1729 lines
40 KiB
C++
1729 lines
40 KiB
C++
// tr_shade.c
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#include "tr_local.h"
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#include "tr_QuickSprite.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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shaderCommands_t tess;
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static qboolean setArraysOnce;
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color4ub_t styleColors[MAX_LIGHT_STYLES];
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/*
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================
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R_ArrayElementDiscrete
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This is just for OpenGL conformance testing, it should never be the fastest
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================
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*/
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static void APIENTRY R_ArrayElementDiscrete( GLint index ) {
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qglColor4ubv( tess.svars.colors[ index ] );
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if ( glState.currenttmu ) {
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qglMultiTexCoord2fARB( 0, tess.svars.texcoords[ 0 ][ index ][0], tess.svars.texcoords[ 0 ][ index ][1] );
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qglMultiTexCoord2fARB( 1, tess.svars.texcoords[ 1 ][ index ][0], tess.svars.texcoords[ 1 ][ index ][1] );
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} else {
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qglTexCoord2fv( tess.svars.texcoords[ 0 ][ index ] );
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}
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qglVertex3fv( tess.xyz[ index ] );
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}
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/*
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===================
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R_DrawStripElements
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===================
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*/
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static int c_vertexes; // for seeing how long our average strips are
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static int c_begins;
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static void R_DrawStripElements( int numIndexes, const glIndex_t *indexes, void ( APIENTRY *element )(GLint) ) {
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int i;
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int last[3] = { -1, -1, -1 };
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qboolean even;
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c_begins++;
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if ( numIndexes <= 0 ) {
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return;
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}
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qglBegin( GL_TRIANGLE_STRIP );
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// prime the strip
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element( indexes[0] );
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element( indexes[1] );
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element( indexes[2] );
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c_vertexes += 3;
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last[0] = indexes[0];
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last[1] = indexes[1];
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last[2] = indexes[2];
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even = qfalse;
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for ( i = 3; i < numIndexes; i += 3 )
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{
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// odd numbered triangle in potential strip
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if ( !even )
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{
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// check previous triangle to see if we're continuing a strip
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if ( ( indexes[i+0] == last[2] ) && ( indexes[i+1] == last[1] ) )
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{
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element( indexes[i+2] );
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c_vertexes++;
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assert( indexes[i+2] < tess.numVertexes );
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even = qtrue;
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}
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// otherwise we're done with this strip so finish it and start
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// a new one
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else
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{
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qglEnd();
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qglBegin( GL_TRIANGLE_STRIP );
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c_begins++;
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element( indexes[i+0] );
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element( indexes[i+1] );
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element( indexes[i+2] );
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c_vertexes += 3;
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even = qfalse;
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}
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}
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else
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{
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// check previous triangle to see if we're continuing a strip
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if ( ( last[2] == indexes[i+1] ) && ( last[0] == indexes[i+0] ) )
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{
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element( indexes[i+2] );
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c_vertexes++;
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even = qfalse;
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}
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// otherwise we're done with this strip so finish it and start
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// a new one
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else
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{
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qglEnd();
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qglBegin( GL_TRIANGLE_STRIP );
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c_begins++;
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element( indexes[i+0] );
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element( indexes[i+1] );
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element( indexes[i+2] );
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c_vertexes += 3;
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even = qfalse;
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}
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}
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// cache the last three vertices
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last[0] = indexes[i+0];
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last[1] = indexes[i+1];
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last[2] = indexes[i+2];
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}
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qglEnd();
