1078 lines
45 KiB
C
1078 lines
45 KiB
C
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/*
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Copyright (C) 2001-2002 Charles Hollemeersch
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Radeon Version (C) 2002 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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Same as gl_bumpmap.c but Radeon 8500+ optimized
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These routines require 6 texture units, vertex shader and pixel shader
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This could be further optimized for Radeon 9700 (specular exponent for
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example), but would need better documentation and extension.
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All lights not require only 1 pass:
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1 diffuse + specular with optional light filter
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*/
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#include "quakedef.h"
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#include "glATI.h"
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PFNGLGENFRAGMENTSHADERSATIPROC qglGenFragmentShadersATI = NULL;
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PFNGLBINDFRAGMENTSHADERATIPROC qglBindFragmentShaderATI = NULL;
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PFNGLDELETEFRAGMENTSHADERATIPROC qglDeleteFragmentShaderATI = NULL;
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PFNGLBEGINFRAGMENTSHADERATIPROC qglBeginFragmentShaderATI = NULL;
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PFNGLENDFRAGMENTSHADERATIPROC qglEndFragmentShaderATI = NULL;
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PFNGLPASSTEXCOORDATIPROC qglPassTexCoordATI = NULL;
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PFNGLSAMPLEMAPATIPROC qglSampleMapATI = NULL;
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PFNGLCOLORFRAGMENTOP1ATIPROC qglColorFragmentOp1ATI = NULL;
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PFNGLCOLORFRAGMENTOP2ATIPROC qglColorFragmentOp2ATI = NULL;
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PFNGLCOLORFRAGMENTOP3ATIPROC qglColorFragmentOp3ATI = NULL;
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PFNGLALPHAFRAGMENTOP1ATIPROC qglAlphaFragmentOp1ATI = NULL;
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PFNGLALPHAFRAGMENTOP2ATIPROC qglAlphaFragmentOp2ATI = NULL;
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PFNGLALPHAFRAGMENTOP3ATIPROC qglAlphaFragmentOp3ATI = NULL;
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PFNGLSETFRAGMENTSHADERCONSTANTATIPROC qglSetFragmentShaderConstantATI = NULL;
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PFNGLBEGINVERTEXSHADEREXTPROC qglBeginVertexShaderEXT = NULL;
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PFNGLENDVERTEXSHADEREXTPROC qglEndVertexShaderEXT = NULL;
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PFNGLBINDVERTEXSHADEREXTPROC qglBindVertexShaderEXT = NULL;
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PFNGLGENVERTEXSHADERSEXTPROC qglGenVertexShadersEXT = NULL;
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PFNGLDELETEVERTEXSHADEREXTPROC qglDeleteVertexShaderEXT = NULL;
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PFNGLSHADEROP1EXTPROC qglShaderOp1EXT = NULL;
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PFNGLSHADEROP2EXTPROC qglShaderOp2EXT = NULL;
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PFNGLSHADEROP3EXTPROC qglShaderOp3EXT = NULL;
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PFNGLSWIZZLEEXTPROC qglSwizzleEXT = NULL;
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PFNGLWRITEMASKEXTPROC qglWriteMaskEXT = NULL;
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PFNGLINSERTCOMPONENTEXTPROC qglInsertComponentEXT = NULL;
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PFNGLEXTRACTCOMPONENTEXTPROC qglExtractComponentEXT = NULL;
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PFNGLGENSYMBOLSEXTPROC qglGenSymbolsEXT = NULL;
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PFNGLSETINVARIANTEXTPROC qglSetInvariantEXT = NULL;
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PFNGLSETLOCALCONSTANTEXTPROC qglSetLocalConstantEXT = NULL;
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PFNGLVARIANTBVEXTPROC qglVariantbvEXT = NULL;
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PFNGLVARIANTSVEXTPROC qglVariantsvEXT = NULL;
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PFNGLVARIANTIVEXTPROC qglVariantivEXT = NULL;
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PFNGLVARIANTFVEXTPROC qglVariantfvEXT = NULL;
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PFNGLVARIANTDVEXTPROC qglVariantdvEXT = NULL;
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PFNGLVARIANTUBVEXTPROC qglVariantubvEXT = NULL;
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PFNGLVARIANTUSVEXTPROC qglVariantusvEXT = NULL;
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PFNGLVARIANTUIVEXTPROC qglVariantuivEXT = NULL;
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PFNGLVARIANTPOINTEREXTPROC qglVariantPointerEXT = NULL;
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PFNGLENABLEVARIANTCLIENTSTATEEXTPROC qglEnableVariantClientStateEXT = NULL;
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PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC qglDisableVariantClientStateEXT = NULL;
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PFNGLBINDLIGHTPARAMETEREXTPROC qglBindLightParameterEXT = NULL;
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PFNGLBINDMATERIALPARAMETEREXTPROC qglBindMaterialParameterEXT = NULL;
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PFNGLBINDTEXGENPARAMETEREXTPROC qglBindTexGenParameterEXT = NULL;
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PFNGLBINDTEXTUREUNITPARAMETEREXTPROC qglBindTextureUnitParameterEXT = NULL;
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PFNGLBINDPARAMETEREXTPROC qglBindParameterEXT = NULL;
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PFNGLISVARIANTENABLEDEXTPROC qglIsVariantEnabledEXT = NULL;
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PFNGLGETVARIANTBOOLEANVEXTPROC qglGetVariantBooleanvEXT = NULL;
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PFNGLGETVARIANTINTEGERVEXTPROC qglGetVariantIntegervEXT = NULL;
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PFNGLGETVARIANTFLOATVEXTPROC qglGetVariantFloatvEXT = NULL;
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PFNGLGETVARIANTPOINTERVEXTPROC qglGetVariantPointervEXT = NULL;
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PFNGLGETINVARIANTBOOLEANVEXTPROC qglGetInvariantBooleanvEXT = NULL;
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PFNGLGETINVARIANTINTEGERVEXTPROC qglGetInvariantIntegervEXT = NULL;
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PFNGLGETINVARIANTFLOATVEXTPROC qglGetInvariantFloatvEXT = NULL;
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PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC qglGetLocalConstantBooleanvEXT = NULL;
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PFNGLGETLOCALCONSTANTINTEGERVEXTPROC qglGetLocalConstantIntegervEXT = NULL;
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PFNGLGETLOCALCONSTANTFLOATVEXTPROC qglGetLocalConstantFloatvEXT = NULL;
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PFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI = NULL;
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PFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI = NULL;
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static unsigned int fragment_shaders;
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static unsigned int vertex_shaders;
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//#define RADEONDEBUG
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#ifdef RADEONDEBUG
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void 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 checkerror() do { } while(0)
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#endif
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// <AWE> We look up the symbols here, this way we don't need to prototype all the "qgl" functions!
