tenebrae2/gl_bumpgf.c

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/*
Copyright (C) 2001-2002 Charles Hollemeersch
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA: the whole file is freakin penta...
Same as gl_bumpmap.c but geforce3&4 optimized
These routines require 4 texture units an some need nvidia shaders
Most lights reqire 2 passes this way
1 diffuse
2 specular
If a light has a cubemap filter it requires 3 passes
1 attenuation
2 diffuse
3 specular
*/
#include "quakedef.h"
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#include "nvparse/nvparse.h"
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//#define DELUX_DEBUG
//#define AMBIENT_BUMP
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//<AWE> "diffuse_program_object" has to be defined static. Otherwise nameclash with "gl_bumpradeon.c".
static GLuint diffuse_program_object;
static GLuint specularalias_program_object; //He he nice name to type a lot
static GLuint deluxCombiner;
static GLuint delux_program_object;
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#ifdef AMBIENT_BUMP
static GLuint ambientBumpTS;
static GLuint ambientBumpCombiner;
static GLuint ambientBumpCombiner2;
#endif
void GF3_SetupTcMods(stage_t *s);
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/*
Pixel shader for diffuse bump mapping does diffuse bumpmapping with norm cube, self shadowing & dist attent in
1 pass (thanx to the 4 texture units on a gf4)
*/
void GL_EnableDiffuseShaderGF3(const transform_t *tr, const lightobject_t *lo, int stageIndex) {
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//tex 0 = normal map
//tex 1 = nomalization cube map (tangent space light vector)
//tex 2 = color map
//tex 3 = (attenuation or light filter, depends on light settings but the actual
// register combiner setup does not change only the bound texture)
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
if (currentshadowlight->shader->numstages) {
if (currentshadowlight->shader->stages[stageIndex].texture[0]->gltype == GL_TEXTURE_CUBE_MAP_ARB) {
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->shader->stages[stageIndex].texture[0]->texnum);
} else {
glEnable(GL_TEXTURE_2D);
GL_BindAdvanced(currentshadowlight->shader->stages[stageIndex].texture[0]);
//Default = repeat the texture one time in the light's sphere
//Can be modified with the tcMod shader commands
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
glScalef(1.0f/(currentshadowlight->radiusv[0]),
1.0f/(currentshadowlight->radiusv[1]),
1.0f/(currentshadowlight->radiusv[2]));
}
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SH_SetupTcMods(&currentshadowlight->shader->stages[stageIndex]);
GL_SetupCubeMapMatrix(tr);
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} else {
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, atten3d_texture_object);
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
1.0f/(currentshadowlight->radiusv[1]),
1.0f/(currentshadowlight->radiusv[2]));
GL_SetupAttenMatrix(tr);
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}
glDisable(GL_PER_STAGE_CONSTANTS_NV);
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GL_SelectTexture(GL_TEXTURE0_ARB);
//combiner0 RGB: calculate
// (normal map = A) dot (norm cubemap = B) save in Spare0 RGB
// (color map = C) mul (light filter = D) save in Spare1 RGB
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
//combiner0 Alpha: store 8*expand(tang space light vect z comp) into Spare0 Alpha (this is the selfshadow term)
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// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
// qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
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qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
// No selfshadowing
// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_BLUE);
// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
// qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
// qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
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//Only if the light is not white we use a second combiner
//this is when the light is at its full brightness (for flickering lights)
//and doesn't have any color (other than white)
if ((currentshadowlight->color[0] != 1) || (currentshadowlight->color[1] != 1) || (currentshadowlight->color[2] != 1)) {
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//alpha out = nothing
qglCombinerOutputNV(GL_COMBINER1_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
} else {
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
}
//final combiner: final RGB = (Spare 0 Alpha) * ( (Spare 0 RGB) * (Spare 1 RGB) )
qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
//qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
//qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
//final cominer alpha doesn't really matter we use A dot B
qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
glEnable(GL_REGISTER_COMBINERS_NV);
// Enable the vertex program.
//qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, diffuse_program_object );
//glEnable( GL_VERTEX_PROGRAM_ARB );
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object );
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 24, lo->objectorigin[0], lo->objectorigin[1], lo->objectorigin[2], 1.0);
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 25, lo->objectvieworg[0], lo->objectvieworg[1], lo->objectvieworg[2], 1.0);
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glEnable( GL_VERTEX_PROGRAM_NV );
}
void GL_DisableDiffuseShaderGF3(int stageIndex) {
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qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
//tex 0 = normal map
//tex 1 = nomalization cube map (tangent space light vector)
//tex 2 = color map
//tex 3 = (attenuation or light filter, depends on light settings)
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
if (currentshadowlight->shader->numstages) {
if (currentshadowlight->shader->stages[stageIndex].texture[0]->gltype == GL_TEXTURE_CUBE_MAP_ARB)
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
else
glDisable(GL_TEXTURE_2D);
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} else {
glDisable(GL_TEXTURE_3D);
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_REGISTER_COMBINERS_NV);
// glDisable( GL_VERTEX_PROGRAM_ARB );
glDisable( GL_VERTEX_PROGRAM_NV );
}
void GL_EnableSpecularShaderGF3(const transform_t *tr, const lightobject_t *lo, int stageIndex, qboolean alias, qboolean packedGloss) {
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vec3_t scaler = {0.5f, 0.5f, 0.5f};
float invrad = 1/currentshadowlight->radius;
//tex 0 = normal map
//tex 1 = nomalization cube map (tangent space half angle)
//tex 2 = color map
//tex 3 = (attenuation or light filter, depends on light settings but the actual
// register combiner setup does not change only the bound texture)
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
if (currentshadowlight->shader->numstages) {
if (currentshadowlight->shader->stages[stageIndex].texture[0]->gltype == GL_TEXTURE_CUBE_MAP_ARB) {
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->shader->stages[stageIndex].texture[0]->texnum);
} else {
glEnable(GL_TEXTURE_2D);
GL_BindAdvanced(currentshadowlight->shader->stages[stageIndex].texture[0]);
//Default = repeat the texture one time in the light's sphere
//Can be modified with the tcMod shader commands
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
glScalef(1.0f/(currentshadowlight->radiusv[0]),
1.0f/(currentshadowlight->radiusv[1]),
1.0f/(currentshadowlight->radiusv[2]));
}
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SH_SetupTcMods(&currentshadowlight->shader->stages[stageIndex]);
GL_SetupCubeMapMatrix(tr);
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} else {
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, atten3d_texture_object);
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
1.0f/(currentshadowlight->radiusv[1]),
1.0f/(currentshadowlight->radiusv[2]));
GL_SetupAttenMatrix(tr);
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}
glDisable(GL_PER_STAGE_CONSTANTS_NV);
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GL_SelectTexture(GL_TEXTURE0_ARB);
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 4);
qglCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &scaler[0]);
//combiner0 RGB: calculate
// (normal map = A) dot (norm cubemap = B) save in Spare0 RGB
// (gloss map = C) mul (light filter = D) save in Spare1 RGB
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
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if (packedGloss)
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA);
else
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
//combiner0 Alpha: store 8*expand(tang space light vect z comp) into Spare1 Alpha (this is the selfshadow term)
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//if (alias) {
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qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SECONDARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_SECONDARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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/*} else {
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qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
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}*/
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qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//rgb = multipy light with color
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner1 Alpha: calculate 2*((N'dotH)^2 - 0.5f) -> store in Spare0 Alpha ("raise" to an exponent)
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_CONSTANT_COLOR0_NV, GL_SIGNED_NEGATE_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerOutputNV(GL_COMBINER1_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner2 Alpha: Raise specular further
qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerOutputNV(GL_COMBINER2_NV, GL_ALPHA, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner2 rgb: Do nothing
// qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner3 Alpha: Raise specular further
qglCombinerInputNV(GL_COMBINER3_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER3_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerOutputNV(GL_COMBINER3_NV, GL_ALPHA, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner3 rgb: Do nothing
// qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_B_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER3_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//final combiner: final RGB = (Spare 0 Alpha) * ( (Spare 0 RGB) * (Spare 1 RGB) )
qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
//final cominer alpha doesn't really matter we use A dot B
qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
glEnable(GL_REGISTER_COMBINERS_NV);
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, specularalias_program_object );
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 24, lo->objectorigin[0], lo->objectorigin[1], lo->objectorigin[2], 1.0);
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 25, lo->objectvieworg[0], lo->objectvieworg[1], lo->objectvieworg[2], 1.0);
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glEnable( GL_VERTEX_PROGRAM_NV );
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}
/*
GL_DisableSpecularShaderGF3() ??
