mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
2046931e26
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2054 fc73d0e0-1445-4013-8a0c-d673dee63da5
2448 lines
57 KiB
C
2448 lines
57 KiB
C
#include "quakedef.h"
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#include "glquake.h"
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#include "shader.h"
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#ifdef RGLQUAKE
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#define MAX_TEXTURE_UNITS 8
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typedef struct {
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GLenum currenttextures[MAX_TEXTURE_UNITS];
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GLenum texenvmode[MAX_TEXTURE_UNITS];
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int currenttmu;
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qboolean in2d;
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} gl_state_t;
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gl_state_t gl_state;
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void GL_SetShaderState2D(qboolean is2d)
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{
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gl_state.in2d = is2d;
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}
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extern int *lightmap_textures;
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extern int *deluxmap_textures;
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void GL_SelectTexture (GLenum target)
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{
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gl_state.currenttmu = target - mtexid0;
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if (qglClientActiveTextureARB)
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{
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qglClientActiveTextureARB(target);
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qglActiveTextureARB(target);
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}
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else
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qglSelectTextureSGIS(target);
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}
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void GL_CheckTMUIs0(void)
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{
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if (gl_state.currenttmu != 0)
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{
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Con_Printf("TMU is not 0\n");
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GL_SelectTexture(mtexid0);
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}
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}
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void GL_MBind( GLenum target, int texnum )
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{
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GL_SelectTexture( target );
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if ( gl_state.currenttextures[gl_state.currenttmu] == texnum )
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return;
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gl_state.currenttextures[gl_state.currenttmu] = texnum;
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bindTexFunc (GL_TEXTURE_2D, texnum);
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}
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void GL_Bind (int texnum)
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{
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if (gl_state.currenttextures[gl_state.currenttmu] == texnum)
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return;
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gl_state.currenttextures[gl_state.currenttmu] = texnum;
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bindTexFunc (GL_TEXTURE_2D, texnum);
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}
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void GL_BindType (int type, int texnum)
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{
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if (gl_state.currenttextures[gl_state.currenttmu] == texnum)
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return;
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gl_state.currenttextures[gl_state.currenttmu] = texnum;
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bindTexFunc (type, texnum);
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}
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void GL_TexEnv( GLenum mode )
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{
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if ( mode != gl_state.texenvmode[gl_state.currenttmu] )
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{
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qglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
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gl_state.texenvmode[gl_state.currenttmu] = mode;
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}
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}
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//vid restarted.
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void GL_FlushBackEnd(void)
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{
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int i;
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for (i = 0; i < MAX_TEXTURE_UNITS; i++)
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{
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gl_state.currenttextures[i] = -1;
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gl_state.texenvmode[i] = -1;
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}
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}
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typedef vec3_t mat3_t[3];
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#ifndef Q3SHADERS
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qboolean varrayactive;
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void R_IBrokeTheArrays(void)
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{
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}
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void R_BackendInit(void)
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{
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}
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#else
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/*
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Copyright (C) 2002-2003 Victor Luchits
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#define MAX_ARRAY_VERTS 8192
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#define MAX_ARRAY_INDEXES 8192
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#define MAX_ARRAY_NEIGHBORS 8192
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#define MAX_ARRAY_TRIANGLES (8192/3)
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#define M_TWO_PI (M_PI*2)
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cvar_t r_detailtextures = SCVAR("r_detailtextures", "1");
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cvar_t r_showtris = SCVAR("r_showtris", "1");
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cvar_t r_shownormals = SCVAR("r_shownormals", "1");
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float Q_rsqrt( float number )
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{
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long i;
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float x2, y;
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const float threehalfs = 1.5F;
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x2 = number * 0.5F;
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y = number;
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i = * ( long * ) &y; // evil floating point bit level hacking
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i = 0x5f3759df - ( i >> 1 ); // what the fuck?
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y = * ( float * ) &i;
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y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
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// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed
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return y;
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}
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void VectorNormalizeFast( vec3_t v )
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{
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float ilength;
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ilength = Q_rsqrt( DotProduct( v, v ) );
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v[0] *= ilength;
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v[1] *= ilength;
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v[2] *= ilength;
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}
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mat3_t axisDefault={{1, 0, 0},
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{0, 1, 0},
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{0, 0, 1}};
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void Matrix3_Transpose (mat3_t in, mat3_t out)
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{
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out[0][0] = in[0][0];
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out[1][1] = in[1][1];
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out[2][2] = in[2][2];
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out[0][1] = in[1][0];
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out[0][2] = in[2][0];
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out[1][0] = in[0][1];
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out[1][2] = in[2][1];
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out[2][0] = in[0][2];
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out[2][1] = in[1][2];
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}
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void Matrix3_Multiply_Vec3 (mat3_t a, vec3_t b, vec3_t product)
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{
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product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
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product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
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product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
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}
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int Matrix3_Compare(mat3_t in, mat3_t out)
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{
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return memcmp(in, out, sizeof(mat3_t));
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}
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extern model_t *currentmodel;
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#define clamp(v,min,max) (v) = (((v)<(min))?(min):(((v)>(max))?(max):(v)))
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extern qbyte FloatToByte( float x );
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#define FTABLE_SIZE 1024
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#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
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#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
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static float r_sintable[FTABLE_SIZE];
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static float r_triangletable[FTABLE_SIZE];
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static float r_squaretable[FTABLE_SIZE];
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static float r_sawtoothtable[FTABLE_SIZE];
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static float r_inversesawtoothtable[FTABLE_SIZE];
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index_t *indexesArray;
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int *neighborsArray;
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vec3_t *trNormalsArray;
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vec2_t *coordsArray;
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vec2_t *lightmapCoordsArray;
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vec3_t vertexArray[MAX_ARRAY_VERTS*2];
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vec3_t normalsArray[MAX_ARRAY_VERTS];
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vec3_t tempVertexArray[MAX_ARRAY_VERTS];
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vec3_t tempNormalsArray[MAX_ARRAY_VERTS];
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index_t tempIndexesArray[MAX_ARRAY_INDEXES];
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index_t inIndexesArray[MAX_ARRAY_INDEXES];
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int inNeighborsArray[MAX_ARRAY_NEIGHBORS];
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vec3_t inTrNormalsArray[MAX_ARRAY_TRIANGLES];
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vec2_t inCoordsArray[MAX_ARRAY_VERTS];
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vec2_t inLightmapCoordsArray[MAX_ARRAY_VERTS];
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byte_vec4_t inColorsArray[MAX_ARRAY_VERTS];
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static vec2_t tUnitCoordsArray[MAX_TEXTURE_UNITS][MAX_ARRAY_VERTS];
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static byte_vec4_t colorArray[MAX_ARRAY_VERTS];
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int numVerts, numIndexes, numColors;
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qboolean r_arrays_locked;
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qboolean r_blocked;
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int r_features;
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static int r_lmtex;
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static int r_texNums[SHADER_PASS_MAX];
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static int r_numUnits;
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index_t *currentIndex;
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int *currentTrNeighbor;
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float *currentTrNormal;
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float *currentVertex;
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float *currentNormal;
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float *currentCoords;
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float *currentLightmapCoords;
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qbyte *currentColor;
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static int r_identityLighting;
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static float r_localShaderTime;
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unsigned int r_numverts;
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unsigned int r_numtris;
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unsigned int r_numflushes;
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int r_backendStart;
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int r_dlighttexture;
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void R_InitDynamicLightTexture (void)
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{
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int x, y;
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int dx2, dy, d;
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qbyte data[64*64*4];
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//
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// dynamic light texture
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//
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for (x = 0; x < 64; x++)
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{
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dx2 = x - 32;
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dx2 = dx2 * dx2 + 8;
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for (y = 0; y < 64; y++)
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{
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dy = y - 32;
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d = (int)(65536.0f * ((1.0f / (dx2 + dy * dy + 32.0f)) - 0.0005) + 0.5f);
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if ( d < 50 ) d = 0; else if ( d > 255 ) d = 255;
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data[(y*64 + x) * 4 + 0] = d;
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data[(y*64 + x) * 4 + 1] = d;
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data[(y*64 + x) * 4 + 2] = d;
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data[(y*64 + x) * 4 + 3] = 255;
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}
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}
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r_dlighttexture = GL_LoadTexture32("", 64, 64, (unsigned int*)data, true, false);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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}
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void R_ResetTexState (void)
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{
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coordsArray = inCoordsArray;
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lightmapCoordsArray = inLightmapCoordsArray;
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currentCoords = coordsArray[0];
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currentLightmapCoords = lightmapCoordsArray[0];
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numColors = 0;
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currentColor = inColorsArray[0];
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}
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void R_PushIndexes ( index_t *indexes, int *neighbors, vec3_t *trnormals, int numindexes, int features )
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{
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int i;
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int numTris;
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// this is a fast path for non-batched geometry, use carefully
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// used on pics, sprites, .dpm, .md3 and .md2 models
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if ( features & MF_NONBATCHED ) {
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if ( numindexes > MAX_ARRAY_INDEXES ) {
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numindexes = MAX_ARRAY_INDEXES;
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}
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// simply change indexesArray to point at indexes
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numIndexes = numindexes;
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indexesArray = indexes;
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currentIndex = indexesArray + numIndexes;
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if ( neighbors ) {
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neighborsArray = neighbors;
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currentTrNeighbor = neighborsArray + numIndexes;
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}
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if ( trnormals && (features & MF_TRNORMALS) ) {
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numTris = numIndexes / 3;
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trNormalsArray = trnormals;
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currentTrNormal = trNormalsArray[0] + numTris;
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}
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}
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else
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{
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// clamp
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if ( numIndexes + numindexes > MAX_ARRAY_INDEXES ) {
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numindexes = MAX_ARRAY_INDEXES - numIndexes;
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}
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numTris = numindexes / 3;
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numIndexes += numindexes;
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// the following code assumes that R_PushIndexes is fed with triangles...
