Boxlights
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a72f031c41
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8d10a9b3a3
1 changed files with 76 additions and 32 deletions
78
gl_bumpgf.c
78
gl_bumpgf.c
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@ -34,6 +34,8 @@ If a light has a cubemap filter it requires 3 passes
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#include "quakedef.h"
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#include "nvparse/nvparse.h"
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//#define DELUX_DEBUG
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//<AWE> "diffuse_program_object" has to be defined static. Otherwise nameclash with "gl_bumpradeon.c".
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static GLuint diffuse_program_object;
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static GLuint specularalias_program_object; //He he nice name to type a lot
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@ -46,8 +48,6 @@ Pixel shader for diffuse bump mapping does diffuse bumpmapping with norm cube, s
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*/
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void GL_EnableDiffuseShaderGF3(const transform_t *tr, vec3_t lightOrig) {
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float invrad = 1/currentshadowlight->radius;
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//tex 0 = normal map
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//tex 1 = nomalization cube map (tangent space light vector)
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//tex 2 = color map
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@ -75,7 +75,13 @@ void GL_EnableDiffuseShaderGF3(const transform_t *tr, vec3_t lightOrig) {
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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/*glScalef(1/currentshadowlight->radius,
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1/currentshadowlight->radius,1/currentshadowlight->radius);
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*/
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glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
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}
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@ -175,7 +181,7 @@ void GL_DisableDiffuseShaderGF3() {
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glDisable( GL_VERTEX_PROGRAM_NV );
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}
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void GL_EnableSpecularShaderGF3(const transform_t *tr, vec3_t lightOrig, qboolean alias) {
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void GL_EnableSpecularShaderGF3(const transform_t *tr, vec3_t lightOrig, qboolean alias, qboolean packedGloss) {
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vec3_t scaler = {0.5f, 0.5f, 0.5f};
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float invrad = 1/currentshadowlight->radius;
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@ -209,7 +215,11 @@ void GL_EnableSpecularShaderGF3(const transform_t *tr, vec3_t lightOrig, qboolea
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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//glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
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@ -226,7 +236,12 @@ void GL_EnableSpecularShaderGF3(const transform_t *tr, vec3_t lightOrig, qboolea
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// (gloss map = C) mul (light filter = D) save in Spare1 RGB
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
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if (packedGloss)
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA);
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else
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
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qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
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@ -320,12 +335,16 @@ Same as GL_DisableDiffuseShaderGF3()
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void GL_EnableAttentShaderGF3(vec3_t lightOrig) {
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float invrad = 1/currentshadowlight->radius;
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GL_SelectTexture(GL_TEXTURE0_ARB);
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(0.5,0.5,0.5);
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glScalef(0.5,0.5,0.5);
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glScalef(invrad, invrad, invrad);
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glScalef(1.0f/(currentshadowlight->radiusv[0]),
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1.0f/(currentshadowlight->radiusv[1]),
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1.0f/(currentshadowlight->radiusv[2]));
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glTranslatef(-lightOrig[0],
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-lightOrig[1],
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-lightOrig[2]);
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@ -532,29 +551,30 @@ void GF3_drawTriangleListBump (const vertexdef_t *verts, int *indecies, int numI
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}
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glColor3fv(¤tshadowlight->color[0]);
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GL_EnableSpecularShaderGF3(tr,currentshadowlight->origin,true);
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if ((shader->numglossstages > 0) && (shader->numbumpstages > 0)) {
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GL_EnableSpecularShaderGF3(tr,currentshadowlight->origin,true,(shader->glossstages[0].type == STAGE_GRAYGLOSS));
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//bind the correct texture
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GL_SelectTexture(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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GL_SelectTexture(GL_TEXTURE2_ARB);
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if (shader->numcolorstages > 0)
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GL_BindAdvanced(shader->colorstages[0].texture[0]);
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GL_BindAdvanced(shader->glossstages[0].texture[0]);
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GF3_sendTriangleListTA(verts,indecies,numIndecies);
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GL_DisableDiffuseShaderGF3();
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}
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if ((shader->numcolorstages > 0) && (shader->numbumpstages > 0)) {
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GL_EnableDiffuseShaderGF3(tr,currentshadowlight->origin);
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//bind the correct texture
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GL_SelectTexture(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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GL_SelectTexture(GL_TEXTURE2_ARB);
