mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 22:11:18 +00:00
Make all GLSL shaders use the same set of uniforms.
This commit is contained in:
parent
9bfff1363e
commit
8b23985358
7 changed files with 399 additions and 592 deletions
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@ -902,8 +902,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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GLSL_BindProgram(&tr.textureColorShader);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite);
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GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
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RB_InstantQuad2(quadVerts, texCoords);
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}
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@ -1143,11 +1143,11 @@ const void *RB_DrawSurfs( const void *data ) {
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GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
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GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
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GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
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{
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vec4_t viewInfo;
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vec3_t viewVector;
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@ -1159,15 +1159,15 @@ const void *RB_DrawSurfs( const void *data ) {
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float zmin = r_znear->value;
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VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
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VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector);
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VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, viewVector);
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GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
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}
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@ -1208,7 +1208,7 @@ const void *RB_DrawSurfs( const void *data ) {
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
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}
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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@ -1232,7 +1232,7 @@ const void *RB_DrawSurfs( const void *data ) {
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.depthBlurShader[0], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
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}
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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@ -1256,7 +1256,7 @@ const void *RB_DrawSurfs( const void *data ) {
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VectorSet4(viewInfo, zmax / zmin, zmax, 0.0, 0.0);
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GLSL_SetUniformVec4(&tr.depthBlurShader[1], DEPTHBLUR_UNIFORM_VIEWINFO, viewInfo);
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GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
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}
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@ -767,11 +767,11 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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GLSL_BindProgram(shaderProgram);
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GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
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GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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GLSL_SetUniformVec3(shaderProgram, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
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GLSL_SetUniformMatrix16(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
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GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear);
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RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
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@ -53,6 +53,88 @@ extern const char *fallbackShader_texturecolor_fp;
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extern const char *fallbackShader_tonemap_vp;
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extern const char *fallbackShader_tonemap_fp;
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typedef struct uniformInfo_s
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{
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char *name;
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int type;
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}
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uniformInfo_t;
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// These must be in the same order as in uniform_t in tr_local.h.
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static uniformInfo_t uniformsInfo[] =
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{
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{ "u_DiffuseMap", GLSL_INT },
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{ "u_LightMap", GLSL_INT },
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{ "u_NormalMap", GLSL_INT },
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{ "u_DeluxeMap", GLSL_INT },
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{ "u_SpecularMap", GLSL_INT },
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{ "u_TextureMap", GLSL_INT },
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{ "u_LevelsMap", GLSL_INT },
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{ "u_ScreenImageMap", GLSL_INT },
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{ "u_ScreenDepthMap", GLSL_INT },
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{ "u_ShadowMap", GLSL_INT },
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{ "u_ShadowMap2", GLSL_INT },
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{ "u_ShadowMap3", GLSL_INT },
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{ "u_ShadowMvp", GLSL_MAT16 },
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{ "u_ShadowMvp2", GLSL_MAT16 },
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{ "u_ShadowMvp3", GLSL_MAT16 },
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{ "u_DiffuseTexMatrix", GLSL_VEC4 },
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{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
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{ "u_Texture1Env", GLSL_INT },
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{ "u_TCGen0", GLSL_INT },
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{ "u_TCGen0Vector0", GLSL_VEC3 },
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{ "u_TCGen0Vector1", GLSL_VEC3 },
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{ "u_DeformGen", GLSL_INT },
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{ "u_DeformParams", GLSL_FLOAT5 },
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{ "u_ColorGen", GLSL_INT },
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{ "u_AlphaGen", GLSL_INT },
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{ "u_Color", GLSL_VEC4 },
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{ "u_BaseColor", GLSL_VEC4 },
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{ "u_VertColor", GLSL_VEC4 },
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{ "u_DlightInfo", GLSL_VEC4 },
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{ "u_LightForward", GLSL_VEC3 },
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{ "u_LightUp", GLSL_VEC3 },
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{ "u_LightRight", GLSL_VEC3 },
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{ "u_LightOrigin", GLSL_VEC4 },
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{ "u_LightRadius", GLSL_FLOAT },
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{ "u_AmbientLight", GLSL_VEC3 },
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{ "u_DirectedLight", GLSL_VEC3 },
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{ "u_PortalRange", GLSL_FLOAT },
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{ "u_FogDistance", GLSL_VEC4 },
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{ "u_FogDepth", GLSL_VEC4 },
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{ "u_FogEyeT", GLSL_FLOAT },
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{ "u_FogColorMask", GLSL_VEC4 },
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{ "u_ModelMatrix", GLSL_MAT16 },
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{ "u_ModelViewProjectionMatrix", GLSL_MAT16 },
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{ "u_Time", GLSL_FLOAT },
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{ "u_VertexLerp" , GLSL_FLOAT },
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{ "u_MaterialInfo", GLSL_VEC2 },
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{ "u_ViewInfo", GLSL_VEC4 },
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{ "u_ViewOrigin", GLSL_VEC3 },
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{ "u_ViewForward", GLSL_VEC3 },
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{ "u_ViewLeft", GLSL_VEC3 },
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{ "u_ViewUp", GLSL_VEC3 },
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{ "u_InvTexRes", GLSL_VEC2 },
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{ "u_AutoExposureMinMax", GLSL_VEC2 },
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{ "u_ToneMinAvgMaxLinear", GLSL_VEC3 }
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};
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static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
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{
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char *msg;
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@ -387,7 +469,7 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
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qglUseProgramObjectARB(0);
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}
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static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode, int numUniforms)
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static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
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{
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ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");
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@ -469,33 +551,12 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
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GLSL_LinkProgram(program->program);
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program->numUniforms = numUniforms;
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{
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int i, size;
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size = sizeof(*program->uniforms) * numUniforms;
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program->uniforms = ri.Malloc(size);
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for (i = 0; i < numUniforms; i++)
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{
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program->uniforms[i] = -1;
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}
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size = sizeof(*program->uniformTypes) * numUniforms;
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program->uniformTypes = ri.Malloc(size);
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memset(program->uniformTypes, 0, size);
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size = sizeof(*program->uniformBufferOffsets) * numUniforms;
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program->uniformBufferOffsets = ri.Malloc(size);
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memset(program->uniformBufferOffsets, 0, size);
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}
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return 1;
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}
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static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
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int attribs, qboolean fragmentShader, const GLcharARB *extra, qboolean addHeader,
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const char *fallback_vp, const char *fallback_fp, int numUniforms)
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const char *fallback_vp, const char *fallback_fp)
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{
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char vpCode[32000];
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char fpCode[32000];
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@ -540,65 +601,56 @@ static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
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}
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}
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result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL, numUniforms);
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result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL);
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return result;
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}
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// intentionally deceiving the user here, not actually setting the names but getting their indexes.