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#if defined (__APPLE__) || defined (MACOSX)
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extern void * GL_GetProcAddress (const char *theName, qboolean theSafeMode);
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qboolean GL_LookupRadeonSymbols (void)
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{
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qglGenFragmentShadersATI = GL_GetProcAddress ("glGenFragmentShadersATI", false);
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qglBindFragmentShaderATI = GL_GetProcAddress ("glBindFragmentShaderATI", false);
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qglDeleteFragmentShaderATI = GL_GetProcAddress ("glDeleteFragmentShaderATI", false);
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qglBeginFragmentShaderATI = GL_GetProcAddress ("glBeginFragmentShaderATI", false);
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qglEndFragmentShaderATI = GL_GetProcAddress ("glEndFragmentShaderATI", false);
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qglPassTexCoordATI = GL_GetProcAddress ("glPassTexCoordATI", false);
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qglSampleMapATI = GL_GetProcAddress ("glSampleMapATI", false);
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qglColorFragmentOp1ATI = GL_GetProcAddress ("glColorFragmentOp1ATI", false);
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qglColorFragmentOp2ATI = GL_GetProcAddress ("glColorFragmentOp2ATI", false);
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qglColorFragmentOp3ATI = GL_GetProcAddress ("glColorFragmentOp3ATI", false);
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qglAlphaFragmentOp1ATI = GL_GetProcAddress ("glAlphaFragmentOp1ATI", false);
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qglAlphaFragmentOp2ATI = GL_GetProcAddress ("glAlphaFragmentOp2ATI", false);
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qglAlphaFragmentOp3ATI = GL_GetProcAddress ("glAlphaFragmentOp3ATI", false);
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qglSetFragmentShaderConstantATI = GL_GetProcAddress ("glSetFragmentShaderConstantATI", false);
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qglBeginVertexShaderEXT = GL_GetProcAddress ("glBeginVertexShaderEXT", false);
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qglEndVertexShaderEXT = GL_GetProcAddress ("glEndVertexShaderEXT", false);
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qglBindVertexShaderEXT = GL_GetProcAddress ("glBindVertexShaderEXT", false);
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qglGenVertexShadersEXT = GL_GetProcAddress ("glGenVertexShadersEXT", false);
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qglDeleteVertexShaderEXT = GL_GetProcAddress ("glDeleteVertexShaderEXT", false);
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qglShaderOp1EXT = GL_GetProcAddress ("glShaderOp1EXT", false);
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qglShaderOp2EXT = GL_GetProcAddress ("glShaderOp2EXT", false);
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qglShaderOp3EXT = GL_GetProcAddress ("glShaderOp3EXT", false);
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qglSwizzleEXT = GL_GetProcAddress ("glSwizzleEXT", false);
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qglWriteMaskEXT = GL_GetProcAddress ("glWriteMaskEXT", false);
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qglInsertComponentEXT = GL_GetProcAddress ("glInsertComponentEXT", false);
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qglExtractComponentEXT = GL_GetProcAddress ("glExtractComponentEXT", false);
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qglGenSymbolsEXT = GL_GetProcAddress ("glGenSymbolsEXT", false);
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qglSetInvariantEXT = GL_GetProcAddress ("glSetInvariantEXT", false);
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qglSetLocalConstantEXT = GL_GetProcAddress ("glSetLocalConstantEXT", false);
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qglVariantbvEXT = GL_GetProcAddress ("glVariantbvEXT", false);
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qglVariantsvEXT = GL_GetProcAddress ("glVariantsvEXT", false);
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qglVariantivEXT = GL_GetProcAddress ("glVariantivEXT", false);
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qglVariantfvEXT = GL_GetProcAddress ("glVariantfvEXT", false);
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qglVariantdvEXT = GL_GetProcAddress ("glVariantdvEXT", false);
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qglVariantubvEXT = GL_GetProcAddress ("glVariantubvEXT", false);
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qglVariantusvEXT = GL_GetProcAddress ("glVariantusvEXT", false);
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qglVariantuivEXT = GL_GetProcAddress ("glVariantuivEXT", false);
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qglVariantPointerEXT = GL_GetProcAddress ("glVariantPointerEXT", false);
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qglEnableVariantClientStateEXT = GL_GetProcAddress ("glEnableVariantClientStateEXT", false);
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qglDisableVariantClientStateEXT = GL_GetProcAddress ("glDisableVariantClientStateEXT", false);
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qglBindLightParameterEXT = GL_GetProcAddress ("glBindLightParameterEXT", false);
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qglBindMaterialParameterEXT = GL_GetProcAddress ("glBindMaterialParameterEXT", false);
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qglBindTexGenParameterEXT = GL_GetProcAddress ("glBindTexGenParameterEXT", false);
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qglBindTextureUnitParameterEXT = GL_GetProcAddress ("glBindTextureUnitParameterEXT", false);
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qglBindParameterEXT = GL_GetProcAddress ("glBindParameterEXT", false);
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qglIsVariantEnabledEXT = GL_GetProcAddress ("glIsVariantEnabledEXT", false);
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qglGetVariantBooleanvEXT = GL_GetProcAddress ("glGetVariantBooleanvEXT", false);
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qglGetVariantIntegervEXT = GL_GetProcAddress ("glGetVariantIntegervEXT", false);
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qglGetVariantFloatvEXT = GL_GetProcAddress ("glGetVariantFloatvEXT", false);