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for ( i=0; i<numTris; i++, indexes += 3, currentIndex += 3 )
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{
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currentIndex[0] = numVerts + indexes[0];
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currentIndex[1] = numVerts + indexes[1];
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currentIndex[2] = numVerts + indexes[2];
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if ( neighbors ) {
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currentTrNeighbor[0] = numTris + neighbors[0];
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currentTrNeighbor[1] = numTris + neighbors[1];
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currentTrNeighbor[2] = numTris + neighbors[2];
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neighbors += 3;
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currentTrNeighbor += 3;
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}
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if ( trnormals && (features & MF_TRNORMALS) ) {
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VectorCopy ( trnormals[i], currentTrNormal );
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currentTrNormal += 3;
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}
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}
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}
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}
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void R_PushMesh ( mesh_t *mesh, int features )
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{
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int numverts;
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if ( !mesh->indexes || !mesh->xyz_array ) {
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return;
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}
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r_features = features;
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R_PushIndexes ( mesh->indexes, mesh->trneighbors, mesh->trnormals, mesh->numindexes, features );
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numverts = mesh->numvertexes;
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if ( numVerts + numverts > MAX_ARRAY_VERTS ) {
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numverts = MAX_ARRAY_VERTS - numVerts;
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}
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memcpy ( currentVertex, mesh->xyz_array, numverts * sizeof(vec3_t) );
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currentVertex += numverts * 3;
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if ( mesh->normals_array && (features & MF_NORMALS) ) {
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memcpy ( currentNormal, mesh->normals_array, numverts * sizeof(vec3_t) );
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currentNormal += numverts * 3;
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}
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if ( mesh->st_array && (features & MF_STCOORDS) ) {
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if ( features & MF_NONBATCHED ) {
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coordsArray = mesh->st_array;
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currentCoords = coordsArray[0];
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} else {
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memcpy ( currentCoords, mesh->st_array, numverts * sizeof(vec2_t) );
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}
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currentCoords += numverts * 2;
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}
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if ( mesh->lmst_array && (features & MF_LMCOORDS) ) {
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if ( features & MF_NONBATCHED ) {
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lightmapCoordsArray = mesh->lmst_array;
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currentLightmapCoords = lightmapCoordsArray[0];
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} else {
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memcpy ( currentLightmapCoords, mesh->lmst_array, numverts * sizeof(vec2_t) );
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}
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currentLightmapCoords += numverts * 2;
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}
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if ( mesh->colors_array && (features & MF_COLORS) ) {
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memcpy ( currentColor, mesh->colors_array, numverts * sizeof(byte_vec4_t) );
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currentColor += numverts * 4;
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}
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numVerts += numverts;
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r_numverts += numverts;
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}
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qboolean R_MeshWillExceed(mesh_t *mesh)
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{
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if (numVerts + mesh->numvertexes > MAX_ARRAY_VERTS)
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return true;
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if (numIndexes + mesh->numindexes > MAX_ARRAY_INDEXES)
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return true;
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return false;
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}
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extern index_t r_quad_indexes[6];// = { 0, 1, 2, 0, 2, 3 };
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void R_FinishMeshBuffer ( meshbuffer_t *mb );
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static float frand(void)
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{
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return (rand()&32767)* (1.0/32767);
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}
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//static float crand(void)
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//{
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// return (rand()&32767)* (2.0/32767) - 1;
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//}
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/*
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==============
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R_BackendInit
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==============
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*/
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void R_IBrokeTheArrays(void);
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void R_BackendInit (void)
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{
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int i;
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double t;
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numVerts = 0;
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numIndexes = 0;
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numColors = 0;
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indexesArray = inIndexesArray;
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currentIndex = indexesArray;
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neighborsArray = inNeighborsArray;
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trNormalsArray = inTrNormalsArray;
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coordsArray = inCoordsArray;
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lightmapCoordsArray = inLightmapCoordsArray;
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currentTrNeighbor = neighborsArray;
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currentTrNormal = trNormalsArray[0];
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currentVertex = vertexArray[0];
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currentNormal = normalsArray[0];
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currentCoords = coordsArray[0];
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currentLightmapCoords = lightmapCoordsArray[0];
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currentColor = inColorsArray[0];
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r_arrays_locked = false;
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r_blocked = false;
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R_IBrokeTheArrays();
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//FIZME: FTE already has some stuff along these lines, surly...
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// if ( !r_ignorehwgamma->value )
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// r_identityLighting = (int)(255.0f / pow(2, max(0, floor(r_overbrightbits->value))));
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// else
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r_identityLighting = 255;
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for ( i = 0; i < FTABLE_SIZE; i++ ) {
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t = (double)i / (double)FTABLE_SIZE;
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r_sintable[i] = sin ( t * M_TWO_PI );
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if (t < 0.25)
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r_triangletable[i] = t * 4.0;
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else if (t < 0.75)
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r_triangletable[i] = 2 - 4.0 * t;
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else
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r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
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if (t < 0.5)
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r_squaretable[i] = 1.0f;
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else
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r_squaretable[i] = -1.0f;
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r_sawtoothtable[i] = t;
|
|
r_inversesawtoothtable[i] = 1.0 - t;
|
|
}
|
|
|
|
R_InitDynamicLightTexture();
|
|
}
|
|
|
|
qboolean varrayactive;
|
|
void R_IBrokeTheArrays(void)
|
|
{
|
|
varrayactive = true;
|
|
qglVertexPointer( 3, GL_FLOAT, 0, vertexArray );
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
|
|
|
|
qglEnableClientState( GL_VERTEX_ARRAY );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BackendShutdown
|
|
==============
|
|
*/
|
|
void R_BackendShutdown (void)
|
|
{
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_FastSin
|
|
==============
|
|
*/
|
|
float R_FastSin ( float t )
|
|
{
|
|
return r_sintable[FTABLE_CLAMP(t)];
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_TableForFunc
|
|
==============
|
|
*/
|
|
static float *R_TableForFunc ( unsigned int func )
|
|
{
|
|
switch (func)
|
|
{
|
|
case SHADER_FUNC_SIN:
|
|
return r_sintable;
|
|
|
|
case SHADER_FUNC_TRIANGLE:
|
|
return r_triangletable;
|
|
|
|
case SHADER_FUNC_SQUARE:
|
|
return r_squaretable;
|
|
|
|
case SHADER_FUNC_SAWTOOTH:
|
|
return r_sawtoothtable;
|
|
|
|
case SHADER_FUNC_INVERSESAWTOOTH:
|
|
return r_inversesawtoothtable;
|
|
}
|
|
|
|
// assume noise
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BackendStartFrame
|
|
==============
|
|
*/
|
|
void R_BackendStartFrame (void)
|
|
{
|
|
r_numverts = 0;
|
|
r_numtris = 0;
|
|
r_numflushes = 0;
|
|
// r_backendStart = Sys_Milliseconds();
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BackendEndFrame
|
|
==============
|
|
*/
|
|
void R_BackendEndFrame (void)
|
|
{
|
|
if (r_speeds.value)
|
|
{
|
|
Con_Printf( "%4i wpoly %4i leafs %4i verts %4i tris %4i flushes\n",
|
|
c_brush_polys,
|
|
0/*c_world_leafs*/,
|
|
r_numverts,
|
|
r_numtris,
|
|
r_numflushes );
|
|
}
|
|
// time_backend = Sys_Milliseconds() - r_backendStart;
|
|
// r_backendStart = 0;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_LockArrays
|
|
==============
|
|
*/
|
|
void R_LockArrays ( int numverts )
|
|
{
|
|
if ( r_arrays_locked )
|
|
return;
|
|
|
|
if ( qglLockArraysEXT != 0 ) {
|
|
qglLockArraysEXT( 0, numverts );
|
|
r_arrays_locked = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_UnlockArrays
|
|
==============
|
|
*/
|
|
void R_UnlockArrays (void)
|
|
{
|
|
if ( !r_arrays_locked )
|
|
return;
|
|
|
|
if ( qglUnlockArraysEXT != 0 ) {
|
|
qglUnlockArraysEXT();
|
|
r_arrays_locked = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_DrawTriangleStrips
|
|
|
|
This function looks for and sends tristrips.