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}
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/*
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==================
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R_DrawElements
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Optionally performs our own glDrawElements that looks for strip conditions
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instead of using the single glDrawElements call that may be inefficient
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without compiled vertex arrays.
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==================
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*/
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static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
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int primitives;
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primitives = r_primitives->integer;
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// default is to use triangles if compiled vertex arrays are present
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if ( primitives == 0 ) {
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if ( qglLockArraysEXT ) {
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primitives = 2;
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} else {
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primitives = 1;
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}
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}
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if ( primitives == 2 ) {
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qglDrawElements( GL_TRIANGLES,
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numIndexes,
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GL_INDEX_TYPE,
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indexes );
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return;
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}
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if ( primitives == 1 ) {
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R_DrawStripElements( numIndexes, indexes, qglArrayElement );
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return;
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}
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if ( primitives == 3 ) {
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R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete );
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return;
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}
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// anything else will cause no drawing
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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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/*
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=================
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R_BindAnimatedImage
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=================
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*/
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// de-static'd because tr_quicksprite wants it
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void R_BindAnimatedImage( textureBundle_t *bundle ) {
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int index;
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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 ((r_fullbright->value /*|| tr.refdef.doFullbright */) && bundle->isLightmap)
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{
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GL_Bind( tr.whiteImage );
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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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index = myftol( tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE );
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index >>= FUNCTABLE_SIZE2;
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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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if ( bundle->oneShotAnimMap )
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{
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if ( index >= bundle->numImageAnimations )
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{
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// stick on last frame
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index = bundle->numImageAnimations - 1;
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}
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}
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else
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{
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// loop
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index %= bundle->numImageAnimations;
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}
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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 (shaderCommands_t *input) {
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GL_Bind( tr.whiteImage );
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qglColor3f (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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qglDisableClientState (GL_COLOR_ARRAY);
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qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
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qglVertexPointer (3, GL_FLOAT, 16, input->xyz); // padded for SIMD
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if (qglLockArraysEXT) {
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qglLockArraysEXT(0, input->numVertexes);
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GLimp_LogComment( "glLockArraysEXT\n" );
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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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GLimp_LogComment( "glUnlockArraysEXT\n" );
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}
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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 (shaderCommands_t *input) {
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int i;
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vec3_t temp;
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GL_Bind( tr.whiteImage );
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qglColor3f (1,1,1);
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qglDepthRange( 0, 0 ); // never occluded
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GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
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qglBegin (GL_LINES);
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for (i = 0 ; i < input->numVertexes ; i++) {
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qglVertex3fv (input->xyz[i]);
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VectorMA (input->xyz[i], 2, input->normal[i], temp);
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qglVertex3fv (temp);
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}
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qglEnd ();
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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 = (shader->remappedShader) ? shader->remappedShader : shader;
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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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tess.dlightBits = 0; // will be OR'd in by surface functions
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tess.xstages = state->stages;