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qglGetVariantPointervEXT = GL_GetProcAddress ("glGetVariantPointervEXT", false);
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qglGetInvariantBooleanvEXT = GL_GetProcAddress ("glGetInvariantBooleanvEXT", false);
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qglGetInvariantIntegervEXT = GL_GetProcAddress ("glGetInvariantIntegervEXT", false);
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qglGetInvariantFloatvEXT = GL_GetProcAddress ("glGetInvariantFloatvEXT", false);
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qglGetLocalConstantBooleanvEXT = GL_GetProcAddress ("glGetLocalConstantBooleanvEXT", false);
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qglGetLocalConstantIntegervEXT = GL_GetProcAddress ("glGetLocalConstantIntegervEXT", false);
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qglGetLocalConstantFloatvEXT = GL_GetProcAddress ("glGetLocalConstantFloatvEXT", false);
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if (qglGenFragmentShadersATI != NULL &&
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qglBindFragmentShaderATI != NULL &&
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qglDeleteFragmentShaderATI != NULL &&
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qglBeginFragmentShaderATI != NULL &&
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qglEndFragmentShaderATI != NULL &&
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qglPassTexCoordATI != NULL &&
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qglSampleMapATI != NULL &&
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qglColorFragmentOp1ATI != NULL &&
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qglColorFragmentOp2ATI != NULL &&
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qglColorFragmentOp3ATI != NULL &&
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qglAlphaFragmentOp1ATI != NULL &&
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qglAlphaFragmentOp2ATI != NULL &&
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qglAlphaFragmentOp3ATI != NULL &&
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qglSetFragmentShaderConstantATI != NULL &&
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qglBeginVertexShaderEXT != NULL &&
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qglEndVertexShaderEXT != NULL &&
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qglBindVertexShaderEXT != NULL &&
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qglGenVertexShadersEXT != NULL &&
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qglDeleteVertexShaderEXT != NULL &&
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qglShaderOp1EXT != NULL &&
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qglShaderOp2EXT != NULL &&
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qglShaderOp3EXT != NULL &&
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qglSwizzleEXT != NULL &&
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qglWriteMaskEXT != NULL &&
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qglInsertComponentEXT != NULL &&
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qglExtractComponentEXT != NULL &&
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qglGenSymbolsEXT != NULL &&
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qglSetInvariantEXT != NULL &&
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qglSetLocalConstantEXT != NULL &&
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qglVariantbvEXT != NULL &&
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qglVariantsvEXT != NULL &&
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qglVariantivEXT != NULL &&
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qglVariantfvEXT != NULL &&
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qglVariantdvEXT != NULL &&
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qglVariantubvEXT != NULL &&
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qglVariantusvEXT != NULL &&
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qglVariantuivEXT != NULL &&
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qglVariantPointerEXT != NULL &&
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qglEnableVariantClientStateEXT != NULL &&
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qglDisableVariantClientStateEXT != NULL &&
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qglBindLightParameterEXT != NULL &&
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qglBindMaterialParameterEXT != NULL &&
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qglBindTexGenParameterEXT != NULL &&
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qglBindTextureUnitParameterEXT != NULL &&
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qglBindParameterEXT != NULL &&
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qglIsVariantEnabledEXT != NULL &&
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qglGetVariantBooleanvEXT != NULL &&
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qglGetVariantIntegervEXT != NULL &&
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qglGetVariantFloatvEXT != NULL &&
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qglGetVariantPointervEXT != NULL &&
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qglGetInvariantBooleanvEXT != NULL &&
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qglGetInvariantIntegervEXT != NULL &&
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qglGetInvariantFloatvEXT != NULL &&
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qglGetLocalConstantBooleanvEXT != NULL &&
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qglGetLocalConstantIntegervEXT != NULL &&
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qglGetLocalConstantFloatvEXT != NULL)
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{
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return (true);
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}
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return (false);
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}
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#endif /* __APPLE__ || MACOSX */
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void GL_CreateShadersRadeon()
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{
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float scaler[4] = {0.5f, 0.5f, 0.5f, 0.5f};
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int i;