|
|
Original code by Stephen C. Taylor (Aftershock 3D rendering engine)
|
|
==============
|
|
*/
|
|
void R_DrawTriangleStrips (index_t *indexes, int numindexes)
|
|
{
|
|
int toggle;
|
|
index_t a, b, c, *index;
|
|
|
|
c = 0;
|
|
index = indexes;
|
|
while ( c < numindexes ) {
|
|
toggle = 1;
|
|
|
|
qglBegin( GL_TRIANGLE_STRIP );
|
|
|
|
qglArrayElement( index[0] );
|
|
qglArrayElement( b = index[1] );
|
|
qglArrayElement( a = index[2] );
|
|
|
|
c += 3;
|
|
index += 3;
|
|
|
|
while ( c < numindexes ) {
|
|
if ( a != index[0] || b != index[1] ) {
|
|
break;
|
|
}
|
|
|
|
if ( toggle ) {
|
|
qglArrayElement( b = index[2] );
|
|
} else {
|
|
qglArrayElement( a = index[2] );
|
|
}
|
|
|
|
c += 3;
|
|
index += 3;
|
|
toggle = !toggle;
|
|
}
|
|
|
|
qglEnd();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_ClearArrays
|
|
==============
|
|
*/
|
|
void R_ClearArrays (void)
|
|
{
|
|
numVerts = 0;
|
|
numIndexes = 0;
|
|
|
|
indexesArray = inIndexesArray;
|
|
currentIndex = indexesArray;
|
|
neighborsArray = inNeighborsArray;
|
|
trNormalsArray = inTrNormalsArray;
|
|
|
|
currentTrNeighbor = neighborsArray;
|
|
currentTrNormal = trNormalsArray[0];
|
|
|
|
currentVertex = vertexArray[0];
|
|
currentNormal = normalsArray[0];
|
|
|
|
R_ResetTexState ();
|
|
|
|
r_blocked = false;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_FlushArrays
|
|
==============
|
|
*/
|
|
void R_FlushArrays (void)
|
|
{
|
|
if ( !numVerts || !numIndexes ) {
|
|
return;
|
|
}
|
|
|
|
if ( numColors > 1 ) {
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
} else if ( numColors == 1 ) {
|
|
qglColor4ubv ( colorArray[0] );
|
|
}
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
if ( !r_arrays_locked ) {
|
|
R_DrawTriangleStrips ( indexesArray, numIndexes );
|
|
} else {
|
|
qglDrawElements( GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexesArray );
|
|
}
|
|
|
|
r_numtris += numIndexes / 3;
|
|
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
if ( numColors > 1 ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
|
|
r_numflushes++;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_FlushArraysMtex
|
|
==============
|
|
*/
|
|
void R_FlushArraysMtex (void)
|
|
{
|
|
int i;
|
|
|
|
if ( !numVerts || !numIndexes ) {
|
|
return;
|
|
}
|
|
|
|
if ( numColors > 1 ) {
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
} else if ( numColors == 1 ) {
|
|
qglColor4ubv ( colorArray[0] );
|
|
}
|
|
|
|
GL_MBind( mtexid0, r_texNums[0] );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
for ( i = 1; i < r_numUnits; i++ )
|
|
{
|
|
GL_MBind( mtexid0 + i, r_texNums[i] );
|
|
qglEnable ( GL_TEXTURE_2D );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
}
|
|
|
|
if ( !r_arrays_locked ) {
|
|
R_DrawTriangleStrips ( indexesArray, numIndexes );
|
|
} else {
|
|
qglDrawElements( GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexesArray );
|
|
}
|
|
|
|
r_numtris += numIndexes / 3;
|
|
|
|
for ( i = r_numUnits - 1; i >= 0; i-- )
|
|
{
|
|
GL_SelectTexture ( mtexid0 + i );
|
|
|
|
if ( i ) {
|
|
qglDisable ( GL_TEXTURE_2D );
|
|
}
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
}
|
|
|
|
if ( numColors > 1 ) {
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
|
|
r_numflushes++;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DeformVertices
|
|
================
|
|
*/
|
|
void R_DeformVertices ( meshbuffer_t *mb )
|
|
{
|
|
int i, j, k, pw, ph, p;
|
|
float args[4], deflect;
|
|
float *quad[4], *table;
|
|
shader_t *shader;
|
|
deformv_t *deformv;
|
|
vec3_t tv, rot_centre;
|
|
|
|
shader = mb->shader;
|
|
deformv = &shader->deforms[0];
|
|
|
|
for (i = 0; i < shader->numdeforms; i++, deformv++)
|
|
{
|
|
switch (deformv->type)
|
|
{
|
|
case DEFORMV_NONE:
|
|
break;
|
|
|
|
case DEFORMV_WAVE:
|
|
args[0] = deformv->func.args[0];
|
|
args[1] = deformv->func.args[1];
|
|
args[3] = deformv->func.args[2] + deformv->func.args[3] * r_localShaderTime;
|
|
table = R_TableForFunc ( deformv->func.type );
|
|
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
deflect = deformv->args[0] * (vertexArray[j][0]+vertexArray[j][1]+vertexArray[j][2]) + args[3];
|
|
deflect = FTABLE_EVALUATE ( table, deflect ) * args[1] + args[0];
|
|
|
|
// Deflect vertex along its normal by wave amount
|
|
VectorMA ( vertexArray[j], deflect, normalsArray[j], vertexArray[j] );
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_NORMAL:
|
|
args[0] = deformv->args[1] * r_localShaderTime;
|
|
|
|
for ( j = 0; j < numVerts; j++ ) {
|
|
args[1] = normalsArray[j][2] * args[0];
|
|
|
|
deflect = deformv->args[0] * R_FastSin ( args[1] );
|
|
normalsArray[j][0] *= deflect;
|
|
deflect = deformv->args[0] * R_FastSin ( args[1] + 0.25 );
|
|
normalsArray[j][1] *= deflect;
|
|
VectorNormalizeFast ( normalsArray[j] );
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_MOVE:
|
|
table = R_TableForFunc ( deformv->func.type );
|
|
deflect = deformv->func.args[2] + r_localShaderTime * deformv->func.args[3];
|
|
deflect = FTABLE_EVALUATE (table, deflect) * deformv->func.args[1] + deformv->func.args[0];
|
|
|
|
for ( j = 0; j < numVerts; j++ )
|
|
VectorMA ( vertexArray[j], deflect, deformv->args, vertexArray[j] );
|
|
break;
|
|
|
|
case DEFORMV_BULGE:
|
|
pw = mb->mesh->patchWidth;
|
|
ph = mb->mesh->patchHeight;
|
|
|
|
args[0] = deformv->args[0] / (float)ph;
|
|
args[1] = deformv->args[1];
|
|
args[2] = r_localShaderTime / (deformv->args[2]*pw);
|
|
|
|
for ( k = 0, p = 0; k < ph; k++ ) {
|
|
deflect = R_FastSin ( (float)k * args[0] + args[2] ) * args[1];
|
|
|
|
for ( j = 0; j < pw; j++, p++ )
|
|
VectorMA ( vertexArray[p], deflect, normalsArray[p], vertexArray[p] );
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE:
|
|
if ( numIndexes < 6 )
|
|
break;
|
|
|
|
for ( k = 0; k < numIndexes; k += 6 )
|
|
{
|
|
mat3_t m0, m1, result;
|
|
|
|
quad[0] = (float *)(vertexArray + indexesArray[k+0]);
|
|
quad[1] = (float *)(vertexArray + indexesArray[k+1]);
|
|
quad[2] = (float *)(vertexArray + indexesArray[k+2]);
|
|
|
|
for ( j = 2; j >= 0; j-- ) {
|
|
quad[3] = (float *)(vertexArray + indexesArray[k+3+j]);
|
|
if ( !VectorCompare (quad[3], quad[0]) &&
|
|
!VectorCompare (quad[3], quad[1]) &&
|
|
!VectorCompare (quad[3], quad[2]) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
VectorSubtract ( quad[0], quad[1], m0[0] );
|
|
VectorSubtract ( quad[2], quad[1], m0[1] );
|
|
CrossProduct ( m0[0], m0[1], m0[2] );
|
|
VectorNormalizeFast ( m0[2] );
|
|
VectorVectors ( m0[2], m0[1], m0[0] );
|
|
|
|
VectorCopy ( (&r_view_matrix[0]), m1[0] );
|
|
VectorCopy ( (&r_view_matrix[4]), m1[1] );
|
|
VectorCopy ( (&r_view_matrix[8]), m1[2] );
|
|
|
|
Matrix3_Multiply ( m1, m0, result );
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25 + currententity->origin[j];
|
|
|
|
for ( j = 0; j < 4; j++ ) {
|
|
VectorSubtract ( quad[j], rot_centre, tv );
|
|
Matrix3_Multiply_Vec3 ( result, tv, quad[j] );
|
|
VectorAdd ( rot_centre, quad[j], quad[j] );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_AUTOSPRITE2:
|
|
if ( numIndexes < 6 )
|
|
break;
|
|
|
|
