;
|
|
}
|
|
}
|
|
#if 0
|
|
// this code doesn't handle boxes with any points behind view properly
|
|
x1 = 1000;x2 = -1000;
|
|
y1 = 1000;y2 = -1000;
|
|
for (i = 0;i < 8;i++)
|
|
{
|
|
v[0] = (i & 1) ? mins[0] : maxs[0];
|
|
v[1] = (i & 2) ? mins[1] : maxs[1];
|
|
v[2] = (i & 4) ? mins[2] : maxs[2];
|
|
v[3] = 1.0f;
|
|
GL_TransformToScreen(v, v2);
|
|
//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
|
|
if (v2[2] > 0)
|
|
{
|
|
x = v2[0];
|
|
y = v2[1];
|
|
|
|
if (x1 > x) x1 = x;
|
|
if (x2 < x) x2 = x;
|
|
if (y1 > y) y1 = y;
|
|
if (y2 < y) y2 = y;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
ix1 = x1 - 1.0f;
|
|
iy1 = y1 - 1.0f;
|
|
ix2 = x2 + 1.0f;
|
|
iy2 = y2 + 1.0f;
|
|
//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
|
|
if (ix1 < r_view_x) ix1 = r_view_x;
|
|
if (iy1 < r_view_y) iy1 = r_view_y;
|
|
if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
|
|
if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
|
|
if (ix2 <= ix1 || iy2 <= iy1)
|
|
return true;
|
|
// set up the scissor rectangle
|
|
qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
|
|
//qglEnable(GL_SCISSOR_TEST);
|
|
return false;
|
|
}
|
|
#endif
|
|
*/
|
|
void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
|
|
int type);
|
|
//generates stencil shadows of the world geometry.
|
|
//redraws world geometry
|
|
void PPL_AddLight(dlight_t *dl)
|
|
{
|
|
int i;
|
|
int sdecrw;
|
|
int sincrw;
|
|
int leaf;
|
|
qbyte *lvis;
|
|
qbyte *vvis;
|
|
|
|
qbyte lvisb[MAX_MAP_LEAFS/8];
|
|
qbyte vvisb[MAX_MAP_LEAFS/8];
|
|
|
|
vec3_t mins;
|
|
vec3_t maxs;
|
|
|
|
mins[0] = dl->origin[0] - dl->radius;
|
|
mins[1] = dl->origin[1] - dl->radius;
|
|
mins[2] = dl->origin[2] - dl->radius;
|
|
|
|
maxs[0] = dl->origin[0] + dl->radius;
|
|
maxs[1] = dl->origin[1] + dl->radius;
|
|
maxs[2] = dl->origin[2] + dl->radius;
|
|
|
|
if (R_CullBox(mins, maxs))
|
|
return;
|
|
|
|
// if (PPL_ScissorForBox(mins, maxs))
|
|
// return; //was culled.
|
|
|
|
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
|
|
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
|
|
else
|
|
i = r_viewleaf - cl.worldmodel->leafs;
|
|
|
|
leaf = cl.worldmodel->funcs.LeafForPoint(dl->origin, cl.worldmodel);
|
|
lvis = cl.worldmodel->funcs.LeafPVS(leaf, cl.worldmodel, lvisb);
|
|
vvis = cl.worldmodel->funcs.LeafPVS(i, cl.worldmodel, vvisb);
|
|
|
|
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
|
|
// return;
|
|
if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
|
return;
|
|
|
|
// glEnable(GL_SCISSOR_TEST);
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
glDepthMask(0);
|
|
|
|
if (gldepthfunc==GL_LEQUAL)
|
|
glDepthFunc(GL_LESS);
|
|
else
|
|
glDepthFunc(GL_GREATER);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
sincrw = GL_INCR;
|
|
sdecrw = GL_DECR;
|
|
if (gl_config.ext_stencil_wrap)
|
|
{ //minamlise damage...
|
|
sincrw = GL_INCR_WRAP_EXT;
|
|
sdecrw = GL_DECR_WRAP_EXT;
|
|
}
|
|
//our stencil writes.
|
|
|
|
PPL_EnableVertexArrays();
|
|
|
|
#ifdef _DEBUG
|
|
if (r_shadows.value == 666) //testing (visible shadow volumes)
|
|
{
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
glColor3f(dl->color[0], dl->color[1], dl->color[2]);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
PPL_RecursiveWorldNode(dl);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
PPL_DrawShadowMeshes(dl);
|
|
if (qglGetError())
|
|
Con_Printf("GL Error on entities\n");
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
else
|
|
#endif
|
|
|
|
if (qglStencilOpSeparateATI && !((int)r_shadows.value & 2))//GL_ATI_separate_stencil
|
|
{
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glStencilFunc( GL_ALWAYS, 1, ~0 );
|
|
|
|
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
|
|
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
|
|
PPL_UpdateNodeShadowFrames(lvisb);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glStencilFunc( GL_EQUAL, 0, ~0 );
|
|
}
|
|
else if (qglActiveStencilFaceEXT && !((int)r_shadows.value & 2)) //NVidias variation on a theme. (GFFX class)
|
|
{
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
glStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
|
glStencilFunc( GL_ALWAYS, 1, ~0 );
|
|
|
|
qglActiveStencilFaceEXT(GL_FRONT);
|
|
glStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
|
glStencilFunc( GL_ALWAYS, 1, ~0 );
|
|
|
|
PPL_UpdateNodeShadowFrames(lvisb);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
qglActiveStencilFaceEXT(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
qglActiveStencilFaceEXT(GL_BACK);
|
|
glStencilFunc( GL_EQUAL, 0, ~0 );
|
|
}
|
|
else //your graphics card sucks and lacks efficient stencil shadow techniques.
|
|
{ //centered around 0. Will only be increased then decreased less.