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GLuint mvp, modelview, zcomp;
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GLuint texturematrix, texturematrix2;
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GLuint vertex;
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GLuint texcoord0;
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GLuint texcoord1;
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GLuint texcoord2;
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GLuint color;
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GLuint supportedTmu;
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GLuint disttemp, disttemp2;
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GLuint fogstart, fogend;
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#if !defined(__APPLE__) && !defined (MACOSX)
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SAFE_GET_PROC( qglGenFragmentShadersATI, PFNGLGENFRAGMENTSHADERSATIPROC, "glGenFragmentShadersATI");
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SAFE_GET_PROC( qglBindFragmentShaderATI, PFNGLBINDFRAGMENTSHADERATIPROC, "glBindFragmentShaderATI");
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SAFE_GET_PROC( qglDeleteFragmentShaderATI, PFNGLDELETEFRAGMENTSHADERATIPROC, "glDeleteFragmentShaderATI");
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SAFE_GET_PROC( qglBeginFragmentShaderATI, PFNGLBEGINFRAGMENTSHADERATIPROC, "glBeginFragmentShaderATI");
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SAFE_GET_PROC( qglEndFragmentShaderATI, PFNGLENDFRAGMENTSHADERATIPROC, "glEndFragmentShaderATI");
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SAFE_GET_PROC( qglPassTexCoordATI, PFNGLPASSTEXCOORDATIPROC, "glPassTexCoordATI");
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SAFE_GET_PROC( qglSampleMapATI, PFNGLSAMPLEMAPATIPROC, "glSampleMapATI");
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SAFE_GET_PROC( qglColorFragmentOp1ATI, PFNGLCOLORFRAGMENTOP1ATIPROC, "glColorFragmentOp1ATI");
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SAFE_GET_PROC( qglColorFragmentOp2ATI, PFNGLCOLORFRAGMENTOP2ATIPROC, "glColorFragmentOp2ATI");
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SAFE_GET_PROC( qglColorFragmentOp3ATI, PFNGLCOLORFRAGMENTOP3ATIPROC, "glColorFragmentOp3ATI");
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SAFE_GET_PROC( qglAlphaFragmentOp1ATI, PFNGLALPHAFRAGMENTOP1ATIPROC, "glAlphaFragmentOp1ATI");
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SAFE_GET_PROC( qglAlphaFragmentOp2ATI, PFNGLALPHAFRAGMENTOP2ATIPROC, "glAlphaFragmentOp2ATI");
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SAFE_GET_PROC( qglAlphaFragmentOp3ATI, PFNGLALPHAFRAGMENTOP3ATIPROC, "glAlphaFragmentOp3ATI");
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SAFE_GET_PROC( qglSetFragmentShaderConstantATI, PFNGLSETFRAGMENTSHADERCONSTANTATIPROC, "glSetFragmentShaderConstantATI");
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SAFE_GET_PROC( qglBeginVertexShaderEXT, PFNGLBEGINVERTEXSHADEREXTPROC, "glBeginVertexShaderEXT");
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SAFE_GET_PROC( qglEndVertexShaderEXT, PFNGLENDVERTEXSHADEREXTPROC, "glEndVertexShaderEXT");
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SAFE_GET_PROC( qglBindVertexShaderEXT, PFNGLBINDVERTEXSHADEREXTPROC, "glBindVertexShaderEXT");
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SAFE_GET_PROC( qglGenVertexShadersEXT, PFNGLGENVERTEXSHADERSEXTPROC, "glGenVertexShadersEXT");
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SAFE_GET_PROC( qglDeleteVertexShaderEXT, PFNGLDELETEVERTEXSHADEREXTPROC, "glDeleteVertexShaderEXT");
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SAFE_GET_PROC( qglShaderOp1EXT, PFNGLSHADEROP1EXTPROC, "glShaderOp1EXT");
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SAFE_GET_PROC( qglShaderOp2EXT, PFNGLSHADEROP2EXTPROC, "glShaderOp2EXT");
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SAFE_GET_PROC( qglShaderOp3EXT, PFNGLSHADEROP3EXTPROC, "glShaderOp3EXT");
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SAFE_GET_PROC( qglSwizzleEXT, PFNGLSWIZZLEEXTPROC, "glSwizzleEXT");
|
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SAFE_GET_PROC( qglWriteMaskEXT, PFNGLWRITEMASKEXTPROC, "glWriteMaskEXT");
|
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SAFE_GET_PROC( qglInsertComponentEXT, PFNGLINSERTCOMPONENTEXTPROC, "glInsertComponentEXT");
|
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SAFE_GET_PROC( qglExtractComponentEXT, PFNGLEXTRACTCOMPONENTEXTPROC, "glExtractComponentEXT");
|
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|
SAFE_GET_PROC( qglGenSymbolsEXT, PFNGLGENSYMBOLSEXTPROC, "glGenSymbolsEXT");
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|
SAFE_GET_PROC( qglSetInvariantEXT, PFNGLSETINVARIANTEXTPROC, "glSetInvariantEXT");
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SAFE_GET_PROC( qglSetLocalConstantEXT, PFNGLSETLOCALCONSTANTEXTPROC, "glSetLocalConstantEXT");
|
||
|
SAFE_GET_PROC( qglVariantbvEXT, PFNGLVARIANTBVEXTPROC, "glVariantbvEXT");
|
||
|
SAFE_GET_PROC( qglVariantsvEXT, PFNGLVARIANTSVEXTPROC, "glVariantsvEXT");
|
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|
SAFE_GET_PROC( qglVariantivEXT, PFNGLVARIANTIVEXTPROC, "glVariantivEXT");
|
||
|
SAFE_GET_PROC( qglVariantfvEXT, PFNGLVARIANTFVEXTPROC, "glVariantfvEXT");
|
||
|
SAFE_GET_PROC( qglVariantdvEXT, PFNGLVARIANTDVEXTPROC, "glVariantdvEXT");
|
||
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SAFE_GET_PROC( qglVariantubvEXT, PFNGLVARIANTUBVEXTPROC, "glVariantubvEXT");
|
||
|
SAFE_GET_PROC( qglVariantusvEXT, PFNGLVARIANTUSVEXTPROC, "glVariantusvEXT");
|
||
|
SAFE_GET_PROC( qglVariantuivEXT, PFNGLVARIANTUIVEXTPROC, "glVariantuivEXT");
|
||
|
SAFE_GET_PROC( qglVariantPointerEXT, PFNGLVARIANTPOINTEREXTPROC, "glVariantPointerEXT");
|
||
|
SAFE_GET_PROC( qglEnableVariantClientStateEXT, PFNGLENABLEVARIANTCLIENTSTATEEXTPROC, "glEnableVariantClientStateEXT");
|
||
|
SAFE_GET_PROC( qglDisableVariantClientStateEXT, PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC, "glDisableVariantClientStateEXT");
|
||
|
SAFE_GET_PROC( qglBindLightParameterEXT, PFNGLBINDLIGHTPARAMETEREXTPROC, "glBindLightParameterEXT");
|
||
|
SAFE_GET_PROC( qglBindMaterialParameterEXT, PFNGLBINDMATERIALPARAMETEREXTPROC, "glBindMaterialParameterEXT");
|
||
|
SAFE_GET_PROC( qglBindTexGenParameterEXT, PFNGLBINDTEXGENPARAMETEREXTPROC, "glBindTexGenParameterEXT");
|
||
|
SAFE_GET_PROC( qglBindTextureUnitParameterEXT, PFNGLBINDTEXTUREUNITPARAMETEREXTPROC, "glBindTextureUnitParameterEXT");