for ( k = 0; k < numIndexes; k += 6 )
|
|
{
|
|
int long_axis, short_axis;
|
|
vec3_t axis;
|
|
float len[3];
|
|
mat3_t m0, m1, m2, result;
|
|
|
|
quad[0] = (float *)(vertexArray + indexesArray[k+0]);
|
|
quad[1] = (float *)(vertexArray + indexesArray[k+1]);
|
|
quad[2] = (float *)(vertexArray + indexesArray[k+2]);
|
|
|
|
for ( j = 2; j >= 0; j-- ) {
|
|
quad[3] = (float *)(vertexArray + indexesArray[k+3+j]);
|
|
if ( !VectorCompare (quad[3], quad[0]) &&
|
|
!VectorCompare (quad[3], quad[1]) &&
|
|
!VectorCompare (quad[3], quad[2]) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// build a matrix were the longest axis of the billboard is the Y-Axis
|
|
VectorSubtract ( quad[1], quad[0], m0[0] );
|
|
VectorSubtract ( quad[2], quad[0], m0[1] );
|
|
VectorSubtract ( quad[2], quad[1], m0[2] );
|
|
len[0] = DotProduct ( m0[0], m0[0] );
|
|
len[1] = DotProduct ( m0[1], m0[1] );
|
|
len[2] = DotProduct ( m0[2], m0[2] );
|
|
|
|
if ( (len[2] > len[1]) && (len[2] > len[0]) )
|
|
{
|
|
if ( len[1] > len[0] )
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 1;
|
|
}
|
|
}
|
|
else if ( (len[1] > len[2]) && (len[1] > len[0]) )
|
|
{
|
|
if ( len[2] > len[0] )
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 0;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 0;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
|
|
{
|
|
if ( len[2] > len[1] )
|
|
{
|
|
long_axis = 2;
|
|
short_axis = 1;
|
|
}
|
|
else
|
|
{
|
|
long_axis = 1;
|
|
short_axis = 2;
|
|
}
|
|
}
|
|
|
|
if ( DotProduct (m0[long_axis], m0[short_axis]) ) {
|
|
VectorNormalize2 ( m0[long_axis], axis );
|
|
VectorCopy ( axis, m0[1] );
|
|
|
|
if ( axis[0] || axis[1] ) {
|
|
VectorVectors ( m0[1], m0[2], m0[0] );
|
|
} else {
|
|
VectorVectors ( m0[1], m0[0], m0[2] );
|
|
}
|
|
} else {
|
|
VectorNormalize2 ( m0[long_axis], axis );
|
|
VectorNormalize2 ( m0[short_axis], m0[0] );
|
|
VectorCopy ( axis, m0[1] );
|
|
CrossProduct ( m0[0], m0[1], m0[2] );
|
|
}
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
|
|
|
|
if ( currententity ) {
|
|
VectorAdd ( currententity->origin, rot_centre, tv );
|
|
} else {
|
|
VectorCopy ( rot_centre, tv );
|
|
}
|
|
VectorSubtract ( r_origin, tv, tv );
|
|
|
|
// filter any longest-axis-parts off the camera-direction
|
|
deflect = -DotProduct ( tv, axis );
|
|
|
|
VectorMA ( tv, deflect, axis, m1[2] );
|
|
VectorNormalizeFast ( m1[2] );
|
|
VectorCopy ( axis, m1[1] );
|
|
CrossProduct ( m1[1], m1[2], m1[0] );
|
|
|
|
Matrix3_Transpose ( m1, m2 );
|
|
Matrix3_Multiply ( m2, m0, result );
|
|
|
|
for ( j = 0; j < 4; j++ ) {
|
|
VectorSubtract ( quad[j], rot_centre, tv );
|
|
Matrix3_Multiply_Vec3 ( result, tv, quad[j] );
|
|
VectorAdd ( rot_centre, quad[j], quad[j] );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEFORMV_PROJECTION_SHADOW:
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RB_CalcEnvironmentTexCoords( float *st )
|
|
{
|
|
int i;
|
|
float *v, *normal;
|
|
vec3_t viewer, reflected;
|
|
float d;
|
|
|
|
vec3_t rorg;
|
|
|
|
v = vertexArray[0];
|
|
normal = normalsArray[0];
|
|
|
|
RotateLightVector(currententity->axis, currententity->origin, r_origin, rorg);
|
|
|
|
for (i = 0 ; i < numVerts ; i++, v += 3, normal += 3, st += 2 )
|
|
{
|
|
VectorSubtract (rorg, v, viewer);
|
|
VectorNormalizeFast (viewer);
|
|
|
|
d = DotProduct (normal, viewer);
|
|
|
|
reflected[0] = normal[0]*2*d - viewer[0];
|
|
reflected[1] = normal[1]*2*d - viewer[1];
|
|
reflected[2] = normal[2]*2*d - viewer[2];
|
|
|
|
st[0] = 0.5 + reflected[1] * 0.5;
|
|
st[1] = 0.5 - reflected[2] * 0.5;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_VertexTCBase
|
|
==============
|
|
*/
|
|
void R_VertexTCBase ( int tcgen, int unit )
|
|
{
|
|
int i;
|
|
// vec3_t t, n;
|
|
float *outCoords;
|
|
// vec3_t transform;
|
|
// mat3_t inverse_axis;
|
|
// mat3_t axis;
|
|
|
|
outCoords = tUnitCoordsArray[unit][0];
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, outCoords );
|
|
|
|
if ( tcgen == TC_GEN_BASE )
|
|
{
|
|
memcpy ( outCoords, coordsArray[0], sizeof(float) * 2 * numVerts );
|
|
} else if ( tcgen == TC_GEN_LIGHTMAP )
|
|
{
|
|
memcpy ( outCoords, lightmapCoordsArray[0], sizeof(float) * 2 * numVerts );
|
|
}
|
|
else if ( tcgen == TC_GEN_ENVIRONMENT )
|
|
{
|
|
RB_CalcEnvironmentTexCoords(outCoords); //use genuine q3 code, to get it totally identical (for cell shading effects)
|
|
//plus, it looks like less overhead too
|
|
//I guess it depends on the size of the mesh
|
|
/*
|
|
//the old qfusion code
|
|
if ( !currentmodel )
|
|
{
|
|
VectorSubtract ( vec3_origin, currententity->origin, transform );
|
|
AngleVectors(currententity->angles, axis[0], axis[1], axis[2]);
|
|
Matrix3_Transpose ( axis, inverse_axis );
|
|
}
|
|
else if ( currentmodel == cl.worldmodel )
|
|
{
|
|
VectorSubtract ( vec3_origin, r_origin, transform );
|
|
}
|
|
else if ( currentmodel->type == mod_brush )
|
|
{
|
|
VectorNegate ( currententity->origin, t );
|
|
VectorSubtract ( t, r_origin, transform );
|
|
AngleVectors(currententity->angles, axis[0], axis[1], axis[2]);
|
|
Matrix3_Transpose ( axis, inverse_axis );
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract ( vec3_origin, currententity->origin, transform );
|
|
AngleVectors(currententity->angles, axis[0], axis[1], axis[2]);
|
|
Matrix3_Transpose ( axis, inverse_axis );
|
|
}
|
|
|
|
for ( i = 0; i < numVerts; i++, outCoords += 2 )
|
|
{
|
|
VectorAdd ( vertexArray[i], transform, t );
|
|
|
|
// project vector
|
|
if ( currentmodel && (currentmodel == cl.worldmodel) )
|
|
{
|
|
n[0] = normalsArray[i][0];
|
|
n[1] = normalsArray[i][1];
|
|
n[2] = Q_rsqrt ( DotProduct(t,t) );
|
|
}
|
|
else
|
|
{
|
|
n[0] = DotProduct ( normalsArray[i], inverse_axis[0] );
|
|
n[1] = DotProduct ( normalsArray[i], inverse_axis[1] );
|
|
n[2] = Q_rsqrt ( DotProduct(t,t) );
|
|
}
|
|
|
|
outCoords[0] = t[0]*n[2] - n[0];
|
|
outCoords[1] = t[1]*n[2] - n[1];
|
|
}
|
|
*/
|
|
}
|
|
else if ( tcgen == TC_GEN_VECTOR )
|
|
{
|
|
for ( i = 0; i < numVerts; i++, outCoords += 2 )
|
|
{
|
|
static vec3_t tc_gen_s = { 1.0f, 0.0f, 0.0f };
|
|
static vec3_t tc_gen_t = { 0.0f, 1.0f, 0.0f };
|
|
|
|
outCoords[0] = DotProduct ( tc_gen_s, vertexArray[i] );
|
|
outCoords[1] = DotProduct ( tc_gen_t, vertexArray[i] );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_ShaderpassTex
|
|
==============
|
|
*/
|
|
int R_ShaderpassTex ( shaderpass_t *pass )
|
|
{
|
|
if (pass->flags & (SHADER_PASS_ANIMMAP|SHADER_PASS_LIGHTMAP|SHADER_PASS_VIDEOMAP|SHADER_PASS_DELUXMAP))
|
|
{
|
|
if ( pass->flags & SHADER_PASS_ANIMMAP ) {
|
|
return pass->anim_frames[(int)(pass->anim_fps * r_localShaderTime) % pass->anim_numframes];
|
|
}
|
|
else if ( (pass->flags & SHADER_PASS_LIGHTMAP) && r_lmtex >= 0 )
|
|
{
|
|
return lightmap_textures[r_lmtex];
|
|
}
|
|
else if ( (pass->flags & SHADER_PASS_DELUXMAP) && r_lmtex >= 0 )
|
|
{
|
|
return lightmap_textures[r_lmtex+1];
|
|
}
|
|
else if ( (pass->flags & SHADER_PASS_VIDEOMAP))
|
|
{
|
|
return Media_UpdateForShader(pass->anim_frames[0], pass->cin);
|
|
}
|
|
}
|
|
|
|
