/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2007-2008 Kristian Duske Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_world.c: world model rendering #include "quakedef.h" extern cvar_t gl_fullbrights, r_drawflat, gl_overbright, r_oldwater, r_oldskyleaf, r_showtris; //johnfitz extern glpoly_t *lightmap_polys[MAX_LIGHTMAPS]; byte *SV_FatPVS (vec3_t org, qmodel_t *worldmodel); int vis_changed; //if true, force pvs to be refreshed //============================================================================== // // SETUP CHAINS // //============================================================================== /* ================ R_ClearTextureChains -- ericw clears texture chains for all textures used by the given model, and also clears the lightmap chains ================ */ void R_ClearTextureChains (qmodel_t *mod, texchain_t chain) { int i; // set all chains to null for (i=0 ; inumtextures ; i++) if (mod->textures[i]) mod->textures[i]->texturechains[chain] = NULL; // clear lightmap chains memset (lightmap_polys, 0, sizeof(lightmap_polys)); } /* ================ R_ChainSurface -- ericw -- adds the given surface to its texture chain ================ */ void R_ChainSurface (msurface_t *surf, texchain_t chain) { surf->texturechain = surf->texinfo->texture->texturechains[chain]; surf->texinfo->texture->texturechains[chain] = surf; } /* =============== R_MarkSurfaces -- johnfitz -- mark surfaces based on PVS and rebuild texture chains =============== */ void R_MarkSurfaces (void) { byte *vis; mleaf_t *leaf; mnode_t *node; msurface_t *surf, **mark; int i, j; qboolean nearwaterportal; // clear lightmap chains memset (lightmap_polys, 0, sizeof(lightmap_polys)); // check this leaf for water portals // TODO: loop through all water surfs and use distance to leaf cullbox nearwaterportal = false; for (i=0, mark = r_viewleaf->firstmarksurface; i < r_viewleaf->nummarksurfaces; i++, mark++) if ((*mark)->flags & SURF_DRAWTURB) nearwaterportal = true; // choose vis data if (r_novis.value || r_viewleaf->contents == CONTENTS_SOLID || r_viewleaf->contents == CONTENTS_SKY) vis = Mod_NoVisPVS (cl.worldmodel); else if (nearwaterportal) vis = SV_FatPVS (r_origin, cl.worldmodel); else vis = Mod_LeafPVS (r_viewleaf, cl.worldmodel); // if surface chains don't need regenerating, just add static entities and return if (r_oldviewleaf == r_viewleaf && !vis_changed && !nearwaterportal) { leaf = &cl.worldmodel->leafs[1]; for (i=0 ; inumleafs ; i++, leaf++) if (vis[i>>3] & (1<<(i&7))) if (leaf->efrags) R_StoreEfrags (&leaf->efrags); return; } vis_changed = false; r_visframecount++; r_oldviewleaf = r_viewleaf; // iterate through leaves, marking surfaces leaf = &cl.worldmodel->leafs[1]; for (i=0 ; inumleafs ; i++, leaf++) { if (vis[i>>3] & (1<<(i&7))) { if (r_oldskyleaf.value || leaf->contents != CONTENTS_SKY) for (j=0, mark = leaf->firstmarksurface; jnummarksurfaces; j++, mark++) (*mark)->visframe = r_visframecount; // add static models if (leaf->efrags) R_StoreEfrags (&leaf->efrags); } } // set all chains to null for (i=0 ; inumtextures ; i++) if (cl.worldmodel->textures[i]) cl.worldmodel->textures[i]->texturechains[chain_world] = NULL; // rebuild chains #if 1 //iterate through surfaces one node at a time to rebuild chains //need to do it this way if we want to work with tyrann's skip removal tool //becuase his tool doesn't actually remove the surfaces from the bsp surfaces lump //nor does it remove references to them in each leaf's marksurfaces list for (i=0, node = cl.worldmodel->nodes ; inumnodes ; i++, node++) for (j=0, surf=&cl.worldmodel->surfaces[node->firstsurface] ; jnumsurfaces ; j++, surf++) if (surf->visframe == r_visframecount) { R_ChainSurface(surf, chain_world); } #else //the old way surf = &cl.worldmodel->surfaces[cl.worldmodel->firstmodelsurface]; for (i=0 ; inummodelsurfaces ; i++, surf++) { if (surf->visframe == r_visframecount) { R_ChainSurface(surf, chain_world); } } #endif } /* ================ R_BackFaceCull -- johnfitz -- returns true if the surface is facing away from vieworg ================ */ qboolean R_BackFaceCull (msurface_t *surf) { double dot; switch (surf->plane->type) { case PLANE_X: dot = r_refdef.vieworg[0] - surf->plane->dist; break; case PLANE_Y: dot = r_refdef.vieworg[1] - surf->plane->dist; break; case PLANE_Z: dot = r_refdef.vieworg[2] - surf->plane->dist; break; default: dot = DotProduct (r_refdef.vieworg, surf->plane->normal) - surf->plane->dist; break; } if ((dot < 0) ^ !!(surf->flags & SURF_PLANEBACK)) return true; return false; } /* ================ R_CullSurfaces -- johnfitz ================ */ void R_CullSurfaces (void) { msurface_t *s; int i; texture_t *t; if (!r_drawworld_cheatsafe) return; // ericw -- instead of testing (s->visframe == r_visframecount) on all world // surfaces, use the chained surfaces, which is exactly the same set of sufaces for (i=0 ; inumtextures ; i++) { t = cl.worldmodel->textures[i]; if (!t || !t->texturechains[chain_world]) continue; for (s = t->texturechains[chain_world]; s; s = s->texturechain) { if (R_CullBox(s->mins, s->maxs) || R_BackFaceCull (s)) s->culled = true; else { s->culled = false; rs_brushpolys++; //count wpolys here if (s->texinfo->texture->warpimage) s->texinfo->texture->update_warp = true; } } } } /* ================ R_BuildLightmapChains -- johnfitz -- used for r_lightmap 1 ericw -- now always used at the start of R_DrawTextureChains for the mh dynamic lighting speedup ================ */ void R_BuildLightmapChains (qmodel_t *model, texchain_t chain) { texture_t *t; msurface_t *s; int i; // clear lightmap chains (already done in r_marksurfaces, but clearing them here to be safe becuase of r_stereo) memset (lightmap_polys, 0, sizeof(lightmap_polys)); // now rebuild them for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain]) continue; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) R_RenderDynamicLightmaps (s); } } //============================================================================== // // DRAW CHAINS // //============================================================================== /* ============= R_BeginTransparentDrawing -- ericw ============= */ static void R_BeginTransparentDrawing (float entalpha) { if (entalpha < 1.0f) { glDepthMask (GL_FALSE); glEnable (GL_BLEND); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f (1,1,1,entalpha); } } /* ============= R_EndTransparentDrawing -- ericw ============= */ static void R_EndTransparentDrawing (float entalpha) { if (entalpha < 1.0f) { glDepthMask (GL_TRUE); glDisable (GL_BLEND); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor3f (1, 1, 1); } } /* ================ R_DrawTextureChains_ShowTris -- johnfitz ================ */ void R_DrawTextureChains_ShowTris (qmodel_t *model, texchain_t chain) { int i; msurface_t *s; texture_t *t; glpoly_t *p; for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t) continue; if (r_oldwater.value && t->texturechains[chain] && (t->texturechains[chain]->flags & SURF_DRAWTURB)) { for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) for (p = s->polys->next; p; p = p->next) { DrawGLTriangleFan (p); } } else { for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { DrawGLTriangleFan (s->polys); } } } } /* ================ R_DrawTextureChains_Drawflat -- johnfitz ================ */ void R_DrawTextureChains_Drawflat (qmodel_t *model, texchain_t chain) { int i; msurface_t *s; texture_t *t; glpoly_t *p; for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t) continue; if (r_oldwater.value && t->texturechains[chain] && (t->texturechains[chain]->flags & SURF_DRAWTURB)) { for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) for (p = s->polys->next; p; p = p->next) { srand((unsigned int) (uintptr_t) p); glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0); DrawGLPoly (p); rs_brushpasses++; } } else { for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { srand((unsigned int) (uintptr_t) s->polys); glColor3f (rand()%256/255.0, rand()%256/255.0, rand()%256/255.0); DrawGLPoly (s->polys); rs_brushpasses++; } } } glColor3f (1,1,1); srand ((int) (cl.time * 1000)); } /* ================ R_DrawTextureChains_Glow -- johnfitz ================ */ void R_DrawTextureChains_Glow (qmodel_t *model, entity_t *ent, texchain_t chain) { int i; msurface_t *s; texture_t *t; gltexture_t *glt; qboolean bound; for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || !(glt = R_TextureAnimation(t, ent != NULL ? ent->frame : 0)->fullbright)) continue; bound = false; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { if (!bound) //only bind once we are sure we need this texture { GL_Bind (glt); bound = true; } DrawGLPoly (s->polys); rs_brushpasses++; } } } //============================================================================== // // VBO SUPPORT // //============================================================================== static unsigned int R_NumTriangleIndicesForSurf (msurface_t *s) { return 3 * (s->numedges - 2); } /* ================ R_TriangleIndicesForSurf Writes out the triangle indices needed to draw s as a triangle list. The number of indices it will write is given by R_NumTriangleIndicesForSurf. ================ */ static void R_TriangleIndicesForSurf (msurface_t *s, unsigned short *dest) { int i; for (i=2; inumedges; i++) { *dest++ = s->vbo_firstvert; *dest++ = s->vbo_firstvert + i - 1; *dest++ = s->vbo_firstvert + i; } } #define MAX_BATCH_SIZE 4096 static unsigned short vbo_indices[MAX_BATCH_SIZE]; static unsigned int num_vbo_indices; /* ================ R_ClearBatch ================ */ static void R_ClearBatch () { num_vbo_indices = 0; } /* ================ R_FlushBatch Draw the current batch if non-empty and clears it, ready for more R_BatchSurface calls. ================ */ static void R_FlushBatch () { if (num_vbo_indices > 0) { glDrawElements (GL_TRIANGLES, num_vbo_indices, GL_UNSIGNED_SHORT, vbo_indices); num_vbo_indices = 0; } } /* ================ R_BatchSurface Add the surface to the current batch, or just draw it immediately if we're not using VBOs. ================ */ static void R_BatchSurface (msurface_t *s) { int num_surf_indices; num_surf_indices = R_NumTriangleIndicesForSurf (s); if (num_vbo_indices + num_surf_indices > MAX_BATCH_SIZE) R_FlushBatch(); R_TriangleIndicesForSurf (s, &vbo_indices[num_vbo_indices]); num_vbo_indices += num_surf_indices; } /* ================ R_DrawTextureChains_Multitexture -- johnfitz ================ */ void R_DrawTextureChains_Multitexture (qmodel_t *model, entity_t *ent, texchain_t chain) { int i, j; msurface_t *s; texture_t *t; float *v; qboolean bound; for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || t->texturechains[chain]->flags & (SURF_DRAWTILED | SURF_NOTEXTURE)) continue; bound = false; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { if (!bound) //only bind once we are sure we need this texture { GL_Bind ((R_TextureAnimation(t, ent != NULL ? ent->frame : 0))->gltexture); if (t->texturechains[chain]->flags & SURF_DRAWFENCE) glEnable(GL_ALPHA_TEST); // Flip alpha test back on GL_EnableMultitexture(); // selects TEXTURE1 bound = true; } GL_Bind (lightmap_textures[s->lightmaptexturenum]); #ifdef