tenebrae2/gl_bumpdriver.c

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/*
Copyright (C) 2001-2002 Charles Hollemeersch
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA: the whole file is freakin penta...
Abstracts the different paths that exist for different 3d-cards.
Idea: Write a new R_DrawLightEntitys* and do whatever you want in it.
adapt R_DrawLightEntitys to call your new code if the requirements are met.
*/
/*
DrawLightEntities, draws lit bumpmapped entities, calls apropriate function for the user's 3d card.
NOTE: This should not draw sprites, sprites are drawn separately.
*/
#include "quakedef.h"
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bumpdriver_t gl_bumpdriver;
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/* Some material definitions. */
float gl_Light_Ambience2[4] = {0.03,0.03,0.03,0.03};
float gl_Light_Diffuse2[4] = {0.03,0.03,0.03,0.03};
float gl_Light_Specular2[4] = {0,0,0,0};
float gl_Material_Color2[4] = {0.9, 0.9, 0.9, 0.9};
void R_DrawLightEntitiesGF3 (shadowlight_t *l);
void R_DrawLightEntitiesGF (shadowlight_t *l);
void R_DrawLightEntitiesGEN (shadowlight_t *l);
void R_DrawLightEntitiesRadeon (shadowlight_t *l); //PA:
void R_DrawLightEntitiesParhelia (shadowlight_t *l); //PA:
void R_DrawLightEntitiesARB (shadowlight_t *l); //PA:
/**
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Draw tangent space for a vertexdef
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*/
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void R_DrawTangents (vertexdef_t *def, int num)
{
float* vert;
float* normal;
float* binormal;
float* tangent;
int vstr, nstr, tstr, bstr;
vec3_t extr;
int i;
vert = def->vertices;
normal = def->normals;
binormal = def->binormals;
tangent = def->tangents;
vstr = (def->vertexstride == 0) ? 3 : def->vertexstride/4;
nstr = (def->normalstride == 0) ? 3 : def->normalstride/4;
tstr = (def->tangentstride == 0) ? 3 : def->tangentstride/4;
bstr = (def->binormalstride == 0) ? 3 : def->binormalstride/4;
for (i=0; i<num; i++, vert+=vstr, normal+=nstr, binormal+=bstr, tangent+=tstr) {
glColor3ub(255,0,0);
glBegin(GL_LINES);
glVertex3fv(&vert[0]);
VectorMA(vert,1,normal,extr);
glVertex3fv(&extr[0]);
glEnd();
glColor3ub(0,255,0);
glBegin(GL_LINES);
glVertex3fv(&vert[0]);
VectorMA(vert,1,tangent,extr);
glVertex3fv(&extr[0]);
glEnd();
glColor3ub(0,0,255);
glBegin(GL_LINES);
glVertex3fv(&vert[0]);
VectorMA(vert,1,binormal,extr);
glVertex3fv(&extr[0]);
glEnd();
}
}
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void R_DrawMeshAmbient(mesh_t *mesh) {
vertexdef_t def;
int res;
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def.vertices = &globalVertexTable[mesh->firstvertex].position[0];
def.vertexstride = sizeof(mmvertex_t);
def.texcoords = &globalVertexTable[mesh->firstvertex].texture[0];
def.texcoordstride = sizeof(mmvertex_t);
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def.tangents = &mesh->tangents[0][0];
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def.tangentstride = 0;
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def.binormals = &mesh->binormals[0][0];
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def.binormalstride = 0;
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def.normals = &mesh->normals[0][0];
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def.normalstride = 0;
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def.lightmapcoords = &globalVertexTable[mesh->firstvertex].lightmap[0]; // no lightmaps on aliasses
def.lightmapstride = sizeof(mmvertex_t);
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def.colors = &globalVertexTable[mesh->firstvertex].color[0];
def.colorstride = sizeof(mmvertex_t);
c_alias_polys += mesh->numtriangles;
if (gl_occlusiontest && sh_occlusiontest.value) {
glEnable(GL_OCCLUSION_TEST_HP);
