829 lines
19 KiB
C
829 lines
19 KiB
C
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/*
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Copyright (C) 2001-2002 Charles Hollemeersch
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Copyright (C) 2003 Jarno Paananen
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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PENTA: the whole file is freakin penta...
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Generic bumpmapping with some Geforce optimizations
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*/
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#include "quakedef.h"
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//#define GENDEBUG
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#if defined(GENDEBUG) && defined(_WIN32)
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static void generic_checkerror()
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{
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GLuint error = glGetError();
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if ( error != GL_NO_ERROR )
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{
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_asm { int 3 };
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}
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}
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#else
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#define generic_checkerror() do { } while(0)
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#endif
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/************************
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Shader utility routines
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*************************/
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void Generic_SetupTcMod(tcmod_t *tc)
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{
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switch (tc->type)
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{
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case TCMOD_ROTATE:
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glTranslatef(0.5,0.5,0.0);
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glRotatef(cl.time * tc->params[0],0,0,1);
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glTranslatef(-0.5, -0.5, 0.0);
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break;
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case TCMOD_SCROLL:
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glTranslatef(cl.time * tc->params[0], cl.time * tc->params[1], 0.0);
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break;
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case TCMOD_SCALE:
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glScalef(tc->params[0],tc->params[1],1.0);
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break;
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case TCMOD_STRETCH:
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//PENTA: fixme
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glScalef(1.0, 1.0, 1.0);
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break;
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}
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}
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void Generic_SetupSimpleStage(stage_t *s)
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{
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tcmod_t *tc;
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int i;
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if (s->type != STAGE_SIMPLE)
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{
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Con_Printf("Non simple stage, in simple stage list");
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return;
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}
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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for (i=0; i<s->numtcmods; i++)
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{
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Generic_SetupTcMod(&s->tcmods[i]);
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}
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if (s->src_blend > -1)
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{
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glBlendFunc(s->src_blend, s->dst_blend);
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glEnable(GL_BLEND);
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}
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if (s->alphatresh > 0)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, s->alphatresh);
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}
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if ((s->numtextures > 0) && (s->texture[0]))
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GL_BindAdvanced(s->texture[0]);
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}
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/************************
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Generic triangle list routines
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*************************/
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void FormatError(); // In gl_bumpgf.c
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void Generic_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
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int numIndecies, shader_t *shader,
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const transform_t *tr)
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{