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void GLSL_AddUniform(shaderProgram_t *program, int uniformNum, const char *name, int type)
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void GLSL_InitUniforms(shaderProgram_t *program)
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{
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int i, size;
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GLint *uniforms = program->uniforms;
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uniforms[uniformNum] = qglGetUniformLocationARB(program->program, name);
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program->uniformTypes[uniformNum] = type;
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}
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void GLSL_EndUniforms(shaderProgram_t *program)
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{
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if (program->numUniforms)
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size = 0;
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for (i = 0; i < UNIFORM_COUNT; i++)
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{
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int i, size;
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uniforms[i] = qglGetUniformLocationARB(program->program, uniformsInfo[i].name);
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if (uniforms[i] == -1)
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continue;
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size = 0;
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for (i = 0; i < program->numUniforms; i++)
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program->uniformBufferOffsets[i] = size;
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switch(uniformsInfo[i].type)
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{
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if (program->uniforms[i] != -1)
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{
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program->uniformBufferOffsets[i] = size;
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switch(program->uniformTypes[i])
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{
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case GLSL_INT:
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size += sizeof(GLint);
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break;
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case GLSL_FLOAT:
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size += sizeof(GLfloat);
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break;
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case GLSL_FLOAT5:
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size += sizeof(vec_t) * 5;
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break;
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case GLSL_VEC2:
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size += sizeof(vec_t) * 2;
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break;
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case GLSL_VEC3:
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size += sizeof(vec_t) * 3;
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break;
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case GLSL_VEC4:
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size += sizeof(vec_t) * 4;
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break;
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case GLSL_MAT16:
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size += sizeof(vec_t) * 16;
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break;
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default:
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break;
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}
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}
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case GLSL_INT:
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size += sizeof(GLint);
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break;
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case GLSL_FLOAT:
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size += sizeof(GLfloat);
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break;
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case GLSL_FLOAT5:
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size += sizeof(vec_t) * 5;
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break;
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case GLSL_VEC2:
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size += sizeof(vec_t) * 2;
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break;
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case GLSL_VEC3:
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size += sizeof(vec_t) * 3;
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break;
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case GLSL_VEC4:
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size += sizeof(vec_t) * 4;
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break;
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case GLSL_MAT16:
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size += sizeof(vec_t) * 16;
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break;
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default:
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break;
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}
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program->uniformBuffer = ri.Malloc(size);
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}
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program->uniformBuffer = ri.Malloc(size);
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}
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void GLSL_FinishGPUShader(shaderProgram_t *program)
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@ -616,7 +668,7 @@ void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
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if (uniforms[uniformNum] == -1)
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return;
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if (program->uniformTypes[uniformNum] != GLSL_INT)
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if (uniformsInfo[uniformNum].type != GLSL_INT)
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{
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ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name);
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return;
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@ -640,7 +692,7 @@ void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat valu
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if (uniforms[uniformNum] == -1)
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return;
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if (program->uniformTypes[uniformNum] != GLSL_FLOAT)
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if (uniformsInfo[uniformNum].type != GLSL_FLOAT)
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{
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ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name);
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return;
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@ -664,7 +716,7 @@ void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t
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if (uniforms[uniformNum] == -1)
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return;
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if (program->uniformTypes[uniformNum] != GLSL_VEC2)
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if (uniformsInfo[uniformNum].type != GLSL_VEC2)
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{
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ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name);
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return;
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@ -689,7 +741,7 @@ void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t
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if (uniforms[uniformNum] == -1)
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return;
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if (program->uniformTypes[uniformNum] != GLSL_VEC3)
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if (uniformsInfo[uniformNum].type != GLSL_VEC3)
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{
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ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name);
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return;
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@ -713,7 +765,7 @@ void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t
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if (uniforms[uniformNum] == -1)
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return;
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if (program->uniformTypes[uniformNum] != GLSL_VEC4)
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if (uniformsInfo[uniformNum].type != GLSL_VEC4)
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{
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ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
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return;
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@ -737,7 +789,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
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if (uniforms[uniformNum] == -1)
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return;
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if (program->uniformTypes[uniformNum] != GLSL_FLOAT5)
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if (uniformsInfo[uniformNum].type != GLSL_FLOAT5)
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{
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ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name);
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return;
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@ -761,7 +813,7 @@ void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const mat
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if (uniforms[uniformNum] == -1)
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return;
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if (program->uniformTypes[uniformNum] != GLSL_MAT16)
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if (uniformsInfo[uniformNum].type != GLSL_MAT16)
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{
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ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name);
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return;
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@ -795,26 +847,11 @@ void GLSL_DeleteGPUShader(shaderProgram_t *program)
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|
||||
qglDeleteObjectARB(program->program);
|
||||
|
||||
if (program->uniforms)
|
||||
{
|
||||
ri.Free(program->uniforms);
|
||||
}
|
||||
|
||||
if (program->uniformTypes)
|
||||
{
|
||||
ri.Free(program->uniformTypes);
|
||||
}
|
||||
|
||||
if (program->uniformBuffer)
|
||||
{
|
||||
ri.Free(program->uniformBuffer);
|
||||
}
|
||||
|
||||
if (program->uniformBufferOffsets)
|
||||
{
|
||||
ri.Free(program->uniformBufferOffsets);
|
||||
}
|
||||
|
||||
Com_Memset(program, 0, sizeof(*program));
|
||||
}
|
||||
}
|
||||
|
@ -865,70 +902,16 @@ void GLSL_InitGPUShaders(void)
|
|||
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
|
||||
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp, GENERIC_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load generic shader!");
|
||||
}
|
||||
|
||||
// There's actually no need to filter these out, since they'll
|
||||
// redirect to -1 if nonexistent, but it's more understandable this way.
