q3cellshading/code/renderer/tr_shade.c

1469 lines
36 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_shade.c
#include "tr_local.h"
/*
THIS ENTIRE FILE IS BACK END
This file deals with applying shaders to surface data in the tess struct.
*/
/*
================
R_ArrayElementDiscrete
This is just for OpenGL conformance testing, it should never be the fastest
================
*/
static void APIENTRY R_ArrayElementDiscrete( GLint index ) {
qglColor4ubv( tess.svars.colors[ index ] );
if ( glState.currenttmu ) {
qglMultiTexCoord2fARB( 0, tess.svars.texcoords[ 0 ][ index ][0], tess.svars.texcoords[ 0 ][ index ][1] );
qglMultiTexCoord2fARB( 1, tess.svars.texcoords[ 1 ][ index ][0], tess.svars.texcoords[ 1 ][ index ][1] );
} else {
qglTexCoord2fv( tess.svars.texcoords[ 0 ][ index ] );
}
qglVertex3fv( tess.xyz[ index ] );
}
/*
===================
R_DrawStripElements
===================
*/
static int c_vertexes; // for seeing how long our average strips are
static int c_begins;
static void R_DrawStripElements( int numIndexes, const glIndex_t *indexes, void ( APIENTRY *element )(GLint) ) {
int i;
int last[3] = { -1, -1, -1 };
qboolean even;
c_begins++;
if ( numIndexes <= 0 ) {
return;
}
qglBegin( GL_TRIANGLE_STRIP );
// prime the strip
element( indexes[0] );
element( indexes[1] );
element( indexes[2] );
c_vertexes += 3;
last[0] = indexes[0];
last[1] = indexes[1];
last[2] = indexes[2];
even = qfalse;
for ( i = 3; i < numIndexes; i += 3 )
{
// odd numbered triangle in potential strip
if ( !even )
{
// check previous triangle to see if we're continuing a strip
if ( ( indexes[i+0] == last[2] ) && ( indexes[i+1] == last[1] ) )
{
element( indexes[i+2] );
c_vertexes++;
assert( indexes[i+2] < tess.numVertexes );
even = qtrue;
}
// otherwise we're done with this strip so finish it and start
// a new one
else
{
qglEnd();
qglBegin( GL_TRIANGLE_STRIP );
c_begins++;
element( indexes[i+0] );
element( indexes[i+1] );
element( indexes[i+2] );
c_vertexes += 3;
even = qfalse;
}
}
else
{
// check previous triangle to see if we're continuing a strip
if ( ( last[2] == indexes[i+1] ) && ( last[0] == indexes[i+0] ) )
{
element( indexes[i+2] );
c_vertexes++;
even = qfalse;
}
// otherwise we're done with this strip so finish it and start
// a new one
else
{
qglEnd();
qglBegin( GL_TRIANGLE_STRIP );
c_begins++;
element( indexes[i+0] );
element( indexes[i+1] );
element( indexes[i+2] );
c_vertexes += 3;
even = qfalse;
}
}
// cache the last three vertices
last[0] = indexes[i+0];
last[1] = indexes[i+1];
last[2] = indexes[i+2];
}
qglEnd();
}
/*
==================
R_DrawElements
Optionally performs our own glDrawElements that looks for strip conditions
instead of using the single glDrawElements call that may be inefficient
without compiled vertex arrays.
==================
*/
static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) {
int primitives;
primitives = r_primitives->integer;
// default is to use triangles if compiled vertex arrays are present
if ( primitives == 0 ) {
if ( qglLockArraysEXT ) {
primitives = 2;
} else {
primitives = 1;
}
}
if ( primitives == 2 ) {
qglDrawElements( GL_TRIANGLES,
numIndexes,
GL_INDEX_TYPE,
indexes );
return;
}
if ( primitives == 1 ) {
R_DrawStripElements( numIndexes, indexes, qglArrayElement );
return;
}
if ( primitives == 3 ) {
R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete );
return;
}
// anything else will cause no drawing
}
static void R_DrawCel( int numIndexes, const glIndex_t *indexes ) {
int primitives;
if(
//. ignore the 2d projection. do i smell the HUD?
(backEnd.projection2D == qtrue) ||
//. ignore general entitites that are sprites. SEE NOTE #3.