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glStencilFunc( GL_ALWAYS, 0, ~0 );
|
|
|
|
shadowsurfcount = 0;
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
|
PPL_UpdateNodeShadowFrames(lvis);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
|
|
shadowsurfcount=0;
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
|
PPL_UpdateNodeShadowFrames(lvis);
|
|
PPL_RecursiveWorldNode(dl);
|
|
PPL_DrawShadowMeshes(dl);
|
|
|
|
glStencilFunc( GL_EQUAL, 0, ~0 );
|
|
}
|
|
//end stencil writing.
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(0);
|
|
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
|
glCullFace(GL_FRONT);
|
|
|
|
glColor3f(1,1,1);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
glColor4f(dl->color[0], dl->color[1], dl->color[2], 1);
|
|
glDepthFunc(GL_EQUAL);
|
|
|
|
lightorg[0] = dl->origin[0]+0.5;
|
|
lightorg[1] = dl->origin[1]+0.5;
|
|
lightorg[2] = dl->origin[2]+0.5;
|
|
|
|
PPL_DrawEntLighting(dl);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask(1);
|
|
glDepthFunc(gldepthfunc);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
glStencilFunc( GL_ALWAYS, 0, ~0 );
|
|
|
|
qglDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
void PPL_DrawWorld (void)
|
|
{
|
|
dlight_t *l;
|
|
int i;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
int maxshadowlights = gl_maxshadowlights.value;
|
|
|
|
if (maxshadowlights < 1)
|
|
maxshadowlights = 1;
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error before world\n");
|
|
//glColorMask(0,0,0,0);
|
|
TRACE(("dbg: calling PPL_BaseTextures\n"));
|
|
PPL_BaseTextures(cl.worldmodel);
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error during base textures\n");
|
|
//glColorMask(1,1,1,1);
|
|
TRACE(("dbg: calling PPL_BaseEntTextures\n"));
|
|
PPL_BaseEntTextures();
|
|
// CL_NewDlightRGB(1, r_refdef.vieworg[0], r_refdef.vieworg[1]-16, r_refdef.vieworg[2]-24, 128, 1, 1, 1, 1);
|
|
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error on entities\n");
|
|
|
|
if (r_shadows.value && glStencilFunc)
|
|
{
|
|
if (cl.worldmodel->fromgame == fg_quake || cl.worldmodel->fromgame == fg_halflife || cl.worldmodel->fromgame == fg_quake2 /*|| cl.worldmodel->fromgame == fg_quake3*/)
|
|
{
|
|
for (l = cl_dlights, i=0 ; i<MAX_DLIGHTS ; i++, l++)
|
|
{
|
|
if (l->die < cl.time || !l->radius || l->noppl)
|
|
continue;
|
|
if (l->color[0]<0)
|
|
continue; //quick check for darklight
|
|
if (!maxshadowlights--)
|
|
break;
|
|
|
|
mins[0] = l->origin[0] - l->radius;
|
|
mins[1] = l->origin[1] - l->radius;
|
|
mins[2] = l->origin[2] - l->radius;
|
|
maxs[0] = l->origin[0] + l->radius;
|
|
maxs[1] = l->origin[1] + l->radius;
|
|
maxs[2] = l->origin[2] + l->radius;
|
|
if (R_CullBox(mins, maxs))
|
|
continue;
|
|
if (R_CullSphere(l->origin, l->radius))
|
|
continue;
|
|
|
|
l->color[0]*=2.5;
|
|
l->color[1]*=2.5;
|
|
l->color[2]*=2.5;
|
|
|
|
TRACE(("dbg: calling PPL_AddLight\n"));
|
|
PPL_AddLight(l);
|
|
l->color[0]/=2.5;
|
|
l->color[1]/=2.5;
|
|
l->color[2]/=2.5;
|
|
}
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error on shadow lighting\n");
|
|
|
|
TRACE(("dbg: calling PPL_DrawEntFullBrights\n"));
|
|
PPL_DrawEntFullBrights();
|
|
|
|
// if (qglGetError())
|
|
// Con_Printf("GL Error on fullbrights/details\n");
|
|
|
|
// Con_Printf("%i %i %i\n", shadowsurfcount, shadowedgecount, shadowlightfaces);
|
|
shadowsurfcount = 0;
|
|
shadowedgecount = 0;
|
|
shadowlightfaces = 0;
|
|
|
|
R_IBrokeTheArrays();
|
|
}
|
|
#endif
|