quakeforge/libs/video/renderer/glsl/glsl_bsp.c

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/*
glsl_bsp.c
GLSL bsps
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/7
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
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#include "QF/cvar.h"
#include "QF/dstring.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "QF/vrect.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_bsp.h"
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#include "QF/GLSL/qf_lightmap.h"
#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_cvar.h"
#include "r_local.h"
typedef struct {
GLushort count;
GLushort indices[1];
} glslpoly_t;
#define ALLOC_CHUNK 64
instsurf_t *waterchain = NULL;
instsurf_t **waterchain_tail = &waterchain;
instsurf_t *sky_chain;
instsurf_t **sky_chain_tail = &sky_chain;
static texture_t **r_texture_chains;
static int r_num_texture_chains;
static int max_texture_chains;
// for world and non-instance models
static elechain_t *static_elechains;
static elechain_t **static_elechains_tail = &static_elechains;
static elechain_t *free_static_elechains;
static elements_t *static_elementss;
static elements_t **static_elementss_tail = &static_elementss;
static elements_t *free_static_elementss;
static instsurf_t *static_instsurfs;
static instsurf_t **static_instsurfs_tail = &static_instsurfs;
static instsurf_t *free_static_instsurfs;
// for instance models
static elechain_t *elechains;
static elechain_t **elechains_tail = &elechains;
static elechain_t *free_elechains;
static elements_t *elementss;
static elements_t **elementss_tail = &elementss;
static elements_t *free_elementss;
static instsurf_t *instsurfs;
static instsurf_t **instsurfs_tail = &instsurfs;
static instsurf_t *free_instsurfs;
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static GLuint bsp_vbo;
static mat4_t bsp_vp;
static const char quakebsp_vert[] =
#include "quakebsp.vc"
;
static const char quakebsp_frag[] =
#include "quakebsp.fc"
;
static struct {
int program;
shaderparam_t mvp_matrix;
shaderparam_t tlst;
shaderparam_t vertex;
shaderparam_t palette;
shaderparam_t colormap;
shaderparam_t texture;
shaderparam_t lightmap;
} quake_bsp = {
0,
{"mvp_mat", 1},
{"tlst", 0},
{"vertex", 0},
{"palette", 1},
{"colormap", 1},
{"texture", 1},
{"lightmap", 1},
};
#define CHAIN_SURF_F2B(surf,chain) \
do { \
instsurf_t *inst = (surf)->instsurf; \
if (!inst) (surf)->tinst = inst = get_instsurf (); \
inst->surface = (surf); \
*(chain##_tail) = inst; \
(chain##_tail) = &inst->tex_chain; \
*(chain##_tail) = 0; \
} while (0)
#define CHAIN_SURF_B2F(surf,chain) \
do { \
instsurf_t *inst = (surf)->instsurf; \
if (!inst) (surf)->tinst = inst = get_instsurf (); \
inst->surface = (surf); \
inst->tex_chain = (chain); \
(chain) = inst; \
} while (0)
#define GET_RELEASE(type,name) \
static inline type * \
get_##name (void) \
{ \
type *ele; \
if (!free_##name##s) { \
int i; \
free_##name##s = calloc (ALLOC_CHUNK, sizeof (type)); \
for (i = 0; i < ALLOC_CHUNK - 1; i++) \
free_##name##s[i]._next = &free_##name##s[i + 1]; \
} \
ele = free_##name##s; \
free_##name##s = ele->_next; \
ele->_next = 0; \
*name##s_tail = ele; \
name##s_tail = &ele->_next; \
return ele; \
} \
static inline void \
release_##name##s (void) \
{ \
if (name##s) { \
*name##s_tail = free_##name##s; \
free_##name##s = name##s; \
name##s = 0; \
name##s_tail = &name##s; \
} \
}
GET_RELEASE (elechain_t, static_elechain)
GET_RELEASE (elechain_t, elechain)
GET_RELEASE (elements_t, static_elements)
GET_RELEASE (elements_t, elements)
GET_RELEASE (instsurf_t, static_instsurf)
GET_RELEASE (instsurf_t, instsurf)
void
R_AddTexture (texture_t *tex)
{
int i;
if (r_num_texture_chains == max_texture_chains) {
max_texture_chains += 64;
r_texture_chains = realloc (r_texture_chains,
max_texture_chains * sizeof (texture_t *));
for (i = r_num_texture_chains; i < max_texture_chains; i++)
r_texture_chains[i] = 0;
}
r_texture_chains[r_num_texture_chains++] = tex;
tex->tex_chain = 0;
tex->tex_chain_tail = &tex->tex_chain;
tex->elechain = 0;
tex->elechain_tail = &tex->elechain;
}
void
R_InitSurfaceChains (model_t *model)
{
int i;
release_static_instsurfs ();
release_instsurfs ();
for (i = 0; i < model->nummodelsurfaces; i++) {
model->surfaces[i].instsurf = get_static_instsurf ();
model->surfaces[i].instsurf->surface = &model->surfaces[i];
}
}
static void