|
||
|
SAFE_GET_PROC( qglBindParameterEXT, PFNGLBINDPARAMETEREXTPROC, "glBindParameterEXT");
|
||
|
SAFE_GET_PROC( qglIsVariantEnabledEXT, PFNGLISVARIANTENABLEDEXTPROC, "glIsVariantEnabledEXT");
|
||
|
SAFE_GET_PROC( qglGetVariantBooleanvEXT, PFNGLGETVARIANTBOOLEANVEXTPROC, "glGetVariantBooleanvEXT");
|
||
|
SAFE_GET_PROC( qglGetVariantIntegervEXT, PFNGLGETVARIANTINTEGERVEXTPROC, "glGetVariantIntegervEXT");
|
||
|
SAFE_GET_PROC( qglGetVariantFloatvEXT, PFNGLGETVARIANTFLOATVEXTPROC, "glGetVariantFloatvEXT");
|
||
|
SAFE_GET_PROC( qglGetVariantPointervEXT, PFNGLGETVARIANTPOINTERVEXTPROC, "glGetVariantPointervEXT");
|
||
|
SAFE_GET_PROC( qglGetInvariantBooleanvEXT, PFNGLGETINVARIANTBOOLEANVEXTPROC, "glGetInvariantBooleanvEXT");
|
||
|
SAFE_GET_PROC( qglGetInvariantIntegervEXT, PFNGLGETINVARIANTINTEGERVEXTPROC, "glGetInvariantIntegervEXT");
|
||
|
SAFE_GET_PROC( qglGetInvariantFloatvEXT, PFNGLGETINVARIANTFLOATVEXTPROC, "glGetInvariantFloatvEXT");
|
||
|
SAFE_GET_PROC( qglGetLocalConstantBooleanvEXT, PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC, "glGetLocalConstantBooleanvEXT");
|
||
|
SAFE_GET_PROC( qglGetLocalConstantIntegervEXT, PFNGLGETLOCALCONSTANTINTEGERVEXTPROC, "glGetLocalConstantIntegervEXT");
|
||
|
SAFE_GET_PROC( qglGetLocalConstantFloatvEXT, PFNGLGETLOCALCONSTANTFLOATVEXTPROC, "glGetLocalConstantFloatvEXT");
|
||
|
|
||
|
SAFE_GET_PROC( qglPNTrianglesiATI, PFNGLPNTRIANGLESIATIPROC, "glPNTrianglesiATI");
|
||
|
SAFE_GET_PROC( qglPNTrianglesfATI, PFNGLPNTRIANGLESFATIPROC, "glPNTrianglesfATI");
|
||
|
#endif /* !__APPLE__ && !MACOSX */
|
||
|
|
||
|
glEnable(GL_FRAGMENT_SHADER_ATI);
|
||
|
|
||
|
fragment_shaders = qglGenFragmentShadersATI(2);
|
||
|
|
||
|
// combined diffuse & specular shader w/ vertex color
|
||
|
qglBindFragmentShaderATI(fragment_shaders);
|
||
|
checkerror();
|
||
|
qglBeginFragmentShaderATI();
|
||
|
checkerror();
|
||
|
|
||
|
qglSetFragmentShaderConstantATI(GL_CON_0_ATI, &scaler[0]);
|
||
|
checkerror();
|
||
|
|
||
|
// texld r0, t0
|
||
|
qglSampleMapATI (GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r1, t1
|
||
|
qglSampleMapATI (GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r2, t2
|
||
|
qglSampleMapATI (GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r3, t3
|
||
|
qglSampleMapATI (GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r4, t4
|
||
|
qglSampleMapATI (GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// gloss * atten * light color * specular +
|
||
|
// dot * color * atten * light color * self shadow =
|
||
|
// (gloss * specular + dot * color * self shadow ) * atten * light color
|
||
|
// Alpha ops rule :-)
|
||
|
|
||
|
// dp3_sat r2.rgb, r0_bx2.rgb, r2_bx2.rgb // specular
|
||
|
qglColorFragmentOp2ATI(GL_DOT3_ATI,
|
||
|
GL_REG_2_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI,
|
||
|
GL_REG_2_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// +mov_x8_sat r2.a, r1_bx2.b // self shadow term
|
||
|
qglAlphaFragmentOp1ATI(GL_MOV_ATI,
|
||
|
GL_REG_2_ATI, GL_8X_BIT_ATI|GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_1_ATI, GL_BLUE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// dp3_sat r1.rgb, r0_bx2.rgb, r1_bx2.rgb // diffuse
|
||
|
qglColorFragmentOp2ATI(GL_DOT3_ATI,
|
||
|
GL_REG_1_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// +mad_x2_sat r1.a, r2.b, r2.b, -c0.b // specular exponent
|
||
|
qglAlphaFragmentOp3ATI(GL_MAD_ATI,
|
||
|
GL_REG_1_ATI, GL_2X_BIT_ATI|GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_2_ATI, GL_BLUE, GL_NONE,
|
||
|
GL_REG_2_ATI, GL_BLUE, GL_NONE,
|
||
|
GL_CON_0_ATI, GL_BLUE, GL_NEGATE_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// mul r1.rgb, r1.rgb, r3.rgb // diffuse color * diffuse bump
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_3_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// +mul r1.a, r1.a, r1.a // raise exponent
|
||
|
qglAlphaFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// mul r4.rgb, r4.rgb, v0.rgb // atten * light color
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_4_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_4_ATI, GL_NONE, GL_NONE,
|
||
|
GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// +mul r1.a, r1.a, r1.a // raise exponent
|
||
|
qglAlphaFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// mul r1.rgb, r1.rgb, r2.a // self shadow * diffuse
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_2_ATI, GL_ALPHA, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// +mul r0.a, r1.a, r0.a // specular * gloss map
|
||
|
qglAlphaFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_0_ATI, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// add r0.rgb, r1.rgb, r0.a // diffuse + specular
|
||
|
qglColorFragmentOp2ATI(GL_ADD_ATI,
|
||
|
GL_REG_0_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_0_ATI, GL_ALPHA, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// mul_sat r0.rgb, r0.rgb, r4.rgb // (diffuse + specular)*atten*color
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_4_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
|
||
|
qglEndFragmentShaderATI();
|
||
|
checkerror();
|
||
|
|
||
|
// Second shader with cube filter
|
||
|
qglBindFragmentShaderATI(fragment_shaders+1);
|
||
|
checkerror();
|
||
|
qglBeginFragmentShaderATI();
|
||
|
checkerror();
|
||
|
|
||
|
qglSetFragmentShaderConstantATI(GL_CON_0_ATI, &scaler[0]);
|
||
|
checkerror();
|
||
|
|
||
|
// texld r0, t0
|
||
|
qglSampleMapATI (GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r1, t1
|
||
|
qglSampleMapATI (GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r2, t2
|
||
|
qglSampleMapATI (GL_REG_2_ATI, GL_TEXTURE2_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r3, t3
|
||
|
qglSampleMapATI (GL_REG_3_ATI, GL_TEXTURE3_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r4, t4
|
||
|
qglSampleMapATI (GL_REG_4_ATI, GL_TEXTURE4_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
// texld r5, t5
|
||
|
qglSampleMapATI (GL_REG_5_ATI, GL_TEXTURE5_ARB, GL_SWIZZLE_STR_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// gloss * atten * light color * specular +
|
||
|
// dot * color * atten * light color * self shadow =
|
||
|
// (gloss * specular + dot * color * self shadow ) * atten * light color * filter
|
||
|
// Alpha ops rule :-)
|
||
|
|
||
|
// dp3_sat r2.rgb, r0_bx2.rgb, r2_bx2.rgb // specular
|
||
|
qglColorFragmentOp2ATI(GL_DOT3_ATI,
|
||
|
GL_REG_2_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI,
|
||
|
GL_REG_2_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// +mov_x8_sat r2.a, r1_bx2.b // self shadow term