(backEnd.currentEntity->e.reType == RT_SPRITE) ||
//. ignore these liquids. why? ever see liquid with tris on the surface? exactly. SEE NOTE #4.
(tess.shader->contentFlags & (CONTENTS_WATER | CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_FOG)) ||
//. ignore things that are two sided, meaning mostly things that have transparency. SEE NOTE #1.
(tess.shader->cullType == CT_TWO_SIDED)
) {
return;
}
primitives = r_primitives->integer;
// default is to use triangles if compiled vertex arrays are present
if ( primitives == 0 ) {
if ( qglLockArraysEXT ) {
primitives = 2;
} else {
primitives = 1;
}
}
//. correction for mirrors. SEE NOTE #2.
if(backEnd.viewParms.isMirror == qtrue) { qglCullFace (GL_FRONT); }
else { qglCullFace (GL_BACK); }
qglEnable (GL_BLEND);
qglBlendFunc (GL_SRC_ALPHA ,GL_ONE_MINUS_SRC_ALPHA);
qglColor3f (0.0f,0.0f,0.0f);
qglLineWidth(4.0f);
if(primitives == 2) {
qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes );
} else if(primitives == 1) {
R_DrawStripElements( numIndexes, indexes, qglArrayElement );
} else if(primitives == 3) {
R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete );
}
//. correction for mirrors. SEE NOTE #2.
if(backEnd.viewParms.isMirror == qtrue) { qglCullFace (GL_BACK); }
else { qglCullFace (GL_FRONT); }
qglDisable (GL_BLEND);
return;
/* Notes
1. this is going to be a pain in the arse. it fixes things like light `beams` from being cel'd but it
also will ignore any other shader set with no culling. this usually is everything that is translucent.
but this is a good hack to clean up the screen untill something more selective comes along. or who knows
group desision might actually be that this is liked. if so i take back calling it a `hack`, lol.
= bob.
2. mirrors display correctly because the normals of the displayed are inverted of normal space. so to
continue to have them display correctly, we must invert them inversely from a normal inversion.
= bob.
3. this turns off a lot of space hogging sprite cel outlines. picture if you will five people in a small
room all shooting rockets. each smoke puff gets a big black square around it, each explosion gets a big
black square around it, and now nobody can see eachother because everyones screen is solid black.
= bob.
4. ignoring liquids means you will not get black tris lines all over the top of your liquid. i put this in
after seeing the lava on q3dm7 and water on q3ctf2 that had black lines all over the top, making the
liquids look solid instead of... liquid.
= bob.
*/
}
/*
=============================================================
SURFACE SHADERS
=============================================================
*/
shaderCommands_t tess;
static qboolean setArraysOnce;
/*
=================
R_BindAnimatedImage
=================
*/
static void R_BindAnimatedImage( textureBundle_t *bundle ) {
int index;
if ( bundle->isVideoMap ) {
ri.CIN_RunCinematic(bundle->videoMapHandle);
ri.CIN_UploadCinematic(bundle->videoMapHandle);
return;
}
if ( bundle->numImageAnimations <= 1 ) {
GL_Bind( bundle->image[0] );
return;
}
// it is necessary to do this messy calc to make sure animations line up
// exactly with waveforms of the same frequency
index = myftol( tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE );
index >>= FUNCTABLE_SIZE2;
if ( index < 0 ) {
index = 0; // may happen with shader time offsets
}
index %= bundle->numImageAnimations;
GL_Bind( bundle->image[ index ] );
}
static void DrawCel (shaderCommands_t *input) {
GL_Bind( tr.whiteImage );
qglColor3f (1,1,1);
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
qglDisableClientState (GL_COLOR_ARRAY);
qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
qglVertexPointer (3, GL_FLOAT, 16, input->xyz); // padded for SIMD
if (qglLockArraysEXT) {
qglLockArraysEXT(0, input->numVertexes);
GLimp_LogComment( "glLockArraysEXT\n" );
}
R_DrawCel( input->numIndexes, input->indexes );
if (qglUnlockArraysEXT) {
qglUnlockArraysEXT();