Same as GL_DisableDiffuseShaderGF3()
*/
void GL_EnableAttentShaderGF3(const transform_t *tr) {
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float invrad = 1/currentshadowlight->radius;
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GL_SelectTexture(GL_TEXTURE0_ARB);
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glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
1.0f/(currentshadowlight->radiusv[1]),
1.0f/(currentshadowlight->radiusv[2]));
GL_SetupAttenMatrix(tr);
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glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, atten3d_texture_object);
}
void GL_DisableAttentShaderGF3() {
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_3D);
glEnable(GL_TEXTURE_2D);
}
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/*
typedef struct {
float *vertices;
int vertexstride;
float *texcoords;
int texcoordstride;
float *lightmapcoords;
int lightmapstride;
float *tangents;
int tangentstride;
float *binormals;
int binormalstride;
float *normals;
int normalstride;
unsigned char *colors;
int colorstride;
} vertexdef_t;
typedef struct {
//system code
void (*initDriver) (void);
void (*freeDriver) (void);
void *(*getDriverMem) (size_t size, drivermem_t hint);
void (*freeAllDriverMem) (void);
//FIXME: Do we need fence like support?
//drawing code
void (*drawTriangleListBase) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader);
void (*drawTriangleListBump) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader);
void (*drawTriangleListSys) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader);
void (*drawSurfaceListBase) (msurface_t **surfs, int numSurfaces);
void (*drawSurfaceListBump) (msurface_t **surfs, int numSurfaces);
} bumpdriver_t;
*/
/************************
Shader utitlity routines
*************************/
void FormatError(void); // in gl_bumparb.c
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/************************
Generic triangle list routines
*************************/
void GF3_sendTriangleListWV(const vertexdef_t *verts, int *indecies, int numIndecies) {
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//draw them
glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void GF3_sendTriangleListTA(const vertexdef_t *verts, int *indecies, int numIndecies) {
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
//Check the input vertices
if (IsNullDriver(verts->texcoords)) FormatError();
if (IsNullDriver(verts->binormals)) FormatError();
if (IsNullDriver(verts->tangents)) FormatError();
if (IsNullDriver(verts->normals)) FormatError();
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//draw them
glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void GF3_drawTriangleListBump (const vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, const transform_t *tr,const lightobject_t *lo) {
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int i, num;
if (!(shader->flags & SURF_PPLIGHT)) return;
if (currentshadowlight->shader->numstages) {
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//draw attent into dest alpha
GL_DrawAlpha();
GL_EnableAttentShaderGF3(tr);
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GF3_sendTriangleListWV(verts,indecies,numIndecies);
GL_DisableAttentShaderGF3();
GL_ModulateAlphaDrawColor();
} else {
GL_AddColor();
}
glColor3fv(&currentshadowlight->color[0]);
num = (currentshadowlight->shader->numstages == 0) ? 1 : currentshadowlight->shader->numstages;
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if ((shader->numglossstages > 0) && (shader->numbumpstages > 0)) {
//FIXME: A lot of statechanges for every pass we could only rebind the texture (and some overhead like matrix setup,...)
for(i=0; i<num; i++) {
GL_EnableSpecularShaderGF3(tr, lo, i,true,(shader->glossstages[0].type == STAGE_GRAYGLOSS));
//bind the correct texture
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
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GL_SelectTexture(GL_TEXTURE2_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
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GF3_sendTriangleListTA(verts,indecies,numIndecies);
GL_DisableDiffuseShaderGF3(i);
}
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}
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if ((shader->numcolorstages > 0) && (shader->numbumpstages > 0)) {
for(i=0; i<num; i++) {
GL_EnableDiffuseShaderGF3(tr, lo, i);
//bind the correct texture
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_BindAdvanced(shader->colorstages[0].texture[0]);
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GF3_sendTriangleListTA(verts,indecies,numIndecies);
GL_DisableDiffuseShaderGF3(i);
}
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}
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}
void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, int lightmapIndex) {
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int i;
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!shader->cull) {
glDisable(GL_CULL_FACE);
//Con_Printf("Cullstuff %s\n",shader->name);
}
glColor3ub(255,255,255);
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for (i=0; i<shader->numstages; i++) {
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SH_SetupSimpleStage(&shader->stages[i]);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
glPopMatrix();
}
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glMatrixMode(GL_MODELVIEW);
if (!IsNullDriver(verts->lightmapcoords) && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT)) {
//Delux lightmapping
qboolean usedelux = (sh_delux.value != 0);
if (shader->numcolorstages) {
if (shader->colorstages[0].alphatresh > 0)
usedelux = false;