return pass->anim_frames[0] ? pass->anim_frames[0] : 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_ModifyTextureCoords
|
|
================
|
|
*/
|
|
void R_ModifyTextureCoords ( shaderpass_t *pass, int unit )
|
|
{
|
|
int i, j;
|
|
float *table;
|
|
float t1, t2, sint, cost;
|
|
float *tcArray;
|
|
tcmod_t *tcmod;
|
|
|
|
r_texNums[unit] = R_ShaderpassTex ( pass );
|
|
|
|
// we're smart enough not to copy data and simply switch the pointer
|
|
if ( !pass->numtcmods ) {
|
|
if ( pass->tcgen == TC_GEN_BASE ) {
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, coordsArray );
|
|
} else if ( pass->tcgen == TC_GEN_LIGHTMAP ) {
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, lightmapCoordsArray );
|
|
} else {
|
|
R_VertexTCBase ( pass->tcgen, unit );
|
|
}
|
|
return;
|
|
}
|
|
|
|
R_VertexTCBase ( pass->tcgen, unit );
|
|
|
|
for (i = 0, tcmod = pass->tcmods; i < pass->numtcmods; i++, tcmod++)
|
|
{
|
|
tcArray = tUnitCoordsArray[unit][0];
|
|
|
|
switch (tcmod->type)
|
|
{
|
|
case SHADER_TCMOD_ROTATE:
|
|
cost = tcmod->args[0] * r_localShaderTime;
|
|
sint = R_FastSin( cost );
|
|
cost = R_FastSin( cost + 0.25 );
|
|
|
|
for ( j = 0; j < numVerts; j++, tcArray += 2 ) {
|
|
t1 = cost * (tcArray[0] - 0.5f) - sint * (tcArray[1] - 0.5f) + 0.5f;
|
|
t2 = cost * (tcArray[1] - 0.5f) + sint * (tcArray[0] - 0.5f) + 0.5f;
|
|
tcArray[0] = t1;
|
|
tcArray[1] = t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_SCALE:
|
|
t1 = tcmod->args[0];
|
|
t2 = tcmod->args[1];
|
|
|
|
for ( j = 0; j < numVerts; j++, tcArray += 2 ) {
|
|
tcArray[0] = tcArray[0] * t1;
|
|
tcArray[1] = tcArray[1] * t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_TURB:
|
|
t1 = tcmod->args[2] + r_localShaderTime * tcmod->args[3];
|
|
t2 = tcmod->args[1];
|
|
|
|
for ( j = 0; j < numVerts; j++, tcArray += 2 ) {
|
|
tcArray[0] = tcArray[0] + R_FastSin (tcArray[0]*t2+t1) * t2;
|
|
tcArray[1] = tcArray[1] + R_FastSin (tcArray[1]*t2+t1) * t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_STRETCH:
|
|
table = R_TableForFunc ( tcmod->args[0] );
|
|
t2 = tcmod->args[3] + r_localShaderTime * tcmod->args[4];
|
|
t1 = FTABLE_EVALUATE ( table, t2 ) * tcmod->args[2] + tcmod->args[1];
|
|
t1 = t1 ? 1.0f / t1 : 1.0f;
|
|
t2 = 0.5f - 0.5f * t1;
|
|
|
|
for ( j = 0; j < numVerts; j++, tcArray += 2 ) {
|
|
tcArray[0] = tcArray[0] * t1 + t2;
|
|
tcArray[1] = tcArray[1] * t1 + t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_SCROLL:
|
|
t1 = tcmod->args[0] * r_localShaderTime;
|
|
t2 = tcmod->args[1] * r_localShaderTime;
|
|
|
|
for ( j = 0; j < numVerts; j++, tcArray += 2 ) {
|
|
tcArray[0] = tcArray[0] + t1;
|
|
tcArray[1] = tcArray[1] + t2;
|
|
}
|
|
break;
|
|
|
|
case SHADER_TCMOD_TRANSFORM:
|
|
for ( j = 0; j < numVerts; j++, tcArray += 2 ) {
|
|
t1 = tcArray[0];
|
|
t2 = tcArray[1];
|
|
tcArray[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
|
|
tcArray[1] = t2 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5];
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist)
|
|
#define VectorScalef(a, b, c) c[0]=a[0]*b;c[1]=a[1]*b;c[2]=a[2]*b
|
|
|
|
/*
|
|
================
|
|
R_ModifyColor
|
|
================
|
|
*/
|
|
void R_ModifyColor ( meshbuffer_t *mb, shaderpass_t *pass )
|
|
{
|
|
extern qbyte *host_basepal;
|
|
extern qboolean gammaworks;
|
|
extern qbyte gammatable[256];
|
|
|
|
int i, b;
|
|
float *table, c, a;
|
|
vec3_t t, v;
|
|
shader_t *shader;
|
|
qbyte *bArray, *vArray;
|
|
qboolean fogged, noArray;
|
|
shaderfunc_t *rgbgenfunc, *alphagenfunc;
|
|
|
|
shader = mb->shader;
|
|
fogged = mb->fog && (shader->sort >= SHADER_SORT_UNDERWATER) &&
|
|
!(pass->flags & SHADER_PASS_DEPTHWRITE) && !shader->fog_dist;
|
|
noArray = (pass->flags & SHADER_PASS_NOCOLORARRAY) && !fogged;
|
|
rgbgenfunc = &pass->rgbgen_func;
|
|
alphagenfunc = &pass->alphagen_func;
|
|
|
|
if ( noArray ) {
|
|
numColors = 1;
|
|
} else {
|
|
numColors = numVerts;
|
|
}
|
|
|
|
bArray = colorArray[0];
|
|
vArray = inColorsArray[0];
|
|
|
|
switch (pass->rgbgen)
|
|
{
|
|
case RGB_GEN_IDENTITY:
|
|
memset ( bArray, 255, sizeof(byte_vec4_t)*numColors );
|
|
break;
|
|
|
|
case RGB_GEN_IDENTITY_LIGHTING:
|
|
memset ( bArray, r_identityLighting, sizeof(byte_vec4_t)*numColors );
|
|
break;
|
|
|
|
case RGB_GEN_CONST:
|
|
for ( i = 0; i < numColors; i++, bArray += 4 ) {
|
|
bArray[0] = FloatToByte (rgbgenfunc->args[0]);
|
|
bArray[1] = FloatToByte (rgbgenfunc->args[1]);
|
|
bArray[2] = FloatToByte (rgbgenfunc->args[2]);
|
|
}
|
|
break;
|
|
|
|
case RGB_GEN_WAVE:
|
|
table = R_TableForFunc ( rgbgenfunc->type );
|
|
c = rgbgenfunc->args[2] + r_localShaderTime * rgbgenfunc->args[3];
|
|
c = FTABLE_EVALUATE ( table, c ) * rgbgenfunc->args[1] + rgbgenfunc->args[0];
|
|
clamp ( c, 0.0f, 1.0f );
|
|
|
|
memset ( bArray, FloatToByte (c), sizeof(byte_vec4_t)*numColors );
|
|
break;
|
|
|
|
case RGB_GEN_ENTITY:
|
|
((qbyte*)&b)[0] = currententity->shaderRGBAf[0];
|
|
((qbyte*)&b)[1] = currententity->shaderRGBAf[1];
|
|
((qbyte*)&b)[2] = currententity->shaderRGBAf[2];
|
|
((qbyte*)&b)[3] = currententity->shaderRGBAf[3];
|
|
for ( i = 0; i < numColors; i++, bArray += 4 )
|
|
{
|
|
*(int *)bArray = b;
|
|
}
|
|
break;
|
|
|
|
case RGB_GEN_ONE_MINUS_ENTITY:
|
|
((qbyte*)&b)[0] = 255-currententity->shaderRGBAf[0];
|
|
((qbyte*)&b)[1] = 255-currententity->shaderRGBAf[1];
|
|
((qbyte*)&b)[2] = 255-currententity->shaderRGBAf[2];
|
|
((qbyte*)&b)[3] = 255-currententity->shaderRGBAf[3];
|
|
for ( i = 0; i < numColors; i++, bArray += 4 )
|
|
{
|
|
*(int *)bArray = b;
|
|
}
|
|
break;
|
|
|
|
case RGB_GEN_VERTEX:
|
|
case RGB_GEN_EXACT_VERTEX:
|
|
memcpy ( bArray, vArray, sizeof(byte_vec4_t)*numColors );
|
|
break;
|
|
|
|
case RGB_GEN_TOPCOLOR: //multiply vertex by topcolor (for player models)
|
|
{
|
|
int rc, gc, bc;
|
|
if (currententity->scoreboard)
|
|
{
|
|
i = currententity->scoreboard->topcolor;
|
|
//colour forcing
|
|
if (cl.splitclients<2 && !(cl.fpd & FPD_NO_FORCE_COLOR)) //no colour/skin forcing in splitscreen.
|
|
{
|
|
if (cl.teamplay && !strcmp(currententity->scoreboard->team, cl.players[cl.playernum[0]].team))
|
|
{
|
|
if (cl_teamtopcolor>=0)
|
|
i = cl_teamtopcolor;
|
|
}
|
|
else
|
|
{
|
|
if (cl_enemytopcolor>=0)
|
|
i = cl_enemytopcolor;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
i = TOP_RANGE>>4;
|
|
if (i > 8)
|
|
{
|
|
i<<=4;
|
|
}
|
|
else
|
|
{
|
|
i<<=4;
|
|
i+=15;
|
|
}
|
|
i*=3;
|
|
rc = host_basepal[i+0];
|
|
gc = host_basepal[i+1];
|
|
bc = host_basepal[i+2];
|
|
if (!gammaworks)
|
|
{
|
|
rc = gammatable[rc];
|
|
gc = gammatable[gc];
|
|
bc = gammatable[bc];
|
|
}
|
|
for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) {
|
|
bArray[0] = (vArray[0]*rc)>>8;
|
|
bArray[1] = (vArray[1]*gc)>>8;
|
|
bArray[2] = (vArray[2]*bc)>>8;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case RGB_GEN_BOTTOMCOLOR: //multiply vertex by bottomcolor (for player models)
|
|
{
|
|
int rc, gc, bc;
|
|
if (currententity->scoreboard)
|
|
{
|
|
i = currententity->scoreboard->bottomcolor;
|
|
//colour forcing
|
|
if (cl.splitclients<2 && !(cl.fpd & FPD_NO_FORCE_COLOR)) //no colour/skin forcing in splitscreen.