VITA glBegin(GL_TRIANGLE_FAN); #else glBegin(GL_POLYGON); #endif v = s->polys->verts[0]; for (j=0 ; jpolys->numverts ; j++, v+= VERTEXSIZE) { GL_MTexCoord2fFunc (GL_TEXTURE0_ARB, v[3], v[4]); GL_MTexCoord2fFunc (GL_TEXTURE1_ARB, v[5], v[6]); glVertex3fv (v); } glEnd (); rs_brushpasses++; } GL_DisableMultitexture(); // selects TEXTURE0 if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE) glDisable (GL_ALPHA_TEST); // Flip alpha test back off } } /* ================ R_DrawTextureChains_NoTexture -- johnfitz draws surfs whose textures were missing from the BSP ================ */ void R_DrawTextureChains_NoTexture (qmodel_t *model, texchain_t chain) { int i; msurface_t *s; texture_t *t; qboolean bound; for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_NOTEXTURE)) continue; bound = false; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { if (!bound) //only bind once we are sure we need this texture { GL_Bind (t->gltexture); bound = true; } DrawGLPoly (s->polys); rs_brushpasses++; } } } /* ================ R_DrawTextureChains_TextureOnly -- johnfitz ================ */ void R_DrawTextureChains_TextureOnly (qmodel_t *model, entity_t *ent, texchain_t chain) { int i; msurface_t *s; texture_t *t; qboolean bound; for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || t->texturechains[chain]->flags & (SURF_DRAWTURB | SURF_DRAWSKY)) continue; bound = false; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { if (!bound) //only bind once we are sure we need this texture { GL_Bind ((R_TextureAnimation(t, ent != NULL ? ent->frame : 0))->gltexture); if (t->texturechains[chain]->flags & SURF_DRAWFENCE) glEnable(GL_ALPHA_TEST); // Flip alpha test back on bound = true; } DrawGLPoly (s->polys); rs_brushpasses++; } if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE) glDisable (GL_ALPHA_TEST); // Flip alpha test back off } } /* ================ GL_WaterAlphaForEntitySurface -- ericw Returns the water alpha to use for the entity and surface combination. ================ */ float GL_WaterAlphaForEntitySurface (entity_t *ent, msurface_t *s) { float entalpha; if (ent == NULL || ent->alpha == ENTALPHA_DEFAULT) entalpha = GL_WaterAlphaForSurface(s); else entalpha = ENTALPHA_DECODE(ent->alpha); return entalpha; } /* ================ R_DrawTextureChains_Water -- johnfitz ================ */ void R_DrawTextureChains_Water (qmodel_t *model, entity_t *ent, texchain_t chain) { int i; msurface_t *s; texture_t *t; glpoly_t *p; qboolean bound; float entalpha; if (r_drawflat_cheatsafe || r_lightmap_cheatsafe) // ericw -- !r_drawworld_cheatsafe check moved to R_DrawWorld_Water () return; if (r_oldwater.value) { for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_DRAWTURB)) continue; bound = false; entalpha = 1.0f; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { if (!bound) //only bind once we are sure we need this texture { entalpha = GL_WaterAlphaForEntitySurface (ent, s); R_BeginTransparentDrawing (entalpha); GL_Bind (t->gltexture); bound = true; } for (p = s->polys->next; p; p = p->next) { DrawWaterPoly (p); rs_brushpasses++; } } R_EndTransparentDrawing (entalpha); } } else { for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_DRAWTURB)) continue; bound = false; entalpha = 1.0f; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { if (!bound) //only bind once we are sure we need this texture { entalpha = GL_WaterAlphaForEntitySurface (ent, s); R_BeginTransparentDrawing (entalpha); GL_Bind (t->warpimage); if (model != cl.worldmodel) { // ericw -- this is copied from R_DrawSequentialPoly. // If the poly is not part of the world we have to // set this flag t->update_warp = true; // FIXME: one frame too late! } bound = true; } DrawGLPoly (s->polys); rs_brushpasses++; } R_EndTransparentDrawing (entalpha); } } } /* ================ R_DrawTextureChains_White -- johnfitz -- draw sky and water as white polys when r_lightmap is 1 ================ */ void R_DrawTextureChains_White (qmodel_t *model, texchain_t chain) { int i; msurface_t *s; texture_t *t; glDisable (GL_TEXTURE_2D); for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || !(t->texturechains[chain]->flags & SURF_DRAWTILED)) continue; for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { DrawGLPoly (s->polys); rs_brushpasses++; } } glEnable (GL_TEXTURE_2D); } /* ================ R_DrawLightmapChains -- johnfitz -- R_BlendLightmaps stripped down to almost nothing ================ */ void R_DrawLightmapChains (void) { int i, j; glpoly_t *p; float *v; for (i=0 ; ichain) { #ifdef VITA glBegin(GL_TRIANGLE_FAN); #else glBegin (GL_POLYGON); #endif v = p->verts[0]; for (j=0 ; jnumverts ; j++, v+= VERTEXSIZE) { glTexCoord2f (v[5], v[6]); glVertex3fv (v); } glEnd (); rs_brushpasses++; } } } static GLuint r_world_program; // uniforms used in vert shader // uniforms used in frag shader static GLuint texLoc; static GLuint LMTexLoc; static GLuint fullbrightTexLoc; static GLuint useFullbrightTexLoc; static GLuint useOverbrightLoc; static GLuint useAlphaTestLoc; static GLuint alphaLoc; static GLuint grayscale_enableLoc; #ifdef VITA static GLuint fogDensityLoc; #endif #define vertAttrIndex 0 #define texCoordsAttrIndex 1 #define LMCoordsAttrIndex 2 /* ============= GLWorld_CreateShaders ============= */ void GLWorld_CreateShaders (void) { const glsl_attrib_binding_t bindings[] = { { "Vert", vertAttrIndex }, { "TexCoords", texCoordsAttrIndex }, { "LMCoords", LMCoordsAttrIndex } }; #ifdef VITA const GLchar *vertSource = \ "uniform float4x4 gl_ModelViewProjectionMatrix;\n" "\n" "void main(\n" " float2 TexCoords,\n" " float3 Vert,\n" " float2 LMCoords,\n" " float2 out gl_TexCoord : TEXCOORD0,\n" " float2 out gl_TexCoord1 : TEXCOORD1,\n" " float4 out gl_Position : POSITION\n" ") {\n" " gl_TexCoord = TexCoords;\n" " gl_TexCoord1 = LMCoords;\n" " gl_Position = mul(gl_ModelViewProjectionMatrix, float4(Vert, 1.0));\n" "}\n"; const GLchar *fragSource = \ "uniform sampler2D Tex;\n" "uniform sampler2D LMTex;\n" "uniform sampler2D FullbrightTex;\n" "uniform int UseFullbrightTex;\n" "uniform int UseOverbright;\n" "uniform int UseAlphaTest;\n" "uniform float Alpha;\n" "uniform int gs_mod;\n" "uniform float fog_density;\n" "\n" "float4 main(\n" " float4 coords : WPOS,\n" " float2 gl_TexCoord : TEXCOORD0,\n" " float2 gl_TexCoord1 : TEXCOORD1\n" ") {\n" " float4 result = tex2D(Tex, gl_TexCoord);\n" " if (UseAlphaTest && (result.a < 0.666))\n" " discard;\n" " result *= tex2D(LMTex, gl_TexCoord1);\n" " if (UseOverbright)\n" " result.rgb *= 2.0;\n" " if (UseFullbrightTex)\n" " result += tex2D(FullbrightTex, gl_TexCoord);\n" " result = clamp(result, 0.0, 1.0);\n" " float FogFragCoord = coords.z / coords.w;\n" " float fog = exp(-fog_density * fog_density * FogFragCoord * FogFragCoord);\n" " fog = clamp(fog, 0.0, 1.0);\n" " result = lerp(float4(0.3, 0.3, 0.3, 1.0), result, fog);\n" " result.a = Alpha;\n" // FIXME: This will make almost transparent things cut holes though heavy fog " if (gs_mod) {\n" " float value = clamp((result.r * 0.33) + (result.g * 0.55) + (result.b * 0.11), 0.0, 1.0);\n" " result.r = value;\n" " result.g = value;\n" " result.b = value;\n" " }" " return result;\n" "}\n"; #else const GLchar *vertSource = \ "#version 110\n" "\n" "attribute vec3 Vert;\n" "attribute vec2 TexCoords;\n" "attribute vec2 LMCoords;\n" "\n" "varying float FogFragCoord;\n" "\n" "void main()\n" "{\n" " gl_TexCoord[0] = vec4(TexCoords, 0.0, 