}
if (usedelux) {
GL_NormalPointer(GL_FLOAT, verts->normalstride, verts->normals);
glEnableClientState(GL_NORMAL_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB,normcube_texture_object);
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB,normcube_texture_object);
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_Bind(lightmap_textures+lightmapIndex+1);
GL_SelectTexture(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
if (shader->numbumpstages) {
if (shader->bumpstages[0].numtextures)
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
}
glCallList(deluxCombiner);
glEnable(GL_REGISTER_COMBINERS_NV);
glDisable(GL_BLEND);
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, delux_program_object );
glEnable( GL_VERTEX_PROGRAM_NV );
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#ifndef DELUX_DEBUG
glColorMask(false, false, false, true);
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#endif
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
glColorMask(true, true, true, true);
glDisable( GL_VERTEX_PROGRAM_NV );
glDisable(GL_REGISTER_COMBINERS_NV);
GL_SelectTexture(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glEnable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
}
if (shader->numstages && shader->numcolorstages)
if (shader->colorstages[0].src_blend >= 0) {
glEnable(GL_BLEND);
if (usedelux)
glBlendFunc (GL_DST_ALPHA, shader->colorstages[0].dst_blend);
else
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
} else {
glEnable(GL_BLEND);
if (usedelux)
glBlendFunc (GL_DST_ALPHA, GL_ONE);
else
glBlendFunc(GL_ONE, GL_ONE);
}
else {
if (sh_delux.value) {
glBlendFunc (GL_DST_ALPHA, GL_ZERO);//this pass masks black everything ("clear")and
//add the lightmaps * dest_alpha
glEnable(GL_BLEND);
} else
glDisable(GL_BLEND);
}
if (shader->numcolorstages) {
if (shader->colorstages[0].numtextures)
GL_BindAdvanced(shader->colorstages[0].texture[0]);
if (shader->colorstages[0].alphatresh > 0) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh);
}
}
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
GL_Bind(lightmap_textures+lightmapIndex);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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#ifndef DELUX_DEBUG
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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#endif
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE0_ARB);
} else if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT)) {
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GL_ColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
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glEnableClientState(GL_COLOR_ARRAY);
glShadeModel(GL_SMOOTH);
if (shader->numstages && shader->numcolorstages)
if (shader->colorstages[0].src_blend >= 0) {
glEnable(GL_BLEND);
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
} else {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
}
else
glDisable(GL_BLEND);
if (shader->numcolorstages) {
if (shader->colorstages[0].numtextures)
GL_BindAdvanced(shader->colorstages[0].texture[0]);
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if (shader->colorstages[0].alphatresh > 0) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh);
}
}
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
glDisableClientState(GL_COLOR_ARRAY);
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} else if (shader->flags & SURF_PPLIGHT) {
//No colors no lightmap
if (shader->colorstages[0].src_blend >= 0) {
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
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glColor3f(0,0,0);
glDisable(GL_TEXTURE_2D);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
glEnable(GL_TEXTURE_2D);
}
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if (!shader->cull) {
glEnable(GL_CULL_FACE);
//Con_Printf("Cullstuff %s\n",shader->name);
}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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}
/*************************
Generic world surfaces routines
**************************/
#ifdef AMBIENT_BUMP
gltexture_t *cubetex = NULL;
void GF3_sendSurfacesAmbient(msurface_t **surfs, int numSurfaces) {
int i;
glpoly_t *p;
msurface_t *surf;
float packed_normal [3];
static float trans[3] = {0.5, 0.5, 0.5};
vec3_t newtan, newbin, newnrm;
float *oldtan, *oldbin, *oldnrm;
for (i=0; i<numSurfaces; i++) {
surf = surfs[i];
if (surf->visframe != r_framecount)
continue;
p = surf->polys;
oldtan = &surf->tangent[0];
oldbin = &surf->binormal[0];
oldnrm = &surf->plane->normal[0];
//Transpose: gives tangent->object
newtan[0] = oldtan[0];
newtan[1] = -oldbin[0];
newtan[2] = oldnrm[0];
newbin[0] = oldtan[1];
newbin[1] = -oldbin[1];
newbin[2] = oldnrm[1];
newnrm[0] = oldtan[2];
newnrm[1] = -oldbin[2];
newnrm[2] = oldnrm[2];
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, newtan);
qglMultiTexCoord3fvARB(GL_TEXTURE2_ARB, newbin);
qglMultiTexCoord3fvARB(GL_TEXTURE3_ARB, newnrm);
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
}
void GF3_sendSurfacesAmbientBase(msurface_t **surfs, int numSurfaces) {
int i;
glpoly_t *p;
msurface_t *surf;
float packed_normal [3];
static float trans[3] = {0.5, 0.5, 0.5};
vec3_t newtan, newbin, newnrm;
float *oldtan, *oldbin, *oldnrm;
for (i=0; i<numSurfaces; i++) {
surf = surfs[i];
if (surf->visframe != r_framecount)
continue;
p = surf->polys;
if (surf->lightmaptexturenum < 0)
continue;
GL_Bind(lightmap_textures+surf->lightmaptexturenum);
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
}
void GF3_TestAmbientBumps (vertexdef_t *verts, msurface_t **surfs, int numSurfaces, shader_t *shader) {
glGetError();
if (!cubetex) {