|
|
{
|
|
if (cl.teamplay && !strcmp(currententity->scoreboard->team, cl.players[cl.playernum[0]].team))
|
|
{
|
|
if (cl_teambottomcolor>=0)
|
|
i = cl_teambottomcolor;
|
|
}
|
|
else
|
|
{
|
|
if (cl_enemybottomcolor>=0)
|
|
i = cl_enemybottomcolor;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
i = BOTTOM_RANGE>>4;
|
|
if (i > 8)
|
|
{
|
|
i<<=4;
|
|
}
|
|
else
|
|
{
|
|
i<<=4;
|
|
i+=15;
|
|
}
|
|
i*=3;
|
|
rc = host_basepal[i+0];
|
|
gc = host_basepal[i+1];
|
|
bc = host_basepal[i+2];
|
|
if (!gammaworks)
|
|
{
|
|
rc = gammatable[rc];
|
|
gc = gammatable[gc];
|
|
bc = gammatable[bc];
|
|
}
|
|
for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) {
|
|
bArray[0] = (vArray[0]*rc)>>8;
|
|
bArray[1] = (vArray[1]*gc)>>8;
|
|
bArray[2] = (vArray[2]*bc)>>8;
|
|
}
|
|
break;
|
|
}
|
|
|
|
|
|
case RGB_GEN_ONE_MINUS_VERTEX:
|
|
for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) {
|
|
bArray[0] = 255 - vArray[0];
|
|
bArray[1] = 255 - vArray[1];
|
|
bArray[2] = 255 - vArray[2];
|
|
}
|
|
break;
|
|
|
|
case RGB_GEN_LIGHTING_DIFFUSE:
|
|
if ( !currententity )
|
|
{
|
|
memset ( bArray, 255, sizeof(byte_vec4_t)*numColors );
|
|
}
|
|
else
|
|
{
|
|
R_LightArrays((byte_vec4_t*)bArray, numColors, normalsArray);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
bArray = colorArray[0];
|
|
vArray = inColorsArray[0];
|
|
|
|
switch (pass->alphagen)
|
|
{
|
|
case ALPHA_GEN_IDENTITY:
|
|
for ( i = 0; i < numColors; i++, bArray += 4 ) {
|
|
bArray[3] = 255;
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_CONST:
|
|
b = FloatToByte ( alphagenfunc->args[0] );
|
|
|
|
for ( i = 0; i < numColors; i++, bArray += 4 ) {
|
|
bArray[3] = b;
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_WAVE:
|
|
table = R_TableForFunc ( alphagenfunc->type );
|
|
a = alphagenfunc->args[2] + r_localShaderTime * alphagenfunc->args[3];
|
|
a = FTABLE_EVALUATE ( table, a ) * alphagenfunc->args[1] + alphagenfunc->args[0];
|
|
b = FloatToByte ( bound (0.0f, a, 1.0f) );
|
|
|
|
for ( i = 0; i < numColors; i++, bArray += 4 ) {
|
|
bArray[3] = b;
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_PORTAL:
|
|
VectorAdd ( vertexArray[0], currententity->origin, v );
|
|
VectorSubtract ( r_origin, v, t );
|
|
a = VectorLength ( t ) * (1.0 / 255.0);
|
|
clamp ( a, 0.0f, 1.0f );
|
|
b = FloatToByte ( a );
|
|
|
|
for ( i = 0; i < numColors; i++, bArray += 4 ) {
|
|
bArray[3] = b;
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_VERTEX:
|
|
for ( i = 0; i < numColors; i++, bArray += 4, vArray += 4 ) {
|
|
bArray[3] = vArray[3];
|
|
}
|
|
break;
|
|
|
|
case ALPHA_GEN_ENTITY:
|
|
if (pass->rgbgen != RGB_GEN_ENTITY)
|
|
{//rgbgenentity copies across ints rather than chars. it comes padded with the alpha too.
|
|
unsigned char value = bound(0, currententity->shaderRGBAf[3]*255, 255);
|
|
for ( i = 0; i < numColors; i++, bArray += 4 )
|
|
{
|
|
bArray[3] = value;
|
|
}
|
|
}
|
|
break;
|
|
|
|
|
|
case ALPHA_GEN_SPECULAR:
|
|
{
|
|
mat3_t axis;
|
|
AngleVectors(currententity->angles, axis[0], axis[1], axis[2]);
|
|
VectorSubtract ( r_origin, currententity->origin, t );
|
|
|
|
if ( !Matrix3_Compare (axis, axisDefault) ) {
|
|
Matrix3_Multiply_Vec3 ( axis, t, v );
|
|
} else {
|
|
VectorCopy ( t, v );
|
|
}
|
|
|
|
for ( i = 0; i < numColors; i++, bArray += 4 ) {
|
|
VectorSubtract ( v, vertexArray[i], t );
|
|
a = DotProduct( t, normalsArray[i] ) * Q_rsqrt ( DotProduct(t,t) );
|
|
a = a * a * a * a * a;
|
|
bArray[3] = FloatToByte ( bound (0.0f, a, 1.0f) );
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
if ( fogged )
|
|
{
|
|
float dist, vdist;
|
|
mplane_t *fogplane;
|
|
vec3_t diff, viewtofog, fog_vpn;
|
|
|
|
fogplane = mb->fog->visibleplane;
|
|
if (!fogplane)
|
|
return;
|
|
dist = PlaneDiff ( r_origin, fogplane );
|
|
|
|
if ( shader->flags & SHADER_SKY )
|
|
{
|
|
if ( dist > 0 )
|
|
VectorScale( fogplane->normal, -dist, viewtofog );
|
|
else
|
|
VectorClear( viewtofog );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy ( currententity->origin, viewtofog );
|
|
}
|
|
|
|
VectorScalef ( vpn, mb->fog->shader->fog_dist, fog_vpn );
|
|
|
|
bArray = colorArray[0];
|
|
for ( i = 0; i < numColors; i++, bArray += 4 )
|
|
{
|
|
VectorAdd ( vertexArray[i], viewtofog, diff );
|
|
|
|
// camera is inside the fog
|
|
if ( dist < 0 ) {
|
|
VectorSubtract ( diff, r_origin, diff );
|
|
|
|
c = DotProduct ( diff, fog_vpn );
|
|
a = (1.0f - bound ( 0, c, 1.0f )) * (1.0 / 255.0);
|
|
} else {
|
|
vdist = PlaneDiff ( diff, fogplane );
|
|
|
|
if ( vdist < 0 ) {
|
|
VectorSubtract ( diff, r_origin, diff );
|
|
|
|
c = vdist / ( vdist - dist );
|
|
c *= DotProduct ( diff, fog_vpn );
|
|
a = (1.0f - bound ( 0, c, 1.0f )) * (1.0 / 255.0);
|
|
} else {
|
|
a = 1.0 / 255.0;
|
|
}
|
|
}
|
|
|
|
if ( pass->blendmode == GL_ADD ||
|
|
((pass->blendsrc == GL_ZERO) && (pass->blenddst == GL_ONE_MINUS_SRC_COLOR)) ) {
|
|
bArray[0] = FloatToByte ( (float)bArray[0]*a );
|
|
bArray[1] = FloatToByte ( (float)bArray[1]*a );
|
|
bArray[2] = FloatToByte ( (float)bArray[2]*a );
|
|
} else {
|
|
bArray[3] = FloatToByte ( (float)bArray[3]*a );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_SetShaderState
|
|
================
|
|
*/
|
|
void R_SetShaderState ( shader_t *shader )
|
|
{
|
|
// Face culling
|
|
if ( !gl_cull.value || (r_features & MF_NOCULL) )
|
|
{
|
|
qglDisable ( GL_CULL_FACE );
|
|
}
|
|
else
|
|
{
|
|
if ( shader->flags & SHADER_CULL_FRONT )
|
|
{
|
|
qglEnable ( GL_CULL_FACE );
|
|
qglCullFace ( GL_FRONT );
|
|
}
|
|
else if ( shader->flags & SHADER_CULL_BACK )
|
|
{
|
|
qglEnable ( GL_CULL_FACE );
|
|
qglCullFace ( GL_BACK );
|
|
}
|
|
else
|
|
{
|
|
qglDisable ( GL_CULL_FACE );
|
|
}
|
|
}
|
|
|
|
if ( shader->flags & SHADER_POLYGONOFFSET )
|
|
{
|
|
qglEnable ( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
else
|
|
{
|
|
qglDisable ( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_SetShaderpassState
|
|
================
|
|
*/
|
|
void R_SetShaderpassState ( shaderpass_t *pass, qboolean mtex )
|
|
{
|
|
if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) )
|
|
{
|
|
qglEnable ( GL_BLEND );
|
|
qglBlendFunc ( pass->blendsrc, pass->blenddst );
|
|
}
|
|
else
|
|
{
|
|
qglDisable ( GL_BLEND );
|
|
}
|
|
|
|
if ( pass->flags & SHADER_PASS_ALPHAFUNC )
|
|
{
|
|
qglEnable ( GL_ALPHA_TEST );
|
|
|
|
if ( pass->alphafunc == SHADER_ALPHA_GT0 )
|
|
{
|
|
qglAlphaFunc ( GL_GREATER, 0 );
|
|
}
|
|
else if ( pass->alphafunc == SHADER_ALPHA_LT128 )
|
|
{
|
|
qglAlphaFunc ( GL_LESS, 0.5f );
|
|
}
|
|
else if ( pass->alphafunc == SHADER_ALPHA_GE128 )
|
|
{
|
|
qglAlphaFunc ( GL_GEQUAL, 0.5f );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
qglDisable ( GL_ALPHA_TEST );
|
|
}
|
|
|
|
// nasty hack!!!
