/* Copyright (C) 2001-2002 Charles Hollemeersch Parhelia version Copyright (C) 2002-2003 Jarno Paananen 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... Same as gl_bumpmap.c but Matrox Parhelia optimized These routines require 4 texture units and EXT_vertex_shader and MTX_fragment shader extensions. Most lights reqire 2 passes this way 1 diffuse 2 specular If a light has a cubemap filter it requires 3 passes 1 attenuation 2 diffuse 3 specular */ #include "quakedef.h" #include "glATI.h" // Yes, for EXT_vertex_shader static GLuint vertex_shaders; static GLuint fragment_shaders; static GLuint lightPos, eyePos; // vertex shader constants //#define PARHELIADEBUG #if defined(PARHELIADEBUG) && defined(_WIN32) #define Parhelia_checkerror() checkrealerror(__LINE__) static void checkrealerror(int line) { GLuint error = glGetError(); if ( error != GL_NO_ERROR ) { char buf[128]; wsprintf(buf, "ERROR (%08lx) on line %d\n", error, line ); MessageBox( NULL, buf, "ERROR", MB_OK ); } } #else #define Parhelia_checkerror() do { } while(0) #endif // --- MTX_Fragment Shader Extension --- #define GL_FRAGMENT_SHADER_MTX 0x8A80 // Get Parameters #define GL_FS_BINDING_MTX 0x8A81 #define GL_MAX_TA_OPS_MTX 0x8A82 #define GL_OPT_TA_OPS_MTX 0x8A83 #define GL_TA_OPS_MTX 0x8A84 #define GL_MAX_FP_OPS_MTX 0x8A85 #define GL_MAX_FP_TEXTURES_MTX 0x8A86 #define GL_MAX_FP_COLOURS_MTX 0x8A87 #define GL_OPT_FP_OPS_MTX 0x8A88 #define GL_OPT_FP_TEXTURES_MTX 0x8A89 #define GL_OPT_FP_COLOURS_MTX 0x8A8A #define GL_FP_OPS_MTX 0x8A8B #define GL_FP_TEXTURES_MTX 0x8A8C #define GL_FP_COLOURS_MTX 0x8A8D // Texture Opcodes #define GL_OP_TEX_NOP_MTX 0x8A8E #define GL_OP_TEX_MTX 0x8A8F #define GL_OP_TEX_COORD_MTX 0x8A90 #define GL_OP_TEXKILL_GE_MTX 0x8A91 #define GL_OP_TEXKILL_LT_MTX 0x8A92 #define GL_OP_TEXBEM_MTX 0x8A93 #define GL_OP_TEXDEP_AR_MTX 0x8A94 #define GL_OP_TEXDEP_GB_MTX 0x8A95 #define GL_OP_TEXDEP_RGB_MTX 0x8A96 #define GL_OP_TEXDOT3_COORD_MTX 0x8A97 #define GL_OP_TEXDOT3_MTX 0x8A98 #define GL_OP_TEXM3X2_MTX 0x8A99 #define GL_OP_TEXM3X2_DEPTH_MTX 0x8A9A #define GL_OP_TEXM3X3_MTX 0x8A9B #define GL_OP_TEXM3X3_COORD_MTX 0x8A9C #define GL_OP_TEXM3X3_REFLECT_MTX 0x8A9D #define GL_TEXBEM_MATRIX_MTX 0x8A9E #define GL_TEXTURE_FORMAT_MTX 0x8A9F // Texture Formats #define GL_TEX_UNSIGNED_MTX 0x8AC0 #define GL_TEX_SIGNED_MTX 0x8AC1 #define GL_TEX_BIASED_MTX 0x8AC2 // Hints #define GL_HINT_NEAREST_MTX 0x0001 #define GL_HINT_BILINEAR_MTX 0x0002 #define GL_HINT_TRILINEAR_MTX 0x0004 #define GL_HINT_ANISOTROPIC_MTX 0x0008 #define GL_HINT_TEXTURE_1D_MTX 0x0010 #define GL_HINT_TEXTURE_2D_MTX 0x0020 #define GL_HINT_TEXTURE_3D_MTX 0x0040 #define GL_HINT_TEXTURE_CUBE_MTX 0x0080 #define GL_HINT_TEXTURE_BEML_MTX 0x0100 #define GL_HINT_TEXTURE_BEM_MTX 0x0200 // Colour Opcodes #define GL_OP_MOV_MTX 0x8AA0 #define GL_OP_ADD_MTX 0x8AA1 #define GL_OP_SUB_MTX 0x8AA2 #define GL_OP_MUL_MTX 0x8AA3 #define GL_OP_DP3_MTX 0x8AA4 #define GL_OP_DP4_MTX 0x8AA5 #define GL_OP_MAD_MTX 0x8AA6 #define GL_OP_LRP_MTX 0x8AA7 #define GL_OP_CND_MTX 0x8AA8 #define GL_OP_CMV_MTX 0x8AA9 #define GL_OP_CMP_MTX 0x8AAA // Result #define GL_COLOR0_MTX 0x0B00 // GL_CURRENT_COLOR #define GL_COLOR1_MTX 0x8459 // GL_CURRENT_SECONDARY_COLOR #define GL_TEXTURE0 0x84C0 // GL_TEXTURE0_ARB #define GL_TEXTURE1 0x84C1 // GL_TEXTURE1_ARB #define GL_TEXTURE2 0x84C2 // GL_TEXTURE2_ARB #define GL_TEXTURE3 0x84C3 // GL_TEXTURE3_ARB #define GL_TEMPORARY0_MTX 0x8AB0 #define GL_TEMPORARY1_MTX 0x8AB1 #define GL_IGNORED_MTX 0x8AB2 #define GL_OUTPUT_COLOR_MTX 0x8AB3 // Target #define GL_RESULT_MTX 0x8AC3 #define GL_ARGUMENT0_MTX 0x8AC4 #define GL_ARGUMENT1_MTX 0x8AC5 #define GL_ARGUMENT2_MTX 0x8AC6 // Result Modifier #define GL_SATURATE_MTX 0x8AC7 #define GL_SCALE_MTX 0x8AC8 // Arguments Modifier #define GL_REPLICATE_MTX 0x8AC9 #define GL_CONVERT_MTX 0x8ACA #define GL_NONE_MTX 0x8ACB // GL_SCALE_MTX #define GL_SCALE_X2_MTX 0x8ACC #define GL_SCALE_X4_MTX 0x8ACD #define GL_SCALE_X8_MTX 0x8ACE #define GL_SCALE_D2_MTX 0x8ACF #define GL_SCALE_D4_MTX 0x8AD0 // GL_CONVERT_MTX #define GL_ARG_INVERT_MTX 0x8AB4 #define GL_ARG_NEGATE_MTX 0x8AB5 #define GL_ARG_BIAS_MTX 0x8AB6 #define GL_ARG_BIAS_NEGATE_MTX 0x8AB7 #define GL_ARG_SIGNED_MTX 0x8AB8 #define GL_ARG_SIGNED_NEGATE_MTX 0x8AB9 // GL_REPLICATE_MTX #define GL_RED_MTX 0x8ABA #define GL_GREEN_MTX 0x8ABB #define GL_BLUE_MTX 0x8ABC #define GL_ALPHA_MTX 0x8ABD /* Fragment_Shader_ext */ typedef GLvoid (APIENTRY * PFNGLBEGINFRAGSHADEREXTPROC) ( GLvoid ); typedef GLvoid (APIENTRY * PFNGLBINDFRAGSHADEREXTPROC) ( GLuint id); typedef GLvoid (APIENTRY * PFNGLDELETEFRAGSHADERSEXTPROC) ( GLsizei n, const GLuint *shaders ); typedef GLvoid (APIENTRY * PFNGLENDFRAGSHADEREXTPROC) ( GLvoid ); typedef GLvoid (APIENTRY * PFNGLFRAGPROCALPHAOP1EXTPROC) ( GLenum op, GLenum res, GLenum arg0 ); typedef GLvoid (APIENTRY * PFNGLFRAGPROCALPHAOP2EXTPROC) ( GLenum op, GLenum res, GLenum arg0, GLenum arg1 ); typedef GLvoid (APIENTRY * PFNGLFRAGPROCALPHAOP3EXTPROC) ( GLenum op, GLenum res, GLenum arg0, GLenum arg1, GLenum arg2 ); typedef GLvoid (APIENTRY * PFNGLFRAGPROCOPPARAMMTXEXTPROC) ( GLenum target, GLenum pname, GLenum param ); typedef GLvoid (APIENTRY * PFNGLFRAGPROCRGBAOP1EXTPROC) ( GLenum op, GLenum res, GLenum arg0 ); typedef GLvoid (APIENTRY * PFNGLFRAGPROCRGBAOP2EXTPROC) ( GLenum op, GLenum res, GLenum arg0, GLenum arg1 ); typedef GLvoid (APIENTRY * PFNGLFRAGPROCRGBAOP3EXTPROC) ( GLenum op, GLenum res, GLenum arg0, GLenum arg1, GLenum arg2 ); typedef GLuint (APIENTRY * PFNGLGENFRAGPROCINVARIANTBVEXTPROC) ( GLbyte* values); typedef GLuint (APIENTRY * PFNGLGENFRAGPROCINVARIANTDVEXTPROC) ( GLdouble* values); typedef GLuint (APIENTRY * PFNGLGENFRAGPROCINVARIANTFVEXTPROC) ( GLfloat* values); typedef GLuint (APIENTRY * PFNGLGENFRAGPROCINVARIANTIVEXTPROC) ( GLint* values); typedef GLuint (APIENTRY * PFNGLGENFRAGPROCINVARIANTSVEXTPROC) ( GLshort* values); typedef GLuint (APIENTRY * PFNGLGENFRAGSHADERSEXTPROC) ( GLsizei n ); typedef GLboolean (APIENTRY * PFNGLISFRAGSHADEREXTPROC) ( GLuint id ); typedef GLvoid (APIENTRY * PFNGLSETFRAGPROCINVARIANTBVPROC) ( GLuint id, const GLbyte* values ); typedef GLvoid (APIENTRY * PFNGLSETFRAGPROCINVARIANTDVPROC) ( GLuint id, const GLdouble* values ); typedef GLvoid (APIENTRY * PFNGLSETFRAGPROCINVARIANTFVPROC) ( GLuint id, const GLfloat* values ); typedef GLvoid (APIENTRY * PFNGLSETFRAGPROCINVARIANTIVPROC) ( GLuint id, const GLint* values ); typedef GLvoid (APIENTRY * PFNGLSETFRAGPROCINVARIANTSVPROC) ( GLuint id, const GLshort* values ); typedef GLvoid (APIENTRY * PFNGLTEXADDRESSHINTSEXTPROC) ( GLenum target, GLbitfield hints ); typedef GLvoid (APIENTRY * PFNGLTEXADDRESSOP1EXTPROC) ( GLenum op, GLenum arg0 ); typedef GLvoid (APIENTRY * PFNGLTEXADDRESSOP2EXTPROC) ( GLenum op, GLenum arg0, GLenum arg1); typedef GLvoid (APIENTRY * PFNGLTEXADDRESSOP3EXTPROC) ( GLenum op, GLenum arg0, GLenum arg1, GLenum arg2 ); typedef GLvoid (APIENTRY * PFNGLTEXADDRESSOP4EXTPROC) ( GLenum op, GLenum arg0, GLenum arg1, GLenum arg2, GLenum arg3 ); typedef GLvoid (APIENTRY * PFNGLTEXADDRESSPARAMFVEXTPROC) ( GLenum target, GLenum pname, const GLfloat* param ); typedef GLvoid (APIENTRY * PFNGLTEXADDRESSPARAMUIEXTPROC) ( GLenum target, GLenum pname, GLuint param ); typedef GLvoid (APIENTRY * PFNGLGETFRAGPROCINVARIANTBVEXTPROC) ( GLuint id, GLbyte* values); typedef GLvoid (APIENTRY * PFNGLGETFRAGPROCINVARIANTDVEXTPROC) ( GLuint id, GLdouble* values); typedef GLvoid (APIENTRY * PFNGLGETFRAGPROCINVARIANTFVEXTPROC) ( GLuint id, GLfloat* values); typedef GLvoid (APIENTRY * PFNGLGETFRAGPROCINVARIANTIVEXTPROC) ( GLuint id, GLint* values); typedef GLvoid (APIENTRY * PFNGLGETFRAGPROCINVARIANTSVEXTPROC) ( GLuint id, GLshort* values); typedef GLvoid (APIENTRY * PFNGLGETTEXADDRESSPARAMFVEXTPROC) ( GLenum target, GLenum pname, GLfloat* param); typedef GLvoid (APIENTRY * PFNGLGETTEXADDRESSPARAMUIVEXTPROC) ( GLenum target, GLenum pname, GLuint* param); // --- End of MTX_Fragment Shader Extension --- // Fragment Shader Extension Entry Points (pointers to the extension functions) // ---------------------------------------------------------------------------- PFNGLBEGINFRAGSHADEREXTPROC qglBeginFragShaderMTX = NULL; PFNGLBINDFRAGSHADEREXTPROC qglBindFragShaderMTX = NULL; PFNGLDELETEFRAGSHADERSEXTPROC qglDeleteFragShadersMTX = NULL; PFNGLENDFRAGSHADEREXTPROC qglEndFragShaderMTX = NULL; PFNGLFRAGPROCALPHAOP1EXTPROC qglFragProcAlphaOp1MTX = NULL; PFNGLFRAGPROCALPHAOP2EXTPROC qglFragProcAlphaOp2MTX = NULL; PFNGLFRAGPROCALPHAOP3EXTPROC qglFragProcAlphaOp3MTX = NULL; PFNGLFRAGPROCOPPARAMMTXEXTPROC qglFragProcOpParamMTX = NULL; PFNGLFRAGPROCRGBAOP1EXTPROC qglFragProcRGBAOp1MTX = NULL; PFNGLFRAGPROCRGBAOP2EXTPROC qglFragProcRGBAOp2MTX = NULL; PFNGLFRAGPROCRGBAOP3EXTPROC qglFragProcRGBAOp3MTX = NULL; PFNGLGENFRAGPROCINVARIANTBVEXTPROC qglGenFragProcInvariantBVMTX = NULL; PFNGLGENFRAGPROCINVARIANTDVEXTPROC qglGenFragProcInvariantDVMTX = NULL; PFNGLGENFRAGPROCINVARIANTFVEXTPROC qglGenFragProcInvariantFVMTX = NULL; PFNGLGENFRAGPROCINVARIANTIVEXTPROC qglGenFragProcInvariantIVMTX = NULL; PFNGLGENFRAGPROCINVARIANTSVEXTPROC qglGenFragProcInvariantSVMTX = NULL; PFNGLGENFRAGSHADERSEXTPROC qglGenFragShadersMTX = NULL; PFNGLISFRAGSHADEREXTPROC qglIsFragShaderMTX = NULL; PFNGLSETFRAGPROCINVARIANTBVPROC qglSetFragProcInvariantBVMTX = NULL; PFNGLSETFRAGPROCINVARIANTDVPROC qglSetFragProcInvariantDVMTX = NULL; PFNGLSETFRAGPROCINVARIANTFVPROC qglSetFragProcInvariantFVMTX = NULL; PFNGLSETFRAGPROCINVARIANTIVPROC qglSetFragProcInvariantIVMTX = NULL; PFNGLSETFRAGPROCINVARIANTSVPROC qglSetFragProcInvariantSVMTX = NULL; PFNGLTEXADDRESSHINTSEXTPROC qglTexAddressHintsMTX = NULL; PFNGLTEXADDRESSOP1EXTPROC qglTexAddressOp1MTX = NULL; PFNGLTEXADDRESSOP2EXTPROC qglTexAddressOp2MTX = NULL; PFNGLTEXADDRESSOP3EXTPROC qglTexAddressOp3MTX = NULL; PFNGLTEXADDRESSOP4EXTPROC qglTexAddressOp4MTX = NULL; PFNGLTEXADDRESSPARAMFVEXTPROC qglTexAddressParamFVMTX = NULL; PFNGLTEXADDRESSPARAMUIEXTPROC qglTexAddressParamUIMTX = NULL; PFNGLGETFRAGPROCINVARIANTBVEXTPROC qglGetFragProcInvariantBVMTX = NULL; PFNGLGETFRAGPROCINVARIANTDVEXTPROC qglGetFragProcInvariantDVMTX = NULL; PFNGLGETFRAGPROCINVARIANTFVEXTPROC qglGetFragProcInvariantFVMTX = NULL; PFNGLGETFRAGPROCINVARIANTIVEXTPROC qglGetFragProcInvariantIVMTX = NULL; PFNGLGETFRAGPROCINVARIANTSVEXTPROC qglGetFragProcInvariantSVMTX = NULL; PFNGLGETTEXADDRESSPARAMFVEXTPROC qglGetTexAddressParamFVMTX = NULL; PFNGLGETTEXADDRESSPARAMUIVEXTPROC qglGetTexAddressParamUIVMTX = NULL; // EXT_vertex_shader stuff is in gl_bumpradeon.c extern PFNGLBEGINVERTEXSHADEREXTPROC qglBeginVertexShaderEXT; extern PFNGLENDVERTEXSHADEREXTPROC qglEndVertexShaderEXT; extern PFNGLBINDVERTEXSHADEREXTPROC qglBindVertexShaderEXT; extern PFNGLGENVERTEXSHADERSEXTPROC qglGenVertexShadersEXT; extern PFNGLDELETEVERTEXSHADEREXTPROC qglDeleteVertexShaderEXT; extern PFNGLSHADEROP1EXTPROC qglShaderOp1EXT; extern PFNGLSHADEROP2EXTPROC qglShaderOp2EXT; extern PFNGLSHADEROP3EXTPROC qglShaderOp3EXT; extern PFNGLSWIZZLEEXTPROC qglSwizzleEXT; extern PFNGLWRITEMASKEXTPROC qglWriteMaskEXT; extern PFNGLINSERTCOMPONENTEXTPROC qglInsertComponentEXT; extern PFNGLEXTRACTCOMPONENTEXTPROC qglExtractComponentEXT; extern PFNGLGENSYMBOLSEXTPROC qglGenSymbolsEXT; extern PFNGLSETINVARIANTEXTPROC qglSetInvariantEXT; extern PFNGLSETLOCALCONSTANTEXTPROC qglSetLocalConstantEXT; extern PFNGLVARIANTBVEXTPROC qglVariantbvEXT; extern PFNGLVARIANTSVEXTPROC qglVariantsvEXT; extern PFNGLVARIANTIVEXTPROC qglVariantivEXT; extern PFNGLVARIANTFVEXTPROC qglVariantfvEXT; extern PFNGLVARIANTDVEXTPROC qglVariantdvEXT; extern PFNGLVARIANTUBVEXTPROC qglVariantubvEXT; extern PFNGLVARIANTUSVEXTPROC qglVariantusvEXT; extern PFNGLVARIANTUIVEXTPROC qglVariantuivEXT; extern PFNGLVARIANTPOINTEREXTPROC qglVariantPointerEXT; extern PFNGLENABLEVARIANTCLIENTSTATEEXTPROC qglEnableVariantClientStateEXT; extern PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC qglDisableVariantClientStateEXT; extern PFNGLBINDLIGHTPARAMETEREXTPROC qglBindLightParameterEXT; extern PFNGLBINDMATERIALPARAMETEREXTPROC qglBindMaterialParameterEXT; extern PFNGLBINDTEXGENPARAMETEREXTPROC qglBindTexGenParameterEXT; extern PFNGLBINDTEXTUREUNITPARAMETEREXTPROC qglBindTextureUnitParameterEXT; extern PFNGLBINDPARAMETEREXTPROC qglBindParameterEXT; extern PFNGLISVARIANTENABLEDEXTPROC qglIsVariantEnabledEXT; extern PFNGLGETVARIANTBOOLEANVEXTPROC qglGetVariantBooleanvEXT; extern PFNGLGETVARIANTINTEGERVEXTPROC qglGetVariantIntegervEXT; extern PFNGLGETVARIANTFLOATVEXTPROC qglGetVariantFloatvEXT; extern PFNGLGETVARIANTPOINTERVEXTPROC qglGetVariantPointervEXT; extern PFNGLGETINVARIANTBOOLEANVEXTPROC qglGetInvariantBooleanvEXT; extern PFNGLGETINVARIANTINTEGERVEXTPROC qglGetInvariantIntegervEXT; extern PFNGLGETINVARIANTFLOATVEXTPROC qglGetInvariantFloatvEXT; extern PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC qglGetLocalConstantBooleanvEXT; extern PFNGLGETLOCALCONSTANTINTEGERVEXTPROC qglGetLocalConstantIntegervEXT; extern PFNGLGETLOCALCONSTANTFLOATVEXTPROC qglGetLocalConstantFloatvEXT; void Parhelia_CreateShaders() { GLuint mvp, modelview, zcomp, tempvec; GLuint texturematrix; GLuint vertex, normal; GLuint texcoord0; GLuint texcoord1; GLuint texcoord2; GLuint texcoord3; GLuint color; GLuint disttemp, disttemp2; GLuint fogstart, fogend; GLuint scaler; GLfloat scalervalues[4] = { 0.5, 0.5, 0.5, 0.5 }; int err; #if !defined(__APPLE__) && !defined (MACOSX) SAFE_GET_PROC( qglBeginVertexShaderEXT, PFNGLBEGINVERTEXSHADEREXTPROC, "glBeginVertexShaderEXT"); SAFE_GET_PROC( qglEndVertexShaderEXT, PFNGLENDVERTEXSHADEREXTPROC, "glEndVertexShaderEXT"); SAFE_GET_PROC( qglBindVertexShaderEXT, PFNGLBINDVERTEXSHADEREXTPROC, "glBindVertexShaderEXT"); SAFE_GET_PROC( qglGenVertexShadersEXT, PFNGLGENVERTEXSHADERSEXTPROC, "glGenVertexShadersEXT"); SAFE_GET_PROC( qglDeleteVertexShaderEXT, PFNGLDELETEVERTEXSHADEREXTPROC, "glDeleteVertexShaderEXT"); SAFE_GET_PROC( qglShaderOp1EXT, PFNGLSHADEROP1EXTPROC, "glShaderOp1EXT"); SAFE_GET_PROC( qglShaderOp2EXT, PFNGLSHADEROP2EXTPROC, "glShaderOp2EXT"); SAFE_GET_PROC( qglShaderOp3EXT, PFNGLSHADEROP3EXTPROC, "glShaderOp3EXT"); SAFE_GET_PROC( qglSwizzleEXT, PFNGLSWIZZLEEXTPROC, "glSwizzleEXT"); SAFE_GET_PROC( qglWriteMaskEXT, PFNGLWRITEMASKEXTPROC, "glWriteMaskEXT"); SAFE_GET_PROC( qglInsertComponentEXT, PFNGLINSERTCOMPONENTEXTPROC, "glInsertComponentEXT"); SAFE_GET_PROC( qglExtractComponentEXT, PFNGLEXTRACTCOMPONENTEXTPROC, "glExtractComponentEXT"); SAFE_GET_PROC( qglGenSymbolsEXT, PFNGLGENSYMBOLSEXTPROC, "glGenSymbolsEXT"); SAFE_GET_PROC( qglSetInvariantEXT, PFNGLSETINVARIANTEXTPROC, "glSetInvariantEXT"); SAFE_GET_PROC( qglSetLocalConstantEXT, PFNGLSETLOCALCONSTANTEXTPROC, "glSetLocalConstantEXT"); SAFE_GET_PROC( qglVariantbvEXT, PFNGLVARIANTBVEXTPROC, "glVariantbvEXT"); SAFE_GET_PROC( qglVariantsvEXT, PFNGLVARIANTSVEXTPROC, "glVariantsvEXT"); SAFE_GET_PROC( qglVariantivEXT, PFNGLVARIANTIVEXTPROC, "glVariantivEXT"); SAFE_GET_PROC( qglVariantfvEXT, PFNGLVARIANTFVEXTPROC, "glVariantfvEXT"); SAFE_GET_PROC( qglVariantdvEXT, PFNGLVARIANTDVEXTPROC, "glVariantdvEXT"); 