cubetex = GL_CacheTexture ("cubemaps/cube_", false, TEXTURE_CUBEMAP);
}
//Pass 1: Lightmap (= ambient occlusion) * colormap
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (shader->numcolorstages) {
if (shader->colorstages[0].numtextures)
GL_BindAdvanced(shader->colorstages[0].texture[0]);
}
glEnable(GL_REGISTER_COMBINERS_NV);
glCallList(ambientBumpCombiner2);
GL_EnableMultitexture();
GF3_sendSurfacesAmbientBase(surfs, numSurfaces);
GL_DisableMultitexture();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//Pass 2: Dependent lookup in cubemap
glEnable(GL_BLEND);
if (shader->numbumpstages) {
if (shader->bumpstages[0].numtextures)
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
}
glEnable(GL_TEXTURE_SHADER_NV);
glCallList(ambientBumpTS);
glCallList(ambientBumpCombiner);
checkerror();
GL_SelectTexture(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubetex->texnum);
glColor3ub(255,255,255);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
GF3_sendSurfacesAmbient(surfs, numSurfaces);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_SHADER_NV);
glDisable(GL_REGISTER_COMBINERS_NV);
}
#endif
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void GF3_sendSurfacesBase(msurface_t **surfs, int numSurfaces, qboolean bindLightmap) {
int i;
glpoly_t *p;
msurface_t *surf;
for (i=0; i<numSurfaces; i++) {
surf = surfs[i];
if (surf->visframe != r_framecount)
continue;
p = surf->polys;
if (bindLightmap) {
if (surf->lightmaptexturenum < 0)
continue;
GL_Bind(lightmap_textures+surf->lightmaptexturenum);
}
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
}
void GF3_sendSurfacesDeLux(msurface_t **surfs, int numSurfaces, qboolean bindLightmap) {
int i;
glpoly_t *p;
msurface_t *surf;
float packed_normal [3];
static float trans[3] = {0.5, 0.5, 0.5};
for (i=0; i<numSurfaces; i++) {
surf = surfs[i];
if (surf->visframe != r_framecount)
continue;
p = surf->polys;
if (bindLightmap) {
if (surf->lightmaptexturenum < 0)
continue;
GL_Bind(lightmap_textures+surf->lightmaptexturenum+1);
}
VectorScale(surf->plane->normal,0.5,packed_normal);
VectorAdd(packed_normal, trans, packed_normal);
glColor3fv(&packed_normal[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE0_ARB, &surf->tangent[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, &surf->binormal[0]);
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
}
extern qboolean mtexenabled;
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void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSurfaces, shader_t *shader) {
int i;
qboolean usedelux;
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GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColor3ub(255,255,255);
if (!shader->cull) {
glDisable(GL_CULL_FACE);
//Con_Printf("Cullstuff %s\n",shader->name);
}
if (mtexenabled) {
Con_Printf("mtex enabled");
}
GL_SelectTexture(GL_TEXTURE0_ARB);
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for (i=0; i<shader->numstages; i++) {
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SH_SetupSimpleStage(&shader->stages[i]);
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GF3_sendSurfacesBase(surfs, numSurfaces, false);
glPopMatrix();
}
if (!IsNullDriver(verts->lightmapcoords) && (shader->flags & SURF_PPLIGHT)) {
#ifdef AMBIENT_BUMP
GF3_TestAmbientBumps(verts, surfs, numSurfaces, shader);
#else
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Delux lightmapping
usedelux = (sh_delux.value != 0);
if (shader->numcolorstages) {
if (shader->colorstages[0].alphatresh > 0)
usedelux = false;
}
if (usedelux) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB,normcube_texture_object);
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB,normcube_texture_object);
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
if (shader->numbumpstages) {
if (shader->bumpstages[0].numtextures)
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
}
glCallList(deluxCombiner);
glEnable(GL_REGISTER_COMBINERS_NV);
glDisable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ONE);
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#ifndef DELUX_DEBUG
glColorMask(false, false, false, true);
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#endif
//glClear(GL_COLOR_BUFFER_BIT);
GL_SelectTexture(GL_TEXTURE2_ARB);
GF3_sendSurfacesDeLux(surfs, numSurfaces, true);
glDisable(GL_REGISTER_COMBINERS_NV);
GL_SelectTexture(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
/*
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glColor4f(0.5, 0.5, 0.5, 0.5);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glDepthMask(GL_FALSE);
glBegin (GL_QUADS);
glVertex3f (0.1, 1, 1);
glVertex3f (0.1, -1, 1);
glVertex3f (0.1, -1, -1);
glVertex3f (0.1, 1, -1);
glEnd ();
glDepthMask(GL_TRUE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
*/
glColorMask(true, true, true, true);
glEnable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
}
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if (shader->numstages && shader->numcolorstages)
if (shader->colorstages[0].src_blend >= 0) {
glEnable(GL_BLEND);
if (usedelux)
glBlendFunc (GL_DST_ALPHA, shader->colorstages[0].dst_blend);
else
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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} else {
glEnable(GL_BLEND);
if (usedelux)
glBlendFunc (GL_DST_ALPHA, GL_ONE);
else
glBlendFunc(GL_ONE, GL_ONE);
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}
else {
if (sh_delux.value) {
glBlendFunc (GL_DST_ALPHA, GL_ZERO);//this pass masks black everything ("clear")and
//add the lightmaps * dest_alpha
glEnable(GL_BLEND);
} else
glDisable(GL_BLEND);
}
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if (shader->numcolorstages) {
if (shader->colorstages[0].numtextures) {