|
||
|
qglAlphaFragmentOp1ATI(GL_MOV_ATI,
|
||
|
GL_REG_2_ATI, GL_8X_BIT_ATI|GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_1_ATI, GL_BLUE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// dp3_sat r1.rgb, r0_bx2.rgb, r1_bx2.rgb // diffuse
|
||
|
qglColorFragmentOp2ATI(GL_DOT3_ATI,
|
||
|
GL_REG_1_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_2X_BIT_ATI|GL_BIAS_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// +mad_x2_sat r1.a, r2.b, r2.b, -c0.b // specular exponent
|
||
|
qglAlphaFragmentOp3ATI(GL_MAD_ATI,
|
||
|
GL_REG_1_ATI, GL_2X_BIT_ATI|GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_2_ATI, GL_BLUE, GL_NONE,
|
||
|
GL_REG_2_ATI, GL_BLUE, GL_NONE,
|
||
|
GL_CON_0_ATI, GL_BLUE, GL_NEGATE_BIT_ATI);
|
||
|
checkerror();
|
||
|
|
||
|
// mul r1.rgb, r1.rgb, r3.rgb // diffuse color * diffuse bump
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_3_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// +mul r1.a, r1.a, r1.a // raise exponent
|
||
|
qglAlphaFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// mul r4.rgb, r4.rgb, v0.rgb // atten * light color
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_4_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_4_ATI, GL_NONE, GL_NONE,
|
||
|
GL_PRIMARY_COLOR_ARB, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// +mul r1.a, r1.a, r1.a // raise exponent
|
||
|
qglAlphaFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// mul r1.rgb, r1.rgb, r2.a // self shadow * diffuse
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_1_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_2_ATI, GL_ALPHA, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// +mul r0.a, r1.a, r0.a // specular * gloss map
|
||
|
qglAlphaFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_0_ATI, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// add r0.rgb, r0.rgb, r0.a // diffuse + specular
|
||
|
qglColorFragmentOp2ATI(GL_ADD_ATI,
|
||
|
GL_REG_0_ATI, GL_RED_BIT_ATI|GL_GREEN_BIT_ATI|GL_BLUE_BIT_ATI, GL_NONE,
|
||
|
GL_REG_1_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_0_ATI, GL_ALPHA, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// mul r0.rgb, r0.rgb, r4.rgb // (diffuse + specular)*atten*color
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_4_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
// mul_sat r0.rgb, r0.rgb, r5.rgb // (diffuse + specular)*atten*color*filter
|
||
|
qglColorFragmentOp2ATI(GL_MUL_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_SATURATE_BIT_ATI,
|
||
|
GL_REG_0_ATI, GL_NONE, GL_NONE,
|
||
|
GL_REG_5_ATI, GL_NONE, GL_NONE);
|
||
|
checkerror();
|
||
|
|
||
|
|
||
|
qglEndFragmentShaderATI();
|
||
|
checkerror();
|
||
|
|
||
|
glDisable(GL_FRAGMENT_SHADER_ATI);
|
||
|
|
||
|
|
||
|
glEnable(GL_VERTEX_SHADER_EXT);
|
||
|
|
||
|
vertex_shaders = qglGenVertexShadersEXT(2);
|
||
|
checkerror();
|
||
|
qglBindVertexShaderEXT(vertex_shaders);
|
||
|
checkerror();
|
||
|
qglBeginVertexShaderEXT();
|
||
|
checkerror();
|
||
|
|
||
|
// Generates a necessary input for the diffuse bumpmapping registers
|
||
|
mvp = qglBindParameterEXT( GL_MVP_MATRIX_EXT );
|
||
|
checkerror();
|
||
|
modelview = qglBindParameterEXT( GL_MODELVIEW_MATRIX );
|
||
|
checkerror();
|
||
|
vertex = qglBindParameterEXT( GL_CURRENT_VERTEX_EXT );
|
||
|
checkerror();
|
||
|
color = qglBindParameterEXT( GL_CURRENT_COLOR );
|
||
|
checkerror();
|
||
|
texturematrix = qglBindTextureUnitParameterEXT( GL_TEXTURE4_ARB, GL_TEXTURE_MATRIX );
|
||
|
checkerror();
|
||
|
texcoord0 = qglBindTextureUnitParameterEXT( GL_TEXTURE0_ARB, GL_CURRENT_TEXTURE_COORDS );
|
||
|
checkerror();
|
||
|
texcoord1 = qglBindTextureUnitParameterEXT( GL_TEXTURE1_ARB, GL_CURRENT_TEXTURE_COORDS );
|
||
|
checkerror();
|
||
|
texcoord2 = qglBindTextureUnitParameterEXT( GL_TEXTURE2_ARB, GL_CURRENT_TEXTURE_COORDS );
|
||
|
checkerror();
|
||
|
disttemp = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1);
|
||
|
checkerror();
|
||
|
disttemp2 = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1);
|
||
|
checkerror();
|
||
|
zcomp = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1);
|
||
|
checkerror();
|
||
|
fogstart = qglBindParameterEXT( GL_FOG_START );
|
||
|
checkerror();
|
||
|
fogend = qglBindParameterEXT( GL_FOG_END );
|
||
|
checkerror();
|
||
|
|
||
|
// Transform vertex to view-space
|
||
|
qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_VERTEX_EXT, mvp, vertex );
|
||
|
checkerror();
|
||
|
|
||
|
// Transform vertex by texture matrix and copy to output
|
||
|
qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_TEXTURE_COORD4_EXT, texturematrix, vertex );
|
||
|
checkerror();
|
||
|
|
||
|
// copy tex coords of unit 0 to unit 3
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD0_EXT, texcoord0);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD1_EXT, texcoord1);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD2_EXT, texcoord2);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD3_EXT, texcoord0);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_COLOR0_EXT, color);
|
||
|
checkerror();
|
||
|
|
||
|
// Transform vertex and take z for fog
|
||
|
qglExtractComponentEXT( zcomp, modelview, 2);
|
||
|
checkerror();
|
||
|
qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, zcomp, vertex );
|
||
|
checkerror();
|
||
|
|
||
|
// calculate fog values end - z and end - start
|
||
|
qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp, fogend, disttemp);
|
||
|
checkerror();
|
||
|
qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp2, fogend, fogstart);
|
||
|
checkerror();
|
||
|
|
||
|
// divide end - z by end - start, that's it
|
||
|
qglShaderOp1EXT( GL_OP_RECIP_EXT, disttemp2, disttemp2);
|
||
|
checkerror();
|
||
|
qglShaderOp2EXT( GL_OP_MUL_EXT, GL_OUTPUT_FOG_EXT, disttemp, disttemp2);
|
||
|
checkerror();
|
||
|
|
||
|
qglEndVertexShaderEXT();
|
||
|
checkerror();
|
||
|
|
||
|
// Two transformed textures
|
||
|
qglBindVertexShaderEXT(vertex_shaders+1);
|
||
|
checkerror();
|
||
|
qglBeginVertexShaderEXT();
|
||
|
checkerror();
|
||
|
|
||
|
// Generates a necessary input for the diffuse bumpmapping registers
|
||
|
mvp = qglBindParameterEXT( GL_MVP_MATRIX_EXT );
|
||
|
checkerror();
|
||
|
modelview = qglBindParameterEXT( GL_MODELVIEW_MATRIX );
|
||
|
checkerror();
|
||
|
vertex = qglBindParameterEXT( GL_CURRENT_VERTEX_EXT );
|
||
|
checkerror();
|
||
|
color = qglBindParameterEXT( GL_CURRENT_COLOR );
|
||
|
checkerror();
|
||
|
texturematrix = qglBindTextureUnitParameterEXT( GL_TEXTURE4_ARB, GL_TEXTURE_MATRIX );
|
||
|
checkerror();
|
||
|