gl_bumpdriver.drawTriangleListBase(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, mesh->lightmapIndex);
glDisable(GL_OCCLUSION_TEST_HP);
glGetIntegerv(GL_OCCLUSION_TEST_RESULT_HP,&res);
if (!res) {
mesh->visframe = r_framecount - 10; //make it invisible this frame
occlusion_cut_meshes++;
}
} else {
gl_bumpdriver.drawTriangleListBase(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, mesh->lightmapIndex);
}
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if (sh_showtangent.value) {
R_DrawTangents(&def, mesh->numvertices);
}
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}
void R_DrawMeshBumped(mesh_t *mesh) {
vertexdef_t def;
lightobject_t lo;
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if (mesh->visframe != r_framecount)
return;
def.vertices = &globalVertexTable[mesh->firstvertex].position[0];
def.vertexstride = sizeof(mmvertex_t);
def.texcoords = &globalVertexTable[mesh->firstvertex].texture[0];
def.texcoordstride = sizeof(mmvertex_t);
def.tangents = &mesh->tangents[0][0];
def.tangentstride = 0;
def.binormals = &mesh->binormals[0][0];
def.binormalstride = 0;
def.normals = &mesh->normals[0][0];
def.normalstride = 0;
def.lightmapcoords = NULL; // no lightmaps on aliasses
VectorCopy(currentshadowlight->origin, lo.objectorigin);
VectorCopy(r_refdef.vieworg, lo.objectvieworg);
c_alias_polys += mesh->numtriangles;
gl_bumpdriver.drawTriangleListBump(&def, mesh->indecies, mesh->numindecies, mesh->shader->shader, &mesh->trans, &lo);
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}
void R_DrawAliasAmbient(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
vertexdef_t def;
def.vertices = &instant->vertices[0][0];
def.vertexstride = 0;
def.texcoords = (float *)((byte *)paliashdr + paliashdr->texcoords);
def.texcoordstride = 0;
def.tangents = &instant->tangents[0][0];
def.tangentstride = 0;
def.binormals = &instant->binomials[0][0];
def.binormalstride = 0;
def.normals = &instant->normals[0][0];
def.normalstride = 0;
def.lightmapcoords = NULL; // no lightmaps on aliasses
def.colors = NULL;
def.colorstride = 0;
c_alias_polys += paliashdr->numtris;
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gl_bumpdriver.drawTriangleListBase(&def, (int *)((byte *)paliashdr + paliashdr->indecies),paliashdr->numtris*3,paliashdr->shader, -1);
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if (sh_showtangent.value) {
R_DrawTangents(&def, paliashdr->numtris*3);
}
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}
void R_DrawAliasBumped(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
vertexdef_t def;
transform_t trans;
aliaslightinstant_t *linstant = instant->lightinstant;
lightobject_t lo;
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def.vertices = &instant->vertices[0][0];
def.vertexstride = 0;
def.texcoords = (float *)((byte *)paliashdr + paliashdr->texcoords);
def.texcoordstride = 0;
def.tangents = &instant->tangents[0][0];
def.tangentstride = 0;
def.binormals = &instant->binomials[0][0];
def.binormalstride = 0;
def.normals = &instant->normals[0][0];
def.normalstride = 0;
def.colors = NULL;
def.colorstride = 0;
VectorCopy(currententity->origin,trans.origin);
VectorCopy(currententity->angles,trans.angles);
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
VectorCopy(linstant->lightpos, lo.objectorigin);
VectorCopy(linstant->vieworg, lo.objectvieworg);
c_alias_polys += paliashdr->numtris;
gl_bumpdriver.drawTriangleListBump(&def,&linstant->indecies[0],linstant->numtris*3,paliashdr->shader, &trans, &lo);
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}
void R_SetupWorldVertexDef(vertexdef_t *def) {
def->vertices = &globalVertexTable[0].position[0];
def->vertexstride = sizeof(mmvertex_t);
def->texcoords = &globalVertexTable[0].texture[0];
def->texcoordstride = sizeof(mmvertex_t);
