Added nvparse register combiner loading

Added delux maps
This commit is contained in:
cholleme 2003-03-02 21:38:29 +00:00
parent 02f36116f5
commit d5a9b2c7b1

View file

@ -37,6 +37,7 @@ If a light has a cubemap filter it requires 3 passes
//<AWE> "diffuse_program_object" has to be defined static. Otherwise nameclash with "gl_bumpradeon.c". //<AWE> "diffuse_program_object" has to be defined static. Otherwise nameclash with "gl_bumpradeon.c".
static GLuint diffuse_program_object; static GLuint diffuse_program_object;
static GLuint specularalias_program_object; //He he nice name to type a lot static GLuint specularalias_program_object; //He he nice name to type a lot
static GLuint deluxCombiner;
/* /*
Pixel shader for diffuse bump mapping does diffuse bumpmapping with norm cube, self shadowing & dist attent in Pixel shader for diffuse bump mapping does diffuse bumpmapping with norm cube, self shadowing & dist attent in
@ -77,6 +78,7 @@ void GL_EnableDiffuseShaderGF3(const transform_t *tr, vec3_t lightOrig) {
glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]); glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
} }
glDisable(GL_PER_STAGE_CONSTANTS_NV);
GL_SelectTexture(GL_TEXTURE0_ARB); GL_SelectTexture(GL_TEXTURE0_ARB);
//combiner0 RGB: calculate //combiner0 RGB: calculate
@ -212,6 +214,7 @@ void GL_EnableSpecularShaderGF3(const transform_t *tr, vec3_t lightOrig, qboolea
} }
glDisable(GL_PER_STAGE_CONSTANTS_NV);
GL_SelectTexture(GL_TEXTURE0_ARB); GL_SelectTexture(GL_TEXTURE0_ARB);
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 4); qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 4);
@ -572,6 +575,7 @@ void GF3_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecie
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
glPopMatrix(); glPopMatrix();
} }
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
if (verts->colors && (shader->flags & SURF_PPLIGHT)) { if (verts->colors && (shader->flags & SURF_PPLIGHT)) {
@ -649,9 +653,42 @@ void GF3_sendSurfacesBase(msurface_t **surfs, int numSurfaces, qboolean bindLigh
} }
} }
void GF3_sendSurfacesDeLux(msurface_t **surfs, int numSurfaces, qboolean bindLightmap) {
int i;
glpoly_t *p;
msurface_t *surf;
float packed_normal [3];
static float trans[3] = {0.5, 0.5, 0.5};
for (i=0; i<numSurfaces; i++) {
surf = surfs[i];
if (surf->visframe != r_framecount)
continue;
p = surf->polys;
if (bindLightmap) {
if (surf->lightmaptexturenum < 0)
continue;
GL_Bind(lightmap_textures+surf->lightmaptexturenum+1);
}
VectorScale(surf->plane->normal,0.5,packed_normal);
VectorAdd(packed_normal, trans, packed_normal);
glColor3fv(&packed_normal[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE0_ARB, &surf->tangent[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, &surf->binormal[0]);
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
}
extern qboolean mtexenabled;
void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSurfaces, shader_t *shader) { void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSurfaces, shader_t *shader) {
int i; int i;
qboolean usedelux;
glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
@ -667,6 +704,11 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
//Con_Printf("Cullstuff %s\n",shader->name); //Con_Printf("Cullstuff %s\n",shader->name);
} }
if (mtexenabled) {
Con_Printf("mtex enabled");
}
GL_SelectTexture(GL_TEXTURE0_ARB);
for (i=0; i<shader->numstages; i++) { for (i=0; i<shader->numstages; i++) {
GF3_SetupSimpleStage(&shader->stages[i]); GF3_SetupSimpleStage(&shader->stages[i]);
GF3_sendSurfacesBase(surfs, numSurfaces, false); GF3_sendSurfacesBase(surfs, numSurfaces, false);
@ -674,24 +716,155 @@ void GF3_drawSurfaceListBase (vertexdef_t *verts, msurface_t **surfs, int numSur
} }
if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT)) { if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT)) {
qglClientActiveTextureARB(GL_TEXTURE1_ARB); qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords); glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Delux lightmapping