texturematrix2 = qglBindTextureUnitParameterEXT( GL_TEXTURE5_ARB, GL_TEXTURE_MATRIX );
|
||
|
checkerror();
|
||
|
texcoord0 = qglBindTextureUnitParameterEXT( GL_TEXTURE0_ARB, GL_CURRENT_TEXTURE_COORDS );
|
||
|
checkerror();
|
||
|
texcoord1 = qglBindTextureUnitParameterEXT( GL_TEXTURE1_ARB, GL_CURRENT_TEXTURE_COORDS );
|
||
|
checkerror();
|
||
|
texcoord2 = qglBindTextureUnitParameterEXT( GL_TEXTURE2_ARB, GL_CURRENT_TEXTURE_COORDS );
|
||
|
checkerror();
|
||
|
disttemp = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1);
|
||
|
checkerror();
|
||
|
disttemp2 = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1);
|
||
|
checkerror();
|
||
|
zcomp = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1);
|
||
|
checkerror();
|
||
|
fogstart = qglBindParameterEXT( GL_FOG_START );
|
||
|
checkerror();
|
||
|
fogend = qglBindParameterEXT( GL_FOG_END );
|
||
|
checkerror();
|
||
|
|
||
|
// Transform vertex to view-space
|
||
|
qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_VERTEX_EXT, mvp, vertex );
|
||
|
checkerror();
|
||
|
|
||
|
// Transform vertex by texture matrix and copy to output
|
||
|
qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_TEXTURE_COORD4_EXT, texturematrix, vertex );
|
||
|
checkerror();
|
||
|
|
||
|
// Transform vertex by texture matrix and copy to output
|
||
|
qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_TEXTURE_COORD5_EXT, texturematrix2, vertex );
|
||
|
checkerror();
|
||
|
|
||
|
// copy tex coords of unit 0 to unit 3
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD0_EXT, texcoord0);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD1_EXT, texcoord1);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD2_EXT, texcoord2);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD3_EXT, texcoord0);
|
||
|
checkerror();
|
||
|
qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_COLOR0_EXT, color);
|
||
|
checkerror();
|
||
|
|
||
|
// Transform vertex and take z for fog
|
||
|
qglExtractComponentEXT( zcomp, modelview, 2);
|
||
|
checkerror();
|
||
|
qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, zcomp, vertex );
|
||
|
checkerror();
|
||
|
|
||
|
// calculate fog values end - z and end - start
|
||
|
qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp, fogend, disttemp);
|
||
|
checkerror();
|
||
|
qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp2, fogend, fogstart);
|
||
|
checkerror();
|
||
|
|
||
|
// divide end - z by end - start, that's it
|
||
|
qglShaderOp1EXT( GL_OP_RECIP_EXT, disttemp2, disttemp2);
|
||
|
checkerror();
|
||
|
qglShaderOp2EXT( GL_OP_MUL_EXT, GL_OUTPUT_FOG_EXT, disttemp, disttemp2);
|
||
|
checkerror();
|
||
|
|
||
|
qglEndVertexShaderEXT();
|
||
|
checkerror();
|
||
|
|
||
|
glDisable(GL_VERTEX_SHADER_EXT);
|
||
|
}
|
||
|
|
||
|
|
||
|
void GL_DisableDiffuseShaderRadeon()
|
||
|
{
|
||
|
//tex 0 = normal map
|
||
|
//tex 1 = normalization cube map (tangent space light vector)
|
||
|
//tex 2 = normalization cube map (tangent space half vector)
|
||
|
//tex 3 = color map
|
||
|
//tex 4 = (attenuation or light filter, depends on light settings)
|
||
|
|
||
|
glDisable(GL_VERTEX_SHADER_EXT);
|
||
|
glDisable(GL_FRAGMENT_SHADER_ATI);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
||
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE2_ARB);
|
||
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE4_ARB);
|
||
|
if (currentshadowlight->filtercube)
|
||
|
{
|
||
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
glPopMatrix();
|
||
|
GL_SelectTexture(GL_TEXTURE5_ARB);
|
||
|
}
|
||
|
glDisable(GL_TEXTURE_3D);
|
||
|
glPopMatrix();
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
}
|
||
|
|
||
|
void GL_EnableDiffuseSpecularShaderRadeon(qboolean world, vec3_t lightOrig)
|
||
|
{
|
||
|
float invrad = 1/currentshadowlight->radius;
|
||
|
|
||
|
//tex 0 = normal map
|
||
|
//tex 1 = normalization cube map (tangent space light vector)
|
||
|
//tex 2 = normalization cube map (tangent space half vector)
|
||
|
//tex 3 = color map
|
||
|
//tex 4 = (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_CUBE_MAP_ARB);
|
||
|
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
||
|
glEnable(GL_TEXTURE_2D);
|
||
|
|
||
|
glEnable(GL_FRAGMENT_SHADER_ATI);
|
||
|
glEnable(GL_VERTEX_SHADER_EXT);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE4_ARB);
|
||
|
glMatrixMode(GL_TEXTURE);
|
||
|
glPushMatrix();
|
||
|
glLoadIdentity();
|
||
|
if (currentshadowlight->filtercube)
|
||
|
{
|
||
|
glGetError();
|
||
|
qglBindFragmentShaderATI( fragment_shaders + 1 );
|
||
|
checkerror();
|
||
|
qglBindVertexShaderEXT( vertex_shaders + 1);
|
||
|
checkerror();
|
||
|
|
||
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
||
|
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->filtercube);
|
||
|
GL_SetupCubeMapMatrix(world);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE5_ARB);
|
||
|
glMatrixMode(GL_TEXTURE);
|
||
|
glPushMatrix();
|
||
|
glLoadIdentity();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glGetError();
|
||
|
qglBindFragmentShaderATI( fragment_shaders );
|
||
|
checkerror();
|
||
|
qglBindVertexShaderEXT( vertex_shaders );
|
||
|
checkerror();
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
glScalef(invrad, invrad, invrad);
|
||
|
glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void R_DrawWorldRadeonDiffuseSpecular(lightcmd_t *lightCmds)
|
||
|
{
|
||
|
int command, num, i;
|
||
|
int lightPos = 0;
|
||
|
vec3_t lightOr;
|
||
|
msurface_t *surf;
|
||
|
float *v;
|
||
|
float* lightP;
|
||
|
vec3_t lightDir;
|
||
|
vec3_t tsH,H;
|
||
|
|
||
|
texture_t *t;//XYZ
|
||
|
|
||
|
//support flickering lights
|
||
|
VectorCopy(currentshadowlight->origin,lightOr);
|
||
|
|
||
|
while (1)
|
||
|
{
|
||
|
command = lightCmds[lightPos++].asInt;
|
||
|
if (command == 0) break; //end of list
|
||
|
|
||
|
surf = lightCmds[lightPos++].asVoid;
|
||
|
|
||
|
if (surf->visframe != r_framecount) {
|
||
|
lightPos+=(4+surf->polys->numverts*(2+3));
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
num = surf->polys->numverts;
|
||
|
lightPos+=4;//skip color
|
||
|
|
||
|
//XYZ
|
||
|
t = R_TextureAnimation (surf->texinfo->texture);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
GL_Bind(t->gl_texturenum+1);
|
||
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
||
|
GL_Bind(t->gl_texturenum);
|
||
|
|
||
|
glBegin(command);
|
||
|
//v = surf->polys->verts[0];
|
||
|
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
|
||
|
for (i=0; i<num; i++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
//skip attent texture coord.