|
|
if ( !gl_state.in2d )
|
|
{
|
|
extern int gldepthfunc;
|
|
if (gldepthfunc == GL_LEQUAL)
|
|
qglDepthFunc ( pass->depthfunc );
|
|
else
|
|
{
|
|
switch(pass->depthfunc)
|
|
{
|
|
case GL_LESS:
|
|
qglDepthFunc ( GL_GREATER );
|
|
break;
|
|
case GL_LEQUAL:
|
|
qglDepthFunc ( GL_GEQUAL );
|
|
break;
|
|
case GL_GREATER:
|
|
qglDepthFunc ( GL_LESS );
|
|
break;
|
|
case GL_GEQUAL:
|
|
qglDepthFunc ( GL_LEQUAL );
|
|
break;
|
|
|
|
case GL_NEVER:
|
|
case GL_EQUAL:
|
|
case GL_ALWAYS:
|
|
case GL_NOTEQUAL:
|
|
default:
|
|
qglDepthFunc ( pass->depthfunc );
|
|
}
|
|
}
|
|
|
|
if ( pass->flags & SHADER_PASS_DEPTHWRITE )
|
|
{
|
|
qglDepthMask ( GL_TRUE );
|
|
}
|
|
else
|
|
{
|
|
qglDepthMask ( GL_FALSE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
qglDepthFunc ( GL_ALWAYS );
|
|
qglDepthMask ( GL_FALSE );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderMeshGeneric
|
|
================
|
|
*/
|
|
void R_RenderMeshGeneric ( meshbuffer_t *mb, shaderpass_t *pass )
|
|
{
|
|
R_SetShaderpassState ( pass, false );
|
|
R_ModifyTextureCoords ( pass, 0 );
|
|
R_ModifyColor ( mb, pass );
|
|
|
|
if ( pass->blendmode == GL_REPLACE )
|
|
GL_TexEnv( GL_REPLACE );
|
|
else
|
|
GL_TexEnv ( GL_MODULATE );
|
|
GL_Bind ( r_texNums[0] );
|
|
|
|
R_FlushArrays ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderMeshMultitextured
|
|
================
|
|
*/
|
|
|
|
void R_RenderMeshMultitextured ( meshbuffer_t *mb, shaderpass_t *pass )
|
|
{
|
|
int i;
|
|
|
|
r_numUnits = pass->numMergedPasses;
|
|
|
|
GL_SelectTexture( mtexid0 );
|
|
GL_TexEnv( pass->blendmode );
|
|
R_SetShaderpassState ( pass, true );
|
|
R_ModifyTextureCoords ( pass, 0 );
|
|
R_ModifyColor ( mb, pass );
|
|
|
|
for ( i = 1, pass++; i < r_numUnits; i++, pass++ )
|
|
{
|
|
GL_SelectTexture( mtexid0 + i );
|
|
GL_TexEnv( pass->blendmode );
|
|
R_ModifyTextureCoords ( pass, i );
|
|
}
|
|
|
|
R_FlushArraysMtex ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderMeshCombined
|
|
================
|
|
*/
|
|
void R_RenderMeshCombined ( meshbuffer_t *mb, shaderpass_t *pass )
|
|
{
|
|
int i;
|
|
|
|
r_numUnits = pass->numMergedPasses;
|
|
|
|
R_SetShaderpassState ( pass, true );
|
|
R_ModifyColor ( mb, pass );
|
|
|
|
GL_SelectTexture( mtexid0 );
|
|
if ( pass->blendmode == GL_REPLACE )
|
|
GL_TexEnv( GL_REPLACE );
|
|
else
|
|
GL_TexEnv( GL_MODULATE );
|
|
R_ModifyTextureCoords ( pass, 0 );
|
|
|
|
for ( i = 1, pass++; i < r_numUnits; i++, pass++ )
|
|
{
|
|
GL_SelectTexture( mtexid0 + i );
|
|
|
|
if ( pass->blendmode )
|
|
{
|
|
switch ( pass->blendmode )
|
|
{
|
|
case GL_DOT3_RGB_ARB:
|
|
GL_TexEnv (GL_COMBINE_EXT);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, pass->blendmode);
|
|
break;
|
|
|
|
case GL_REPLACE:
|
|
case GL_MODULATE:
|
|
case GL_ADD:
|
|
// these modes are best set with TexEnv, Combine4 would need much more setup
|
|
GL_TexEnv (pass->blendmode);
|
|
break;
|
|
|
|
case GL_DECAL:
|
|
// mimics Alpha-Blending in upper texture stage, but instead of multiplying the alpha-channel, theyre added
|
|
// this way it can be possible to use GL_DECAL in both texture-units, while still looking good
|
|
// normal mutlitexturing would multiply the alpha-channel which looks ugly
|
|
GL_TexEnv (GL_COMBINE_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_INTERPOLATE_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
|
|
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
|
|
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
|
|
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_ALPHA);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GL_TexEnv (GL_COMBINE4_NV);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
|
|
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
|
|
|
|
switch ( pass->blendsrc )
|
|
{
|
|
case GL_ONE:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case GL_ZERO:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_DST_COLOR:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_ONE_MINUS_DST_COLOR:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case GL_SRC_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_ONE_MINUS_SRC_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case GL_DST_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_ONE_MINUS_DST_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
}
|
|
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
|
|
|
|
switch (pass->blenddst)
|
|
{
|
|
case GL_ONE:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case GL_ZERO:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_SRC_COLOR:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_ONE_MINUS_SRC_COLOR:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_COLOR);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case GL_SRC_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_ONE_MINUS_SRC_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_TEXTURE);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case GL_DST_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA);
|
|
break;
|
|
case GL_ONE_MINUS_DST_ALPHA:
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_PREVIOUS_EXT);
|
|
qglTexEnvi (GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
}
|
|
}
|
|
|
|
R_ModifyTextureCoords ( pass, i );
|
|
}
|
|
|
|
R_FlushArraysMtex ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderMeshBuffer
|
|
================
|
|
*/
|
|
void R_RenderMeshBuffer ( meshbuffer_t *mb, qboolean shadowpass )
|
|
{
|
|
int i;
|
|
shader_t *shader;
|
|
shaderpass_t *pass;
|
|
|
|
if ( !numVerts )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// R_IBrokeTheArrays();
|
|
|
|
// qglVertexPointer( 3, GL_FLOAT, 16, vertexArray ); // padded for SIMD
|
|
// qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
|
|
|
|
// qglEnableClientState( GL_VERTEX_ARRAY );
|
|
|
|
shader = mb->shader;
|
|
r_lmtex = mb->infokey;
|
|
|
|
if ( currententity && !gl_state.in2d )
|
|
{
|
|
r_localShaderTime = r_refdef.time - currententity->shaderTime;
|
|
} else
|
|
{
|
|
r_localShaderTime = realtime;
|
|
}
|
|
|
|
R_SetShaderState ( shader );
|
|
|
|
if ( shader->numdeforms )
|
|
{
|
|
R_DeformVertices ( mb );
|
|
}
|
|
|
|
if ( !numIndexes || shadowpass )
|
|
{
|
|
return;
|
|
}
|
|
|
|
R_LockArrays ( numVerts );
|
|
|
|
for ( i = 0, pass = shader->passes; i < shader->numpasses; )
|
|
{
|
|
if ( !(pass->flags & SHADER_PASS_DETAIL) || r_detailtextures.value )
|
|
{
|
|
pass->flush ( mb, pass );
|
|
}
|
|
|
|
i += pass->numMergedPasses;
|
|
pass += pass->numMergedPasses;
|
|
}
|
|
|
|
R_FinishMeshBuffer ( mb );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
R_RenderFogOnMesh
|
|
================
|
|
*/
|
|
|
|
int r_fogtexture;
|
|
#define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist)
|
|
void R_RenderFogOnMesh ( shader_t *shader, struct mfog_s *fog )
|
|
{
|
|
#define FOG_TEXTURE_HEIGHT 32
|
|
|
|
int i;
|
|
vec3_t diff, viewtofog, fog_vpn;
|
|
float dist, vdist;
|
|
shader_t *fogshader;
|
|
mplane_t *fogplane;
|
|
|
|
if ( !fog->numplanes || !fog->shader || !fog->visibleplane )
|
|
{
|
|
return;
|
|
}
|
|
|
|
R_ResetTexState ();
|
|
|
|
fogshader = fog->shader;
|
|
fogplane = fog->visibleplane;
|
|
|
|
GL_Bind( r_fogtexture );
|
|
|
|
qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