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tess.numPasses = state->numUnfoggedPasses;
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tess.currentStageIteratorFunc = state->optimalStageIteratorFunc;
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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( shaderCommands_t *input, int stage ) {
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shaderStage_t *pStage;
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pStage = tess.xstages[stage];
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GL_State( pStage->stateBits );
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// this is an ugly hack to work around a GeForce driver
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// bug with multitexture and clip planes
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if ( backEnd.viewParms.isPortal ) {
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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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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qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[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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qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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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( tess.shader->multitextureEnv );
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}
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qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );
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R_BindAnimatedImage( &pStage->bundle[1] );
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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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//qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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qglDisable( GL_TEXTURE_2D );
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GL_SelectTexture( 0 );
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}
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inline int VectorToInt(vec3_t vec)
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{
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int tmp, retval;
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_asm
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{
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push edx
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mov edx, [vec]
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fld dword ptr[edx + 0]
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fld dword ptr[edx + 4]
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fld dword ptr[edx + 8]
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mov eax, 0xff00
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fistp tmp
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mov al, byte ptr [tmp]
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shl eax, 16
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fistp tmp
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mov ah, byte ptr [tmp]
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fistp tmp
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mov al, byte ptr [tmp]
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mov [retval], eax
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pop edx
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}
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return(retval);
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}
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/*
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===================
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NewProjectDlightTexture
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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 NewProjectDlightTexture( void )
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{
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int i, l;
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vec3_t origin, projOrigin, projToVert;
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float *texCoords;
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byte *colors;
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byte clipBits[SHADER_MAX_VERTEXES];
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MAC_STATIC float texCoordsArray[SHADER_MAX_VERTEXES][2];
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byte colorArray[SHADER_MAX_VERTEXES][4];
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unsigned 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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vec3_t floatColor, coefBasis2, coefBasis3;
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float texcoord0, texcoord1, coef = 0.0085f * 30.0f, invRadius = 1.0f;
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if ( !backEnd.refdef.num_dlights )
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{
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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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{
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dlight_t *dl;
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if ( !( tess.dlightBits & ( 1 << l ) ) )
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{
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continue; // this surface definately doesn't have any of this light
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}
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{
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colors = colorArray[0];
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texCoords = texCoordsArray[0];
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}
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dl = &backEnd.refdef.dlights[l];
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VectorCopy( dl->transformed, origin );
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VectorCopy( dl->mProjTransformed, projOrigin );
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invRadius = 1.0f / dl->mProjRadius;
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VectorScale(dl->mBasis2, coef * invRadius, coefBasis2);
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VectorScale(dl->mBasis3, coef * invRadius, coefBasis3);
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radius = dl->radius;
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scale = 1.0f / radius;
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int intcolor;
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floatColor[0] = dl->color[0] * 255;
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floatColor[1] = dl->color[1] * 255;
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floatColor[2] = dl->color[2] * 255;
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intcolor = VectorToInt(floatColor);
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// RB_BypassXYZCollapse(); // do the copy into tess, because something wants to read it
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for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 )
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{
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vec3_t dist, dest;
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int clip;
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float modulate;
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backEnd.pc.c_dlightVertexes++;
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VectorSubtract( origin, tess.xyz[i], dist );
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clip = 0;
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if (dl->mType == DLIGHT_PROJECTED)