|
||
|
lightPos += 2;
|
||
|
|
||
|
lightP = &lightCmds[lightPos].asFloat;
|
||
|
lightPos += 3;
|
||
|
|
||
|
VectorCopy(lightP, lightDir);
|
||
|
VectorNormalize(lightDir);
|
||
|
|
||
|
//calculate local H vector and put it into tangent space
|
||
|
|
||
|
//r_origin = camera position
|
||
|
VectorSubtract(r_refdef.vieworg,v,H);
|
||
|
VectorNormalize(H);
|
||
|
|
||
|
//put H in tangent space first since lightDir (precalc) is already in tang space
|
||
|
if (surf->flags & SURF_PLANEBACK)
|
||
|
{
|
||
|
tsH[2] = -DotProduct(H,surf->plane->normal);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tsH[2] = DotProduct(H,surf->plane->normal);
|
||
|
}
|
||
|
|
||
|
tsH[1] = -DotProduct(H,surf->texinfo->vecs[1]);
|
||
|
tsH[0] = DotProduct(H,surf->texinfo->vecs[0]);
|
||
|
|
||
|
VectorAdd(lightDir,tsH,tsH);
|
||
|
|
||
|
// diffuse
|
||
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
|
||
|
|
||
|
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, lightP);
|
||
|
|
||
|
// half vector for specular
|
||
|
qglMultiTexCoord3fvARB(GL_TEXTURE2_ARB,&tsH[0]);
|
||
|
|
||
|
glVertex3fv(&v[0]);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
void R_DrawBrushRadeonDiffuseSpecular(entity_t *e)
|
||
|
{
|
||
|
model_t *model = e->model;
|
||
|
msurface_t *surf;
|
||
|
glpoly_t *poly;
|
||
|
int i, j, count;
|
||
|
brushlightinstant_t *ins = e->brushlightinstant;
|
||
|
float *v;
|
||
|
texture_t *t;//XYZ
|
||
|
|
||
|
count = 0;
|
||
|
|
||
|
surf = &model->surfaces[model->firstmodelsurface];
|
||
|
for (i=0; i<model->nummodelsurfaces; i++, surf++)
|
||
|
{
|
||
|
if (!ins->polygonVis[i]) continue;
|
||
|
|
||
|
poly = surf->polys;
|
||
|
|
||
|
//XYZ
|
||
|
t = R_TextureAnimation (surf->texinfo->texture);
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
GL_Bind(t->gl_texturenum+1);
|
||
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
||
|
GL_Bind(t->gl_texturenum);
|
||
|
|
||
|
glBegin(GL_TRIANGLE_FAN);
|
||
|
//v = poly->verts[0];
|
||
|
v = (float *)(&globalVertexTable[poly->firstvertex]);
|
||
|
for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
|
||
|
{
|
||
|
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
|
||
|
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB,&ins->tslights[count+j][0]);
|
||
|
qglMultiTexCoord3fvARB(GL_TEXTURE2_ARB,&ins->tshalfangles[count+j][0]);
|
||
|
glVertex3fv(v);
|
||
|
}
|
||
|
glEnd();
|
||
|
count+=surf->numedges;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void R_DrawAliasFrameRadeonDiffuseSpecular (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
|
||
|
{
|
||
|
mtriangle_t *tris;
|
||
|
fstvert_t *texcoords;
|
||
|
int anim;
|
||
|
int *indecies;
|
||
|
aliaslightinstant_t *linstant = instant->lightinstant;
|
||
|
|
||
|
tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
|
||
|
texcoords = (fstvert_t *)((byte *)paliashdr + paliashdr->texcoords);
|
||
|
|
||
|
//bind normal map
|
||
|
anim = (int)(cl.time*10) & 3;
|
||
|
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]+1);
|
||
|
GL_SelectTexture(GL_TEXTURE3_ARB);
|
||
|
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
|
||
|
|
||
|
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
|
||
|
|
||
|
glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
|
||
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||
|
glNormalPointer(GL_FLOAT, 0, instant->normals);
|
||
|
glEnableClientState(GL_NORMAL_ARRAY);
|
||
|
|
||
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
|
||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
|
||
|
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
||
|
glTexCoordPointer(3, GL_FLOAT, 0, linstant->tslights);
|
||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
|
||
|
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
|
||
|
glTexCoordPointer(3, GL_FLOAT, 0, linstant->tshalfangles);
|
||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
|
||
|
//glDrawElements(GL_TRIANGLES,paliashdr->numtris*3,GL_UNSIGNED_INT,indecies);
|
||
|
glDrawElements(GL_TRIANGLES,linstant->numtris*3,GL_UNSIGNED_INT,&linstant->indecies[0]);
|
||
|
|
||
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||
|
glDisableClientState(GL_NORMAL_ARRAY);
|
||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
||
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||
|
}
|
||
|
|
||
|
void R_DrawWorldBumpedRadeon()
|
||
|
{
|
||
|
if (!currentshadowlight->visible)
|
||
|
return;
|
||
|
|
||
|
glDepthMask (0);
|
||
|
glShadeModel (GL_SMOOTH);
|
||
|
GL_AddColor();
|
||
|
glColor3fv(¤tshadowlight->color[0]);
|
||
|
|
||
|
GL_EnableDiffuseSpecularShaderRadeon(true,currentshadowlight->origin);
|
||
|
R_DrawWorldRadeonDiffuseSpecular(currentshadowlight->lightCmds);
|
||
|
GL_DisableDiffuseShaderRadeon();
|
||
|
|
||
|
glColor3f (1,1,1);
|
||
|
glDisable (GL_BLEND);
|
||
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glDepthMask (1);
|
||
|
}
|
||
|
|
||
|
void R_DrawBrushBumpedRadeon(entity_t *e)
|
||
|
{
|
||
|
GL_AddColor();
|
||
|
glColor3fv(¤tshadowlight->color[0]);
|
||
|
|
||
|
|
||
|
GL_EnableDiffuseSpecularShaderRadeon(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos);
|
||
|
R_DrawBrushRadeonDiffuseSpecular(e);
|
||
|
GL_DisableDiffuseShaderRadeon();
|
||
|
}
|
||
|
|
||
|
void R_DrawAliasBumpedRadeon(aliashdr_t *paliashdr, aliasframeinstant_t *instant)
|
||
|
{
|
||
|
if ( gl_truform.value )
|
||
|
{
|
||
|
glEnable(GL_PN_TRIANGLES_ATI);
|
||
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
|
||
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
|
||
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_truform_tesselation.value);
|
||
|
}
|
||
|
|
||
|
GL_AddColor();
|
||
|
glColor3fv(¤tshadowlight->color[0]);
|
||
|
|
||
|
GL_EnableDiffuseSpecularShaderRadeon(false,instant->lightinstant->lightpos);
|
||
|
R_DrawAliasFrameRadeonDiffuseSpecular(paliashdr,instant);
|
||
|
GL_DisableDiffuseShaderRadeon();
|
||
|
|
||
|
if ( gl_truform.value )
|
||
|
{
|
||
|
glDisable(GL_PN_TRIANGLES_ATI);
|
||
|
}
|
||
|
}
|