mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-25 21:51:20 +00:00
1078 lines
24 KiB
C
1078 lines
24 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_shade.c
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#include "tr_local.h"
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/*
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THIS ENTIRE FILE IS BACK END
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This file deals with applying shaders to surface data in the tess struct.
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*/
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/*
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==================
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R_DrawElements
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==================
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*/
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void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
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qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes );
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}
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/*
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=============================================================
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SURFACE SHADERS
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=============================================================
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*/
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shaderCommands_t tess;
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static qboolean setArraysOnce;
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/*
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=================
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R_BindAnimatedImage
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=================
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*/
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void R_BindAnimatedImage( const textureBundle_t *bundle ) {
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int64_t index;
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double v;
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if ( bundle->isVideoMap ) {
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ri.CIN_RunCinematic(bundle->videoMapHandle);
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ri.CIN_UploadCinematic(bundle->videoMapHandle);
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return;
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}
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if ( bundle->isScreenMap && backEnd.viewParms.frameSceneNum == 1 ) {
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GL_BindTexNum( FBO_ScreenTexture() );
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return;
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}
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if ( bundle->numImageAnimations <= 1 ) {
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GL_Bind( bundle->image[0] );
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return;
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}
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// it is necessary to do this messy calc to make sure animations line up
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// exactly with waveforms of the same frequency
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//v = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
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//index = v;
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//index >>= FUNCTABLE_SIZE2;
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v = tess.shaderTime * bundle->imageAnimationSpeed; // fix for frameloss bug -EC-
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index = v;
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if ( index < 0 ) {
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index = 0; // may happen with shader time offsets
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}
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index %= bundle->numImageAnimations;
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GL_Bind( bundle->image[ index ] );
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}
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/*
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================
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DrawTris
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Draws triangle outlines for debugging
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================
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*/
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static void DrawTris( const shaderCommands_t *input ) {
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if ( r_showtris->integer == 1 && backEnd.drawConsole )
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return;
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if ( tess.numIndexes == 0 )
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return;
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GL_ProgramDisable();
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tess.dlightUpdateParams = qtrue;
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GL_ClientState( 0, CLS_NONE );
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qglDisable( GL_TEXTURE_2D );
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#ifdef USE_PMLIGHT
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if ( tess.dlightPass )
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qglColor4f( 1.0f, 0.33f, 0.2f, 1.0f );
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else
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#endif
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qglColor4f( 1, 1, 1, 1 );
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GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
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qglDepthRange( 0, 0 );
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qglVertexPointer( 3, GL_FLOAT, sizeof( input->xyz[0] ), input->xyz );
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if ( qglLockArraysEXT ) {
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qglLockArraysEXT( 0, input->numVertexes );
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}
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R_DrawElements( input->numIndexes, input->indexes );
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if ( qglUnlockArraysEXT ) {
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qglUnlockArraysEXT();
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}
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qglEnable( GL_TEXTURE_2D );
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qglDepthRange( 0, 1 );
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}
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/*
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================
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DrawNormals
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Draws vertex normals for debugging
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================
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*/
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static void DrawNormals( const shaderCommands_t *input ) {
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int i;
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GL_ClientState( 0, CLS_NONE );
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qglDisable( GL_TEXTURE_2D );
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qglColor4f( 1, 1, 1, 1 );
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qglDepthRange( 0, 0 ); // never occluded
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GL_State( GLS_DEPTHMASK_TRUE );
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for ( i = tess.numVertexes-1; i >= 0; i-- ) {
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VectorMA( tess.xyz[i], 2.0, tess.normal[i], tess.xyz[i*2 + 1] );
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VectorCopy( tess.xyz[i], tess.xyz[i*2] );
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}
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qglVertexPointer( 3, GL_FLOAT, sizeof( tess.xyz[0] ), tess.xyz );
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if ( qglLockArraysEXT ) {
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qglLockArraysEXT( 0, tess.numVertexes * 2 );
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}
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qglDrawArrays( GL_LINES, 0, tess.numVertexes * 2 );
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if ( qglUnlockArraysEXT ) {
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qglUnlockArraysEXT();
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}
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qglEnable( GL_TEXTURE_2D );
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qglDepthRange( 0, 1 );
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}
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/*
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==============
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RB_BeginSurface
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We must set some things up before beginning any tesselation,
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because a surface may be forced to perform a RB_End due
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to overflow.