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{
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// if this vertex is behind the projection origin of the light, give it texcoords of some unlit corner of the light texture
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//so it appears unlit
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VectorSubtract(tess.xyz[i], projOrigin, projToVert);
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// use the actual radius of the light here
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texCoords[0] = texcoord0 = 0.5f + DotProduct(dist,coefBasis2);
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texCoords[1] = texcoord1 = 0.5f + DotProduct(dist,coefBasis3);
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}
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else
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{
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texCoords[0] = texcoord0 = 0.5f + dist[0] * scale;
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texCoords[1] = texcoord1 = 0.5f + dist[1] * scale;
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}
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if ( texcoord0 < 0.0f )
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{
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clip |= 1;
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}
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else if ( texcoord0 > 1.0f )
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{
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clip |= 2;
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}
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if ( texcoord1 < 0.0f )
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{
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clip |= 4;
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}
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else if ( texcoord1 > 1.0f )
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{
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clip |= 8;
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}
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clipBits[i] = clip;
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if (dl->mType == DLIGHT_PROJECTED)
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{
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*(int *)colors = intcolor;
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}
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else
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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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{
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clip |= 16;
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modulate = 0;
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}
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else if ( dist[2] < -radius )
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{
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clip |= 32;
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modulate = 0;
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}
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else
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{
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if ( dist[2] < 0.0f )
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{
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dist[2] = -dist[2];
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}
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if ( dist[2] < radius * 0.5f )
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{
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modulate = 1.0f;
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}
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else
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{
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modulate = 2.0 * (radius - dist[2]) * scale;
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}
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}
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VectorScale(floatColor, modulate, dest);
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*(int *)colors = VectorToInt(dest);
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}
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}
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// RB_BypassIndeciesCollapse(); // need to get indecies sorted if they aren't already
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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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{
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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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{
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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;
|
|
hitIndexes[numIndexes + 2] = c;
|
|
numIndexes += 3;
|
|
}
|
|
if ( !numIndexes )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( qglActiveTextureARB )
|
|
{
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
|
|
|
GL_SelectTexture( 0 );
|
|
R_BindAnimatedImage( tess.shader->stages[tess.shader->lastNonDetailStage]->bundle );
|
|
GL_SelectTexture( 1 );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
GL_TexEnv( GL_MODULATE );
|
|
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
{
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
|
|
}
|
|
|
|
GL_Bind( tr.dlightImage );
|
|
|
|
R_DrawElements( numIndexes, hitIndexes );
|
|
|
|
// turn off the multitexture unit
|
|
qglDisable( GL_TEXTURE_2D );
|
|
GL_SelectTexture( 0 );
|
|
}
|
|
else
|
|
{
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
{
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
|
|
}
|
|
|
|
GL_Bind( tr.dlightImage );
|
|
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
|
|
// where they aren't rendered
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
|
|
|
R_DrawElements( numIndexes, hitIndexes );
|
|
}
|
|
backEnd.pc.c_totalIndexes += numIndexes;
|
|
backEnd.pc.c_dlightIndexes += numIndexes;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
ProjectDlightTexture
|
|
|
|
Perform dynamic lighting with another rendering pass
|
|
===================
|
|
*/
|
|
static void ProjectDlightTexture( void ) {
|
|
int i, l;
|
|
vec3_t origin;
|
|
float *texCoords;
|
|
byte *colors;
|
|
byte clipBits[SHADER_MAX_VERTEXES];
|
|
MAC_STATIC float texCoordsArray[SHADER_MAX_VERTEXES][2];
|
|
byte colorArray[SHADER_MAX_VERTEXES][4];
|
|
unsigned hitIndexes[SHADER_MAX_INDEXES];
|
|
int numIndexes;
|
|
float scale;
|
|
float radius;
|
|
vec3_t floatColor;
|
|
|
|
if ( !backEnd.refdef.num_dlights ) {
|
|
return;
|
|
}
|
|
|
|
if (r_newDLights->integer)
|
|
{
|
|
NewProjectDlightTexture();
|
|
return;
|
|
}
|
|
|
|
for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
|
|
dlight_t *dl;
|
|
|
|
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
|
|
continue; // this surface definately doesn't have any of this light
|
|
}
|
|
texCoords = texCoordsArray[0];
|
|
colors = colorArray[0];
|
|
|
|
dl = &backEnd.refdef.dlights[l];
|
|
VectorCopy( dl->transformed, origin );
|
|
radius = dl->radius;
|
|
scale = 1.0f / radius;
|
|
floatColor[0] = dl->color[0] * 255.0f;
|
|
floatColor[1] = dl->color[1] * 255.0f;
|
|
floatColor[2] = dl->color[2] * 255.0f;
|
|
|
|
for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
|
|
vec3_t dist;
|
|
int clip;
|
|
float modulate;
|
|
|
|
backEnd.pc.c_dlightVertexes++;
|
|
|
|
VectorSubtract( origin, tess.xyz[i], dist );
|
|
texCoords[0] = 0.5f + dist[0] * scale;
|
|
texCoords[1] = 0.5f + dist[1] * scale;
|
|
|
|
clip = 0;
|
|
if ( texCoords[0] < 0.0f ) {
|
|
clip |= 1;
|
|
} else if ( texCoords[0] > 1.0f ) {
|