clear_texture_chains (void)
{
int i;
texture_t *tex;
for (i = 0; i < r_num_texture_chains; i++) {
tex = r_texture_chains[i];
if (!tex)
continue;
tex->tex_chain = NULL;
tex->tex_chain_tail = &tex->tex_chain;
}
tex = r_notexture_mip;
tex->tex_chain = NULL;
tex->tex_chain_tail = &tex->tex_chain;
release_elechains ();
release_elementss ();
release_instsurfs ();
}
void
R_ClearElements (void)
{
release_static_elechains ();
release_static_elementss ();
release_elechains ();
release_elementss ();
}
static inline void
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chain_surface (msurface_t *surf)
{
if (surf->flags & SURF_DRAWTURB) {
CHAIN_SURF_B2F (surf, waterchain);
} else if (surf->flags & SURF_DRAWSKY) {
CHAIN_SURF_F2B (surf, sky_chain);
} else {
texture_t *tex;
if (!surf->texinfo->texture->anim_total)
tex = surf->texinfo->texture;
else
tex = R_TextureAnimation (surf);
CHAIN_SURF_F2B (surf, tex->tex_chain);
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R_BuildLightMap (surf);
}
}
static void
register_textures (model_t *model)
{
int i;
texture_t *tex;
for (i = 0; i < model->numtextures; i++) {
tex = model->textures[i];
if (!tex)
continue;
R_AddTexture (tex);
}
}
void
R_ClearTextures (void)
{
r_num_texture_chains = 0;
}
void
R_RegisterTextures (model_t **models, int num_models)
{
int i;
model_t *m;
R_ClearTextures ();
R_InitSurfaceChains (r_worldentity.model);
R_AddTexture (r_notexture_mip);
register_textures (r_worldentity.model);
for (i = 0; i < num_models; i++) {
m = models[i];
if (!m)
continue;
// sub-models are done as part of the main model
if (*m->name == '*')
continue;
// world has already been done, not interested in non-brush models
if (m == r_worldentity.model || m->type != mod_brush)
continue;
m->numsubmodels = 1; // no support for submodels in non-world model
register_textures (m);
}
}
static elechain_t *
add_elechain (texture_t *tex, int ec_index)
{
elechain_t *ec;
if (ec_index < 0) {
ec = get_elechain ();
ec->elements = get_elements ();
} else {
ec = get_static_elechain ();
ec->elements = get_static_elements ();
}
ec->index = ec_index;
ec->transform = 0;
*tex->elechain_tail = ec;
tex->elechain_tail = &ec->next;
return ec;
}
static void
build_surf_displist (model_t **models, msurface_t *fa, int base,
dstring_t *vert_list)
{
int numverts;
int numtris;
int numindices;
int i;
vec_t *vec;
mvertex_t *vertices;
medge_t *edges;
int *surfedges;
int index;
bspvert_t *verts;
glslpoly_t *poly;
GLushort *ind;
float s, t;
if (fa->ec_index < 0) {
vertices = models[-fa->ec_index - 1]->vertexes;
edges = models[-fa->ec_index - 1]->edges;
surfedges = models[-fa->ec_index - 1]->surfedges;
} else {
vertices = r_worldentity.model->vertexes;
edges = r_worldentity.model->edges;
surfedges = r_worldentity.model->surfedges;
}
numverts = fa->numedges;
numtris = numverts - 2;
numindices = numtris * 3;
verts = alloca (numverts * sizeof (bspvert_t));
//FIXME leak
poly = malloc (field_offset (glslpoly_t, indices[numindices]));
poly->count = numindices;
for (i = 0, ind = poly->indices; i < numtris; i++) {
*ind++ = base;
*ind++ = base + i + 1;
*ind++ = base + i + 2;
}
fa->polys = (glpoly_t *) poly;
for (i = 0; i < numverts; i++) {
index = surfedges[fa->firstedge + i];
if (index > 0)
vec = vertices[edges[index].v[0]].position;
else
vec = vertices[edges[-index].v[1]].position;
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, verts[i].vertex);
verts[i].vertex[3] = 1;
verts[i].tlst[0] = s / fa->texinfo->texture->width;
verts[i].tlst[1] = t / fa->texinfo->texture->height;
//lightmap texture coordinates
if (!fa->lightpic) {
// sky and water textures don't have lightmaps
verts[i].tlst[2] = 0;
verts[i].tlst[3] = 0;
continue;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
s -= fa->texturemins[0];
t -= fa->texturemins[1];
s += fa->lightpic->rect->x * 16 + 8;
t += fa->lightpic->rect->y * 16 + 8;
s /= 16;
t /= 16;
verts[i].tlst[2] = s * fa->lightpic->size;
verts[i].tlst[3] = t * fa->lightpic->size;
}
dstring_append (vert_list, (char *) verts, numverts * sizeof (bspvert_t));
}
void
R_BuildDisplayLists (model_t **models, int num_models)
{
int i, j;
int vertex_index_base;
model_t *m;
dmodel_t *dm;
msurface_t *surf;
dstring_t *vertices;
// now run through all surfaces, chaining them to their textures, thus
// effectively sorting the surfaces by texture (without worrying about
// surface order on the same texture chain).