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( qglBeginFragShaderMTX, PFNGLBEGINFRAGSHADEREXTPROC, "glBeginFragShaderMTX"); SAFE_GET_PROC( qglBindFragShaderMTX, PFNGLBINDFRAGSHADEREXTPROC, "glBindFragShaderMTX"); SAFE_GET_PROC( qglDeleteFragShadersMTX, PFNGLDELETEFRAGSHADERSEXTPROC, "glDeleteFragShadersMTX"); SAFE_GET_PROC( qglEndFragShaderMTX, PFNGLENDFRAGSHADEREXTPROC, "glEndFragShaderMTX"); SAFE_GET_PROC( qglFragProcAlphaOp1MTX, PFNGLFRAGPROCALPHAOP1EXTPROC, "glFragProcAlphaOp1MTX"); SAFE_GET_PROC( qglFragProcAlphaOp2MTX, PFNGLFRAGPROCALPHAOP2EXTPROC, "glFragProcAlphaOp2MTX"); SAFE_GET_PROC( qglFragProcAlphaOp3MTX, PFNGLFRAGPROCALPHAOP3EXTPROC, "glFragProcAlphaOp3MTX"); SAFE_GET_PROC( qglFragProcOpParamMTX, PFNGLFRAGPROCOPPARAMMTXEXTPROC, "glFragProcOpParamMTX"); SAFE_GET_PROC( qglFragProcRGBAOp1MTX, PFNGLFRAGPROCRGBAOP1EXTPROC, "glFragProcRGBAOp1MTX"); SAFE_GET_PROC( qglFragProcRGBAOp2MTX, PFNGLFRAGPROCRGBAOP2EXTPROC, "glFragProcRGBAOp2MTX"); SAFE_GET_PROC( qglFragProcRGBAOp3MTX, PFNGLFRAGPROCRGBAOP3EXTPROC, "glFragProcRGBAOp3MTX"); SAFE_GET_PROC( qglGenFragProcInvariantBVMTX, PFNGLGENFRAGPROCINVARIANTBVEXTPROC, "glGenFragProcInvariantbvMTX"); SAFE_GET_PROC( qglGenFragProcInvariantDVMTX, PFNGLGENFRAGPROCINVARIANTDVEXTPROC, "glGenFragProcInvariantdvMTX"); SAFE_GET_PROC( qglGenFragProcInvariantFVMTX, PFNGLGENFRAGPROCINVARIANTFVEXTPROC, "glGenFragProcInvariantfvMTX"); SAFE_GET_PROC( qglGenFragProcInvariantIVMTX, PFNGLGENFRAGPROCINVARIANTIVEXTPROC, "glGenFragProcInvariantivMTX"); SAFE_GET_PROC( qglGenFragProcInvariantSVMTX, PFNGLGENFRAGPROCINVARIANTSVEXTPROC, "glGenFragProcInvariantsvMTX"); SAFE_GET_PROC( qglGenFragShadersMTX, PFNGLGENFRAGSHADERSEXTPROC, "glGenFragShadersMTX"); SAFE_GET_PROC( qglIsFragShaderMTX, PFNGLISFRAGSHADEREXTPROC, "glIsFragShaderMTX"); SAFE_GET_PROC( qglSetFragProcInvariantBVMTX, PFNGLSETFRAGPROCINVARIANTBVPROC, "glSetFragProcInvariantbvMTX"); SAFE_GET_PROC( qglSetFragProcInvariantDVMTX, PFNGLSETFRAGPROCINVARIANTDVPROC, "glSetFragProcInvariantdvMTX"); SAFE_GET_PROC( qglSetFragProcInvariantFVMTX, PFNGLSETFRAGPROCINVARIANTFVPROC, "glSetFragProcInvariantfvMTX"); SAFE_GET_PROC( qglSetFragProcInvariantIVMTX, PFNGLSETFRAGPROCINVARIANTIVPROC, "glSetFragProcInvariantivMTX"); SAFE_GET_PROC( qglSetFragProcInvariantSVMTX, PFNGLSETFRAGPROCINVARIANTSVPROC, "glSetFragProcInvariantsvMTX"); SAFE_GET_PROC( qglTexAddressHintsMTX, PFNGLTEXADDRESSHINTSEXTPROC, "glTexAddressHintsMTX"); SAFE_GET_PROC( qglTexAddressOp1MTX, PFNGLTEXADDRESSOP1EXTPROC, "glTexAddressOp1MTX"); SAFE_GET_PROC( qglTexAddressOp2MTX, PFNGLTEXADDRESSOP2EXTPROC, "glTexAddressOp2MTX"); SAFE_GET_PROC( qglTexAddressOp3MTX, PFNGLTEXADDRESSOP3EXTPROC, "glTexAddressOp3MTX"); SAFE_GET_PROC( qglTexAddressOp4MTX, PFNGLTEXADDRESSOP4EXTPROC, "glTexAddressOp4MTX"); SAFE_GET_PROC( qglTexAddressParamFVMTX, PFNGLTEXADDRESSPARAMFVEXTPROC, "glTexAddressParamfvMTX"); SAFE_GET_PROC( qglTexAddressParamUIMTX, PFNGLTEXADDRESSPARAMUIEXTPROC, "glTexAddressParamuiMTX"); SAFE_GET_PROC( qglGetFragProcInvariantBVMTX, PFNGLGETFRAGPROCINVARIANTBVEXTPROC, "glGetFragProcInvariantbvMTX"); SAFE_GET_PROC( qglGetFragProcInvariantDVMTX, PFNGLGETFRAGPROCINVARIANTDVEXTPROC, "glGetFragProcInvariantdvMTX"); SAFE_GET_PROC( qglGetFragProcInvariantFVMTX, PFNGLGETFRAGPROCINVARIANTFVEXTPROC, "glGetFragProcInvariantfvMTX"); SAFE_GET_PROC( qglGetFragProcInvariantIVMTX, PFNGLGETFRAGPROCINVARIANTIVEXTPROC, "glGetFragProcInvariantivMTX"); SAFE_GET_PROC( qglGetFragProcInvariantSVMTX, PFNGLGETFRAGPROCINVARIANTSVEXTPROC, "glGetFragProcInvariantsvMTX"); SAFE_GET_PROC( qglGetTexAddressParamFVMTX, PFNGLGETTEXADDRESSPARAMFVEXTPROC, "glGetTexAddressParamfvMTX"); SAFE_GET_PROC( qglGetTexAddressParamUIVMTX, PFNGLGETTEXADDRESSPARAMUIVEXTPROC, "glGetTexAddressParamuivMTX"); #endif //DEBUG // Con_Printf("Errors before creating shaders...\n%s\n",gluErrorString(glGetError())); // Con_Printf("----Fragment Shaders----\n"); // Generate two shaders, diffuse and specular, with two variants for cube and 3d atten texture glEnable(GL_FRAGMENT_SHADER_MTX); //DEBUG // Con_Printf("Enabled GL_MTX_FRAGMENT_SHADER...\n%s\n",gluErrorString(glGetError())); fragment_shaders = qglGenFragShadersMTX(4); /* if (fragment_shaders == 0) { Con_Printf("Error: unable to allocate shaders: %s\n", gluErrorString(glGetError())); } else { Con_Printf("Allocated 4 fragment shaders\n"); }; */ // Diffuse shader 1 (3D atten) qglBindFragShaderMTX(fragment_shaders); //DEBUG // Con_Printf("Shader %i Bind Status: %s\n",fragment_shaders,gluErrorString(glGetError())); qglBeginFragShaderMTX(); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_TEMPORARY1_MTX, GL_COLOR0_MTX); //Matrox Work Around // tex t0 qglTexAddressHintsMTX( GL_TEXTURE0, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE0, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE0 ); // tex t1 qglTexAddressHintsMTX( GL_TEXTURE1, GL_HINT_TEXTURE_CUBE_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE1, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE1 ); // tex t2 qglTexAddressHintsMTX( GL_TEXTURE2, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE2, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE2 ); // tex t3 (3D) qglTexAddressHintsMTX( GL_TEXTURE3, GL_HINT_TEXTURE_3D_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE3, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE3 ); //dp3_sat r0, t0_bx2, t1_bx2 qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcRGBAOp2MTX(GL_OP_DP3_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE0, GL_TEXTURE1); //mul r0.rgb, r0, t2 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE2); //+add_x4 r1.a, t0_bx2.b, t0_bx2.b qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SCALE_MTX, GL_SCALE_X4_MTX); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp2MTX(GL_OP_ADD_MTX, GL_TEMPORARY1_MTX, GL_TEXTURE0, GL_TEXTURE0); //mul r0, r0, v0 