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if (shader->numcolorstages > 0)
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GL_BindAdvanced(shader->colorstages[0].texture[0]);
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GF3_sendTriangleListTA(verts,indecies,numIndecies);
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GL_DisableDiffuseShaderGF3();
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}
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}
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void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, int lightmapIndex) {
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@ -639,7 +659,9 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
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qglBindProgramNV( GL_VERTEX_PROGRAM_NV, delux_program_object );
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glEnable( GL_VERTEX_PROGRAM_NV );
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#ifndef DELUX_DEBUG
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glColorMask(false, false, false, true);
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#endif
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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glColorMask(true, true, true, true);
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@ -718,7 +740,9 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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#ifndef DELUX_DEBUG
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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#endif
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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qglClientActiveTextureARB(GL_TEXTURE0_ARB);
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@ -918,7 +942,9 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
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glDisable(GL_BLEND);
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//glBlendFunc(GL_ONE, GL_ONE);
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#ifndef DELUX_DEBUG
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glColorMask(false, false, false, true);
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#endif
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//glClear(GL_COLOR_BUFFER_BIT);
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GL_SelectTexture(GL_TEXTURE2_ARB);
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@ -1024,7 +1050,9 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3f(sh_lightmapbright.value,sh_lightmapbright.value,sh_lightmapbright.value);
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#ifndef DELUX_DEBUG
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GF3_sendSurfacesBase(surfs, numSurfaces, true);
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#endif
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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GL_DisableMultitexture();
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@ -1043,7 +1071,7 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
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}
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void GF3_sendSurfacesTA(msurface_t **surfs, int numSurfaces) {
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void GF3_sendSurfacesTA(msurface_t **surfs, int numSurfaces, qboolean bindSpecular) {
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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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@ -1058,7 +1086,7 @@ void GF3_sendSurfacesTA(msurface_t **surfs, int numSurfaces) {
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if (surf->visframe != r_framecount)
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continue;
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if (!(surf->flags & SURF_PPLIGHT))
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if (!(surf->flags & SURF_BUMP))
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continue;
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p = surf->polys;
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@ -1080,9 +1108,24 @@ void GF3_sendSurfacesTA(msurface_t **surfs, int numSurfaces) {
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GL_SelectTexture(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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GL_SelectTexture(GL_TEXTURE2_ARB);
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if (!bindSpecular) {
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if (shader->numcolorstages > 0)
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GL_BindAdvanced(shader->colorstages[0].texture[0]);
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} else {
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if (shader->numglossstages > 0) {
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if (shader->glossstages[0].type == STAGE_GRAYGLOSS) {
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA);
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}
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else {
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qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
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GL_BindAdvanced(shader->glossstages[0].texture[0]);
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}
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}
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}
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lastshader = shader;
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}
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@ -1182,14 +1225,15 @@ void GF3_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs, int numSur
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}
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glColor3fv(¤tshadowlight->color[0]);
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GL_EnableSpecularShaderGF3(tr,currentshadowlight->origin,true);
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GL_EnableSpecularShaderGF3(tr,currentshadowlight->origin,true,true);
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glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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GF3_sendSurfacesTA(surfs,numSurfaces);
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GF3_sendSurfacesTA(surfs,numSurfaces, true);
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GL_DisableDiffuseShaderGF3();
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GL_EnableDiffuseShaderGF3(tr,currentshadowlight->origin);
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GF3_sendSurfacesTA(surfs,numSurfaces);
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GF3_sendSurfacesTA(surfs,numSurfaces, false);
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GL_DisableDiffuseShaderGF3();
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glDisableClientState(GL_VERTEX_ARRAY);
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