GL_BindAdvanced(shader->colorstages[0].texture[0]);
}
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if (shader->colorstages[0].alphatresh > 0) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh);
}
}
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_EnableMultitexture();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor3f(sh_lightmapbright.value,sh_lightmapbright.value,sh_lightmapbright.value);
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#ifndef DELUX_DEBUG
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GF3_sendSurfacesBase(surfs, numSurfaces, true);
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#endif
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_DisableMultitexture();
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
#endif //Ambient bump
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}
if (!shader->cull) {
glEnable(GL_CULL_FACE);
}
glDisable(GL_ALPHA_TEST);
glMatrixMode(GL_MODELVIEW);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
}
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void GF3_sendSurfacesTA(msurface_t **surfs, int numSurfaces, qboolean bindSpecular) {
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int i,j;
glpoly_t *p;
msurface_t *surf;
shader_t *shader, *lastshader;
float *v;
qboolean cull;
lastshader = NULL;
cull = true;
for (i=0; i<numSurfaces; i++) {
surf = surfs[i];
if (surf->visframe != r_framecount)
continue;
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if (!(surf->flags & SURF_BUMP))
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continue;
p = surf->polys;
shader = surfs[i]->shader->shader;
//less state changes
if (lastshader != shader) {
if (!shader->cull) {
glDisable(GL_CULL_FACE);
cull = false;
} else {
if (!cull)
glEnable(GL_CULL_FACE);
cull = true;
}
//bind the correct texture
GL_SelectTexture(GL_TEXTURE0_ARB);
if (shader->numbumpstages > 0)
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
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GL_SelectTexture(GL_TEXTURE2_ARB);
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if (!bindSpecular) {
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if (shader->numcolorstages > 0)
GL_BindAdvanced(shader->colorstages[0].texture[0]);
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} else {
if (shader->numglossstages > 0) {
if (shader->glossstages[0].type == STAGE_GRAYGLOSS) {
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA);
}
else {
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
}
}
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lastshader = shader;
}
//Note: texture coords out of begin-end are not a problem...
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, &surf->tangent[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE2_ARB, &surf->binormal[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE3_ARB, &surf->plane->normal[0]);
/*
glBegin(GL_POLYGON);
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
for (j=0; j<p->numverts; j++, v+= VERTEXSIZE) {
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
glVertex3fv(&v[0]);
}
glEnd();
*/
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
if (!cull)
glEnable(GL_CULL_FACE);
}
void GF3_sendSurfacesPlain(msurface_t **surfs, int numSurfaces) {
int i,j;
glpoly_t *p;
msurface_t *surf;
shader_t *shader, *lastshader;
float *v;
qboolean cull;
lastshader = NULL;
cull = true;
for (i=0; i<numSurfaces; i++) {
surf = surfs[i];
if (surf->visframe != r_framecount)
continue;
if (!(surf->flags & SURF_PPLIGHT))
continue;
p = surf->polys;
shader = surf->shader->shader;
//less state changes
if (lastshader != shader) {
if (!shader->cull) {
glDisable(GL_CULL_FACE);
cull = false;
} else {
if (!cull)
glEnable(GL_CULL_FACE);
cull = true;
}
lastshader = shader;
}
/*
glBegin(GL_POLYGON);
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
for (j=0; j<p->numverts; j++, v+= VERTEXSIZE) {
//qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
glVertex3fv(&v[0]);
}
glEnd();
*/
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
if (!cull)
glEnable(GL_CULL_FACE);
}
void GF3_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs, int numSurfaces,const transform_t *tr, const lightobject_t *lo) {
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int i, num;
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (currentshadowlight->shader->numstages) {
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//draw attent into dest alpha
GL_DrawAlpha();
GL_EnableAttentShaderGF3(tr);
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GL_TexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GF3_sendSurfacesPlain(surfs,numSurfaces);
GL_DisableAttentShaderGF3();
GL_ModulateAlphaDrawColor();
} else {
GL_AddColor();
}
glColor3fv(&currentshadowlight->color[0]);
num = (currentshadowlight->shader->numstages == 0) ? 1 : currentshadowlight->shader->numstages;
for (i=0; i<num; i++) {
GL_EnableSpecularShaderGF3(tr, lo, i, true,true);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
GF3_sendSurfacesTA(surfs,numSurfaces, true);
GL_DisableDiffuseShaderGF3(i);
}
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for (i=0; i<num; i++) {
GL_EnableDiffuseShaderGF3(tr, lo, i);
GF3_sendSurfacesTA(surfs,numSurfaces, false);
GL_DisableDiffuseShaderGF3(i);
}
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glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
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/*
Vertex programs
*/
/*
Thisone does not do anything too usefull, it just copyies some things around
instead of sending the save coordinates for unit0/2 we send them once and copy
them here, this saves some bandwith and is slightly faster.