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==============
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*/
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void RB_BeginSurface( shader_t *shader, int fogNum ) {
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shader_t *state;
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#ifdef USE_PMLIGHT
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if ( !tess.dlightPass && shader->isStaticShader && !shader->remappedShader )
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#else
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if ( shader->isStaticShader )
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#endif
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tess.allowVBO = qtrue;
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else
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tess.allowVBO = qfalse;
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if ( shader->remappedShader ) {
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state = shader->remappedShader;
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} else {
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state = shader;
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}
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#ifdef USE_PMLIGHT
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if ( tess.fogNum != fogNum || tess.cullType != state->cullType ) {
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tess.dlightUpdateParams = qtrue;
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}
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#endif
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#ifdef USE_TESS_NEEDS_NORMAL
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#ifdef USE_PMLIGHT
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tess.needsNormal = state->needsNormal || tess.dlightPass || r_shownormals->integer;
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#else
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tess.needsNormal = state->needsNormal || r_shownormals->integer;
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#endif
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#endif
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#ifdef USE_TESS_NEEDS_ST2
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tess.needsST2 = state->needsST2;
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#endif
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.shader = state;
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tess.fogNum = fogNum;
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#ifdef USE_LEGACY_DLIGHTS
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tess.dlightBits = 0; // will be OR'd in by surface functions
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#endif
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tess.xstages = state->stages;
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tess.numPasses = state->numUnfoggedPasses;
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tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
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if ( tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime ) {
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tess.shaderTime = tess.shader->clampTime;
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}
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}
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/*
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===================
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DrawMultitextured
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output = t0 * t1 or t0 + t1
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t0 = most upstream according to spec
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t1 = most downstream according to spec
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===================
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*/
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static void DrawMultitextured( const shaderCommands_t *input, int stage ) {
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const shaderStage_t *pStage;
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pStage = tess.xstages[ stage ];
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GL_State( pStage->stateBits );
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if ( !setArraysOnce ) {
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R_ComputeColors( pStage );
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R_ComputeTexCoords( 0, &pStage->bundle[0] );
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R_ComputeTexCoords( 1, &pStage->bundle[1] );
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GL_ClientState( 0, CLS_TEXCOORD_ARRAY | CLS_COLOR_ARRAY );
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qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoordPtr[0] );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors[0].rgba );
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GL_ClientState( 1, CLS_TEXCOORD_ARRAY );
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qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoordPtr[1] );