0.0);\n" " gl_TexCoord[1] = vec4(LMCoords, 0.0, 0.0);\n" " gl_Position = gl_ModelViewProjectionMatrix * vec4(Vert, 1.0);\n" " FogFragCoord = gl_Position.w;\n" "}\n"; const GLchar *fragSource = \ "#version 110\n" "\n" "uniform sampler2D Tex;\n" "uniform sampler2D LMTex;\n" "uniform sampler2D FullbrightTex;\n" "uniform bool UseFullbrightTex;\n" "uniform bool UseOverbright;\n" "uniform bool UseAlphaTest;\n" "uniform float Alpha;\n" "uniform bool gs_mod;\n" "\n" "varying float FogFragCoord;\n" "\n" "void main()\n" "{\n" " vec4 result = texture2D(Tex, gl_TexCoord[0].xy);\n" " if (UseAlphaTest && (result.a < 0.666))\n" " discard;\n" " result *= texture2D(LMTex, gl_TexCoord[1].xy);\n" " if (UseOverbright)\n" " result.rgb *= 2.0;\n" " if (UseFullbrightTex)\n" " result += texture2D(FullbrightTex, gl_TexCoord[0].xy);\n" " result = clamp(result, 0.0, 1.0);\n" " float fog = exp(-gl_Fog.density * gl_Fog.density * FogFragCoord * FogFragCoord);\n" " fog = clamp(fog, 0.0, 1.0);\n" " result = mix(gl_Fog.color, result, fog);\n" " result.a = Alpha;\n" // FIXME: This will make almost transparent things cut holes though heavy fog " if (gs_mod) {\n" " float value = clamp((result.r * 0.33) + (result.g * 0.55) + (result.b * 0.11), 0.0, 1.0);\n" " result.r = value;\n" " result.g = value;\n" " result.b = value;\n" " }" " gl_FragColor = result;\n" "}\n"; #endif if (!gl_glsl_alias_able) return; r_world_program = GL_CreateProgram (vertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings); if (r_world_program != 0) { // get uniform locations texLoc = GL_GetUniformLocation (&r_world_program, "Tex"); LMTexLoc = GL_GetUniformLocation (&r_world_program, "LMTex"); fullbrightTexLoc = GL_GetUniformLocation (&r_world_program, "FullbrightTex"); useFullbrightTexLoc = GL_GetUniformLocation (&r_world_program, "UseFullbrightTex"); useOverbrightLoc = GL_GetUniformLocation (&r_world_program, "UseOverbright"); useAlphaTestLoc = GL_GetUniformLocation (&r_world_program, "UseAlphaTest"); alphaLoc = GL_GetUniformLocation (&r_world_program, "Alpha"); grayscale_enableLoc = GL_GetUniformLocation (&r_world_program, "gs_mod"); #ifdef VITA fogDensityLoc = GL_GetUniformLocation(&r_world_program, "fog_density"); #endif } } extern GLuint gl_bmodel_vbo; /* ================ R_DrawTextureChains_GLSL -- ericw Draw lightmapped surfaces with fulbrights in one pass, using VBO. Requires 3 TMUs, OpenGL 2.0 ================ */ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain) { int i; msurface_t *s; texture_t *t; qboolean bound; int lastlightmap; gltexture_t *fullbright = NULL; float entalpha; entalpha = (ent != NULL) ? ENTALPHA_DECODE(ent->alpha) : 1.0f; // enable blending / disable depth writes if (entalpha < 1) { glDepthMask (GL_FALSE); glEnable (GL_BLEND); } GL_UseProgramFunc (r_world_program); // Bind the buffers GL_BindBuffer (GL_ARRAY_BUFFER, gl_bmodel_vbo); GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); // indices come from client memory! GL_EnableVertexAttribArrayFunc (vertAttrIndex); GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex); GL_EnableVertexAttribArrayFunc (LMCoordsAttrIndex); GL_VertexAttribPointerFunc (vertAttrIndex, 3, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0)); GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 3); GL_VertexAttribPointerFunc (LMCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 5); // set uniforms GL_Uniform1iFunc (texLoc, 0); GL_Uniform1iFunc (LMTexLoc, 1); GL_Uniform1iFunc (fullbrightTexLoc, 2); GL_Uniform1iFunc (useFullbrightTexLoc, 0); GL_Uniform1iFunc (useOverbrightLoc, (int)gl_overbright.value); GL_Uniform1iFunc (useAlphaTestLoc, 0); GL_Uniform1fFunc (alphaLoc, entalpha); #ifdef VITA GL_Uniform1fFunc (fogDensityLoc, Fog_GetDensity() / 