for (i = 0; i < num_models; i++) {
m = models[i];
if (!m)
continue;
// sub-models are done as part of the main model
if (*m->name == '*')
continue;
// non-bsp models don't have surfaces.
dm = m->submodels;
for (j = 0; j < m->numsurfaces; j++) {
texture_t *tex;
if (j == dm->firstface + dm->numfaces) {
dm++;
if (dm - m->submodels == m->numsubmodels) {
// limit the surfaces
// probably never hit
Sys_Printf ("R_BuildDisplayLists: too many surfaces\n");
m->numsurfaces = j;
break;
}
}
surf = m->surfaces + j;
surf->ec_index = dm - m->submodels;
if (!surf->ec_index && m != r_worldentity.model)
surf->ec_index = -1 - i; // instanced model
tex = surf->texinfo->texture;
CHAIN_SURF_F2B (surf, tex->tex_chain);
if (surf->instsurf)
surf->instsurf->elements = 0;
else
surf->tinst->elements = 0;
}
}
// All vertices from all brush models go into one giant vbo.
vertices = dstring_new ();
vertex_index_base = 0;
// All usable surfaces have been chained to the (base) texture they use.
// Run through the textures, using their chains to build display maps.
// For animated textures, if a surface is on one texture of the group, it
// will be on all.
for (i = 0; i < r_num_texture_chains; i++) {
texture_t *tex;
instsurf_t *is;
elechain_t *ec = 0;
elements_t *el = 0;
tex = r_texture_chains[i];
for (is = tex->tex_chain; is; is = is->tex_chain) {
msurface_t *surf = is->surface;
if (!tex->elechain) {
ec = add_elechain (tex, surf->ec_index);
el = ec->elements;
el->base = (byte *) vertices->size;
vertex_index_base = 0;
}
if (surf->ec_index != ec->index) { // next sub-model
ec = add_elechain (tex, surf->ec_index);
el = ec->elements;
el->base = (byte *) vertices->size;
vertex_index_base = 0;
}
if (vertex_index_base + surf->numedges > 65535) {
// elements index overflow
if (surf->ec_index < 0)
el->next = get_elements ();
else
el->next = get_static_elements ();
el = el->next;
el->base = (byte *) vertices->size;
vertex_index_base = 0;
}
// we don't use it now, but pre-initializing the list won't hurt
if (!el->list)
el->list = dstring_new ();
dstring_clear (el->list);
is->elements = el;
build_surf_displist (models, surf, vertex_index_base, vertices);
vertex_index_base += surf->numedges;
}
}
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{
instsurf_t *is;
for (is = instsurfs; is; is = is->_next)
is->elements = 0;
}
clear_texture_chains ();
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Sys_MaskPrintf (SYS_GLSL, "R_BuildDisplayLists: %ld verts total\n",
vertices->size / sizeof (bspvert_t));
if (!bsp_vbo)
qfglGenBuffers (1, &bsp_vbo);
qfglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
qfglBufferData (GL_ARRAY_BUFFER, vertices->size, vertices->str,
GL_STATIC_DRAW);
qfglBindBuffer (GL_ARRAY_BUFFER, 0);
dstring_delete (vertices);
}
static void
R_DrawBrushModel (entity_t *e)
{
float dot, radius;
int i;
unsigned k;
model_t *model;
plane_t *plane;
msurface_t *surf;
qboolean rotated;
vec3_t mins, maxs, org;
model = e->model;
if (e->transform[0] != 1 || e->transform[5] != 1 || e->transform[10] != 1) {
rotated = true;
radius = model->radius;
if (R_CullSphere (e->origin, radius))
return;
} else {
rotated = false;
VectorAdd (e->origin, model->mins, mins);
VectorAdd (e->origin, model->maxs, maxs);
if (R_CullBox (mins, maxs))
return;
}
VectorSubtract (r_refdef.vieworg, e->origin, org);
if (rotated) {
vec3_t temp;
VectorCopy (org, temp);
org[0] = DotProduct (temp, e->transform + 0);
org[1] = DotProduct (temp, e->transform + 4);
org[2] = DotProduct (temp, e->transform + 8);
}
// calculate dynamic lighting for bmodel if it's not an instanced model