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}
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//
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// base
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//
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GL_SelectTexture( 0 );
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R_BindAnimatedImage( &pStage->bundle[0] );
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//
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// lightmap/secondary pass
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//
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GL_SelectTexture( 1 );
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qglEnable( GL_TEXTURE_2D );
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R_BindAnimatedImage( &pStage->bundle[1] );
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if ( r_lightmap->integer ) {
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GL_TexEnv( GL_REPLACE );
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} else {
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GL_TexEnv( pStage->mtEnv );
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}
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R_DrawElements( input->numIndexes, input->indexes );
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//
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// disable texturing on TEXTURE1, then select TEXTURE0
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//
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if ( r_vbo->integer ) {
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// some drivers may try to load texcoord[1] data even with multi-texturing disabled
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// (and actually gpu shaders doesn't care about conventional GL_TEXTURE_2D states)
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// which doesn't cause problems while data pointer is the same or represents fixed-size set
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// but when we switch to/from vbo - texcoord[1] data may point on larger set (it's ok)
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// or smaller set - which will cause out-of-bounds index access/crash during non-multitexture rendering
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// GL_ClientState( 1, GLS_NONE );
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}
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qglDisable( GL_TEXTURE_2D );
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GL_SelectTexture( 0 );
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}
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#ifdef USE_LEGACY_DLIGHTS
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/*
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===================
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ProjectDlightTexture
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Perform dynamic lighting with another rendering pass
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===================
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*/
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static void ProjectDlightTexture_scalar( void ) {
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int i, l;
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vec3_t origin;
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float *texCoords;
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float *colors;
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byte clipBits[SHADER_MAX_VERTEXES];
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float texCoordsArray[SHADER_MAX_VERTEXES][2];
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float colorArray[SHADER_MAX_VERTEXES][4];
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glIndex_t hitIndexes[SHADER_MAX_INDEXES];
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int numIndexes;
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float scale;
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float radius;
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float modulate = 0.0f;
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const dlight_t *dl;
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if ( !backEnd.refdef.num_dlights ) {
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return;
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}
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for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
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if ( !( tess.dlightBits & ( 1 << l ) ) ) {
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continue; // this surface definitely doesn't have any of this light
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}
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texCoords = texCoordsArray[0];
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colors = colorArray[0];
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dl = &backEnd.refdef.dlights[l];
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VectorCopy( dl->transformed, origin );