|
||||
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
|
||||
|
||||
if (i & GENERICDEF_USE_RGBAGEN)
|
||||
{
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_COLORGEN, "u_ColorGen", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_ALPHAGEN, "u_AlphaGen", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_PORTALRANGE, "u_PortalRange", GLSL_FLOAT);
|
||||
}
|
||||
|
||||
if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
|
||||
{
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR0, "u_TCGen0Vector0", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR1, "u_TCGen0Vector1", GLSL_VEC3);
|
||||
}
|
||||
|
||||
if (i & GENERICDEF_USE_FOG)
|
||||
{
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGCOLORMASK, "u_FogColorMask", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
|
||||
}
|
||||
|
||||
if (i & GENERICDEF_USE_DEFORM_VERTEXES)
|
||||
{
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB,"u_DiffuseTexOffTurb",GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TEXTURE1ENV, "u_Texture1Env", GLSL_INT);
|
||||
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
|
||||
|
||||
|
||||
if (i & GENERICDEF_USE_VERTEX_ANIMATION)
|
||||
{
|
||||
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
|
||||
}
|
||||
|
||||
GLSL_EndUniforms(&tr.genericShader[i]);
|
||||
GLSL_InitUniforms(&tr.genericShader[i]);
|
||||
|
||||
qglUseProgramObjectARB(tr.genericShader[i].program);
|
||||
GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
|
||||
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.genericShader[i]);
|
||||
|
@ -939,19 +922,15 @@ void GLSL_InitGPUShaders(void)
|
|||
|
||||
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp, TEXTURECOLOR_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_DiffuseMap", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.textureColorShader);
|
||||
GLSL_InitUniforms(&tr.textureColorShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.textureColorShader.program);
|
||||
GLSL_SetUniformInt(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.textureColorShader);
|
||||
|
@ -969,22 +948,12 @@ void GLSL_InitGPUShaders(void)
|
|||
if (i & FOGDEF_USE_VERTEX_ANIMATION)
|
||||
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp, FOGPASS_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load fogpass shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
|
||||
|
||||
GLSL_EndUniforms(&tr.fogShader[i]);
|
||||
GLSL_InitUniforms(&tr.fogShader[i]);
|
||||
GLSL_FinishGPUShader(&tr.fogShader[i]);
|
||||
|
||||
numEtcShaders++;
|
||||
|
@ -1001,22 +970,15 @@ void GLSL_InitGPUShaders(void)
|
|||
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
|
||||
}
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp, DLIGHT_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load dlight shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
|
||||
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
|
||||
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
|
||||
GLSL_EndUniforms(&tr.dlightShader[i]);
|
||||
GLSL_InitUniforms(&tr.dlightShader[i]);
|
||||
|
||||
qglUseProgramObjectARB(tr.dlightShader[i].program);
|
||||
GLSL_SetUniformInt(&tr.dlightShader[i], DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.dlightShader[i]);
|
||||
|
@ -1164,48 +1126,20 @@ void GLSL_InitGPUShaders(void)
|
|||
#endif
|
||||
}
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp, GENERIC_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load lightall shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB, "u_DiffuseTexOffTurb", GLSL_VEC4);
|
||||
//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALTEXMATRIX, "u_NormalTexMatrix", GLSL_MAT16);
|
||||
//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARTEXMATRIX, "u_SpecularTexMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
|
||||
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT);
|
||||
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, "u_NormalMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, "u_DeluxeMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, "u_SpecularMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
|
||||
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
|
||||
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MATERIALINFO, "u_MaterialInfo", GLSL_VEC2);
|
||||
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
|
||||
|
||||
GLSL_EndUniforms(&tr.lightallShader[i]);
|
||||
GLSL_InitUniforms(&tr.lightallShader[i]);
|
||||
|
||||
qglUseProgramObjectARB(tr.lightallShader[i].program);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, TB_NORMALMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, TB_DELUXEMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DELUXEMAP, TB_DELUXEMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.lightallShader[i]);
|
||||
|
@ -1217,22 +1151,12 @@ void GLSL_InitGPUShaders(void)
|
|||
|
||||
extradefines[0] = '\0';
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp, GENERIC_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
|
||||
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
|
||||
|
||||
GLSL_EndUniforms(&tr.shadowmapShader);
|
||||
GLSL_InitUniforms(&tr.shadowmapShader);
|
||||
GLSL_FinishGPUShader(&tr.shadowmapShader);
|
||||
|
||||
numEtcShaders++;
|
||||
|
@ -1242,22 +1166,15 @@ void GLSL_InitGPUShaders(void)
|
|||
|
||||
Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n");