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return;
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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GL_AddColor();
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glColor3fv(¤tshadowlight->color[0]);
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Generic_EnableBumpShader(tr,currentshadowlight->origin,true, shader);
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//bind the correct textures
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GL_SelectTexture(GL_TEXTURE0_ARB);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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if (shader->numbumpstages > 0)
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GL_BindAdvanced(shader->bumpstages[0].texture[0]);
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if (!verts->texcoords)
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FormatError();
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GL_SelectTexture(GL_TEXTURE1_ARB);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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if (shader->numcolorstages > 0)
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GL_BindAdvanced(shader->colorstages[0].texture[0]);
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if (!verts->tangents)
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FormatError();
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
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if (!verts->binormals)
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FormatError();
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GL_SelectTexture(GL_TEXTURE2_ARB);
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
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if (!verts->normals)
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FormatError();
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GL_SelectTexture(GL_TEXTURE3_ARB);
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
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glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies);
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qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE2_ARB);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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Generic_DisableBumpShader(shader);
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}
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void Generic_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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int numIndecies, shader_t *shader,
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int lightmapIndex)
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{
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int i;
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glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
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glEnableClientState(GL_VERTEX_ARRAY);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (!shader->cull)
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{
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glDisable(GL_CULL_FACE);
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}
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for ( i = 0; i < shader->numstages; i++)
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{
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Generic_SetupSimpleStage(&shader->stages[i]);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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glPopMatrix();
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}
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glMatrixMode(GL_MODELVIEW);
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if (verts->lightmapcoords && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT))
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{
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if (shader->numstages && shader->numcolorstages)
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{
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if (shader->colorstages[0].src_blend >= 0)
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{
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glEnable(GL_BLEND);
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glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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}
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}
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else
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{
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glDisable(GL_BLEND);
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}
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if (shader->numcolorstages)
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{
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if (shader->colorstages[0].numtextures)
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GL_BindAdvanced(shader->colorstages[0].texture[0]);
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if (shader->colorstages[0].alphatresh > 0)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh);
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}
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}
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GL_SelectTexture(GL_TEXTURE0_ARB);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_SelectTexture(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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GL_Bind(lightmap_textures+lightmapIndex);