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radius = dl->radius;
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scale = 1.0f / radius;
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for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
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int clip = 0;
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vec3_t dist;
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VectorSubtract( origin, tess.xyz[i], dist );
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backEnd.pc.c_dlightVertexes++;
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texCoords[0] = 0.5f + dist[0] * scale;
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texCoords[1] = 0.5f + dist[1] * scale;
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if ( !r_dlightBacks->integer &&
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// dist . tess.normal[i]
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( dist[0] * tess.normal[i][0] +
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dist[1] * tess.normal[i][1] +
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dist[2] * tess.normal[i][2] ) < 0.0f ) {
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clip = 63;
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} else {
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if ( texCoords[0] < 0.0f ) {
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clip |= 1;
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} else if ( texCoords[0] > 1.0f ) {
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clip |= 2;
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}
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if ( texCoords[1] < 0.0f ) {
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clip |= 4;
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} else if ( texCoords[1] > 1.0f ) {
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clip |= 8;
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}
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// modulate the strength based on the height and color
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if ( dist[2] > radius ) {
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clip |= 16;
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modulate = 0.0f;
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} else if ( dist[2] < -radius ) {
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clip |= 32;
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modulate = 0.0f;
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} else {
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//*((int*)&dist[2]) &= 0x7FFFFFFF;
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dist[2] = fabsf( dist[2] );
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if ( dist[2] < radius * 0.5f ) {
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modulate = 1.0f;
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} else {
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modulate = 2.0f * (radius - dist[2]) * scale;
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}
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}
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}
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clipBits[i] = clip;
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colors[0] = dl->color[0] * modulate;
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colors[1] = dl->color[1] * modulate;
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colors[2] = dl->color[2] * modulate;
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colors[3] = 1.0f;
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}
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// build a list of triangles that need light
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numIndexes = 0;
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for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
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int a, b, c;
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a = tess.indexes[i];
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b = tess.indexes[i+1];
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c = tess.indexes[i+2];
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if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
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continue; // not lighted
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}
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hitIndexes[numIndexes] = a;
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hitIndexes[numIndexes+1] = b;
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hitIndexes[numIndexes+2] = c;
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numIndexes += 3;
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}
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if ( !numIndexes ) {
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continue;
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}
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GL_ClientState( 1, CLS_NONE );
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GL_ClientState( 0, CLS_TEXCOORD_ARRAY | CLS_COLOR_ARRAY );