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp, PSHADOW_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load pshadow shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTFORWARD, "u_LightForward", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTUP, "u_LightUp", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRIGHT, "u_LightRight", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
|
||||
|
||||
GLSL_EndUniforms(&tr.pshadowShader);
|
||||
GLSL_InitUniforms(&tr.pshadowShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.pshadowShader.program);
|
||||
GLSL_SetUniformInt(&tr.pshadowShader, PSHADOW_UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.pshadowShader);
|
||||
|
@ -1268,20 +1185,15 @@ void GLSL_InitGPUShaders(void)
|
|||
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
||||
extradefines[0] = '\0';
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load down4x shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
|
||||
|
||||
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.down4xShader);
|
||||
GLSL_InitUniforms(&tr.down4xShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.down4xShader.program);
|
||||
GLSL_SetUniformInt(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.down4xShader);
|
||||
|
@ -1292,21 +1204,15 @@ void GLSL_InitGPUShaders(void)
|
|||
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
||||
extradefines[0] = '\0';
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp, TEXTURECOLOR_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load bokeh shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
|
||||
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
|
||||
|
||||
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.bokehShader);
|
||||
GLSL_InitUniforms(&tr.bokehShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.bokehShader.program);
|
||||
GLSL_SetUniformInt(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.bokehShader);
|
||||
|
@ -1317,24 +1223,16 @@ void GLSL_InitGPUShaders(void)
|
|||
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
||||
extradefines[0] = '\0';
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp, TEXTURECOLOR_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load tonemap shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
|
||||
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, "u_AutoExposureMinMax", GLSL_VEC2);
|
||||
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, "u_ToneMinAvgMaxLinear", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, "u_LevelsMap", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.tonemapShader);
|
||||
GLSL_InitUniforms(&tr.tonemapShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.tonemapShader.program);
|
||||
GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_COLORMAP);
|
||||
GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, TB_LEVELSMAP);
|
||||
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
|
||||
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.tonemapShader);
|
||||
|
@ -1350,21 +1248,15 @@ void GLSL_InitGPUShaders(void)
|
|||
if (!i)
|
||||
Q_strcat(extradefines, 1024, "#define FIRST_PASS\n");
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
|
||||
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
|
||||
|
||||
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.calclevels4xShader[i]);
|
||||
GLSL_InitUniforms(&tr.calclevels4xShader[i]);
|
||||
|
||||
qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
|
||||
GLSL_SetUniformInt(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
|
||||
|
@ -1388,32 +1280,18 @@ void GLSL_InitGPUShaders(void)
|
|||
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
|
||||
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp, SHADOWMASK_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, "u_ShadowMvp2", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, "u_ShadowMvp3", GLSL_MAT16);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD,"u_ViewForward", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, "u_ViewLeft", GLSL_VEC3);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, "u_ViewUp", GLSL_VEC3);
|
||||
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, "u_ShadowMap2", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, "u_ShadowMap3", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.shadowmaskShader);
|
||||
GLSL_InitUniforms(&tr.shadowmaskShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.shadowmaskShader.program);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
|
||||
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.shadowmaskShader);
|
||||
|
@ -1424,19 +1302,15 @@ void GLSL_InitGPUShaders(void)
|
|||
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
||||
extradefines[0] = '\0';
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp, SSAO_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load ssao shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
|
||||
|
||||
GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.ssaoShader);
|
||||
GLSL_InitUniforms(&tr.ssaoShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.ssaoShader.program);
|
||||
GLSL_SetUniformInt(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
|
||||
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.ssaoShader);
|
||||
|
@ -1455,21 +1329,16 @@ void GLSL_InitGPUShaders(void)
|
|||
Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
|
||||
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp, DEPTHBLUR_UNIFORM_COUNT))
|
||||
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
|
||||
}
|
||||
|
||||
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
|
||||
|
||||
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, "u_ScreenImageMap", GLSL_INT);
|
||||
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