|
clip |= 2;
|
|
}
|
|
if ( texCoords[1] < 0.0f ) {
|
|
clip |= 4;
|
|
} else if ( texCoords[1] > 1.0f ) {
|
|
clip |= 8;
|
|
}
|
|
// modulate the strength based on the height and color
|
|
if ( dist[2] > radius ) {
|
|
clip |= 16;
|
|
modulate = 0.0f;
|
|
} else if ( dist[2] < -radius ) {
|
|
clip |= 32;
|
|
modulate = 0.0f;
|
|
} else {
|
|
dist[2] = Q_fabs(dist[2]);
|
|
if ( dist[2] < radius * 0.5f ) {
|
|
modulate = 1.0f;
|
|
} else {
|
|
modulate = 2.0f * (radius - dist[2]) * scale;
|
|
}
|
|
}
|
|
clipBits[i] = clip;
|
|
|
|
colors[0] = myftol(floatColor[0] * modulate);
|
|
colors[1] = myftol(floatColor[1] * modulate);
|
|
colors[2] = myftol(floatColor[2] * modulate);
|
|
colors[3] = 255;
|
|
}
|
|
|
|
// build a list of triangles that need light
|
|
numIndexes = 0;
|
|
for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
|
|
int a, b, c;
|
|
|
|
a = tess.indexes[i];
|
|
b = tess.indexes[i+1];
|
|
c = tess.indexes[i+2];
|
|
if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
|
|
continue; // not lighted
|
|
}
|
|
hitIndexes[numIndexes] = a;
|
|
hitIndexes[numIndexes+1] = b;
|
|
hitIndexes[numIndexes+2] = c;
|
|
numIndexes += 3;
|
|
}
|
|
|
|
if ( !numIndexes ) {
|
|
continue;
|
|
}
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
|
|
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
|
|
|
|
GL_Bind( tr.dlightImage );
|
|
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
|
|
// where they aren't rendered
|
|
if ( dl->additive ) {
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
|
}
|
|
else {
|
|
GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
|
}
|
|
R_DrawElements( numIndexes, hitIndexes );
|
|
backEnd.pc.c_totalIndexes += numIndexes;
|
|
backEnd.pc.c_dlightIndexes += numIndexes;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
RB_FogPass
|
|
|
|
Blends a fog texture on top of everything else
|
|
===================
|
|
*/
|
|
static void RB_FogPass( void ) {
|
|
fog_t *fog;
|
|
int i;
|
|
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
* ( int * )&tess.svars.colors[i] = fog->colorInt;
|
|
}
|
|
|
|
RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );
|
|
|
|
GL_Bind( tr.fogImage );
|
|
|
|
if ( tess.shader->fogPass == FP_EQUAL ) {
|
|
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
|
|
} else {
|
|
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
|
|
R_DrawElements( tess.numIndexes, tess.indexes );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
ComputeColors
|
|
===============
|
|
*/
|
|
static void ComputeColors( shaderStage_t *pStage, int forceRGBGen )
|
|
{
|
|
int i;
|
|
color4ub_t *colors = tess.svars.colors;
|
|
qboolean killGen = qfalse;
|
|
|
|
if ( tess.shader != tr.projectionShadowShader && tess.shader != tr.shadowShader &&
|
|
( backEnd.currentEntity->e.renderfx & (RF_DISINTEGRATE1|RF_DISINTEGRATE2)))
|
|
{
|
|
RB_CalcDisintegrateColors( (unsigned char *)tess.svars.colors );
|
|
RB_CalcDisintegrateVertDeform();
|
|
|
|
// We've done some custom alpha and color stuff, so we can skip the rest. Let it do fog though
|
|
killGen = qtrue;
|
|
}
|
|
|
|
//
|
|
// rgbGen
|
|
//
|
|
if ( !forceRGBGen )
|
|
{
|
|
forceRGBGen = pStage->rgbGen;
|
|
}
|
|
|
|
if ( backEnd.currentEntity->e.renderfx & RF_VOLUMETRIC ) // does not work for rotated models, technically, this should also be a CGEN type, but that would entail adding new shader commands....which is too much work for one thing
|
|
{
|
|
int i;
|
|
float *normal, dot;
|
|
unsigned char *color;
|
|
int numVertexes;
|
|
|
|
normal = tess.normal[0];
|
|
color = tess.svars.colors[0];
|
|
|
|
numVertexes = tess.numVertexes;
|
|
|
|
for ( i = 0 ; i < numVertexes ; i++, normal += 4, color += 4)
|
|
{
|
|
dot = DotProduct( normal, backEnd.refdef.viewaxis[0] );
|
|
|
|
dot *= dot * dot * dot;
|
|
|
|
if ( dot < 0.2f ) // so low, so just clamp it
|
|
{
|
|
dot = 0.0f;
|
|
}
|
|
|
|
color[0] = color[1] = color[2] = color[3] = myftol( backEnd.currentEntity->e.shaderRGBA[0] * (1-dot) );
|
|
|
|
}
|
|
|
|
killGen = qtrue;
|
|
}
|
|
|
|
if (killGen)
|
|
{
|
|
goto avoidGen;
|
|
}
|
|
|
|
//
|
|
// rgbGen
|
|
//
|
|
switch ( forceRGBGen )
|
|
{
|
|
case CGEN_IDENTITY:
|
|
Com_Memset( tess.svars.colors, 0xff, tess.numVertexes * 4 );
|
|
break;
|
|
default:
|
|
case CGEN_IDENTITY_LIGHTING:
|
|
Com_Memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 );
|
|
break;
|
|
case CGEN_LIGHTING_DIFFUSE:
|
|
RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case CGEN_EXACT_VERTEX:
|
|
Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) );
|
|
break;
|
|
case CGEN_CONST:
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
*(int *)tess.svars.colors[i] = *(int *)pStage->constantColor;
|
|
}
|
|
break;
|
|
case CGEN_VERTEX:
|
|
if ( tr.identityLight == 1 )
|
|
{
|
|
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][0] = tess.vertexColors[i][0] * tr.identityLight;
|
|
tess.svars.colors[i][1] = tess.vertexColors[i][1] * tr.identityLight;
|
|
tess.svars.colors[i][2] = tess.vertexColors[i][2] * tr.identityLight;
|
|
tess.svars.colors[i][3] = tess.vertexColors[i][3];
|
|
}
|
|
}
|
|
break;
|
|
case CGEN_ONE_MINUS_VERTEX:
|
|
if ( tr.identityLight == 1 )
|
|
{
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
tess.svars.colors[i][0] = 255 - tess.vertexColors[i][0];
|
|
tess.svars.colors[i][1] = 255 - tess.vertexColors[i][1];
|
|
tess.svars.colors[i][2] = 255 - tess.vertexColors[i][2];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
tess.svars.colors[i][0] = ( 255 - tess.vertexColors[i][0] ) * tr.identityLight;
|
|
tess.svars.colors[i][1] = ( 255 - tess.vertexColors[i][1] ) * tr.identityLight;
|
|
tess.svars.colors[i][2] = ( 255 - tess.vertexColors[i][2] ) * tr.identityLight;
|
|
}
|
|
}
|
|
break;
|
|
case CGEN_FOG:
|
|
{
|
|
fog_t *fog;
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
* ( int * )&tess.svars.colors[i] = fog->colorInt;
|
|
}
|
|
}
|
|
break;
|
|
case CGEN_WAVEFORM:
|
|
RB_CalcWaveColor( &pStage->rgbWave, ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case CGEN_ENTITY:
|
|
RB_CalcColorFromEntity( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case CGEN_ONE_MINUS_ENTITY:
|
|
RB_CalcColorFromOneMinusEntity( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case CGEN_LIGHTMAP0:
|
|
memset( colors, 0xff, tess.numVertexes * 4 );
|
|
break;
|
|
case CGEN_LIGHTMAP1:
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
*(unsigned *)&colors[i] = *(unsigned *)styleColors[pStage->lightmapStyle];
|
|
}
|
|
break;
|
|
case CGEN_LIGHTMAP2:
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
*(unsigned *)&colors[i] = *(unsigned *)styleColors[pStage->lightmapStyle];
|
|
}
|
|
break;
|
|
case CGEN_LIGHTMAP3:
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
*(unsigned *)&colors[i] = *(unsigned *)styleColors[pStage->lightmapStyle];
|
|
}
|
|
break;
|
|
|
|
}
|
|
|
|
//
|
|
// alphaGen
|
|
//
|
|
switch ( pStage->alphaGen )
|
|
{
|
|
case AGEN_SKIP:
|
|
break;
|
|
case AGEN_IDENTITY:
|
|
if ( forceRGBGen != CGEN_IDENTITY ) {
|
|
if ( ( forceRGBGen == CGEN_VERTEX && tr.identityLight != 1 ) ||
|
|
forceRGBGen != CGEN_VERTEX ) {
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
tess.svars.colors[i][3] = 0xff;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case AGEN_CONST:
|
|
if ( forceRGBGen != CGEN_CONST ) {
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
tess.svars.colors[i][3] = pStage->constantColor[3];
|
|
}
|
|
}
|
|
break;
|
|
case AGEN_WAVEFORM:
|
|
RB_CalcWaveAlpha( &pStage->alphaWave, ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case AGEN_LIGHTING_SPECULAR:
|
|
RB_CalcSpecularAlpha( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case AGEN_ENTITY:
|
|
RB_CalcAlphaFromEntity( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case AGEN_ONE_MINUS_ENTITY:
|
|
RB_CalcAlphaFromOneMinusEntity( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case AGEN_VERTEX:
|
|
if ( forceRGBGen != CGEN_VERTEX ) {
|
|
for ( i = 0; i < tess.numVertexes; i++ ) {