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qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
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qglColorPointer( 4, GL_FLOAT, 0, colorArray );
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GL_Bind( tr.dlightImage );
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// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
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// where they aren't rendered
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if ( dl->additive ) {
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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} else {
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GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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}
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R_DrawElements( numIndexes, hitIndexes );
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backEnd.pc.c_totalIndexes += numIndexes;
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backEnd.pc.c_dlightIndexes += numIndexes;
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}
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}
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static void ProjectDlightTexture( void ) {
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ProjectDlightTexture_scalar();
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}
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#endif // USE_LEGACY_DLIGHTS
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/*
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===================
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RB_FogPass
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Blends a fog texture on top of everything else
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===================
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*/
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static void RB_FogPass( void ) {
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const fog_t *fog;
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int i;
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fog = tr.world->fogs + tess.fogNum;
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for ( i = 0; i < tess.numVertexes; i++ ) {
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tess.svars.colors[i].u32 = fog->colorInt.u32;
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}
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RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );
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GL_ClientState( 1, CLS_NONE );
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GL_ClientState( 0, CLS_TEXCOORD_ARRAY | CLS_COLOR_ARRAY );
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qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors[0].rgba );
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qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
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GL_SelectTexture( 0 );
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GL_Bind( tr.fogImage );
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if ( tess.shader->fogPass == FP_EQUAL ) {
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
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} else {
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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}
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R_DrawElements( tess.numIndexes, tess.indexes );
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}
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/*
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===============
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R_ComputeColors
|
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===============
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*/
|
|
void R_ComputeColors( const shaderStage_t *pStage )
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{
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int i;
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if ( !tess.numVertexes )
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return;
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//
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// rgbGen
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//
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switch ( pStage->rgbGen )
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{
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case CGEN_IDENTITY:
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Com_Memset( tess.svars.colors, 0xff, tess.numVertexes * 4 );
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break;
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default:
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case CGEN_IDENTITY_LIGHTING:
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Com_Memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 );
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break;
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case CGEN_LIGHTING_DIFFUSE:
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RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );
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break;
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case CGEN_EXACT_VERTEX:
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Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) );
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break;
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case CGEN_CONST:
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for ( i = 0; i < tess.numVertexes; i++ ) {
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tess.svars.colors[i].u32 = pStage->constantColor.u32;
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}
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break;
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|
case CGEN_VERTEX:
|
|
if ( tr.identityLight == 1 )
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{
|
|
Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) );
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
tess.svars.colors[i].rgba[0] = tess.vertexColors[i].rgba[0] * tr.identityLight;
|
|
tess.svars.colors[i].rgba[1] = tess.vertexColors[i].rgba[1] * tr.identityLight;
|
|
tess.svars.colors[i].rgba[2] = tess.vertexColors[i].rgba[2] * tr.identityLight;
|
|
tess.svars.colors[i].rgba[3] = tess.vertexColors[i].rgba[3];
|
|
}
|
|
}
|
|
break;
|
|
case CGEN_ONE_MINUS_VERTEX:
|
|
if ( tr.identityLight == 1 )
|
|
{
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
tess.svars.colors[i].rgba[0] = 255 - tess.vertexColors[i].rgba[0];
|
|
tess.svars.colors[i].rgba[1] = 255 - tess.vertexColors[i].rgba[1];
|
|
tess.svars.colors[i].rgba[2] = 255 - tess.vertexColors[i].rgba[2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
tess.svars.colors[i].rgba[0] = ( 255 - tess.vertexColors[i].rgba[0] ) * tr.identityLight;
|
|
tess.svars.colors[i].rgba[1] = ( 255 - tess.vertexColors[i].rgba[1] ) * tr.identityLight;
|
|
tess.svars.colors[i].rgba[2] = ( 255 - tess.vertexColors[i].rgba[2] ) * tr.identityLight;
|
|
}
|
|
}
|
|
break;
|
|
case CGEN_FOG:
|
|
{
|
|
const fog_t *fog;
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
tess.svars.colors[i].u32 = fog->colorInt.u32;
|
|
}
|
|
}
|
|
break;
|
|
case CGEN_WAVEFORM:
|
|
RB_CalcWaveColor( &pStage->rgbWave, tess.svars.colors[0].rgba );
|
|
break;
|
|
case CGEN_ENTITY:
|
|
RB_CalcColorFromEntity( tess.svars.colors[0].rgba );
|
|
break;
|
|
case CGEN_ONE_MINUS_ENTITY:
|
|
RB_CalcColorFromOneMinusEntity( tess.svars.colors[0].rgba );
|
|
break;
|
|
}
|
|
|
|
//
|
|
// alphaGen
|
|
//
|
|
switch ( pStage->alphaGen )
|
|
{
|
|
case AGEN_SKIP:
|
|
break;
|
|
case AGEN_IDENTITY:
|
|
if ( ( pStage->rgbGen == CGEN_VERTEX && tr.identityLight != 1 ) ||
|
|
pStage->rgbGen != CGEN_VERTEX ) {
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
tess.svars.colors[i].rgba[3] = 255;
|
|
}
|
|
}
|
|
break;
|
|
case AGEN_CONST:
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
tess.svars.colors[i].rgba[3] = pStage->constantColor.rgba[3];
|
|
}
|
|
break;
|
|
case AGEN_WAVEFORM:
|
|
RB_CalcWaveAlpha( &pStage->alphaWave, tess.svars.colors[0].rgba );
|
|
break;
|
|
case AGEN_LIGHTING_SPECULAR:
|
|
RB_CalcSpecularAlpha( tess.svars.colors[0].rgba );
|
|
break;
|
|
case AGEN_ENTITY:
|
|
RB_CalcAlphaFromEntity( tess.svars.colors[0].rgba );
|
|
break;
|
|
case AGEN_ONE_MINUS_ENTITY:
|
|
RB_CalcAlphaFromOneMinusEntity( tess.svars.colors[0].rgba );
|
|
break;
|
|
case AGEN_VERTEX:
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
tess.svars.colors[i].rgba[3] = tess.vertexColors[i].rgba[3];
|
|
}
|
|
break;
|
|
case AGEN_ONE_MINUS_VERTEX:
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
tess.svars.colors[i].rgba[3] = 255 - tess.vertexColors[i].rgba[3];
|
|
}
|
|
break;
|
|
case AGEN_PORTAL:
|
|
{
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
unsigned char alpha;
|
|
float len;
|
|
vec3_t v;
|
|
|
|
VectorSubtract( tess.xyz[i], backEnd.viewParms.or.origin, v );
|
|
len = VectorLength( v ) * tess.shader->portalRangeR;
|
|
|
|
if ( len > 1 )
|
|
{
|
|
alpha = 0xff;
|
|
}
|
|
else
|
|
{
|
|
alpha = len * 0xff;
|
|
}
|
|
|
|
tess.svars.colors[i].rgba[3] = alpha;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
//
|
|
// fog adjustment for colors to fade out as fog increases
|
|
//
|
|
if ( tess.fogNum )
|
|
{
|
|
switch ( pStage->adjustColorsForFog )
|
|
{
|
|
case ACFF_MODULATE_RGB:
|
|
RB_CalcModulateColorsByFog( tess.svars.colors[0].rgba );
|
|
break;
|
|
case ACFF_MODULATE_ALPHA:
|
|
RB_CalcModulateAlphasByFog( tess.svars.colors[0].rgba );
|
|
break;
|
|
case ACFF_MODULATE_RGBA:
|
|
RB_CalcModulateRGBAsByFog( tess.svars.colors[0].rgba );
|
|
break;
|
|
case ACFF_NONE:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
R_ComputeTexCoords
|
|
===============
|
|
*/
|
|
void R_ComputeTexCoords( const int b, const textureBundle_t *bundle ) {
|
|
int i;
|
|
int tm;
|
|
vec2_t *src, *dst;
|
|
|
|
if ( !tess.numVertexes )
|
|
return;
|
|
|
|
src = dst = tess.svars.texcoords[b];
|
|
|
|
//
|
|
// generate the texture coordinates
|
|
//
|
|
switch ( bundle->tcGen )
|
|
{
|
|
case TCGEN_IDENTITY:
|
|
src = tess.texCoords00;
|
|
break;
|
|
case TCGEN_TEXTURE:
|
|
src = tess.texCoords[0];
|
|
break;
|
|
case TCGEN_LIGHTMAP:
|
|
src = tess.texCoords[1];