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, GL_COLOR0_MTX); //mul r0, r0, t3 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE3); //mul r0, r0, r1.a qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_ALPHA_MTX); qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_OUTPUT_COLOR_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY1_MTX); qglEndFragShaderMTX(); // DEBUG - display status of shader creation // Con_Printf("Diffuse 1 Status: %s\n",gluErrorString(glGetError())); // Diffuse shader 2 (cube atten) qglBindFragShaderMTX(fragment_shaders+1); //DEBUG // Con_Printf("Shader %i Bind Status: %s\n",fragment_shaders+1,gluErrorString(glGetError())); qglBeginFragShaderMTX(); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_TEMPORARY1_MTX, GL_COLOR0_MTX); //Matrox Work Around // tex t0 qglTexAddressHintsMTX( GL_TEXTURE0, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE0, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE0 ); // tex t1 qglTexAddressHintsMTX( GL_TEXTURE1, GL_HINT_TEXTURE_CUBE_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE1, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE1 ); // tex t2 qglTexAddressHintsMTX( GL_TEXTURE2, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE2, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE2 ); // tex t3 (cube) qglTexAddressHintsMTX( GL_TEXTURE3, GL_HINT_TEXTURE_CUBE_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE3, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE3 ); //dp3_sat r0, t0_bx2, t1_bx2 qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcRGBAOp2MTX(GL_OP_DP3_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE0, GL_TEXTURE1); //mul r0.rgb, r0, t2 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE2); //+add_x4 r1.a, t0_bx2.b, t0_bx2.b qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SCALE_MTX, GL_SCALE_X4_MTX); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp2MTX(GL_OP_ADD_MTX, GL_TEMPORARY1_MTX, GL_TEXTURE0, GL_TEXTURE0); //mul r0, r0, v0 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, GL_COLOR0_MTX); //mul r0, r0, t3 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE3); //mul r0, r0, r1.a qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_ALPHA_MTX); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEMPORARY0_MTX); // [JPS] insert this qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_OUTPUT_COLOR_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY1_MTX); qglEndFragShaderMTX(); // DEBUG - display status of shader creation // Con_Printf("Diffuse 2 Status: %s\n",gluErrorString(glGetError())); // Specular shader 1 (3D atten) qglBindFragShaderMTX(fragment_shaders+2); //DEBUG // Con_Printf("Shader %i Bind Status: %s\n",fragment_shaders+2,gluErrorString(glGetError())); qglBeginFragShaderMTX(); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_TEMPORARY1_MTX, GL_COLOR0_MTX); //Matrox Work Around // tex t0 qglTexAddressHintsMTX( GL_TEXTURE0, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE0, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE0 ); // tex t1 qglTexAddressHintsMTX( GL_TEXTURE1, GL_HINT_TEXTURE_CUBE_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE1, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE1 ); // tex t2 qglTexAddressHintsMTX( GL_TEXTURE2, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE2, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE2 ); // tex t3 (3D) qglTexAddressHintsMTX( GL_TEXTURE3, GL_HINT_TEXTURE_3D_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE3, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE3 ); //dp3_sat r0, t0_bx2, t1_bx2 qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcRGBAOp2MTX(GL_OP_DP3_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE0, GL_TEXTURE1); //mul r1.rgb, t3, t0.a qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_ALPHA_MTX); qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY1_MTX, GL_TEXTURE3, GL_TEXTURE0); //+mad_x2_sat r1.a, r0.b, r0.b, c0 qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SCALE_MTX, GL_SCALE_X2_MTX); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcOpParamMTX(GL_ARGUMENT2_MTX, GL_CONVERT_MTX, GL_ARG_NEGATE_MTX); scaler = qglGenFragProcInvariantFVMTX(scalervalues); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp3MTX(GL_OP_MAD_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, scaler); //mul r0, r1, v0 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY1_MTX, GL_COLOR0_MTX); //+mul r1.a, r1.a, r1.a qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX); //mul r1.a, r1.a, r1.a qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX); //mul r0, r0, r1.a qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_ALPHA_MTX); qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_OUTPUT_COLOR_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY1_MTX); qglEndFragShaderMTX(); // DEBUG - display status of shader creation // Con_Printf("Specular 1 Status: %s\n",gluErrorString(glGetError())); // Specular shader 2 (cube atten) qglBindFragShaderMTX(fragment_shaders+3); //DEBUG // Con_Printf("Shader %i Bind Status: %s\n",fragment_shaders+3,gluErrorString(glGetError())); qglBeginFragShaderMTX(); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_TEMPORARY1_MTX, GL_COLOR0_MTX); //Matrox