def->tangents = NULL;
def->tangentstride = 0;
def->binormals = NULL;
def->binormalstride = 0;
def->normals = NULL;
def->normalstride = 0;
def->lightmapcoords = &globalVertexTable[0].lightmap[0];
def->lightmapstride = sizeof(mmvertex_t);
}
msurface_t *surfArray[1024];
void R_DrawBrushAmbient (entity_t *e) {
int runlength, i;
msurface_t *surf;
vertexdef_t def;
shader_t *runshader , *s;
model_t *model;
model = e->model;
R_SetupWorldVertexDef(&def);
runshader = NULL;
runlength = 0;
surf = &model->surfaces[model->firstmodelsurface];
glColor3f(sh_lightmapbright.value, sh_lightmapbright.value, sh_lightmapbright.value);
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
s = surf->shader->shader;
surf->visframe = r_framecount;
if (s != runshader) {
//a run has finished, draw it
if (runshader && runlength)
gl_bumpdriver.drawSurfaceListBase(&def, surfArray, runlength, runshader);
//start a new one
runshader = s;
runlength = 1;
surfArray[0] = surf;
} else {
if (runlength < 1024) {
surfArray[runlength] = surf;
runlength++;
}
}
}
if (runshader && runlength) {
c_brush_polys += runlength;
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gl_bumpdriver.drawSurfaceListBase(&def, surfArray, runlength, runshader);
}
}
void R_DrawBrushBumped (entity_t *e) {
int runlength, i;
msurface_t *surf;
vertexdef_t def;
shader_t *runshader , *s;
model_t *model;
transform_t trans;
lightobject_t lo;
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model = e->model;
R_SetupWorldVertexDef(&def);
runshader = NULL;
runlength = 0;
surf = &model->surfaces[model->firstmodelsurface];
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
if (runlength < 1024) {
surfArray[runlength] = surf;
runlength++;
}
}
VectorCopy(e->origin,trans.origin);
VectorCopy(e->angles,trans.angles);
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
VectorCopy(((brushlightinstant_t *)e->brushlightinstant)->lightpos, lo.objectorigin);
VectorCopy(((brushlightinstant_t *)e->brushlightinstant)->vieworg, lo.objectvieworg);
c_brush_polys += runlength;
gl_bumpdriver.drawSurfaceListBump(&def, surfArray, runlength, &trans, &lo);
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}
void R_DrawWorldAmbientChain(msurface_t *first) {
vertexdef_t def;
int numsurf;
msurface_t *s;
R_SetupWorldVertexDef(&def);
numsurf = 0;
s = first;
while (s) {
if (numsurf < 1024) {
surfArray[numsurf] = s;
numsurf++;
} else {
gl_bumpdriver.drawSurfaceListBase(&def, surfArray, numsurf, first->shader->shader);
numsurf = 0;
}
s = s->texturechain;
}
if (numsurf) {
c_brush_polys += numsurf;
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gl_bumpdriver.drawSurfaceListBase(&def, surfArray, numsurf, first->shader->shader);
numsurf = 0;
}
}
void R_DrawWorldBumped() {
vertexdef_t def;
transform_t trans;
int i;
lightobject_t lo;
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if (!currentshadowlight->visible)
return;
R_SetupWorldVertexDef(&def);
glDepthMask (0);
glShadeModel (GL_SMOOTH);
glDepthFunc(GL_EQUAL);
trans.angles[0] = trans.angles[1] = trans.angles[2] = 0.0f;
trans.origin[0] = trans.origin[1] = trans.origin[2] = 0.0f;
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
VectorCopy(currentshadowlight->origin, lo.objectorigin);
VectorCopy(r_refdef.vieworg, lo.objectvieworg);
c_brush_polys += (currentshadowlight->numlightcmds-1);
gl_bumpdriver.drawSurfaceListBump(&def, (msurface_t **)(&currentshadowlight->lightCmds[0]), currentshadowlight->numlightcmds-1, &trans, &lo);
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for (i=0; i<currentshadowlight->numlightcmdsmesh-1; i++) {
R_DrawMeshBumped((mesh_t *)currentshadowlight->lightCmdsMesh[i].asVoid);
}
glColor3f (1,1,1);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glDepthMask (1);
}
/*
void R_DrawWorldBumped () // <AWE> Function should not have parameters.