64.0f); #endif // naievil -- experimental grayscale shader GL_Uniform1fFunc (grayscale_enableLoc, sv_player->v.renderGrayscale); for (i=0 ; inumtextures ; i++) { t = model->textures[i]; if (!t || !t->texturechains[chain] || t->texturechains[chain]->flags & (SURF_DRAWTILED | SURF_NOTEXTURE)) continue; // Enable/disable TMU 2 (fullbrights) // FIXME: Move below to where we bind GL_TEXTURE0 if (gl_fullbrights.value && (fullbright = R_TextureAnimation(t, ent != NULL ? ent->frame : 0)->fullbright)) { GL_SelectTexture (GL_TEXTURE2); GL_Bind (fullbright); GL_Uniform1iFunc (useFullbrightTexLoc, 1); } else GL_Uniform1iFunc (useFullbrightTexLoc, 0); R_ClearBatch (); bound = false; lastlightmap = 0; // avoid compiler warning for (s = t->texturechains[chain]; s; s = s->texturechain) if (!s->culled) { if (!bound) //only bind once we are sure we need this texture { GL_SelectTexture (GL_TEXTURE0); GL_Bind ((R_TextureAnimation(t, ent != NULL ? ent->frame : 0))->gltexture); if (t->texturechains[chain]->flags & SURF_DRAWFENCE) GL_Uniform1iFunc (useAlphaTestLoc, 1); // Flip alpha test back on bound = true; lastlightmap = s->lightmaptexturenum; } if (s->lightmaptexturenum != lastlightmap) R_FlushBatch (); GL_SelectTexture (GL_TEXTURE1); GL_Bind (lightmap_textures[s->lightmaptexturenum]); lastlightmap = s->lightmaptexturenum; R_BatchSurface (s); rs_brushpasses++; } R_FlushBatch (); if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE) GL_Uniform1iFunc (useAlphaTestLoc, 0); // Flip alpha test back off } // clean up GL_DisableVertexAttribArrayFunc (vertAttrIndex); GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex); GL_DisableVertexAttribArrayFunc (LMCoordsAttrIndex); GL_UseProgramFunc (0); GL_SelectTexture (GL_TEXTURE0); if (entalpha < 1) { glDepthMask (GL_TRUE); glDisable (GL_BLEND); } } /* ============= R_DrawWorld -- johnfitz -- rewritten ============= */ void R_DrawTextureChains (qmodel_t *model, entity_t *ent, texchain_t chain) { float entalpha; if (ent != NULL) entalpha = ENTALPHA_DECODE(ent->alpha); else entalpha = 1; // ericw -- the mh dynamic lightmap speedup: make a first pass through all // surfaces we are going to draw, and rebuild any lightmaps that need it. // this also chains surfaces by lightmap which is used by r_lightmap 1. // the previous implementation of the speedup uploaded lightmaps one frame // late which was visible under some conditions, this method avoids that. R_BuildLightmapChains (model, chain); R_UploadLightmaps (); if (r_drawflat_cheatsafe) { glDisable (GL_TEXTURE_2D); R_DrawTextureChains_Drawflat (model, chain); glEnable (GL_TEXTURE_2D); return; } if (r_fullbright_cheatsafe) { R_BeginTransparentDrawing (entalpha); R_DrawTextureChains_TextureOnly (model, ent, chain); R_EndTransparentDrawing (entalpha); goto fullbrights; } if (r_lightmap_cheatsafe) { if (!gl_overbright.value) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor3f(0.5, 0.5, 0.5); } R_DrawLightmapChains (); if (!gl_overbright.value) { glColor3f(1,1,1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } R_DrawTextureChains_White (model, chain); return; } R_BeginTransparentDrawing (entalpha); R_DrawTextureChains_NoTexture (model, chain); // OpenGL 2 fast path if (r_world_program != 0) { R_EndTransparentDrawing (entalpha); R_DrawTextureChains_GLSL (model, ent, chain); return; } if (gl_overbright.value) { if (gl_texture_env_combine && gl_mtexable) //case 1: texture and lightmap in one pass, overbright using texture combiners { GL_EnableMultitexture (); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); GL_DisableMultitexture (); R_DrawTextureChains_Multitexture (model, ent, chain); GL_EnableMultitexture (); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DisableMultitexture (); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else if (entalpha < 1) //case 2: can't do multipass if entity has alpha, so just draw the texture { R_DrawTextureChains_TextureOnly (model, ent, chain); } else //case 3: texture in one pass, lightmap in second pass using 2x modulation blend func, fog in third pass { //to make fog work with multipass lightmapping, need to do one pass //with no fog, one modulate pass with black fog, and one additive //pass with black geometry and normal fog Fog_DisableGFog (); R_DrawTextureChains_TextureOnly (model, ent, chain); Fog_EnableGFog (); glDepthMask (GL_FALSE); glEnable (GL_BLEND); glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR); //2x modulate Fog_StartAdditive (); R_DrawLightmapChains (); Fog_StopAdditive (); //if (Fog_GetDensity() > 0) //{ //glBlendFunc(GL_ONE, GL_ONE); //add //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //glColor3f(0,0,0); //R_DrawTextureChains_TextureOnly (model, ent, chain); //glColor3f(1,1,1); //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //} glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable (GL_BLEND); glDepthMask (GL_TRUE); } } else { if (gl_mtexable) //case 4: texture and lightmap in one pass, regular modulation { GL_EnableMultitexture (); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_DisableMultitexture (); R_DrawTextureChains_Multitexture (model, ent, chain); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } else if (entalpha < 1) //case 5: can't do multipass if entity has alpha, so just draw the texture { R_DrawTextureChains_TextureOnly (model, ent, chain); } else //case 6: texture in one pass, lightmap in a second pass, fog in third pass { //to make fog work with multipass lightmapping, need to do one pass //with no fog, one modulate pass with black fog, and one additive //pass with black geometry and normal fog Fog_DisableGFog (); R_DrawTextureChains_TextureOnly (model, ent, chain); Fog_EnableGFog (); glDepthMask (GL_FALSE); glEnable (GL_BLEND); glBlendFunc(GL_ZERO, GL_SRC_COLOR); //modulate Fog_StartAdditive (); R_DrawLightmapChains (); Fog_StopAdditive (); //if (Fog_GetDensity() > 0) //{ //glBlendFunc(GL_ONE, GL_ONE); //add //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //glColor3f(0,0,0); //R_DrawTextureChains_TextureOnly (model, ent, chain); //glColor3f(1,1,1); //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); //} glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable (GL_BLEND); glDepthMask (GL_TRUE); } } R_EndTransparentDrawing (entalpha); fullbrights: if (gl_fullbrights.value) { glDepthMask (GL_FALSE); glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor3f (entalpha, entalpha, entalpha); Fog_StartAdditive (); R_DrawTextureChains_Glow (model, ent, chain); Fog_StopAdditive (); glColor3f (1, 1, 1); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable (GL_BLEND); glDepthMask (GL_TRUE); } } /* ============= R_DrawWorld -- ericw -- moved from R_DrawTextureChains, which is no longer specific to the world. ============= */ void R_DrawWorld (void) { if (!r_drawworld_cheatsafe) return; R_DrawTextureChains (cl.worldmodel, NULL, chain_world); } /* ============= R_DrawWorld_Water -- ericw -- moved from R_DrawTextureChains_Water, which is no longer specific to the world. ============= */ void R_DrawWorld_Water (void) { if (!r_drawworld_cheatsafe) return; R_DrawTextureChains_Water (cl.worldmodel, NULL, chain_world); } /* ============= R_DrawWorld_ShowTris -- ericw -- moved from R_DrawTextureChains_ShowTris, which is no longer specific to the world. ============= */ void R_DrawWorld_ShowTris (void) { if (!r_drawworld_cheatsafe) return; R_DrawTextureChains_ShowTris (cl.worldmodel, chain_world); }