if ( !shader || !shader->numpasses || shader->fog_dist || (shader->flags & SHADER_SKY) )
|
|
{
|
|
extern int gldepthfunc;
|
|
qglDepthFunc ( gldepthfunc );
|
|
}
|
|
else
|
|
{
|
|
qglDepthFunc ( GL_EQUAL );
|
|
}
|
|
|
|
qglColor4ubv ( fogshader->fog_color );
|
|
|
|
// distance to fog
|
|
dist = PlaneDiff ( r_origin, fogplane );
|
|
|
|
if ( shader && shader->flags & SHADER_SKY )
|
|
{
|
|
if ( dist > 0 )
|
|
VectorMA( r_origin, -dist, fogplane->normal, viewtofog );
|
|
else
|
|
VectorCopy( r_origin, viewtofog );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( currententity->origin, viewtofog );
|
|
}
|
|
|
|
VectorScale ( vpn, fogshader->fog_dist, fog_vpn );
|
|
|
|
for ( i = 0; i < numVerts; i++, currentCoords += 2 )
|
|
{
|
|
VectorAdd ( viewtofog, vertexArray[i], diff );
|
|
vdist = PlaneDiff ( diff, fogplane );
|
|
VectorSubtract ( diff, r_origin, diff );
|
|
|
|
if ( dist < 0 )
|
|
{ // camera is inside the fog brush
|
|
currentCoords[0] = DotProduct ( diff, fog_vpn );
|
|
}
|
|
else
|
|
{
|
|
if ( vdist < 0 )
|
|
{
|
|
currentCoords[0] = vdist / ( vdist - dist );
|
|
currentCoords[0] *= DotProduct ( diff, fog_vpn );
|
|
}
|
|
else
|
|
{
|
|
currentCoords[0] = 0.0f;
|
|
}
|
|
}
|
|
|
|
currentCoords[1] = -vdist * fogshader->fog_dist + 1.5f/(float)FOG_TEXTURE_HEIGHT;
|
|
}
|
|
|
|
if ( shader && !shader->numpasses )
|
|
{
|
|
R_LockArrays ( numVerts );
|
|
}
|
|
|
|
R_FlushArrays ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawTriangleOutlines
|
|
================
|
|
*/
|
|
void R_DrawTriangleOutlines (void)
|
|
{
|
|
R_ResetTexState ();
|
|
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglDisable( GL_DEPTH_TEST );
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
qglDisable ( GL_BLEND );
|
|
qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
R_FlushArrays ();
|
|
|
|
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|
qglEnable( GL_DEPTH_TEST );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawNormals
|
|
================
|
|
*/
|
|
void R_DrawNormals (void)
|
|
{
|
|
int i;
|
|
|
|
R_ResetTexState ();
|
|
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglColor4f( 1, 1, 1, 1 );
|
|
qglDisable( GL_BLEND );
|
|
|
|
if ( gl_state.in2d ) {
|
|
qglBegin ( GL_POINTS );
|
|
for ( i = 0; i < numVerts; i++ ) {
|
|
qglVertex3fv ( vertexArray[i] );
|
|
}
|
|
qglEnd ();
|
|
} else {
|
|
qglDisable( GL_DEPTH_TEST );
|
|
qglBegin ( GL_LINES );
|
|
for ( i = 0; i < numVerts; i++ ) {
|
|
qglVertex3fv ( vertexArray[i] );
|
|
qglVertex3f ( vertexArray[i][0] + normalsArray[i][0],
|
|
vertexArray[i][1] + normalsArray[i][1],
|
|
vertexArray[i][2] + normalsArray[i][2] );
|
|
}
|
|
qglEnd ();
|
|
qglEnable( GL_DEPTH_TEST );
|
|
}
|
|
|
|
qglEnable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_AddDynamicLights
|
|
=================
|
|
*/
|
|
void R_AddDynamicLights ( meshbuffer_t *mb )
|
|
{
|
|
dlight_t *light;
|
|
int i, j, lnum;
|
|
vec3_t point, tvec, dlorigin;
|
|
vec3_t vright, vup;
|
|
vec3_t dir1, dir2, normal, right, up, oldnormal;
|
|
float *v[3], dist, scale;
|
|
index_t *oldIndexesArray, index[3];
|
|
int dlightNumIndexes, oldNumIndexes;
|
|
|
|
oldNumIndexes = numIndexes;
|
|
oldIndexesArray = indexesArray;
|
|
VectorClear ( oldnormal );
|
|
|
|
GL_Bind ( r_dlighttexture );
|
|
|
|
qglDepthFunc ( GL_EQUAL );
|
|
qglBlendFunc ( GL_DST_COLOR, GL_ONE );
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
light = cl_dlights;
|
|
for ( lnum = 0; lnum < 32; lnum++, light++ )
|
|
{
|
|
if ( !(mb->dlightbits & (1<<lnum) ) )
|
|
continue; // not lit by this light
|
|
if (!light->radius)
|
|
continue; //urm
|
|
|
|
VectorSubtract ( light->origin, currententity->origin, dlorigin );
|
|
if ( !Matrix3_Compare (currententity->axis, axisDefault) )
|
|
{
|
|
VectorCopy ( dlorigin, point );
|
|
Matrix3_Multiply_Vec3 ( currententity->axis, point, dlorigin );
|
|
}
|
|
|
|
qglColor4f (light->color[0]*2, light->color[1]*2, light->color[2]*2,
|
|
1);//light->color[3]);
|
|
|
|
R_ResetTexState ();
|
|
dlightNumIndexes = 0;
|
|
|
|
for ( i = 0; i < oldNumIndexes; i += 3 )
|
|
{
|
|
index[0] = oldIndexesArray[i+0];
|
|
index[1] = oldIndexesArray[i+1];
|
|
index[2] = oldIndexesArray[i+2];
|
|
|
|
v[0] = (float *)(vertexArray + index[0]);
|
|
v[1] = (float *)(vertexArray + index[1]);
|
|
v[2] = (float *)(vertexArray + index[2]);
|
|
|
|
// calculate two mostly perpendicular edge directions
|
|
VectorSubtract ( v[0], v[1], dir1 );
|
|
VectorSubtract ( v[2], v[1], dir2 );
|
|
|
|
// we have two edge directions, we can calculate a third vector from
|
|
// them, which is the direction of the surface normal
|
|
CrossProduct ( dir1, dir2, normal );
|
|
VectorNormalize ( normal );
|
|
|
|
VectorSubtract ( v[0], dlorigin, tvec );
|
|
dist = DotProduct ( tvec, normal );
|
|
if ( dist < 0 )
|
|
dist = -dist;
|
|
if ( dist >= light->radius ) {
|
|
continue;
|
|
}
|
|
|
|
VectorMA ( dlorigin, -dist, normal, point );
|
|
scale = 1 / (light->radius - dist);
|
|
|
|
if ( !VectorCompare (normal, oldnormal) ) {
|
|
MakeNormalVectors ( normal, right, up );
|
|
VectorCopy ( normal, oldnormal );
|
|
}
|
|
|
|
VectorScale ( right, scale, vright );
|
|
VectorScale ( up, scale, vup );
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
// Get our texture coordinates
|
|
// Project the light image onto the face
|
|
VectorSubtract( v[j], point, tvec );
|
|
|
|
coordsArray[index[j]][0] = DotProduct( tvec, vright ) + 0.5f;
|
|
coordsArray[index[j]][1] = DotProduct( tvec, vup ) + 0.5f;
|
|
}
|
|
|
|
tempIndexesArray[dlightNumIndexes++] = index[0];
|
|
tempIndexesArray[dlightNumIndexes++] = index[1];
|
|
tempIndexesArray[dlightNumIndexes++] = index[2];
|
|
}
|
|
|
|
if ( dlightNumIndexes ) {
|
|
R_PushIndexes ( tempIndexesArray, NULL, NULL, dlightNumIndexes, MF_NONBATCHED );
|
|
R_FlushArrays ();
|
|
dlightNumIndexes = 0;
|
|
}
|
|
}
|
|
|
|
numIndexes = oldNumIndexes;
|
|
indexesArray = oldIndexesArray;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
R_FinishMeshBuffer
|
|
Render dynamic lights, fog, triangle outlines, normals and clear arrays
|
|
================
|
|
*/
|
|
void R_FinishMeshBuffer ( meshbuffer_t *mb )
|
|
{
|
|
shader_t *shader;
|
|
qboolean fogged;
|
|
qboolean dlight;
|
|
|
|
shader = mb->shader;
|
|
dlight = (mb->dlightbits != 0) && !(shader->flags & SHADER_FLARE);
|
|
fogged = mb->fog && ((shader->sort < SHADER_SORT_UNDERWATER &&
|
|
(shader->flags & (SHADER_DEPTHWRITE|SHADER_SKY))) || shader->fog_dist);
|
|
|
|
if ( dlight || fogged ) {
|
|
GL_DisableMultitexture ( );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, inCoordsArray[0] );
|
|
|
|
qglEnable ( GL_BLEND );
|
|
qglDisable ( GL_ALPHA_TEST );
|
|
qglDepthMask ( GL_FALSE );
|
|
|
|
if (dlight && (currententity->model->type == mod_brush && currententity->model->fromgame == fg_quake3)) //HACK: the extra check is because we play with the lightmaps in q1/q2
|
|
{
|
|
R_AddDynamicLights ( mb );
|
|
}
|
|
|
|
if (fogged)
|
|
{
|
|
R_RenderFogOnMesh ( shader, mb->fog );
|
|
}
|
|
}
|
|
|
|
if ( r_showtris.value || r_shownormals.value ) {
|
|
GL_DisableMultitexture ( );
|
|
|
|
if ( r_showtris.value ) {
|
|
R_DrawTriangleOutlines ();
|
|
}
|
|
|
|
if ( r_shownormals.value ) {
|
|
R_DrawNormals ();
|
|
}
|
|
}
|
|
|
|
R_UnlockArrays ();
|
|
R_ClearArrays ();
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#endif
|