usedelux = (sh_delux.value != 0);
if (shader->numcolorstages) {
if (shader->colorstages[0].alphatresh > 0)
usedelux = false;
}
if (usedelux) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB,normcube_texture_object);
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB,normcube_texture_object);
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
if (shader->numbumpstages) {
if (shader->bumpstages[0].numtextures)
GL_Bind(shader->bumpstages[0].texture[0]->texnum);
}
glCallList(deluxCombiner);
glEnable(GL_REGISTER_COMBINERS_NV);
glDisable(GL_BLEND);
//glBlendFunc(GL_ONE, GL_ONE);
glColorMask(false, false, false, true);
//glClear(GL_COLOR_BUFFER_BIT);
GL_SelectTexture(GL_TEXTURE2_ARB);
GF3_sendSurfacesDeLux(surfs, numSurfaces, true);
glDisable(GL_REGISTER_COMBINERS_NV);
GL_SelectTexture(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
/*
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glColor4f(0.5, 0.5, 0.5, 0.5);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glDepthMask(GL_FALSE);
glBegin (GL_QUADS);
glVertex3f (0.1, 1, 1);
glVertex3f (0.1, -1, 1);
glVertex3f (0.1, -1, -1);
glVertex3f (0.1, 1, -1);
glEnd ();
glDepthMask(GL_TRUE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
*/
glColorMask(true, true, true, true);
glEnable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
}
if (shader->numstages && shader->numcolorstages) if (shader->numstages && shader->numcolorstages)
if (shader->colorstages[0].src_blend >= 0) { if (shader->colorstages[0].src_blend >= 0) {
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend); if (usedelux)
glBlendFunc (GL_DST_ALPHA, shader->colorstages[0].dst_blend);
else
glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
} else { } else {
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE); if (usedelux)
glBlendFunc (GL_DST_ALPHA, GL_ONE);
else
glBlendFunc(GL_ONE, GL_ONE);
} }
else else {
glDisable(GL_BLEND); if (sh_delux.value) {
glBlendFunc (GL_DST_ALPHA, GL_ZERO);//this pass masks black everything ("clear")and
//add the lightmaps * dest_alpha
glEnable(GL_BLEND);
} else
glDisable(GL_BLEND);
}
if (shader->numcolorstages) { if (shader->numcolorstages) {
if (shader->colorstages[0].numtextures) if (shader->colorstages[0].numtextures) {
GL_Bind(shader->colorstages[0].texture[0]->texnum); GL_Bind(shader->colorstages[0].texture[0]->texnum);
}
if (shader->colorstages[0].alphatresh > 0) { if (shader->colorstages[0].alphatresh > 0) {
glEnable(GL_ALPHA_TEST); glEnable(GL_ALPHA_TEST);
@ -1599,6 +1772,38 @@ void GF3_freeDriver(void) {
//nothing here... //nothing here...
} }
int NV_LoadCombiner(char *filename) {
char * const * errors;
char* string;
int result;
if ( gl_cardtype != GEFORCE3 ) return -1;
//setup register combiner
result = glGenLists(1);
glNewList(result,GL_COMPILE);
string = COM_LoadTempFile(filename);
if (!string) {
//this is serious we need a state to render stuff
Sys_Error("Combiner state: %s not found\n",filename);
}
nvparse(string,2,0,GL_TEXTURE_2D);
glEndList();
//Get nvparse errors
errors = nvparse_get_errors();
if (*errors)
for (errors; *errors; errors++)
{
const char *errstr = *errors;
Sys_Error("Nvparse Error:%s\n", errstr);
}
else
Con_Printf("Combiner state: %s succesfully loaded\n",filename);
return result;
}
void BUMP_InitGeforce3(void) { void BUMP_InitGeforce3(void) {
@ -1639,6 +1844,8 @@ void BUMP_InitGeforce3(void) {
//store 0.5 0.5 0.5 0.5 in register 8 //store 0.5 0.5 0.5 0.5 in register 8
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 20, 0.5, 0.5, 0.5, 0.5); qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 20, 0.5, 0.5, 0.5, 0.5);
deluxCombiner = NV_LoadCombiner("hardware/delux.regcomb");
//bind the correct stuff to the bump mapping driver //bind the correct stuff to the bump mapping driver
gl_bumpdriver.drawSurfaceListBase = GF3_drawSurfaceListBase; gl_bumpdriver.drawSurfaceListBase = GF3_drawSurfaceListBase;
gl_bumpdriver.drawSurfaceListBump = GF3_drawSurfaceListBump; gl_bumpdriver.drawSurfaceListBump = GF3_drawSurfaceListBump;