|
|
break;
|
|
case TCGEN_VECTOR:
|
|
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
|
|
dst[i][0] = DotProduct( tess.xyz[i], bundle->tcGenVectors[0] );
|
|
dst[i][1] = DotProduct( tess.xyz[i], bundle->tcGenVectors[1] );
|
|
}
|
|
break;
|
|
case TCGEN_FOG:
|
|
RB_CalcFogTexCoords( ( float * ) dst );
|
|
break;
|
|
case TCGEN_ENVIRONMENT_MAPPED:
|
|
RB_CalcEnvironmentTexCoords( ( float * ) dst );
|
|
break;
|
|
case TCGEN_ENVIRONMENT_MAPPED_FP:
|
|
RB_CalcEnvironmentTexCoordsFP( ( float * ) dst, bundle->isScreenMap );
|
|
break;
|
|
case TCGEN_BAD:
|
|
return;
|
|
}
|
|
|
|
//
|
|
// alter texture coordinates
|
|
//
|
|
for ( tm = 0; tm < bundle->numTexMods ; tm++ ) {
|
|
switch ( bundle->texMods[tm].type )
|
|
{
|
|
case TMOD_NONE:
|
|
tm = TR_MAX_TEXMODS; // break out of for loop
|
|
break;
|
|
|
|
case TMOD_TURBULENT:
|
|
RB_CalcTurbulentTexCoords( &bundle->texMods[tm].wave, (float *)src, (float *) dst );
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_ENTITY_TRANSLATE:
|
|
RB_CalcScrollTexCoords( backEnd.currentEntity->e.shaderTexCoord, (float *)src, (float *) dst );
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_SCROLL:
|
|
RB_CalcScrollTexCoords( bundle->texMods[tm].scroll, (float *)src, (float *) dst );
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_SCALE:
|
|
RB_CalcScaleTexCoords( bundle->texMods[tm].scale, (float *) src, (float *) dst );
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_OFFSET:
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
dst[i][0] = src[i][0] + bundle->texMods[tm].offset[0];
|
|
dst[i][1] = src[i][1] + bundle->texMods[tm].offset[1];
|
|
}
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_SCALE_OFFSET:
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
dst[i][0] = (src[i][0] * bundle->texMods[tm].scale[0] ) + bundle->texMods[tm].offset[0];
|
|
dst[i][1] = (src[i][1] * bundle->texMods[tm].scale[1] ) + bundle->texMods[tm].offset[1];
|
|
}
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_STRETCH:
|
|
RB_CalcStretchTexCoords( &bundle->texMods[tm].wave, (float *)src, (float *) dst );
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_TRANSFORM:
|
|
RB_CalcTransformTexCoords( &bundle->texMods[tm], (float *)src, (float *) dst );
|
|
src = dst;
|
|
break;
|
|
|
|
case TMOD_ROTATE:
|
|
RB_CalcRotateTexCoords( bundle->texMods[tm].rotateSpeed, (float *) src, (float *) dst );
|
|
src = dst;
|
|
break;
|
|
|
|
default:
|
|
ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name );
|
|
break;
|
|
}
|
|
}
|
|
|
|
tess.svars.texcoordPtr[ b ] = src;
|
|
}
|
|
|
|
|
|
/*
|
|
** RB_IterateStagesGeneric
|
|
*/
|
|
static void RB_IterateStagesGeneric( const shaderCommands_t *input )
|
|
{
|
|
const shaderStage_t *pStage;
|
|
int stage;
|
|
|
|
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
|
|
{
|
|
pStage = tess.xstages[ stage ];
|
|
if ( !pStage )
|
|
break;
|
|
|
|
//
|
|
// do multitexture
|
|
//
|
|
if ( pStage->mtEnv )
|
|
{
|
|
DrawMultitextured( input, stage );
|
|
}
|
|
else
|
|
{
|
|
if ( !setArraysOnce )
|
|
{
|
|
R_ComputeTexCoords( 0, &pStage->bundle[0] );
|
|
R_ComputeColors( pStage );
|
|
|
|
GL_ClientState( 1, CLS_NONE );
|
|
GL_ClientState( 0, CLS_TEXCOORD_ARRAY | CLS_COLOR_ARRAY );
|
|
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoordPtr[0] );
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors[0].rgba );
|
|
}
|
|
|
|
//
|
|
// set state
|
|
//
|
|
R_BindAnimatedImage( &pStage->bundle[0] );
|
|
|
|
GL_State( pStage->stateBits );
|
|
|
|
//
|
|
// draw
|
|
//
|
|
R_DrawElements( input->numIndexes, input->indexes );
|
|
if ( pStage->depthFragment )
|
|
{
|
|
GL_State( pStage->stateBits | GLS_DEPTHMASK_TRUE );
|
|
GL_ProgramEnable();
|
|
R_DrawElements( input->numIndexes, input->indexes );
|
|
GL_ProgramDisable();
|
|
}
|
|
}
|
|
|
|
// allow skipping out to show just lightmaps during development
|
|
if ( r_lightmap->integer && ( pStage->bundle[0].lightmap != LIGHTMAP_INDEX_NONE || pStage->bundle[1].lightmap != LIGHTMAP_INDEX_NONE ) )
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
** RB_StageIteratorGeneric
|
|
*/
|
|
void RB_StageIteratorGeneric( void )
|
|
{
|
|
const shaderCommands_t *input;
|
|
shader_t *shader;
|
|
|
|
#ifdef USE_PMLIGHT
|
|
if ( tess.dlightPass )
|
|
{
|
|
ARB_LightingPass();
|
|
return;
|
|
}
|
|
|
|
GL_ProgramDisable();
|
|
#endif // USE_PMLIGHT
|
|
|
|
if ( tess.vboIndex )
|
|
{
|
|
RB_StageIteratorVBO();
|
|
return;
|
|
}
|
|
|
|
VBO_UnBind();
|
|
|
|
input = &tess;
|
|
shader = input->shader;
|
|
|
|
RB_DeformTessGeometry();
|
|
|
|
//
|
|
// set face culling appropriately
|
|
//
|
|
GL_Cull( shader->cullType );
|
|
|
|
// set polygon offset if necessary
|
|
if ( shader->polygonOffset )
|
|
{
|
|
qglEnable( GL_POLYGON_OFFSET_FILL );
|
|
qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
|
|
}
|
|
|
|
//
|
|
// if there is only a single pass then we can enable color
|
|
// and texture arrays before we compile, otherwise we need
|
|
// to avoid compiling those arrays since they will change
|
|
// during multipass rendering
|
|
//
|
|
if ( tess.numPasses > 1 )
|
|
{
|
|
setArraysOnce = qfalse;
|
|
|
|
GL_ClientState( 1, CLS_NONE );
|
|
GL_ClientState( 0, CLS_NONE );
|
|
}
|
|
else
|
|
{
|
|
// FIXME: we can't do that if going to lighting/fog later?
