quakespasm/source/r_world.c

1324 lines
34 KiB
C

/*
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 ; i<mod->numtextures ; 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 ; i<cl.worldmodel->numleafs ; 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 ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
if (vis[i>>3] & (1<<(i&7)))
{
if (r_oldskyleaf.value || leaf->contents != CONTENTS_SKY)
for (j=0, mark = leaf->firstmarksurface; j<leaf->nummarksurfaces; j++, mark++)
(*mark)->visframe = r_visframecount;
// add static models
if (leaf->efrags)
R_StoreEfrags (&leaf->efrags);
}
}
// set all chains to null
for (i=0 ; i<cl.worldmodel->numtextures ; 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 ; i<cl.worldmodel->numnodes ; i++, node++)
for (j=0, surf=&cl.worldmodel->surfaces[node->firstsurface] ; j<node->numsurfaces ; 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 ; i<cl.worldmodel->nummodelsurfaces ; 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 ; i<cl.worldmodel->numtextures ; 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 ; i<model->numtextures ; 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 ; i<model->numtextures ; 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 ; i<model->numtextures ; 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 ; i<model->numtextures ; 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; i<s->numedges; 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 ; i<model->numtextures ; 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 ; j<s->polys->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 ; i<model->numtextures ; 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 ; i<model->numtextures ; 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 ; i<model->numtextures ; 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 ; i<model->numtextures ; 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 ; i<model->numtextures ; 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 ; i<MAX_LIGHTMAPS ; i++)
{
if (!lightmap_polys[i])
continue;
GL_Bind (lightmap_textures[i]);
for (p = lightmap_polys[i]; p; p=p->chain)
{
#ifdef VITA
glBegin(GL_TRIANGLE_FAN);
#else
glBegin (GL_POLYGON);
#endif
v = p->verts[0];
for (j=0 ; j<p->numverts ; 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 ; i<model->numtextures ; 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);
}