|
|
tess.svars.colors[i][3] = tess.vertexColors[i][3];
|
|
}
|
|
}
|
|
break;
|
|
case AGEN_ONE_MINUS_VERTEX:
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
tess.svars.colors[i][3] = 255 - tess.vertexColors[i][3];
|
|
}
|
|
break;
|
|
case AGEN_PORTAL:
|
|
{
|
|
unsigned char alpha;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
float len;
|
|
vec3_t v;
|
|
|
|
VectorSubtract( tess.xyz[i], backEnd.viewParms.ori.origin, v );
|
|
len = VectorLength( v );
|
|
|
|
len /= tess.shader->portalRange;
|
|
|
|
if ( len < 0 )
|
|
{
|
|
alpha = 0;
|
|
}
|
|
else if ( len > 1 )
|
|
{
|
|
alpha = 0xff;
|
|
}
|
|
else
|
|
{
|
|
alpha = len * 0xff;
|
|
}
|
|
|
|
tess.svars.colors[i][3] = alpha;
|
|
}
|
|
}
|
|
break;
|
|
case AGEN_BLEND:
|
|
if ( forceRGBGen != CGEN_VERTEX )
|
|
{
|
|
for ( i = 0; i < tess.numVertexes; i++ )
|
|
{
|
|
//colors[i][3] = tess.vertexAlphas[i][pStage->index]; // only used on SOF2, needs implementing if you want it
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
avoidGen:
|
|
//
|
|
// fog adjustment for colors to fade out as fog increases
|
|
//
|
|
if ( tess.fogNum )
|
|
{
|
|
switch ( pStage->adjustColorsForFog )
|
|
{
|
|
case ACFF_MODULATE_RGB:
|
|
RB_CalcModulateColorsByFog( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case ACFF_MODULATE_ALPHA:
|
|
RB_CalcModulateAlphasByFog( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case ACFF_MODULATE_RGBA:
|
|
RB_CalcModulateRGBAsByFog( ( unsigned char * ) tess.svars.colors );
|
|
break;
|
|
case ACFF_NONE:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
ComputeTexCoords
|
|
===============
|
|
*/
|
|
static void ComputeTexCoords( shaderStage_t *pStage ) {
|
|
int i;
|
|
int b;
|
|
float *texcoords;
|
|
|
|
for ( b = 0; b < NUM_TEXTURE_BUNDLES; b++ ) {
|
|
int tm;
|
|
|
|
texcoords = (float *)tess.svars.texcoords[b];
|
|
//
|
|
// generate the texture coordinates
|
|
//
|
|
switch ( pStage->bundle[b].tcGen )
|
|
{
|
|
case TCGEN_IDENTITY:
|
|
Com_Memset( tess.svars.texcoords[b], 0, sizeof( float ) * 2 * tess.numVertexes );
|
|
break;
|
|
case TCGEN_TEXTURE:
|
|
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
|
|
tess.svars.texcoords[b][i][0] = tess.texCoords[i][0][0];
|
|
tess.svars.texcoords[b][i][1] = tess.texCoords[i][0][1];
|
|
}
|
|
break;
|
|
case TCGEN_LIGHTMAP:
|
|
for ( i = 0 ; i < tess.numVertexes ; i++,texcoords+=2 ) {
|
|
texcoords[0] = tess.texCoords[i][1][0];
|
|
texcoords[1] = tess.texCoords[i][1][1];
|
|
}
|
|
break;
|
|
case TCGEN_LIGHTMAP1:
|
|
for ( i = 0 ; i < tess.numVertexes ; i++,texcoords+=2 ) {
|
|
texcoords[0] = tess.texCoords[i][2][0];
|
|
texcoords[1] = tess.texCoords[i][2][1];
|
|
}
|
|
break;
|
|
case TCGEN_LIGHTMAP2:
|
|
for ( i = 0 ; i < tess.numVertexes ; i++,texcoords+=2 ) {
|
|
texcoords[0] = tess.texCoords[i][3][0];
|
|
texcoords[1] = tess.texCoords[i][3][1];
|
|
}
|
|
break;
|
|
case TCGEN_LIGHTMAP3:
|
|
for ( i = 0 ; i < tess.numVertexes ; i++,texcoords+=2 ) {
|
|
texcoords[0] = tess.texCoords[i][4][0];
|
|
texcoords[1] = tess.texCoords[i][4][1];
|
|
}
|
|
break;
|
|
case TCGEN_VECTOR:
|
|
for ( i = 0 ; i < tess.numVertexes ; i++ ) {
|
|
tess.svars.texcoords[b][i][0] = DotProduct( tess.xyz[i], pStage->bundle[b].tcGenVectors[0] );
|
|
tess.svars.texcoords[b][i][1] = DotProduct( tess.xyz[i], pStage->bundle[b].tcGenVectors[1] );
|
|
}
|
|
break;
|
|
case TCGEN_FOG:
|
|
RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
case TCGEN_ENVIRONMENT_MAPPED:
|
|
RB_CalcEnvironmentTexCoords( ( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
case TCGEN_BAD:
|
|
return;
|
|
}
|
|
|
|
//
|
|
// alter texture coordinates
|
|
//
|
|
for ( tm = 0; tm < pStage->bundle[b].numTexMods ; tm++ ) {
|
|
switch ( pStage->bundle[b].texMods[tm].type )
|
|
{
|
|
case TMOD_NONE:
|
|
tm = TR_MAX_TEXMODS; // break out of for loop
|
|
break;
|
|
|
|
case TMOD_TURBULENT:
|
|
RB_CalcTurbulentTexCoords( &pStage->bundle[b].texMods[tm].wave,
|
|
( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
|
|
case TMOD_ENTITY_TRANSLATE:
|
|
RB_CalcScrollTexCoords( backEnd.currentEntity->e.shaderTexCoord,
|
|
( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
|
|
case TMOD_SCROLL:
|
|
RB_CalcScrollTexCoords( pStage->bundle[b].texMods[tm].scroll,
|
|
( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
|
|
case TMOD_SCALE:
|
|
RB_CalcScaleTexCoords( pStage->bundle[b].texMods[tm].scale,
|
|
( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
|
|
case TMOD_STRETCH:
|
|
RB_CalcStretchTexCoords( &pStage->bundle[b].texMods[tm].wave,
|
|
( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
|
|
case TMOD_TRANSFORM:
|
|
RB_CalcTransformTexCoords( &pStage->bundle[b].texMods[tm],
|
|
( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
|
|
case TMOD_ROTATE:
|
|
RB_CalcRotateTexCoords( pStage->bundle[b].texMods[tm].rotateSpeed,
|
|
( float * ) tess.svars.texcoords[b] );
|
|
break;
|
|
|
|
default:
|
|
ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'\n", pStage->bundle[b].texMods[tm].type, tess.shader->name );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void ForceAlpha(unsigned char *dstColors, int TR_ForceEntAlpha)
|
|
{
|
|
int i;
|
|
|
|
dstColors += 3;
|
|
|
|
for ( i = 0; i < tess.numVertexes; i++, dstColors += 4 )
|
|
{
|
|
*dstColors = TR_ForceEntAlpha;
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_IterateStagesGeneric
|
|
*/
|
|
static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|
{
|
|
int stage;
|
|
|
|
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
|
|
{
|
|
shaderStage_t *pStage = tess.xstages[stage];
|
|
int forceRGBGen = 0;
|
|
int stateBits = 0;
|
|
|
|
if ( !pStage )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( stage && r_lightmap->integer && !( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
|
|
{
|
|
break;
|
|
}
|
|
|
|
stateBits = pStage->stateBits;
|
|
|
|
if ( backEnd.currentEntity )
|
|
{
|
|
if ( backEnd.currentEntity->e.renderfx & RF_DISINTEGRATE1 )
|
|
{
|
|
// we want to be able to rip a hole in the thing being disintegrated, and by doing the depth-testing it avoids some kinds of artefacts, but will probably introduce others?
|
|
stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHMASK_TRUE | GLS_ATEST_GE_C0;
|
|
}
|
|
|
|
if ( backEnd.currentEntity->e.renderfx & RF_RGB_TINT )
|
|
{//want to use RGBGen from ent
|
|
forceRGBGen = CGEN_ENTITY;
|
|
}
|
|
}
|
|
|
|
if (pStage->ss.surfaceSpriteType)
|
|
{
|
|
// We check for surfacesprites AFTER drawing everything else
|
|
continue;
|
|
}
|
|
|
|
ComputeColors( pStage, forceRGBGen );
|
|
ComputeTexCoords( pStage );
|
|
|
|
if ( !setArraysOnce )
|
|
{
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
|
|
}
|
|
|
|
//
|
|
// do multitexture
|
|
//
|
|
if ( pStage->bundle[1].image[0] != 0 )
|
|
{
|
|
DrawMultitextured( input, stage );
|
|
}
|
|
else
|
|
{
|
|
if ( !setArraysOnce )
|
|
{
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
|
|
}
|
|
|
|
//
|
|
// set state
|
|
//
|
|
if ( pStage->bundle[0].vertexLightmap && ( r_vertexLight->integer && !r_uiFullScreen->integer ) && r_lightmap->integer )
|
|
{
|
|
GL_Bind( tr.whiteImage );
|
|
}
|
|
else
|
|
R_BindAnimatedImage( &pStage->bundle[0] );
|
|
|
|
if (backEnd.currentEntity && (backEnd.currentEntity->e.renderfx & RF_FORCE_ENT_ALPHA))
|
|
{
|
|
ForceAlpha((unsigned char *) tess.svars.colors, backEnd.currentEntity->e.shaderRGBA[3]);
|
|
GL_State(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else
|
|
{
|
|
GL_State( stateBits );
|
|
}
|
|
|
|
//
|
|
// draw
|
|
//
|
|
R_DrawElements( input->numIndexes, input->indexes );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
** RB_StageIteratorGeneric
|
|
*/
|
|
void RB_StageIteratorGeneric( void )
|
|
{
|
|
shaderCommands_t *input;
|
|
int stage;
|
|
|
|
input = &tess;
|
|
|
|
RB_DeformTessGeometry();
|
|
|
|
//
|
|
// log this call
|
|
//
|
|
if ( r_logFile->integer )
|
|
{
|
|
// don't just call LogComment, or we will get
|
|
// a call to va() every frame!