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qglClientActiveTextureARB(GL_TEXTURE1_ARB);
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glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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GL_SelectTexture(GL_TEXTURE0_ARB);
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}
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else
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{
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if (verts->colors && (shader->flags & SURF_PPLIGHT))
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{
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glColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
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glEnableClientState(GL_COLOR_ARRAY);
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glShadeModel(GL_SMOOTH);
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if (shader->numstages && shader->numcolorstages)
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{
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if (shader->colorstages[0].src_blend >= 0)
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{
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glEnable(GL_BLEND);
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glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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}
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else
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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}
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}
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else
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{
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glDisable(GL_BLEND);
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}
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if (shader->numcolorstages)
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{
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if (shader->colorstages[0].numtextures)
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GL_BindAdvanced(shader->colorstages[0].texture[0]);
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if (shader->colorstages[0].alphatresh > 0)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh);
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}
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}
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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|
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glDisableClientState(GL_COLOR_ARRAY);
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}
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else
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{
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if (shader->flags & SURF_PPLIGHT)
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{
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glColor3f(0,0,0);
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glDisable(GL_TEXTURE_2D);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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glEnable(GL_TEXTURE_2D);
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}
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}
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}
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if (!shader->cull)
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{
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glEnable(GL_CULL_FACE);
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//Con_Printf("Cullstuff %s\n",shader->name);
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}
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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}
|
||
|
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||
|
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||
|
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/*************************
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Generic world surfaces routines
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||
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**************************/
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|
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void Generic_sendSurfacesBase(msurface_t **surfs, int numSurfaces,
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qboolean bindLightmap)
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{
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int i, j;
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glpoly_t *p;
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msurface_t *surf;
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float *v;
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|
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for ( i = 0; i < numSurfaces; i++)
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{
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surf = surfs[i];
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if (surf->visframe != r_framecount)
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continue;
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p = surf->polys;
|
||
|
if (bindLightmap)
|
||
|
{
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||
|
if (surf->lightmaptexturenum < 0)
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continue;
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||
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GL_Bind(lightmap_textures+surf->lightmaptexturenum);