|
||||
|
||||
GLSL_EndUniforms(&tr.depthBlurShader[i]);
|
||||
GLSL_InitUniforms(&tr.depthBlurShader[i]);
|
||||
|
||||
qglUseProgramObjectARB(tr.depthBlurShader[i].program);
|
||||
GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
|
||||
GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
|
||||
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
|
||||
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
|
||||
|
|
|
@ -718,6 +718,81 @@ enum
|
|||
GLSL_MAT16
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
UNIFORM_DIFFUSEMAP = 0,
|
||||
UNIFORM_LIGHTMAP,
|
||||
UNIFORM_NORMALMAP,
|
||||
UNIFORM_DELUXEMAP,
|
||||
UNIFORM_SPECULARMAP,
|
||||
|
||||
UNIFORM_TEXTUREMAP,
|
||||
UNIFORM_LEVELSMAP,
|
||||
|
||||
UNIFORM_SCREENIMAGEMAP,
|
||||
UNIFORM_SCREENDEPTHMAP,
|
||||
|
||||
UNIFORM_SHADOWMAP,
|
||||
UNIFORM_SHADOWMAP2,
|
||||
UNIFORM_SHADOWMAP3,
|
||||
|
||||
UNIFORM_SHADOWMVP,
|
||||
UNIFORM_SHADOWMVP2,
|
||||
UNIFORM_SHADOWMVP3,
|
||||
|
||||
UNIFORM_DIFFUSETEXMATRIX,
|
||||
UNIFORM_DIFFUSETEXOFFTURB,
|
||||
UNIFORM_TEXTURE1ENV,
|
||||
|
||||
UNIFORM_TCGEN0,
|
||||
UNIFORM_TCGEN0VECTOR0,
|
||||
UNIFORM_TCGEN0VECTOR1,
|
||||
|
||||
UNIFORM_DEFORMGEN,
|
||||
UNIFORM_DEFORMPARAMS,
|
||||
|
||||
UNIFORM_COLORGEN,
|
||||
UNIFORM_ALPHAGEN,
|
||||
UNIFORM_COLOR,
|
||||
UNIFORM_BASECOLOR,
|
||||
UNIFORM_VERTCOLOR,
|
||||
|
||||
UNIFORM_DLIGHTINFO,
|
||||
UNIFORM_LIGHTFORWARD,
|
||||
UNIFORM_LIGHTUP,
|
||||
UNIFORM_LIGHTRIGHT,
|
||||
UNIFORM_LIGHTORIGIN,
|
||||
UNIFORM_LIGHTRADIUS,
|
||||
UNIFORM_AMBIENTLIGHT,
|
||||
UNIFORM_DIRECTEDLIGHT,
|
||||
|
||||
UNIFORM_PORTALRANGE,
|
||||
|
||||
UNIFORM_FOGDISTANCE,
|
||||
UNIFORM_FOGDEPTH,
|
||||
UNIFORM_FOGEYET,
|
||||
UNIFORM_FOGCOLORMASK,
|
||||
|
||||
UNIFORM_MODELMATRIX,
|
||||
UNIFORM_MODELVIEWPROJECTIONMATRIX,
|
||||
|
||||
UNIFORM_TIME,
|
||||
UNIFORM_VERTEXLERP,
|
||||
UNIFORM_MATERIALINFO,
|
||||
|
||||
UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
|
||||
UNIFORM_VIEWORIGIN,
|
||||
UNIFORM_VIEWFORWARD,
|
||||
UNIFORM_VIEWLEFT,
|
||||
UNIFORM_VIEWUP,
|
||||
|
||||
UNIFORM_INVTEXRES,
|
||||
UNIFORM_AUTOEXPOSUREMINMAX,
|
||||
UNIFORM_TONEMINAVGMAXLINEAR,
|
||||
|
||||
UNIFORM_COUNT
|
||||
} uniform_t;
|
||||
|
||||
// shaderProgram_t represents a pair of one
|
||||
// GLSL vertex and one GLSL fragment shader
|
||||
typedef struct shaderProgram_s
|
||||
|
@ -730,146 +805,11 @@ typedef struct shaderProgram_s
|
|||
uint32_t attribs; // vertex array attributes
|
||||
|
||||
// uniform parameters
|
||||
int numUniforms;
|
||||
GLint *uniforms;
|
||||
char *uniformTypes; // max 127 uniform types
|
||||
short *uniformBufferOffsets; // max 32767/64=511 uniforms
|
||||
GLint uniforms[UNIFORM_COUNT];
|
||||
short uniformBufferOffsets[UNIFORM_COUNT]; // max 32767/64=511 uniforms
|
||||
char *uniformBuffer;
|
||||
} shaderProgram_t;
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX = 0,
|
||||
TEXTURECOLOR_UNIFORM_INVTEXRES,
|
||||
TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX,
|
||||
TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR,
|
||||
TEXTURECOLOR_UNIFORM_TEXTUREMAP,
|
||||
TEXTURECOLOR_UNIFORM_LEVELSMAP,
|
||||
TEXTURECOLOR_UNIFORM_COLOR,
|
||||
TEXTURECOLOR_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
FOGPASS_UNIFORM_FOGDISTANCE = 0,
|
||||
FOGPASS_UNIFORM_FOGDEPTH,
|
||||
FOGPASS_UNIFORM_FOGEYET,
|
||||
FOGPASS_UNIFORM_DEFORMGEN,
|
||||
FOGPASS_UNIFORM_DEFORMPARAMS,
|
||||
FOGPASS_UNIFORM_TIME,
|
||||
FOGPASS_UNIFORM_COLOR,
|
||||
FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX,
|
||||
FOGPASS_UNIFORM_VERTEXLERP,
|
||||
FOGPASS_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
DLIGHT_UNIFORM_DIFFUSEMAP = 0,
|
||||
DLIGHT_UNIFORM_DLIGHTINFO,
|
||||
DLIGHT_UNIFORM_DEFORMGEN,
|
||||
DLIGHT_UNIFORM_DEFORMPARAMS,
|
||||
DLIGHT_UNIFORM_TIME,
|
||||
DLIGHT_UNIFORM_COLOR,
|
||||
DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX,
|
||||
DLIGHT_UNIFORM_VERTEXLERP,
|
||||
DLIGHT_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
PSHADOW_UNIFORM_SHADOWMAP = 0,
|
||||
PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX,
|
||||
PSHADOW_UNIFORM_LIGHTFORWARD,
|
||||
PSHADOW_UNIFORM_LIGHTUP,
|
||||
PSHADOW_UNIFORM_LIGHTRIGHT,
|
||||
PSHADOW_UNIFORM_LIGHTORIGIN,
|
||||
PSHADOW_UNIFORM_LIGHTRADIUS,
|
||||
PSHADOW_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
GENERIC_UNIFORM_DIFFUSEMAP = 0,
|
||||
GENERIC_UNIFORM_LIGHTMAP,
|
||||
GENERIC_UNIFORM_NORMALMAP,
|
||||
GENERIC_UNIFORM_DELUXEMAP,
|
||||
GENERIC_UNIFORM_SPECULARMAP,
|
||||
GENERIC_UNIFORM_SHADOWMAP,
|
||||
GENERIC_UNIFORM_DIFFUSETEXMATRIX,
|
||||
GENERIC_UNIFORM_DIFFUSETEXOFFTURB,
|
||||
//GENERIC_UNIFORM_NORMALTEXMATRIX,
|
||||
//GENERIC_UNIFORM_SPECULARTEXMATRIX,
|
||||
GENERIC_UNIFORM_TEXTURE1ENV,
|
||||
GENERIC_UNIFORM_VIEWORIGIN,
|
||||
GENERIC_UNIFORM_TCGEN0,
|
||||
GENERIC_UNIFORM_TCGEN0VECTOR0,
|
||||
GENERIC_UNIFORM_TCGEN0VECTOR1,
|
||||
GENERIC_UNIFORM_DEFORMGEN,
|
||||
GENERIC_UNIFORM_DEFORMPARAMS,
|
||||
GENERIC_UNIFORM_COLORGEN,
|
||||
GENERIC_UNIFORM_ALPHAGEN,
|
||||
GENERIC_UNIFORM_BASECOLOR,
|
||||
GENERIC_UNIFORM_VERTCOLOR,
|
||||
GENERIC_UNIFORM_AMBIENTLIGHT,
|
||||
GENERIC_UNIFORM_DIRECTEDLIGHT,
|
||||
GENERIC_UNIFORM_LIGHTORIGIN,
|
||||
GENERIC_UNIFORM_LIGHTRADIUS,
|
||||
GENERIC_UNIFORM_PORTALRANGE,
|
||||
GENERIC_UNIFORM_FOGDISTANCE,
|
||||
GENERIC_UNIFORM_FOGDEPTH,
|
||||
GENERIC_UNIFORM_FOGEYET,
|
||||
GENERIC_UNIFORM_FOGCOLORMASK,
|
||||
GENERIC_UNIFORM_MODELMATRIX,
|
||||
GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX,
|
||||
GENERIC_UNIFORM_TIME,
|
||||
GENERIC_UNIFORM_VERTEXLERP,
|
||||
GENERIC_UNIFORM_MATERIALINFO,
