tenebrae2/gl_bumpdriver.c

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2003-01-17 21:18:53 +00:00
/*
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...
Abstracts the different paths that exist for different 3d-cards.
Idea: Write a new R_DrawLightEntitys* and do whatever you want in it.
adapt R_DrawLightEntitys to call your new code if the requirements are met.
*/
/*
DrawLightEntities, draws lit bumpmapped entities, calls apropriate function for the user's 3d card.
NOTE: This should not draw sprites, sprites are drawn separately.
*/
#include "quakedef.h"
/* Some material definitions. */
float gl_Light_Ambience2[4] = {0.03,0.03,0.03,0.03};
float gl_Light_Diffuse2[4] = {0.03,0.03,0.03,0.03};
float gl_Light_Specular2[4] = {0,0,0,0};
float gl_Material_Color2[4] = {0.9, 0.9, 0.9, 0.9};
void R_DrawLightEntitiesGF3 (shadowlight_t *l);
void R_DrawLightEntitiesGF (shadowlight_t *l);
void R_DrawLightEntitiesGEN (shadowlight_t *l);
void R_DrawLightEntitiesRadeon (shadowlight_t *l); //PA:
void R_DrawLightEntitiesParhelia (shadowlight_t *l); //PA:
void R_DrawLightEntitiesARB (shadowlight_t *l); //PA:
void R_DrawWorldBumped (/* shadowlight_t *l */) // <AWE> Function should not have parameters.
{
switch(gl_cardtype )
{
case GEFORCE3:
R_DrawWorldBumpedGF3(/* l */); // <AWE> Function has no parameters.
break;
case GEFORCE:
R_DrawWorldBumpedGF(/* l */); // <AWE> Function has no parameters.
break;
case RADEON:
R_DrawWorldBumpedRadeon(/* l */);
break;
#ifndef __glx__
case PARHELIA:
R_DrawWorldBumpedParhelia(/* l */);
break;
#endif
case ARB:
R_DrawWorldBumpedARB(/* l */);
break;
default:
R_DrawWorldBumpedGEN(/* l */);
break;
}
}
void R_DrawLightEntities (shadowlight_t *l)
{
switch(gl_cardtype )
{
case GEFORCE3:
R_DrawLightEntitiesGF3( l );
break;
case GEFORCE:
R_DrawLightEntitiesGF( l );
break;
case RADEON:
R_DrawLightEntitiesRadeon( l );
break;
#ifndef __glx__
case PARHELIA:
R_DrawLightEntitiesParhelia( l );
break;
#endif
case ARB:
R_DrawLightEntitiesARB( l );
break;
default:
R_DrawLightEntitiesGEN( l );
break;
}
}
void R_DrawLightEntitiesGF (shadowlight_t *l)
{
int i;
float pos[4];
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Meshes: Atten & selfshadow via vertex ligting
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
pos[0] = l->origin[0];
pos[1] = l->origin[1];
pos[2] = l->origin[2];
pos[3] = 1;
glLightfv(GL_LIGHT0, GL_POSITION,&pos[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, &l->color[0]);
glLightfv(GL_LIGHT0, GL_AMBIENT, &gl_Light_Ambience2[0]);
glLightfv(GL_LIGHT0, GL_SPECULAR, &gl_Light_Specular2[0]);
glEnable(GL_COLOR_MATERIAL);
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumped);
}
}
if (R_ShouldDrawViewModel())
{
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
}
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
/*
Brushes: we use the same thecnique as the world
*/
//glEnable(GL_TEXTURE_2D);
//GL_Bind(glow_texture_object);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glShadeModel (GL_SMOOTH);
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER,0.2);
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumped);
}
}
//reset gl state
//glAlphaFunc(GL_GREATER,0.666);//Satan!
//glDisable(GL_ALPHA_TEST);
glColor3f (1,1,1);
glDepthMask (1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void R_DrawLightEntitiesGEN (shadowlight_t *l)
{
//Currently this is merged with the geforce2 path
R_DrawLightEntitiesGF(l);
}
void R_DrawLightEntitiesGF3 (shadowlight_t *l)
{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumpedGF3);
}
}
if (R_ShouldDrawViewModel()) {
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumpedGF3);
}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumpedGF3);
}
}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
//PA:
void R_DrawLightEntitiesRadeon (shadowlight_t *l)
{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumpedRadeon);
}
}
if (R_ShouldDrawViewModel()) {
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumpedRadeon);
}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumpedRadeon);
}
}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
#ifndef __glx__
//PA:
void R_DrawLightEntitiesParhelia (shadowlight_t *l)
{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumpedParhelia);
}
}
if (R_ShouldDrawViewModel())
{
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumpedParhelia);
}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumpedParhelia);
}
}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
#endif
void R_DrawLightEntitiesARB (shadowlight_t *l)
{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumpedARB);
}
}
if (R_ShouldDrawViewModel())
{
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumpedARB);
}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumpedARB);
}
}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}