if (model->firstmodelsurface != 0 && r_dlight_lightmap->int_val) {
vec3_t lightorigin;
for (k = 0; k < r_maxdlights; k++) {
if ((r_dlights[k].die < r_realtime) || (!r_dlights[k].radius))
continue;
VectorSubtract (r_dlights[k].origin, e->origin, lightorigin);
R_RecursiveMarkLights (lightorigin, &r_dlights[k], 1 << k,
model->nodes + model->hulls[0].firstclipnode);
}
}
surf = &model->surfaces[model->firstmodelsurface];
for (i = 0; i < model->nummodelsurfaces; i++, surf++) {
// find which side of the node we are on
plane = surf->plane;
dot = PlaneDiff (org, plane);
// enqueue the polygon
if (((surf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON))
|| (!(surf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
chain_surface (surf);
}
}
}
static inline void
visit_leaf (mleaf_t *leaf)
{
// deal with model fragments in this leaf
if (leaf->efrags)
R_StoreEfrags (leaf->efrags);
}
static inline int
get_side (mnode_t *node)
{
// find which side of the node we are on
plane_t *plane = node->plane;
if (plane->type < 3)
return (r_origin[plane->type] - plane->dist) < 0;
return (DotProduct (r_origin, plane->normal) - plane->dist) < 0;
}
static inline void
visit_node (mnode_t *node, int side)
{
int c;
msurface_t *surf;
// sneaky hack for side = side ? SURF_PLANEBACK : 0;
side = (~side + 1) & SURF_PLANEBACK;
// draw stuff
if ((c = node->numsurfaces)) {
surf = r_worldentity.model->surfaces + node->firstsurface;
for (; c; c--, surf++) {
if (surf->visframe != r_visframecount)
continue;
// side is either 0 or SURF_PLANEBACK
if (side ^ (surf->flags & SURF_PLANEBACK))
continue; // wrong side
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chain_surface (surf);
}
}
}
static inline int
test_node (mnode_t *node)
{
if (node->contents < 0)
return 0;
if (node->visframe != r_visframecount)
return 0;
if (R_CullBox (node->minmaxs, node->minmaxs + 3))
return 0;
return 1;
}
static void
R_VisitWorldNodes (mnode_t *node)
{
#define NODE_STACK 1024
struct {
mnode_t *node;
int side;
} *node_ptr, node_stack[NODE_STACK];
mnode_t *front;
int side;
node_ptr = node_stack;
while (1) {
while (test_node (node)) {
side = get_side (node);
front = node->children[side];
if (test_node (front)) {
if (node_ptr - node_stack == NODE_STACK)
Sys_Error ("node_stack overflow");
node_ptr->node = node;
node_ptr->side = side;
node_ptr++;
node = front;
continue;
}
if (front->contents < 0 && front->contents != CONTENTS_SOLID)
visit_leaf ((mleaf_t *) front);
visit_node (node, side);
node = node->children[!side];
}
if (node->contents < 0 && node->contents != CONTENTS_SOLID)
visit_leaf ((mleaf_t *) node);
if (node_ptr != node_stack) {
node_ptr--;
node = node_ptr->node;
side = node_ptr->side;
visit_node (node, side);
node = node->children[!side];
continue;
}
break;
}
if (node->contents < 0 && node->contents != CONTENTS_SOLID)
visit_leaf ((mleaf_t *) node);
}
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static void
draw_elechain (elechain_t *ec)
{
mat4_t mat;
elements_t *el;
int count;
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if (ec->transform) {
Mat4Mult (bsp_vp, ec->transform, mat);
qfglUniformMatrix4fv (quake_bsp.mvp_matrix.location, 1, false, mat);
} else {
qfglUniformMatrix4fv (quake_bsp.mvp_matrix.location, 1, false, bsp_vp);
}
for (el = ec->elements; el; el = el->next) {
if (!el->list->size)
continue;
count = el->list->size / sizeof (GLushort);
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qfglVertexAttribPointer (quake_bsp.vertex.location, 4, GL_FLOAT,
0, sizeof (bspvert_t),