|
|
setArraysOnce = qtrue;
|
|
|
|
GL_ClientState( 0, CLS_COLOR_ARRAY | CLS_TEXCOORD_ARRAY );
|
|
|
|
if ( tess.xstages[0] )
|
|
{
|
|
R_ComputeColors( tess.xstages[0] );
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors[0].rgba );
|
|
R_ComputeTexCoords( 0, &tess.xstages[0]->bundle[0] );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoordPtr[0] );
|
|
if ( shader->multitextureEnv )
|
|
{
|
|
GL_ClientState( 1, CLS_TEXCOORD_ARRAY );
|
|
R_ComputeTexCoords( 1, &tess.xstages[0]->bundle[1] );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoordPtr[1] );
|
|
}
|
|
else
|
|
{
|
|
GL_ClientState( 1, CLS_NONE );
|
|
}
|
|
}
|
|
}
|
|
|
|
qglVertexPointer( 3, GL_FLOAT, sizeof( input->xyz[0] ), input->xyz ); // padded for SIMD
|
|
|
|
//
|
|
// lock XYZ
|
|
//
|
|
if ( qglLockArraysEXT )
|
|
{
|
|
qglLockArraysEXT( 0, input->numVertexes );
|
|
}
|
|
|
|
//
|
|
// call shader function
|
|
//
|
|
RB_IterateStagesGeneric( input );
|
|
|
|
//
|
|
// now do any dynamic lighting needed
|
|
//
|
|
#ifdef USE_LEGACY_DLIGHTS
|
|
#ifdef USE_PMLIGHT
|
|
if ( !r_dlightMode->integer )
|
|
#endif
|
|
if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) )
|
|
{
|
|
ProjectDlightTexture();
|
|
}
|
|
#endif // USE_LEGACY_DLIGHTS
|
|
|
|
//
|
|
// now do fog
|
|
//
|
|
if ( tess.fogNum && tess.shader->fogPass )
|
|
{
|
|
RB_FogPass();
|
|
}
|
|
|
|
//
|
|
// unlock arrays
|
|
//
|
|
if ( qglUnlockArraysEXT )
|
|
{
|
|
qglUnlockArraysEXT();
|
|
}
|
|
|
|
GL_ClientState( 1, CLS_NONE );
|
|
|
|
//
|
|
// reset polygon offset
|
|
//
|
|
if ( shader->polygonOffset )
|
|
{
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
** RB_EndSurface
|
|
*/
|
|
void RB_EndSurface( void ) {
|
|
const shaderCommands_t *input;
|
|
|
|
input = &tess;
|
|
|
|
if ( input->numIndexes == 0 ) {
|
|
VBO_UnBind();
|
|
return;
|
|
}
|
|
|
|
if ( input->numIndexes > SHADER_MAX_INDEXES ) {
|
|
ri.Error( ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit" );
|
|
}
|
|
|
|
if ( input->numVertexes > SHADER_MAX_VERTEXES ) {
|
|
ri.Error( ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit" );
|
|
}
|
|
|
|
if ( tess.shader == tr.shadowShader ) {
|
|
RB_ShadowTessEnd();
|
|
return;
|
|
}
|
|
|
|
// for debugging of sort order issues, stop rendering after a given sort value
|
|
if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort && !backEnd.doneSurfaces ) {
|
|
VBO_UnBind();
|
|
return;
|
|
}
|
|
|
|
//
|
|
// update performance counters
|
|
//
|
|
#ifdef USE_PMLIGHT
|
|
if ( tess.dlightPass ) {
|
|
backEnd.pc.c_lit_batches++;
|
|
backEnd.pc.c_lit_vertices += tess.numVertexes;
|
|
backEnd.pc.c_lit_indices += tess.numIndexes;
|
|
} else
|
|
#endif
|
|
{
|
|
backEnd.pc.c_shaders++;
|
|
backEnd.pc.c_vertexes += tess.numVertexes;
|
|
backEnd.pc.c_indexes += tess.numIndexes;
|
|
}
|
|
backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses;
|
|
|
|
//
|
|
// call off to shader specific tess end function
|
|
//
|
|
tess.shader->optimalStageIteratorFunc();
|
|
|
|
//
|
|
// draw debugging stuff
|
|
//
|
|
if ( !VBO_Active() ) {
|
|
if ( r_showtris->integer ) {
|
|
DrawTris( input );
|
|
}
|
|
if ( r_shownormals->integer ) {
|
|
DrawNormals( input );
|
|
}
|
|
}
|
|
|
|
// clear shader so we can tell we don't have any unclosed surfaces
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
}
|