|
||||
GENERIC_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
SHADOWMASK_UNIFORM_SCREENDEPTHMAP = 0,
|
||||
SHADOWMASK_UNIFORM_SHADOWMAP,
|
||||
SHADOWMASK_UNIFORM_SHADOWMAP2,
|
||||
SHADOWMASK_UNIFORM_SHADOWMAP3,
|
||||
SHADOWMASK_UNIFORM_SHADOWMVP,
|
||||
SHADOWMASK_UNIFORM_SHADOWMVP2,
|
||||
SHADOWMASK_UNIFORM_SHADOWMVP3,
|
||||
SHADOWMASK_UNIFORM_VIEWORIGIN,
|
||||
SHADOWMASK_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
|
||||
SHADOWMASK_UNIFORM_VIEWFORWARD,
|
||||
SHADOWMASK_UNIFORM_VIEWLEFT,
|
||||
SHADOWMASK_UNIFORM_VIEWUP,
|
||||
SHADOWMASK_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
SSAO_UNIFORM_SCREENDEPTHMAP = 0,
|
||||
SSAO_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
|
||||
SSAO_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
DEPTHBLUR_UNIFORM_SCREENIMAGEMAP = 0,
|
||||
DEPTHBLUR_UNIFORM_SCREENDEPTHMAP,
|
||||
DEPTHBLUR_UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
|
||||
DEPTHBLUR_UNIFORM_COUNT
|
||||
};
|
||||
|
||||
//
|
||||
// These are fire wall functions to avoid expensive redundant glUniform* calls
|
||||
//#define USE_UNIFORM_FIREWALL 1
|
||||
//#define LOG_GLSL_UNIFORMS 1
|
||||
|
||||
// trRefdef_t holds everything that comes in refdef_t,
|
||||
// as well as the locally generated scene information
|
||||
typedef struct {
|
||||
|
@ -2434,8 +2374,6 @@ void GLSL_VertexAttribPointers(uint32_t attribBits);
|
|||
void GLSL_BindProgram(shaderProgram_t * program);
|
||||
void GLSL_BindNullProgram(void);
|
||||
|
||||
void GLSL_SetNumUniforms(shaderProgram_t *program, int numUniforms);
|
||||
void GLSL_SetUniformName(shaderProgram_t *program, int uniformNum, const char *name);
|
||||
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
|
||||
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);
|
||||
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v);
|
||||
|
|
|
@ -148,9 +148,9 @@ static void DrawTris (shaderCommands_t *input) {
|
|||
GLSL_VertexAttribsState(ATTR_POSITION);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
VectorSet4(color, 1, 1, 1, 1);
|
||||
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
|
||||
|
||||
if (input->multiDrawPrimitives)
|
||||
{
|
||||
|
@ -369,28 +369,28 @@ static void ProjectDlightTexture( void ) {
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformFloat(sp, DLIGHT_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
GLSL_SetUniformInt(sp, DLIGHT_UNIFORM_DEFORMGEN, deformGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
||||
if (deformGen != DGEN_NONE)
|
||||
{
|
||||
GLSL_SetUniformFloat5(sp, DLIGHT_UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, DLIGHT_UNIFORM_TIME, tess.shaderTime);
|
||||
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
||||
}
|
||||
|
||||
vector[0] = dl->color[0];
|
||||
vector[1] = dl->color[1];
|
||||
vector[2] = dl->color[2];
|
||||
vector[3] = 1.0f;
|
||||
GLSL_SetUniformVec4(sp, DLIGHT_UNIFORM_COLOR, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, vector);
|
||||
|
||||
vector[0] = origin[0];
|
||||
vector[1] = origin[1];
|
||||
vector[2] = origin[2];
|
||||
vector[3] = scale;
|
||||
GLSL_SetUniformVec4(sp, DLIGHT_UNIFORM_DLIGHTINFO, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DLIGHTINFO, vector);
|
||||
|
||||
GL_Bind( tr.dlightImage );
|
||||
|
||||
|
@ -772,28 +772,28 @@ static void ForwardDlight( void ) {
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
||||
if (deformGen != DGEN_NONE)
|
||||
{
|
||||
GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
|
||||
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
||||
}
|
||||
|
||||
if ( input->fogNum ) {
|
||||
vec4_t fogColorMask;
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
|
||||
|
||||
ComputeFogColorMask(pStage, fogColorMask);
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -802,36 +802,36 @@ static void ForwardDlight( void ) {
|
|||
|
||||
ComputeShaderColors(pStage, baseColor, vertColor);
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
|
||||
}
|
||||
|
||||
if (pStage->alphaGen == AGEN_PORTAL)
|
||||
{
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
||||
}
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen);
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen);
|
||||
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, dl->color);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, dl->color);
|
||||
|
||||
VectorSet(vector, 0, 0, 0);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, vector);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vector);
|
||||
|
||||
VectorCopy(dl->origin, vector);
|
||||
vector[3] = 1.0f;
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);
|
||||
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, radius);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
|
||||
|
||||
GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||
GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||
|
||||
// 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 );
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
|
||||
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
|
||||
|
@ -852,12 +852,12 @@ static void ForwardDlight( void ) {
|
|||
ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
|
||||
|
||||
VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
|
||||
VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
|
||||
//
|
||||
// draw
|
||||
|
@ -962,28 +962,28 @@ static void ForwardSunlight( void ) {
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
||||
if (deformGen != DGEN_NONE)
|
||||
{
|
||||
GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