*/
char vpDiffuseGF3 [] =
"!!VP1.1 # Diffuse bumpmapping vetex program.\n"
"OPTION NV_position_invariant;"
// Generates a necessary input for the diffuse bumpmapping registers
//
// c[0]...c[3] contains the modelview projection composite matrix
// c[4]...c[7] contains the texture matrix of unit 3
// v[OPOS] contains the per-vertex position
// v[TEX1] contains the per-vertex tangent space light vector
// v[TEX0] contains the per-vertex texture coordinate 0
// o[HPOS] output register for homogeneous position
// o[TEX0] output register for texture coordinate 0
// o[TEX1] output register for texture coordinate 1
// o[TEX2] output register for texture coordinate 2
// o[TEX3] output register for texture coordinate 3
// Transform vertex to view-space
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//dynamic calculation of light vector
"ADD R1, -v[OPOS], c[24];"
"DP4 R0.x, R1, R1;"
"RSQ R0.x, R0.x;"
"MUL R0, R0.x, R1;"
//convert to tangent space
"DP4 o[TEX1].x, R0, v[TEX1];"
"DP4 o[TEX1].y, R0, -v[TEX2];"
"DP4 o[TEX1].z, R0, v[TEX3];"
// move light vector out
//"MOV o[TEX1], v[TEX1];"
//copy tex coords of unit 0 to unit 2
"MOV o[TEX0], v[TEX0];"
"MOV o[TEX2], v[TEX0];"
"MOV o[COL0], v[COL0];"
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// Transform vertex by texture matrix and copy to output
"DP4 R0.x, v[OPOS], c[4];"
"DP4 R0.y, v[OPOS], c[5];"
"DP4 R0.z, v[OPOS], c[6];"
"DP4 R0.w, v[OPOS], c[7];"
"RCP R1.x, R0.w;"
"MUL o[TEX3], R0, R1.x;"
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"END";
char vpSpecularAliasGF3 [] =
"!!VP1.1 # Diffuse bumpmapping vetex program.\n"
"OPTION NV_position_invariant;"
// Generates a necessary input for the diffuse bumpmapping registers
//
// c[0]...c[3] contains the modelview projection composite matrix
// c[4]...c[7] contains the texture matrix of unit 3
// v[OPOS] contains the per-vertex position
// v[TEX1] contains the per-vertex tangent space light vector
// v[TEX0] contains the per-vertex texture coordinate 0
// o[HPOS] output register for homogeneous position
// o[TEX0] output register for texture coordinate 0
// o[TEX1] output register for texture coordinate 1
// o[TEX2] output register for texture coordinate 2
// o[TEX3] output register for texture coordinate 3
// Transform vertex to view-space
//dynamic calculation of light vector
"ADD R1, -v[OPOS], c[24];"
"DP4 R0.x, R1, R1;"
"RSQ R0.x, R0.x;"
"MUL R0, R0.x, R1;"
//dynamic calculation of half angle vector
"ADD R2, -v[OPOS], c[25];"
"DP4 R3.x, R2, R2;"
"RSQ R3.x, R3.x;"
"MUL R3, R3.x, R2;"
"ADD R3, R0, R3;"
//put into tangent space
"DP4 o[TEX1].x, R3, v[TEX1];"
"DP4 o[TEX1].y, R3, -v[TEX2];"
"DP4 o[TEX1].z, R3, v[TEX3];"
//copy tangent space light vector to color
//but we only convert z to tangent space as it's the only component we use
"DP4 R0.z, R0, v[TEX3];"
"MAD o[COL1], R0, c[20], c[20];"
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//copy tex coords of unit 0 to unit 2
"MOV o[TEX0], v[TEX0];"
"MOV o[TEX2], v[TEX0];"
"MOV o[COL0], v[COL0];"
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// Transform vertex by texture matrix and copy to output
"DP4 R0.x, v[OPOS], c[4];"
"DP4 R0.y, v[OPOS], c[5];"
"DP4 R0.z, v[OPOS], c[6];"
"DP4 R0.w, v[OPOS], c[7];"
"RCP R1.x, R0.w;"
"MUL o[TEX3], R0, R1.x;"
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"END";
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char vpDeluxGF3 [] =
"!!VP1.1 # Delux bumpmapping vertex program.\n"
"OPTION NV_position_invariant;"
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// Transform vertex to view-space => posinv