|
||
|
}
|
||
|
|
||
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glBegin(GL_TRIANGLE_FAN);
|
||
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v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
|
||
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for (j = 0; j < p->numverts; j++, v+= VERTEXSIZE)
|
||
|
{
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||
|
qglMultiTexCoord2fvARB(GL_TEXTURE0_ARB, &v[3]);
|
||
|
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, &v[5]);
|
||
|
glVertex3fv(&v[0]);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Generic_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
|
||
|
int numSurfaces, shader_t* shader)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
glColor3ub(255,255,255);
|
||
|
|
||
|
if (!shader->cull)
|
||
|
{
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
//Con_Printf("Cullstuff %s\n",shader->name);
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < shader->numstages; i++)
|
||
|
{
|
||
|
Generic_SetupSimpleStage(&shader->stages[i]);
|
||
|
Generic_sendSurfacesBase(surfs, numSurfaces, false);
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT))
|
||
|
{
|
||
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
||
|
|
||
|
// Regular lightmapping
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
|
||
|
Generic_sendSurfacesBase(surfs, numSurfaces, true);
|
||
|
|
||
|
GL_DisableMultitexture();
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
}
|
||
|
|
||
|
if (!shader->cull)
|
||
|
{
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
}
|
||
|
|
||
|
glDisable(GL_ALPHA_TEST);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glDisable(GL_BLEND);
|
||
|
}
|
||
|
|
||
|
|
||
|
void Generic_sendSurfacesDiffuse(msurface_t **surfs, int numSurfaces)
|
||
|
{
|
||
|
int i,j;
|
||
|
glpoly_t *p;
|
||
|
msurface_t *surf;
|
||
|
shader_t *shader, *lastshader;
|
||
|
float *v;
|
||
|
qboolean cull;
|
||
|
vec3_t lightDir;
|
||
|
float tsLightDir[3];
|
||
|
|
||
|
cull = true;
|
||
|
lastshader = NULL;
|
||
|
|
||
|
for (i=0; i<numSurfaces; i++)
|
||
|
{
|
||
|
surf = surfs[i];
|
||
|
|
||
|
if (surf->visframe != r_framecount)
|
||
|
continue;
|
||
|
|
||
|
if (!(surf->flags & SURF_PPLIGHT))
|
||
|
continue;
|
||
|
|
||
|
shader = surf->shader->shader;
|
||
|
|
||
|
if (shader->numbumpstages > 0)
|
||
|
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
|
||
|
else
|
||
|
continue;
|
||
|
|
||
|
p = surf->polys;
|
||
|
|
||
|
//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_TRIANGLE_FAN);
|
||
|
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
|
||
|
for (j = 0; j < p->numverts; j++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
VectorSubtract(currentshadowlight->origin, (&v[0]), lightDir);
|
||
|
if (surf->flags & SURF_PLANEBACK) {
|
||
|
tsLightDir[2] = -DotProduct(lightDir,surf->plane->normal);
|
||
|
} else {
|
||
|
tsLightDir[2] = DotProduct(lightDir,surf->plane->normal);
|
||
|
}
|
||
|
|
||
|
tsLightDir[1] = -DotProduct(lightDir,surf->binormal);
|
||
|
tsLightDir[0] = DotProduct(lightDir,surf->tangent);
|
||
|
|
||
|
qglMultiTexCoord3fvARB(GL_TEXTURE0_ARB, &tsLightDir[0]);
|
||
|
qglMultiTexCoord2fvARB(GL_TEXTURE1_ARB, &v[3]);
|
||
|
glVertex3fv(&v[0]);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
if (!cull)
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
}
|
||
|
|
||
|
|
||
|
void Generic_sendSurfacesATT(msurface_t **surfs, int numSurfaces)
|
||
|
{
|
||
|
int i, j;
|
||
|
glpoly_t *p;
|
||
|
msurface_t *surf;
|
||
|
shader_t *shader, *lastshader;
|
||
|
qboolean cull;
|
||
|
float tu, tv;
|
||
|
vec3_t *s, *t, nearPt, nearToVert;
|
||
|
float dist, scale;
|
||
|
mplane_t *splitplane;
|
||
|
float *v;
|
||
|
|
||
|
cull = true;
|
||
|
lastshader = NULL;
|
||
|
|
||
|
for ( i = 0; i < numSurfaces; i++)
|
||
|
{
|
||
|
surf = surfs[i];
|
||
|
if (surf->visframe != r_framecount)
|
||
|
continue;
|
||
|
if (!(surf->flags & SURF_PPLIGHT))
|
||
|
continue;
|
||
|
|
||
|
shader = surf->shader->shader;
|
||
|
if (shader->numbumpstages == 0)
|
||
|
continue;
|
||
|
|
||
|
p = surf->polys;
|
||
|
|
||
|
if (lastshader != shader)
|
||
|
{
|
||
|
if (!shader->cull)
|
||
|
{
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
cull = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!cull)
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
cull = true;
|
||
|
}
|
||
|
lastshader = shader;
|
||
|
}
|
||
|
|
||
|
glColor4f(1, 1, 1, 1);
|
||
|
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
|
||
|
|
||
|
// Calculate attenuation
|
||
|
splitplane = surf->plane;
|
||
|
s = (vec3_t *)&surf->tangent;
|
||
|
t = (vec3_t *)&surf->binormal;
|
||
|
dist = DotProduct (currentshadowlight->origin, splitplane->normal) - splitplane->dist;
|
||
|
dist = abs(dist);
|
||
|
ProjectPlane (currentshadowlight->origin, (*s), (*t), nearPt);
|
||
|
|
||
|
// FIXME! BBLIGHTS
|
||
|
// scale = 1 /((2 * currentshadowlight->radius) - dist);
|
||
|
scale = 1 /((2 * 400) - dist);
|
||
|
|
||
|
glBegin(GL_TRIANGLE_FAN);
|
||
|
for (j = 0; j < p->numverts; j++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
VectorSubtract (v, nearPt, nearToVert);
|
||
|
|
||
|
// Get our texture coordinates, transform into tangent plane
|
||
|
tu = DotProduct (nearToVert, (*s)) * scale + 0.5;
|
||
|
tv = DotProduct (nearToVert, (*t)) * scale + 0.5;
|
||
|
|
||
|
glTexCoord2f(tu, tv);
|
||
|
glVertex3fv(&v[0]);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
if (!cull)
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
}
|
||
|
|
||
|
void Generic_sendSurfacesWV(msurface_t **surfs, int numSurfaces)
|
||
|
{
|
||
|
int i, j;
|
||
|
glpoly_t *p;
|
||
|
msurface_t *surf;
|
||
|
shader_t *shader, *lastshader;
|
||
|
qboolean cull;
|
||
|
float *v;
|
||