Work Around // tex t0 qglTexAddressHintsMTX( GL_TEXTURE0, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE0, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE0 ); // tex t1 qglTexAddressHintsMTX( GL_TEXTURE1, GL_HINT_TEXTURE_CUBE_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE1, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE1 ); // tex t2 qglTexAddressHintsMTX( GL_TEXTURE2, GL_HINT_TEXTURE_2D_MTX|GL_HINT_TRILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE2, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE2 ); // tex t3 (cube) qglTexAddressHintsMTX( GL_TEXTURE3, GL_HINT_TEXTURE_CUBE_MTX|GL_HINT_BILINEAR_MTX); qglTexAddressParamUIMTX( GL_TEXTURE3, GL_TEXTURE_FORMAT_MTX, GL_TEX_UNSIGNED_MTX); qglTexAddressOp1MTX( GL_OP_TEX_MTX, GL_TEXTURE3 ); //dp3_sat r0, t0_bx2, t1_bx2 qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_CONVERT_MTX, GL_ARG_SIGNED_MTX); qglFragProcRGBAOp2MTX(GL_OP_DP3_MTX, GL_TEMPORARY0_MTX, GL_TEXTURE0, GL_TEXTURE1); //mul r1.rgb, t3, t0.a qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_ALPHA_MTX); qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY1_MTX, GL_TEXTURE3, GL_TEXTURE0); //+mad_x2_sat r1.a, r0.b, r0.b, c0 qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SATURATE_MTX, GL_TRUE); qglFragProcOpParamMTX(GL_RESULT_MTX, GL_SCALE_MTX, GL_SCALE_X2_MTX); qglFragProcOpParamMTX(GL_ARGUMENT0_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_BLUE_MTX); qglFragProcOpParamMTX(GL_ARGUMENT2_MTX, GL_CONVERT_MTX, GL_ARG_NEGATE_MTX); scaler = qglGenFragProcInvariantFVMTX(scalervalues); qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp3MTX(GL_OP_MAD_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY0_MTX, scaler); //mul r0, r1, v0 qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY1_MTX, GL_COLOR0_MTX); //+mul r1.a, r1.a, r1.a qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX); //mul r1.a, r1.a, r1.a qglFragProcRGBAOp1MTX(GL_OP_MOV_MTX, GL_IGNORED_MTX, GL_TEXTURE0); // [JPS] insert this qglFragProcAlphaOp2MTX(GL_OP_MUL_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX, GL_TEMPORARY1_MTX); //mul r0, r0, r1.a qglFragProcOpParamMTX(GL_ARGUMENT1_MTX, GL_REPLICATE_MTX, GL_ALPHA_MTX); qglFragProcRGBAOp2MTX(GL_OP_MUL_MTX, GL_OUTPUT_COLOR_MTX, GL_TEMPORARY0_MTX, GL_TEMPORARY1_MTX); qglEndFragShaderMTX(); // DEBUG - display status of shader creation // Con_Printf("Specular 2 Status: %s\n",gluErrorString(glGetError())); glDisable(GL_FRAGMENT_SHADER_MTX); // Parhelia_checkerror(); // Con_Printf("----Vertex Shaders----\n"); // Generate vertex shader glEnable(GL_VERTEX_SHADER_EXT); //DEBUG // Con_Printf("Enabled GL_VERTEX_SHADER_EXT...\n%s\n",gluErrorString(glGetError())); vertex_shaders = qglGenVertexShadersEXT(2); lightPos = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_INVARIANT_EXT, GL_FULL_RANGE_EXT, 1); eyePos = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_INVARIANT_EXT, GL_FULL_RANGE_EXT, 1); /* //DEBUG if (fragment_shaders == 0) { Con_Printf("Error: unable to allocate shaders: %s\n", gluErrorString(glGetError())); } else { Con_Printf("Allocated 1 vertex shader\n"); }; */ qglBindVertexShaderEXT(vertex_shaders); qglBeginVertexShaderEXT(); //DEBUG // Con_Printf("Shader %i Bind Status: %s\n",fragment_shaders,gluErrorString(glGetError())); mvp = qglBindParameterEXT( GL_MVP_MATRIX_EXT ); modelview = qglBindParameterEXT( GL_MODELVIEW_MATRIX ); vertex = qglBindParameterEXT( GL_CURRENT_VERTEX_EXT ); normal = qglBindParameterEXT( GL_CURRENT_NORMAL ); color = qglBindParameterEXT( GL_CURRENT_COLOR ); texturematrix = qglBindTextureUnitParameterEXT( GL_TEXTURE3_ARB, GL_TEXTURE_MATRIX ); texcoord0 = qglBindTextureUnitParameterEXT( GL_TEXTURE0_ARB, GL_CURRENT_TEXTURE_COORDS ); texcoord1 = qglBindTextureUnitParameterEXT( GL_TEXTURE1_ARB, GL_CURRENT_TEXTURE_COORDS ); texcoord2 = qglBindTextureUnitParameterEXT( GL_TEXTURE2_ARB, GL_CURRENT_TEXTURE_COORDS ); texcoord3 = qglBindTextureUnitParameterEXT( GL_TEXTURE3_ARB, GL_CURRENT_TEXTURE_COORDS ); fogstart = qglBindParameterEXT( GL_FOG_START ); Parhelia_checkerror(); fogend = qglBindParameterEXT( GL_FOG_END ); Parhelia_checkerror(); disttemp = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); disttemp2 = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); zcomp = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); tempvec = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); // Generates a necessary input for the diffuse bumpmapping registers // Transform vertex to view-space qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_VERTEX_EXT, mvp, vertex ); // Transform vertex by texture matrix and copy to output qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_TEXTURE_COORD3_EXT, texturematrix, vertex ); // copy tex coords of unit 0 to unit 2 qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD0_EXT, texcoord0); qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD2_EXT, texcoord0); qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_COLOR0_EXT, color); // Transform vertex and take z for fog qglExtractComponentEXT( zcomp, modelview, 2); qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, zcomp, vertex ); // calculate fog values end - z and end - start qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp, fogend, disttemp); qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp2, fogend, fogstart); // divide end - z by end - start, that's it qglShaderOp1EXT( GL_OP_RECIP_EXT, disttemp2, disttemp2); qglShaderOp2EXT( GL_OP_MUL_EXT, GL_OUTPUT_FOG_EXT, disttemp, disttemp2); // calculate light position qglShaderOp2EXT( GL_OP_SUB_EXT, zcomp, lightPos, vertex); qglShaderOp2EXT( GL_OP_DOT3_EXT, disttemp, zcomp, zcomp); qglShaderOp1EXT( GL_OP_RECIP_SQRT_EXT, disttemp, disttemp); qglShaderOp2EXT( GL_OP_MUL_EXT, tempvec, zcomp, disttemp); // Normalized light vec now in tempvec, transform to tex1 qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, tempvec, texcoord1); qglInsertComponentEXT( GL_OUTPUT_TEXTURE_COORD1_EXT, disttemp, 0); qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, tempvec, texcoord2); qglInsertComponentEXT( GL_OUTPUT_TEXTURE_COORD1_EXT, disttemp, 1); qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, tempvec, texcoord3); qglInsertComponentEXT( GL_OUTPUT_TEXTURE_COORD1_EXT, disttemp, 2); qglEndVertexShaderEXT(); // The same for specular qglBindVertexShaderEXT(vertex_shaders+1); qglBeginVertexShaderEXT(); //DEBUG // Con_Printf("Shader %i Bind Status: %s\n",fragment_shaders,gluErrorString(glGetError())); mvp = qglBindParameterEXT( GL_MVP_MATRIX_EXT ); modelview = qglBindParameterEXT( GL_MODELVIEW_MATRIX ); vertex = qglBindParameterEXT( GL_CURRENT_VERTEX_EXT ); normal = qglBindParameterEXT( GL_CURRENT_NORMAL ); color = qglBindParameterEXT( GL_CURRENT_COLOR ); texturematrix = qglBindTextureUnitParameterEXT( GL_TEXTURE3_ARB, GL_TEXTURE_MATRIX ); texcoord0 = qglBindTextureUnitParameterEXT( GL_TEXTURE0_ARB, GL_CURRENT_TEXTURE_COORDS ); texcoord1 = qglBindTextureUnitParameterEXT( GL_TEXTURE1_ARB, GL_CURRENT_TEXTURE_COORDS ); texcoord2 = qglBindTextureUnitParameterEXT( GL_TEXTURE2_ARB, GL_CURRENT_TEXTURE_COORDS ); texcoord3 = qglBindTextureUnitParameterEXT( GL_TEXTURE3_ARB, GL_CURRENT_TEXTURE_COORDS ); fogstart = qglBindParameterEXT( GL_FOG_START ); Parhelia_checkerror(); fogend = qglBindParameterEXT( GL_FOG_END ); Parhelia_checkerror(); disttemp = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); disttemp2 = qglGenSymbolsEXT(GL_SCALAR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); zcomp = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); tempvec = qglGenSymbolsEXT(GL_VECTOR_EXT, GL_LOCAL_EXT, GL_FULL_RANGE_EXT, 1); // Generates a necessary input for the diffuse bumpmapping registers // Transform vertex to view-space qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_VERTEX_EXT, mvp, vertex ); // Transform vertex by texture matrix and copy to output qglShaderOp2EXT( GL_OP_MULTIPLY_MATRIX_EXT, GL_OUTPUT_TEXTURE_COORD3_EXT, texturematrix, vertex ); // copy tex coords of unit 0 to unit 2 qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD0_EXT, texcoord0); qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_TEXTURE_COORD2_EXT, texcoord0); qglShaderOp1EXT( GL_OP_MOV_EXT, GL_OUTPUT_COLOR0_EXT, color); // Transform vertex and take z for fog qglExtractComponentEXT( zcomp, modelview, 2); qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, zcomp, vertex ); // calculate fog values end - z and end - start qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp, fogend, disttemp); qglShaderOp2EXT( GL_OP_SUB_EXT, disttemp2, fogend, fogstart); // divide end - z by end - start, that's it qglShaderOp1EXT( GL_OP_RECIP_EXT, disttemp2, disttemp2); qglShaderOp2EXT( GL_OP_MUL_EXT, GL_OUTPUT_FOG_EXT, disttemp, disttemp2); // calculate halfvec qglShaderOp2EXT( GL_OP_SUB_EXT, tempvec, lightPos, vertex); qglShaderOp2EXT( GL_OP_DOT3_EXT, disttemp, tempvec, tempvec); qglShaderOp1EXT( GL_OP_RECIP_SQRT_EXT, disttemp, disttemp); qglShaderOp2EXT( GL_OP_MUL_EXT, tempvec, tempvec, disttemp); qglShaderOp2EXT( GL_OP_SUB_EXT, zcomp, eyePos, vertex); qglShaderOp2EXT( GL_OP_ADD_EXT, tempvec, tempvec, zcomp); qglShaderOp2EXT( GL_OP_DOT3_EXT, disttemp, tempvec, tempvec); qglShaderOp1EXT( GL_OP_RECIP_SQRT_EXT, disttemp, disttemp); qglShaderOp2EXT( GL_OP_MUL_EXT, tempvec, tempvec, disttemp); // Normalized half vec now in tempvec, transform to tex1 qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, tempvec, texcoord1); qglInsertComponentEXT( GL_OUTPUT_TEXTURE_COORD1_EXT, disttemp, 0); qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, tempvec, texcoord2); qglInsertComponentEXT( GL_OUTPUT_TEXTURE_COORD1_EXT, disttemp, 1); qglShaderOp2EXT( GL_OP_DOT4_EXT, disttemp, tempvec, texcoord3); qglInsertComponentEXT( GL_OUTPUT_TEXTURE_COORD1_EXT, disttemp, 2); qglEndVertexShaderEXT(); // DEBUG - display status of shader creation // Con_Printf("Vertex Status: %s\n",gluErrorString(glGetError())); glDisable(GL_VERTEX_SHADER_EXT); // Parhelia_checkerror(); } /* Pixel shader for diffuse bump mapping does diffuse bumpmapping with norm cube, self shadowing & dist attent in 1 pass */ void Parhelia_EnableDiffuseShader(const transform_t *tr, const lightobject_t *lo) { float temp[4]; //tex 0 = normal map //tex 1 = normalization cube map (tangent space light vector) //tex 2 = color map //tex 3 = (attenuation or light filter, depends on light settings but the // actual register combiner