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//range compress normal into col0
"MAD o[COL0], v[NRML], c[20], c[20];"
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//copy tex coords
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"MOV o[TEX0], v[TEX0];"
"MOV o[TEX1], v[TEX1];"
"MOV o[TEX2], v[TEX2];"
"MOV o[TEX3], v[TEX3];"
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"END";
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void GF3_freeDriver(void) {
//nothing here...
}
int NV_LoadCombiner(char *filename) {
char * const * errors;
char* string;
int result;
if ( gl_cardtype != GEFORCE3 ) return -1;
//setup register combiner
result = glGenLists(1);
glNewList(result,GL_COMPILE);
string = COM_LoadTempFile(filename);
if (!string) {
//this is serious we need a state to render stuff
Sys_Error("Combiner state: %s not found\n",filename);
}
nvparse(string,2,0,GL_TEXTURE_2D);
glEndList();
//Get nvparse errors
errors = nvparse_get_errors();
if (*errors)
for (errors; *errors; errors++)
{
const char *errstr = *errors;
Sys_Error("Nvparse Error:%s\n", errstr);
}
else
Con_Printf("Combiner state: %s succesfully loaded\n",filename);
return result;
}
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void BUMP_InitGeforce3(void) {
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GLint errPos, errCode;
const GLubyte *errString;
if ( gl_cardtype != GEFORCE3 ) return;
// Create the vertex programs.
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qglGenProgramsNV( 1, &diffuse_program_object);
qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object,
strlen(vpDiffuseGF3), (const GLubyte *) vpDiffuseGF3);
qglGenProgramsNV( 1, &specularalias_program_object);
qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, specularalias_program_object,
strlen(vpSpecularAliasGF3), (const GLubyte *) vpSpecularAliasGF3);
qglGenProgramsNV( 1, &delux_program_object);
qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, delux_program_object,
strlen(vpDeluxGF3), (const GLubyte *) vpDeluxGF3);
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if ( (errCode = glGetError()) != GL_NO_ERROR ) {
errString = gluErrorString( errCode );
// glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_NV, &errPos);
Con_Printf("LoadVertexProgram: %s\n", errString);
Con_Printf("error is located at line: %d\n", errPos);
exit( -1 );
} else {
Con_Printf("VertexProgram loaded\n");
}
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// Track the concatenation of the modelview and projection matrix in registers 0-3.
qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV );
// Track the texture unit 3 maxtix in registers 4-7
qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 4, GL_TEXTURE3_ARB, GL_IDENTITY_NV );
//store 0.5 0.5 0.5 0.5 in register 8
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 20, 0.5, 0.5, 0.5, 0.5);
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deluxCombiner = NV_LoadCombiner("hardware/delux.regcomb");
#ifdef AMBIENT_BUMP
ambientBumpTS = NV_LoadCombiner("hardware/ambientbump.ts");
ambientBumpCombiner = NV_LoadCombiner("hardware/ambientbump.regcomb");
ambientBumpCombiner2 = NV_LoadCombiner("hardware/ambientbump_2.regcomb");
#endif
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//bind the correct stuff to the bump mapping driver
gl_bumpdriver.drawSurfaceListBase = GF3_drawSurfaceListBase;
gl_bumpdriver.drawSurfaceListBump = GF3_drawSurfaceListBump;
gl_bumpdriver.drawTriangleListBase = GF3_drawTriangleListBase;
gl_bumpdriver.drawTriangleListBump = GF3_drawTriangleListBump;
gl_bumpdriver.freeDriver = GF3_freeDriver;
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}