|
|
GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) );
|
|
}
|
|
|
|
//
|
|
// set face culling appropriately
|
|
//
|
|
GL_Cull( input->shader->cullType );
|
|
|
|
// set polygon offset if necessary
|
|
if ( input->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 || input->shader->multitextureEnv )
|
|
{
|
|
setArraysOnce = qfalse;
|
|
qglDisableClientState (GL_COLOR_ARRAY);
|
|
qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
else
|
|
{
|
|
setArraysOnce = qtrue;
|
|
|
|
qglEnableClientState( GL_COLOR_ARRAY);
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
|
|
qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
|
|
}
|
|
|
|
//
|
|
// lock XYZ
|
|
//
|
|
qglVertexPointer (3, GL_FLOAT, 16, input->xyz); // padded for SIMD
|
|
if (qglLockArraysEXT)
|
|
{
|
|
qglLockArraysEXT(0, input->numVertexes);
|
|
GLimp_LogComment( "glLockArraysEXT\n" );
|
|
}
|
|
|
|
//
|
|
// enable color and texcoord arrays after the lock if necessary
|
|
//
|
|
if ( !setArraysOnce )
|
|
{
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
|
|
//
|
|
// call shader function
|
|
//
|
|
RB_IterateStagesGeneric( input );
|
|
|
|
//
|
|
// now do any dynamic lighting needed
|
|
//
|
|
if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
|
|
&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
|
|
ProjectDlightTexture();
|
|
}
|
|
|
|
//
|
|
// now do fog
|
|
//
|
|
if ( tess.fogNum && tess.shader->fogPass ) {
|
|
RB_FogPass();
|
|
}
|
|
|
|
//
|
|
// unlock arrays
|
|
//
|
|
if (qglUnlockArraysEXT)
|
|
{
|
|
qglUnlockArraysEXT();
|
|
GLimp_LogComment( "glUnlockArraysEXT\n" );
|
|
}
|
|
|
|
//
|
|
// reset polygon offset
|
|
//
|
|
if ( input->shader->polygonOffset )
|
|
{
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
// Now check for surfacesprites.
|
|
if (r_surfaceSprites->integer)
|
|
{
|
|
for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ )
|
|
{
|
|
if (!tess.xstages[stage])
|
|
{
|
|
break;
|
|
}
|
|
if (tess.xstages[stage]->ss.surfaceSpriteType)
|
|
{ // Draw the surfacesprite
|
|
RB_DrawSurfaceSprites(tess.xstages[stage], input);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
** RB_StageIteratorVertexLitTexture
|
|
*/
|
|
void RB_StageIteratorVertexLitTexture( void )
|
|
{
|
|
shaderCommands_t *input;
|
|
shader_t *shader;
|
|
int stage;
|
|
|
|
input = &tess;
|
|
|
|
shader = input->shader;
|
|
|
|
//
|
|
// compute colors
|
|
//
|
|
RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );
|
|
|
|
//
|
|
// log this call
|
|
//
|
|
if ( r_logFile->integer )
|
|
{
|
|
// don't just call LogComment, or we will get
|
|
// a call to va() every frame!
|
|
GLimp_LogComment( va("--- RB_StageIteratorVertexLitTexturedUnfogged( %s ) ---\n", tess.shader->name) );
|
|
}
|
|
|
|
//
|
|
// set face culling appropriately
|
|
//
|
|
GL_Cull( input->shader->cullType );
|
|
|
|
//
|
|
// set arrays and lock
|
|
//
|
|
qglEnableClientState( GL_COLOR_ARRAY);
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
|
|
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );
|
|
qglVertexPointer (3, GL_FLOAT, 16, input->xyz);
|
|
|
|
if ( qglLockArraysEXT )
|
|
{
|
|
qglLockArraysEXT(0, input->numVertexes);
|
|
GLimp_LogComment( "glLockArraysEXT\n" );
|
|
}
|
|
|
|
//
|
|
// call special shade routine
|
|
//
|
|
R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
|
|
GL_State( tess.xstages[0]->stateBits );
|
|
R_DrawElements( input->numIndexes, input->indexes );
|
|
|
|
//
|
|
// now do any dynamic lighting needed
|
|
//
|
|
if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
|
|
ProjectDlightTexture();
|
|
}
|
|
|
|
//
|
|
// now do fog
|
|
//
|
|
if ( tess.fogNum && tess.shader->fogPass ) {
|
|
RB_FogPass();
|
|
}
|
|
|
|
//
|
|
// unlock arrays
|
|
//
|
|
if (qglUnlockArraysEXT)
|
|
{
|
|
qglUnlockArraysEXT();
|
|
GLimp_LogComment( "glUnlockArraysEXT\n" );
|
|
}
|
|
|
|
// Now check for surfacesprites.