el->base + field_offset (bspvert_t, vertex));
qfglVertexAttribPointer (quake_bsp.tlst.location, 4, GL_FLOAT,
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0, sizeof (bspvert_t),
el->base + field_offset (bspvert_t, tlst));
qfglDrawElements (GL_TRIANGLES, count,
GL_UNSIGNED_SHORT, el->list->str);
dstring_clear (el->list);
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}
}
static void
bsp_begin (void)
{
Mat4Mult (glsl_projection, glsl_view, bsp_vp);
qfglUseProgram (quake_bsp.program);
qfglEnableVertexAttribArray (quake_bsp.vertex.location);
qfglEnableVertexAttribArray (quake_bsp.tlst.location);
qfglUniform1i (quake_bsp.colormap.location, 2);
qfglActiveTexture (GL_TEXTURE0 + 2);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_colormap);
qfglUniform1i (quake_bsp.palette.location, 3);
qfglActiveTexture (GL_TEXTURE0 + 3);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglUniform1i (quake_bsp.lightmap.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglUniform1i (quake_bsp.texture.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglBindBuffer (GL_ARRAY_BUFFER, bsp_vbo);
}
static void
bsp_end (void)
{
qfglDisableVertexAttribArray (quake_bsp.vertex.location);
qfglDisableVertexAttribArray (quake_bsp.tlst.location);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 2);
qfglDisable (GL_TEXTURE_2D);
qfglActiveTexture (GL_TEXTURE0 + 3);
qfglDisable (GL_TEXTURE_2D);
}
void
R_DrawWorld (void)
{
entity_t worldent;
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int i;
int lm = 0;
memset (&worldent, 0, sizeof (worldent));
worldent.model = r_worldentity.model;
currententity = &worldent;
R_VisitWorldNodes (worldent.model->nodes);
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if (0 && r_drawentities->int_val) {
entity_t *ent;
for (ent = r_ent_queue; ent; ent = ent->next) {
if (ent->model->type != mod_brush)
continue;
currententity = ent;
R_DrawBrushModel (ent);
}
}
bsp_begin ();
for (i = 0; i < r_num_texture_chains; i++) {
texture_t *tex;
instsurf_t *is;
elechain_t *ec = 0;
elements_t *el = 0;
tex = r_texture_chains[i];
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
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for (is = tex->tex_chain; is; is = is->tex_chain) {
msurface_t *surf = is->surface;
glslpoly_t *poly = (glslpoly_t *) surf->polys;
el = is->elements;
if (surf->lightpic && !lm)
lm = surf->lightpic->tnum;
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dstring_append (el->list, (char *) poly->indices,
poly->count * sizeof (poly->indices[0]));
}
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglBindTexture (GL_TEXTURE_2D, lm);
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for (ec = tex->elechain; ec; ec = ec->next) {
draw_elechain (ec);
}
}
bsp_end ();
clear_texture_chains ();
}
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void R_InitBsp (void)
{
int vert;
int frag;
vert = GL_CompileShader ("quakebsp.vert", quakebsp_vert, GL_VERTEX_SHADER);
frag = GL_CompileShader ("quakebsp.frag", quakebsp_frag,
GL_FRAGMENT_SHADER);
quake_bsp.program = GL_LinkProgram ("quakebsp", vert, frag);
GL_ResolveShaderParam (quake_bsp.program, &quake_bsp.mvp_matrix);
GL_ResolveShaderParam (quake_bsp.program, &quake_bsp.tlst);
GL_ResolveShaderParam (quake_bsp.program, &quake_bsp.vertex);
GL_ResolveShaderParam (quake_bsp.program, &quake_bsp.palette);
GL_ResolveShaderParam (quake_bsp.program, &quake_bsp.colormap);
GL_ResolveShaderParam (quake_bsp.program, &quake_bsp.texture);
GL_ResolveShaderParam (quake_bsp.program, &quake_bsp.lightmap);
}