|
||||
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
||||
}
|
||||
|
||||
if ( input->fogNum ) {
|
||||
vec4_t fogColorMask;
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
|
||||
|
||||
ComputeFogColorMask(pStage, fogColorMask);
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -1006,30 +1006,30 @@ static void ForwardSunlight( void ) {
|
|||
}
|
||||
}
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
|
||||
}
|
||||
|
||||
if (pStage->alphaGen == AGEN_PORTAL)
|
||||
{
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
||||
}
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen);
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen);
|
||||
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol);
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);
|
||||
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, 9999999999.9f);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 9999999999.9f);
|
||||
|
||||
GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||
GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||
|
||||
GL_State( stageGlState[stage] );
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
|
||||
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
|
||||
|
@ -1045,9 +1045,9 @@ static void ForwardSunlight( void ) {
|
|||
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
|
||||
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
|
||||
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
|
||||
}
|
||||
*/
|
||||
GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
|
||||
|
@ -1055,12 +1055,12 @@ static void ForwardSunlight( void ) {
|
|||
ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
|
||||
|
||||
VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
|
||||
VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
|
||||
//
|
||||
// draw
|
||||
|
@ -1114,22 +1114,22 @@ static void ProjectPshadowVBOGLSL( void ) {
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
VectorCopy(origin, vector);
|
||||
vector[3] = 1.0f;
|
||||
GLSL_SetUniformVec4(sp, PSHADOW_UNIFORM_LIGHTORIGIN, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);
|
||||
|
||||
VectorScale(ps->lightViewAxis[0], 1.0f / ps->viewRadius, vector);
|
||||
GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTFORWARD, vector);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_LIGHTFORWARD, vector);
|
||||
|
||||
VectorScale(ps->lightViewAxis[1], 1.0f / ps->viewRadius, vector);
|
||||
GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTRIGHT, vector);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_LIGHTRIGHT, vector);
|
||||
|
||||
VectorScale(ps->lightViewAxis[2], 1.0f / ps->viewRadius, vector);
|
||||
GLSL_SetUniformVec3(sp, PSHADOW_UNIFORM_LIGHTUP, vector);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_LIGHTUP, vector);
|
||||
|
||||
GLSL_SetUniformFloat(sp, PSHADOW_UNIFORM_LIGHTRADIUS, radius);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
|
||||
|
||||
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
|
||||
// where they aren't rendered
|
||||
|
@ -1194,28 +1194,28 @@ static void RB_FogPass( void ) {
|
|||
|
||||
fog = tr.world->fogs + tess.fogNum;
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
GLSL_SetUniformInt(sp, FOGPASS_UNIFORM_DEFORMGEN, deformGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
||||
if (deformGen != DGEN_NONE)
|
||||
{
|
||||
GLSL_SetUniformFloat5(sp, FOGPASS_UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_TIME, tess.shaderTime);
|
||||
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
||||
}
|
||||
|
||||
color[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
|
||||
color[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
|
||||
color[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
|
||||
color[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
|
||||
GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_COLOR, color);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
|
||||
|
||||
ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
|
||||
|
||||
GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, FOGPASS_UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, FOGPASS_UNIFORM_FOGEYET, eyeT);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
|
||||
|
||||
if ( tess.shader->fogPass == FP_EQUAL ) {
|
||||
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
|
||||
|
@ -1350,22 +1350,22 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
||||
if (deformGen != DGEN_NONE)
|
||||
{
|
||||
GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
|
||||
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
||||
}
|
||||
|
||||
if ( input->fogNum ) {
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_FOGEYET, eyeT);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
|
||||
}
|
||||
|
||||
GL_State( pStage->stateBits );
|
||||
|
@ -1412,8 +1412,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
VectorScale(vertColor, backEnd.refdef.colorScale, vertColor);
|
||||
}
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, baseColor);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, vertColor);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
|
||||
}
|
||||
|
||||
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
|
||||
|
@ -1421,25 +1421,25 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
vec4_t vec;
|
||||
|
||||
VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, vec);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec);
|
||||
|
||||
VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, vec);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec);