|
cull = true;
|
||
|
lastshader = NULL;
|
||
|
|
||
|
for ( i = 0; i < numSurfaces; i++)
|
||
|
{
|
||
|
surf = surfs[i];
|
||
|
if (surf->visframe != r_framecount)
|
||
|
continue;
|
||
|
if (!(surf->flags & SURF_PPLIGHT))
|
||
|
continue;
|
||
|
|
||
|
shader = surf->shader->shader;
|
||
|
if (shader->numbumpstages == 0)
|
||
|
continue;
|
||
|
|
||
|
p = surf->polys;
|
||
|
|
||
|
if (lastshader != shader)
|
||
|
{
|
||
|
if (!shader->cull)
|
||
|
{
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
cull = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!cull)
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
cull = true;
|
||
|
}
|
||
|
lastshader = shader;
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
if (shader->numcolorstages > 0)
|
||
|
GL_BindAdvanced(shader->colorstages[0].texture[0]);
|
||
|
}
|
||
|
|
||
|
glBegin(GL_TRIANGLE_FAN);
|
||
|
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
|
||
|
for (j = 0; j < p->numverts; j++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
glTexCoord3fv(&v[0]);
|
||
|
qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, v[3], v[4]);
|
||
|
glVertex3fv(&v[0]);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
if (!cull)
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
}
|
||
|
|
||
|
void Generic_sendSurfacesTex(msurface_t **surfs, int numSurfaces)
|
||
|
{
|
||
|
int i, j;
|
||
|
glpoly_t *p;
|
||
|
msurface_t *surf;
|
||
|
shader_t *shader, *lastshader;
|
||
|
qboolean cull;
|
||
|
float *v;
|
||
|
|
||
|
cull = true;
|
||
|
lastshader = NULL;
|
||
|
|
||
|
for ( i = 0; i < numSurfaces; i++)
|
||
|
{
|
||
|
surf = surfs[i];
|
||
|
if (surf->visframe != r_framecount)
|
||
|
continue;
|
||
|
if (!(surf->flags & SURF_PPLIGHT))
|
||
|
continue;
|
||
|
|
||
|
shader = surf->shader->shader;
|
||
|
if (shader->numbumpstages == 0)
|
||
|
continue;
|
||
|
|
||
|
p = surf->polys;
|
||
|
|
||
|
if (lastshader != shader)
|
||
|
{
|
||
|
if (!shader->cull)
|
||
|
{
|
||
|
glDisable(GL_CULL_FACE);
|
||
|
cull = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!cull)
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
cull = true;
|
||
|
}
|
||
|
lastshader = shader;
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
if (shader->numcolorstages > 0)
|
||
|
GL_BindAdvanced(shader->colorstages[0].texture[0]);
|
||
|
}
|
||
|
|
||
|
glBegin(GL_TRIANGLE_FAN);
|
||
|
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
|
||
|
for (j = 0; j < p->numverts; j++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
glTexCoord2fv(&v[3]);
|
||
|
glVertex3fv(&v[0]);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
if (!cull)
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
}
|
||
|
|
||
|
void Generic_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
|
||
|
int numSurfaces,const transform_t *tr)
|
||
|
{
|
||
|
glDepthMask (0);
|
||
|
|
||
|
// First draw diffuse bump (n dot l) to alpha
|
||
|
GL_DrawAlpha();
|
||
|
GL_EnableDiffuseShader();
|
||
|
Generic_sendSurfacesDiffuse(surfs, numSurfaces);
|
||
|
GL_DisableDiffuseShader ();
|
||
|
|
||
|
// Then attenuate with projected 2D attenuation map
|
||
|
GL_ModulateAlphaDrawAlpha();
|
||
|
GL_EnableAttShader();
|
||
|
Generic_sendSurfacesATT(surfs, numSurfaces);
|
||
|
GL_DisableAttShader();
|
||
|
|
||
|
// Then modulate Color map and light filter with alpha and add to color
|
||
|
GL_ModulateAlphaDrawColor();
|
||
|
glColor3fv(¤tshadowlight->baseColor[0]);
|
||
|
if ( currentshadowlight->filtercube )
|
||
|
{
|
||
|
glMatrixMode(GL_TEXTURE);
|
||
|
glPushMatrix();
|
||
|
|
||
|
GL_SetupCubeMapMatrix(tr);
|
||
|
GL_EnableColorShader (false);
|
||
|
Generic_sendSurfacesWV(surfs, numSurfaces);
|
||
|
GL_DisableColorShader (false);
|
||
|
glPopMatrix();
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Just alpha * light color
|
||
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
||
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
||
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
||
|
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
||
|
|
||
|
Generic_sendSurfacesTex(surfs, numSurfaces);
|
||
|
}
|
||
|
GL_DrawColor();
|
||
|
glColor3f (1,1,1);
|
||
|
glDisable (GL_BLEND);
|
||
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glDepthMask (1);
|
||
|
}
|
||
|
|
||
|
|
||
|
typedef struct allocchain_s
|
||
|
{
|
||
|
struct allocchain_s* next;
|
||
|
char data[1];//variable sized
|
||
|
} allocchain_t;
|
||
|
|
||
|
static allocchain_t* allocChain = NULL;
|
||
|
|
||
|
void* Generic_getDriverMem(size_t size, drivermem_t hint)
|
||
|
{
|
||
|
allocchain_t *r = (allocchain_t *)malloc(size+sizeof(void *));
|
||
|
r->next = allocChain;
|
||
|
allocChain = r;
|
||
|
return &r->data[0];
|
||
|
}
|
||
|
|
||
|
void Generic_freeAllDriverMem(void)
|
||
|
{
|
||
|
allocchain_t *r = allocChain;
|
||
|
allocchain_t *next;
|
||
|
|
||
|
while (r)
|
||
|
{
|
||
|
next = r->next;
|
||
|
free(r);
|
||
|
r = next;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Generic_freeDriver(void)
|
||
|
{
|
||
|
//nothing here...
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void BUMP_InitGeneric(void)
|
||
|
{
|
||
|
if ( gl_cardtype != GENERIC && gl_cardtype != GEFORCE )
|
||
|
return;
|
||
|
|
||
|
//bind the correct stuff to the bump mapping driver
|
||
|
gl_bumpdriver.drawSurfaceListBase = Generic_drawSurfaceListBase;
|
||
|
gl_bumpdriver.drawSurfaceListBump = Generic_drawSurfaceListBump;
|
||
|
gl_bumpdriver.drawTriangleListBase = Generic_drawTriangleListBase;
|
||
|
gl_bumpdriver.drawTriangleListBump = Generic_drawTriangleListBump;
|
||
|
gl_bumpdriver.getDriverMem = Generic_getDriverMem;
|
||
|
gl_bumpdriver.freeAllDriverMem = Generic_freeAllDriverMem;
|
||
|
gl_bumpdriver.freeDriver = Generic_freeDriver;
|
||
|
}
|