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{
switch(gl_cardtype )
{
case GEFORCE3:
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R_DrawWorldBumpedGF3(); // <AWE> Function has no parameters.
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break;
case GEFORCE:
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R_DrawWorldBumpedGF(); // <AWE> Function has no parameters.
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break;
case RADEON:
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R_DrawWorldBumpedRadeon();
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break;
#ifndef __glx__
case PARHELIA:
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R_DrawWorldBumpedParhelia();
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break;
#endif
case ARB:
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R_DrawWorldBumpedARB();
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break;
default:
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R_DrawWorldBumpedGEN();
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break;
}
}
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*//*
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void R_DrawLightEntities (shadowlight_t *l)
{
switch(gl_cardtype )
{
case GEFORCE3:
R_DrawLightEntitiesGF3( l );
break;
case GEFORCE:
R_DrawLightEntitiesGF( l );
break;
case RADEON:
R_DrawLightEntitiesRadeon( l );
break;
#ifndef __glx__
case PARHELIA:
R_DrawLightEntitiesParhelia( l );
break;
#endif
case ARB:
R_DrawLightEntitiesARB( l );
break;
default:
R_DrawLightEntitiesGEN( l );
break;
}
}
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*/
/*
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void R_DrawLightEntitiesGF (shadowlight_t *l)
{
int i;
float pos[4];
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Meshes: Atten & selfshadow via vertex ligting
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
pos[0] = l->origin[0];
pos[1] = l->origin[1];
pos[2] = l->origin[2];
pos[3] = 1;
glLightfv(GL_LIGHT0, GL_POSITION,&pos[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, &l->color[0]);
glLightfv(GL_LIGHT0, GL_AMBIENT, &gl_Light_Ambience2[0]);
glLightfv(GL_LIGHT0, GL_SPECULAR, &gl_Light_Specular2[0]);
glEnable(GL_COLOR_MATERIAL);
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
R_DrawAliasObjectLight(currententity, R_DrawAliasBumped);
}
}
if (R_ShouldDrawViewModel())
{
R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
}
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
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// Brushes: we use the same thecnique as the world
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//glEnable(GL_TEXTURE_2D);
//GL_Bind(glow_texture_object);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glShadeModel (GL_SMOOTH);
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER,0.2);
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumped);
}
}
//reset gl state
//glAlphaFunc(GL_GREATER,0.666);//Satan!
//glDisable(GL_ALPHA_TEST);
glColor3f (1,1,1);
glDepthMask (1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void R_DrawLightEntitiesGEN (shadowlight_t *l)
{
//Currently this is merged with the geforce2 path
R_DrawLightEntitiesGF(l);
}
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*/
void R_DrawLightEntities (shadowlight_t *l)
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{
int i;
if (!cg_showentities.value)
return;
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
//Alias models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
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currententity = cl_lightvisedicts[i];
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if (currententity->model->type == mod_alias)
{
//these models are full bright
if (currententity->model->flags & EF_FULLBRIGHT) continue;
if (!currententity->aliasframeinstant) continue;
if ( ((aliasframeinstant_t *)currententity->aliasframeinstant)->shadowonly) continue;
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R_DrawAliasObjectLight(currententity, R_DrawAliasBumped);
}
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}
if (R_ShouldDrawViewModel()) {
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R_DrawAliasObjectLight(&cl.viewent, R_DrawAliasBumped);
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}
//Brush models
for (i=0 ; i<cl_numlightvisedicts ; i++)
{
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currententity = cl_lightvisedicts[i];
if (currententity->model->type == mod_brush)
{
if (!currententity->brushlightinstant) continue;
if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue;
R_DrawBrushObjectLight(currententity, R_DrawBrushBumped);
}
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}
//Cleanup state
glColor3f (1,1,1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}