|
||||
|
||||
VectorCopy(backEnd.currentEntity->lightDir, vec);
|
||||
vec[3] = 0.0f;
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vec);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec);
|
||||
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, 999999.0f);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 999999.0f);
|
||||
}
|
||||
|
||||
if (pStage->alphaGen == AGEN_PORTAL)
|
||||
{
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
||||
}
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_COLORGEN, pStage->rgbGen);
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_ALPHAGEN, pStage->alphaGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen);
|
||||
|
||||
if ( input->fogNum )
|
||||
{
|
||||
|
@ -1447,7 +1447,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
|
||||
ComputeFogColorMask(pStage, fogColorMask);
|
||||
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
|
||||
}
|
||||
|
||||
ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
|
||||
|
@ -1455,28 +1455,28 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
{
|
||||
vec4_t vector;
|
||||
VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
|
||||
VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
}
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
if (pStage->bundle[0].tcGen == TCGEN_VECTOR)
|
||||
{
|
||||
vec3_t vec;
|
||||
|
||||
VectorCopy(pStage->bundle[0].tcGenVectors[0], vec);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_TCGEN0VECTOR0, vec);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR0, vec);
|
||||
VectorCopy(pStage->bundle[0].tcGenVectors[1], vec);
|
||||
GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_TCGEN0VECTOR1, vec);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec);
|
||||
}
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
|
||||
GLSL_SetUniformVec2(sp, GENERIC_UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||
GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||
|
||||
//GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);
|
||||
//GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);
|
||||
|
||||
//
|
||||
// do multitexture
|
||||
|
@ -1539,9 +1539,9 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
// lightmap/secondary pass
|
||||
//
|
||||
if ( r_lightmap->integer ) {
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, GL_REPLACE);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, GL_REPLACE);
|
||||
} else {
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, tess.shader->multitextureEnv);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, tess.shader->multitextureEnv);
|
||||
}
|
||||
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 );
|
||||
|
@ -1558,7 +1558,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
else
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_TEXTURE1ENV, 0);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, 0);
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -1599,23 +1599,23 @@ static void RB_RenderShadowmap( shaderCommands_t *input )
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
GLSL_SetUniformInt(sp, GENERIC_UNIFORM_DEFORMGEN, deformGen);
|
||||
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
||||
if (deformGen != DGEN_NONE)
|
||||
{
|
||||
GLSL_SetUniformFloat5(sp, GENERIC_UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_TIME, tess.shaderTime);
|
||||
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
||||
}
|
||||
|
||||
VectorCopy(backEnd.viewParms.or.origin, vector);
|
||||
vector[3] = 1.0f;
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, vector);
|
||||
GLSL_SetUniformFloat(sp, GENERIC_UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar);
|
||||
|
||||
GL_State( 0 );
|
||||
|
||||
|
|
|
@ -429,13 +429,13 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
|
|||
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
color[0] =
|
||||
color[1] =
|
||||
color[2] = tr.identityLight;
|
||||
color[3] = 1.0f;
|
||||
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
|
||||
}
|
||||
*/
|
||||
{
|
||||
|
@ -445,25 +445,25 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
|
|||
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
color[0] =
|
||||
color[1] =
|
||||
color[2] = tr.identityLight;
|
||||
color[3] = 1.0f;
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_BASECOLOR, color);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
|
||||
|
||||
color[0] =
|
||||
color[1] =
|
||||
color[2] =
|
||||
color[3] = 0.0f;
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_VERTCOLOR, color);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, color);
|
||||
|
||||
VectorSet4(vector, 1.0, 0.0, 0.0, 1.0);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
|
||||
VectorSet4(vector, 0.0, 0.0, 0.0, 0.0);
|
||||
GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
}
|
||||
|
||||
R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);
|
||||
|
|
|
@ -228,8 +228,8 @@ void RB_InstantQuad(vec4_t quadVerts[4])
|
|||
|
||||
GLSL_BindProgram(&tr.textureColorShader);
|
||||
|
||||
GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, colorWhite);
|
||||
GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
|
||||
|
||||
RB_InstantQuad2(quadVerts, texCoords);
|
||||
}
|
||||
|
@ -614,9 +614,9 @@ static void RB_SurfaceBeam( void )
|
|||
GLSL_VertexAttribsState(ATTR_POSITION);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, colorRed);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);
|
||||
|
||||
R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
|
||||
|
||||
|
|
Loading…
Reference in a new issue