|
|
if (r_surfaceSprites->integer)
|
|
{
|
|
for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ )
|
|
{
|
|
if (!tess.xstages[stage])
|
|
{
|
|
break;
|
|
}
|
|
if (tess.xstages[stage]->ss.surfaceSpriteType)
|
|
{ // Draw the surfacesprite
|
|
RB_DrawSurfaceSprites(tess.xstages[stage], input);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//define REPLACE_MODE
|
|
|
|
void RB_StageIteratorLightmappedMultitexture( void ) {
|
|
shaderCommands_t *input;
|
|
int stage;
|
|
|
|
input = &tess;
|
|
|
|
//
|
|
// log this call
|
|
//
|
|
if ( r_logFile->integer ) {
|
|
// don't just call LogComment, or we will get
|
|
// a call to va() every frame!
|
|
GLimp_LogComment( va("--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name) );
|
|
}
|
|
|
|
//
|
|
// set face culling appropriately
|
|
//
|
|
GL_Cull( input->shader->cullType );
|
|
|
|
//
|
|
// set color, pointers, and lock
|
|
//
|
|
GL_State( GLS_DEFAULT );
|
|
qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );
|
|
|
|
#ifdef REPLACE_MODE
|
|
qglDisableClientState( GL_COLOR_ARRAY );
|
|
qglColor3f( 1, 1, 1 );
|
|
qglShadeModel( GL_FLAT );
|
|
#else
|
|
qglEnableClientState( GL_COLOR_ARRAY );
|
|
qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
|
|
#endif
|
|
|
|
//
|
|
// select base stage
|
|
//
|
|
GL_SelectTexture( 0 );
|
|
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );
|
|
|
|
//
|
|
// configure second stage
|
|
//
|
|
GL_SelectTexture( 1 );
|
|
qglEnable( GL_TEXTURE_2D );
|
|
if ( r_lightmap->integer ) {
|
|
GL_TexEnv( GL_REPLACE );
|
|
} else {
|
|
GL_TexEnv( GL_MODULATE );
|
|
}
|
|
R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
|
|
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][1] );
|
|
|
|
//
|
|
// lock arrays
|
|
//
|
|
if ( qglLockArraysEXT ) {
|
|
qglLockArraysEXT(0, input->numVertexes);
|
|
GLimp_LogComment( "glLockArraysEXT\n" );
|
|
}
|
|
|
|
R_DrawElements( input->numIndexes, input->indexes );
|
|
|
|
//
|
|
// disable texturing on TEXTURE1, then select TEXTURE0
|
|
//
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
GL_SelectTexture( 0 );
|
|
#ifdef REPLACE_MODE
|
|
GL_TexEnv( GL_MODULATE );
|
|
qglShadeModel( GL_SMOOTH );
|
|
#endif
|
|
|
|
//
|
|
// now do any dynamic lighting needed
|
|
//
|
|
if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
|
|
ProjectDlightTexture();
|
|
}
|
|
|
|
//
|
|
// now do fog
|
|
//
|
|
if ( tess.fogNum && tess.shader->fogPass ) {
|
|
RB_FogPass();
|
|
}
|
|
|
|
//
|
|
// unlock arrays
|
|
//
|
|
if ( qglUnlockArraysEXT ) {
|
|
qglUnlockArraysEXT();
|
|
GLimp_LogComment( "glUnlockArraysEXT\n" );
|
|
}
|
|
|
|
// Now check for surfacesprites.
|
|
if (r_surfaceSprites->integer)
|
|
{
|
|
for ( stage = 1; stage < MAX_SHADER_STAGES; stage++ )
|
|
{
|
|
if (!tess.xstages[stage])
|
|
{
|
|
break;
|
|
}
|
|
if (tess.xstages[stage]->ss.surfaceSpriteType)
|
|
{ // Draw the surfacesprite
|
|
RB_DrawSurfaceSprites(tess.xstages[stage], input);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_EndSurface
|
|
*/
|
|
void RB_EndSurface( void ) {
|
|
shaderCommands_t *input;
|
|
|
|
input = &tess;
|
|
|
|
if (input->numIndexes == 0) {
|
|
return;
|
|
}
|
|
|
|
if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
|
|
ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");
|
|
}
|
|
if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
|
|
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 ) {
|
|
return;
|
|
}
|
|
|
|
//
|
|
// update performance counters
|
|
//
|
|
backEnd.pc.c_shaders++;
|
|
backEnd.pc.c_vertexes += tess.numVertexes;
|
|
backEnd.pc.c_indexes += tess.numIndexes;
|
|
backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses;
|
|
if (tess.fogNum && tess.shader->fogPass > FP_NONE && tess.shader->fogPass < FP_GLFOG)// && r_drawfog->value)
|
|
{
|
|
backEnd.pc.c_totalIndexes += tess.numIndexes;
|
|
}
|
|
|
|
//
|
|
// call off to shader specific tess end function
|
|
//
|
|
tess.currentStageIteratorFunc();
|
|
|
|
//
|
|
// draw debugging stuff
|
|
//
|
|
if ( r_showtris->integer && com_developer->integer ) {
|
|
DrawTris (input);
|
|
}
|
|
if ( r_shownormals->integer && com_developer->integer ) {
|
|
DrawNormals (input);
|
|
}
|
|
// clear shader so we can tell we don't have any unclosed surfaces
|
|
tess.numIndexes = 0;
|
|
|
|
GLimp_LogComment( "----------\n" );
|
|
}
|
|
|