GLimp_LogComment( "glUnlockArraysEXT\n" );
}
}
/*
================
DrawTris
Draws triangle outlines for debugging
================
*/
static void DrawTris (shaderCommands_t *input) {
GL_Bind( tr.whiteImage );
qglColor3f (1,1,1);
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
qglDepthRange( 0, 0 );
qglDisableClientState (GL_COLOR_ARRAY);
qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
qglVertexPointer (3, GL_FLOAT, 16, input->xyz); // padded for SIMD
if (qglLockArraysEXT) {
qglLockArraysEXT(0, input->numVertexes);
GLimp_LogComment( "glLockArraysEXT\n" );
}
R_DrawElements( input->numIndexes, input->indexes );
if (qglUnlockArraysEXT) {
qglUnlockArraysEXT();
GLimp_LogComment( "glUnlockArraysEXT\n" );
}
qglDepthRange( 0, 1 );
}
/*
================
DrawNormals
Draws vertex normals for debugging
================
*/
static void DrawNormals (shaderCommands_t *input) {
int i;
vec3_t temp;
GL_Bind( tr.whiteImage );
qglColor3f (1,1,1);
qglDepthRange( 0, 0 ); // never occluded
GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
qglBegin (GL_LINES);
for (i = 0 ; i < input->numVertexes ; i++) {
qglVertex3fv (input->xyz[i]);
VectorMA (input->xyz[i], 2, input->normal[i], temp);
qglVertex3fv (temp);
}
qglEnd ();
qglDepthRange( 0, 1 );
}
/*
==============
RB_BeginSurface
We must set some things up before beginning any tesselation,
because a surface may be forced to perform a RB_End due
to overflow.
==============
*/
void RB_BeginSurface( shader_t *shader, int fogNum ) {
shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader;
tess.numIndexes = 0;
tess.numVertexes = 0;
tess.shader = state;
tess.fogNum = fogNum;
tess.dlightBits = 0; // will be OR'd in by surface functions
tess.xstages = state->stages;
tess.numPasses = state->numUnfoggedPasses;
tess.currentStageIteratorFunc = state->optimalStageIteratorFunc;
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) {
tess.shaderTime = tess.shader->clampTime;
}
}
/*
===================
DrawMultitextured
output = t0 * t1 or t0 + t1
t0 = most upstream according to spec
t1 = most downstream according to spec
===================
*/
static void DrawMultitextured( shaderCommands_t *input, int stage ) {
shaderStage_t *pStage;
pStage = tess.xstages[stage];
GL_State( pStage->stateBits );
// this is an ugly hack to work around a GeForce driver
// bug with multitexture and clip planes
if ( backEnd.viewParms.isPortal ) {
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
//
// base
//
GL_SelectTexture( 0 );
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
R_BindAnimatedImage( &pStage->bundle[0] );
//
// lightmap/secondary pass
//
GL_SelectTexture( 1 );
qglEnable( GL_TEXTURE_2D );
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
if ( r_lightmap->integer ) {
GL_TexEnv( GL_REPLACE );
} else {
GL_TexEnv( tess.shader->multitextureEnv );
}
qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );
R_BindAnimatedImage( &pStage->bundle[1] );
R_DrawElements( input->numIndexes, input->indexes );
//
// disable texturing on TEXTURE1, then select TEXTURE0
//
//qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
/*
===================
ProjectDlightTexture
Perform dynamic lighting with another rendering pass
===================
*/
static void ProjectDlightTexture( void ) {
int i, l;
#if idppc_altivec
vec_t origin0, origin1, origin2;
float texCoords0, texCoords1;
vector float floatColorVec0, floatColorVec1;
vector float modulateVec, colorVec, zero;
vector short colorShort;
vector signed int colorInt;
vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
vector unsigned char vSel = (vector unsigned char)(0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff,
0x00, 0x00, 0x00, 0xff);
#else
vec3_t origin;
#endif
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;
float modulate;
if ( !backEnd.refdef.num_dlights ) {
return;
}
#if idppc_altivec
// There has to be a better way to do this so that floatColor
// and/or modulate are already 16-byte aligned.
floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
modulatePerm = vec_lvsl(0,(float *)&modulate);
modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
zero = (vector float)vec_splat_s8(0);
#endif
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];
#if idppc_altivec
origin0 = dl->transformed[0];
origin1 = dl->transformed[1];
origin2 = dl->transformed[2];
#else
VectorCopy( dl->transformed, origin );
#endif
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;
#if idppc_altivec
floatColorVec0 = vec_ld(0, floatColor);
floatColorVec1 = vec_ld(11, floatColor);
floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
#endif
for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
#if idppc_altivec
vec_t dist0, dist1, dist2;
#else
vec3_t dist;
#endif
int clip;
backEnd.pc.c_dlightVertexes++;
#if idppc_altivec
//VectorSubtract( origin, tess.xyz[i], dist );
dist0 = origin0 - tess.xyz[i][0];
dist1 = origin1 - tess.xyz[i][1];
dist2 = origin2 - tess.xyz[i][2];
texCoords0 = 0.5f + dist0 * scale;
texCoords1 = 0.5f + dist1 * scale;
clip = 0;
if ( texCoords0 < 0.0f ) {
clip |= 1;
} else if ( texCoords0 > 1.0f ) {
clip |= 2;
}
if ( texCoords1 < 0.0f ) {
clip |= 4;
} else if ( texCoords1 > 1.0f ) {
clip |= 8;
}
texCoords[0] = texCoords0;
texCoords[1] = texCoords1;
// modulate the strength based on the height and color
if ( dist2 > radius ) {
clip |= 16;
modulate = 0.0f;
} else if ( dist2 < -radius ) {
clip |= 32;
modulate = 0.0f;
} else {
dist2 = Q_fabs(dist2);
if ( dist2 < radius * 0.5f ) {
modulate = 1.0f;
} else {
modulate = 2.0f * (radius - dist2) * scale;
}
}
clipBits[i] = clip;
modulateVec = vec_ld(0,(float *)&modulate);
modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
colorVec = vec_madd(floatColorVec0,modulateVec,zero);
colorInt = vec_cts(colorVec,0); // RGBx
colorShort = vec_pack(colorInt,colorInt); // RGBxRGBx
colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx
colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255
vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color
#else
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;
#endif
}
// 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 i;
//
// rgbGen
//
switch ( pStage->rgbGen )
{
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;
}
//
// alphaGen
//
switch ( pStage->alphaGen )
{
case AGEN_SKIP:
break;
case AGEN_IDENTITY:
if ( pStage->rgbGen != CGEN_IDENTITY ) {
if ( ( pStage->rgbGen == CGEN_VERTEX && tr.identityLight != 1 ) ||
pStage->rgbGen != CGEN_VERTEX ) {
for ( i = 0; i < tess.numVertexes; i++ ) {
tess.svars.colors[i][3] = 0xff;
}
}
}
break;
case AGEN_CONST:
if ( pStage->rgbGen != 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 ( pStage->rgbGen != 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.or.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;
}
//
// 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;
for ( b = 0; b < NUM_TEXTURE_BUNDLES; b++ ) {
int tm;
//
// 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++ ) {
tess.svars.texcoords[b][i][0] = tess.texCoords[i][1][0];
tess.svars.texcoords[b][i][1] = tess.texCoords[i][1][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;
}
}
}
}
/*
** 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];
if ( !pStage )
{
break;
}
ComputeColors( pStage );
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) || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
{
GL_Bind( tr.whiteImage );
}
else
R_BindAnimatedImage( &pStage->bundle[0] );
GL_State( pStage->stateBits );
//
// draw
//
R_DrawElements( input->numIndexes, input->indexes );
}
// allow skipping out to show just lightmaps during development
if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
{
break;
}
}
}
/*
** RB_StageIteratorGeneric
*/
void RB_StageIteratorGeneric( void )
{
shaderCommands_t *input;
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 );
}
//. show me cel outlines.
//. there has to be a better place to put this.
if(r_celoutline->integer == 1) {
DrawCel(&tess);
}
//
// 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 );
}
}
/*
** RB_StageIteratorVertexLitTexture
*/
void RB_StageIteratorVertexLitTexture( void )
{
shaderCommands_t *input;
shader_t *shader;
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" );
}
}
//define REPLACE_MODE
void RB_StageIteratorLightmappedMultitexture( void ) {
shaderCommands_t *input;
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" );
}
}
/*
** 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;
//
// call off to shader specific tess end function
//
tess.currentStageIteratorFunc();
//
// draw debugging stuff
//
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;
GLimp_LogComment( "----------\n" );
}