setup does not change only the bound // texture) glEnable(GL_VERTEX_SHADER_EXT); qglBindVertexShaderEXT( vertex_shaders ); temp[0] = currentshadowlight->origin[0]; temp[1] = currentshadowlight->origin[1]; temp[2] = currentshadowlight->origin[2]; temp[3] = 1.0f; qglSetInvariantEXT(lightPos, GL_FLOAT, &temp[0]); temp[0] = r_refdef.vieworg[0]; temp[1] = r_refdef.vieworg[1]; temp[2] = r_refdef.vieworg[2]; qglSetInvariantEXT(eyePos, GL_FLOAT, &temp[0]); Parhelia_checkerror(); glEnable(GL_FRAGMENT_SHADER_MTX ); 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_2D); GL_SelectTexture(GL_TEXTURE3_ARB); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); if (currentshadowlight->filtercube) { glEnable(GL_TEXTURE_CUBE_MAP_ARB); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->filtercube); GL_SetupCubeMapMatrix(tr); qglBindFragShaderMTX( fragment_shaders + 1 ); Parhelia_checkerror(); } else { 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(1.0f/(currentshadowlight->radiusv[0]), 1.0f/(currentshadowlight->radiusv[1]), 1.0f/(currentshadowlight->radiusv[2])); GL_SetupAttenMatrix(tr); qglBindFragShaderMTX( fragment_shaders ); Parhelia_checkerror(); } GL_SelectTexture(GL_TEXTURE0_ARB); } void Parhelia_DisableDiffuseShader() { //tex 0 = normal map //tex 1 = normalization cube map (tangent space light vector) //tex 2 = color map //tex 3 = (attenuation or light filter, depends on light settings) glDisable(GL_VERTEX_SHADER_EXT); glDisable(GL_FRAGMENT_SHADER_MTX ); GL_SelectTexture(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_CUBE_MAP_ARB); GL_SelectTexture(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_2D); GL_SelectTexture(GL_TEXTURE3_ARB); if (currentshadowlight->filtercube) { glDisable(GL_TEXTURE_CUBE_MAP_ARB); } else { glDisable(GL_TEXTURE_3D); } glPopMatrix(); glMatrixMode(GL_MODELVIEW); GL_SelectTexture(GL_TEXTURE0_ARB); } void Parhelia_EnableSpecularShader(const transform_t *tr, const lightobject_t *lo, qboolean alias) { vec3_t scaler = {0.5f, 0.5f, 0.5f}; float temp[4]; glEnable(GL_VERTEX_SHADER_EXT); qglBindVertexShaderEXT( vertex_shaders+1 ); temp[0] = currentshadowlight->origin[0]; temp[1] = currentshadowlight->origin[1]; temp[2] = currentshadowlight->origin[2]; temp[3] = 1.0f; qglSetInvariantEXT(lightPos, GL_FLOAT, &temp[0]); temp[0] = r_refdef.vieworg[0]; temp[1] = r_refdef.vieworg[1]; temp[2] = r_refdef.vieworg[2]; qglSetInvariantEXT(eyePos, GL_FLOAT, &temp[0]); Parhelia_checkerror(); glEnable(GL_FRAGMENT_SHADER_MTX ); //tex 0 = normal map //tex 1 = normalization cube map (tangent space half angle) //tex 2 = color map //tex 3 = (attenuation or light filter, depends on light settings) 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_2D); GL_SelectTexture(GL_TEXTURE3_ARB); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); if (currentshadowlight->filtercube) { glEnable(GL_TEXTURE_CUBE_MAP_ARB); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->filtercube); GL_SetupCubeMapMatrix(tr); qglBindFragShaderMTX( fragment_shaders + 3 ); Parhelia_checkerror(); } else { 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(1.0f/(currentshadowlight->radiusv[0]), 1.0f/(currentshadowlight->radiusv[1]), 1.0f/(currentshadowlight->radiusv[2])); GL_SetupAttenMatrix(tr); qglBindFragShaderMTX( fragment_shaders + 2 ); Parhelia_checkerror(); } GL_SelectTexture(GL_TEXTURE0_ARB); } void Parhelia_EnableAttentShader(const transform_t *tr) { glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glTranslatef(0.5,0.5,0.5); glScalef(0.5,0.5,0.5); glScalef(1.0f/(currentshadowlight->radiusv[0]), 1.0f/(currentshadowlight->radiusv[1]), 1.0f/(currentshadowlight->radiusv[2])); GL_SetupAttenMatrix(tr); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_3D); glBindTexture(GL_TEXTURE_3D, atten3d_texture_object); } void Parhelia_DisableAttentShader() { glPopMatrix(); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_3D); glEnable(GL_TEXTURE_2D); } /************************ Shader utility routines *************************/ void Parhelia_SetupTcMod(tcmod_t *tc) { switch (tc->type) { case TCMOD_ROTATE: glTranslatef(0.5,0.5,0.0); glRotatef(realtime * tc->params[0],0,0,1); glTranslatef(-0.5, -0.5, 0.0); break; case TCMOD_SCROLL: glTranslatef(realtime * tc->params[0], realtime * tc->params[1], 0.0); break; case TCMOD_SCALE: glScalef(tc->params[0],tc->params[1],1.0); break; case TCMOD_STRETCH: //PENTA: fixme glScalef(1.0, 1.0, 1.0); break; } } void Parhelia_SetupSimpleStage(stage_t *s) { tcmod_t *tc; int i; if (s->type != STAGE_SIMPLE) { Con_Printf("Non simple stage, in simple stage list"); return; } glMatrixMode(GL_TEXTURE); glPushMatrix(); for (i=0; inumtcmods; i++) { Parhelia_SetupTcMod(&s->tcmods[i]); } if (s->src_blend > -1) { glBlendFunc(s->src_blend, s->dst_blend); glEnable(GL_BLEND); } if (s->alphatresh > 0) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, s->alphatresh); } if ((s->numtextures > 0) && (s->texture[0])) GL_Bind(s->texture[0]->texnum); } /************************ Generic triangle list routines *************************/ void FormatError(); // In gl_bumpgf.c void Parhelia_sendTriangleListWV(const vertexdef_t *verts, int *indecies, int numIndecies) { glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); glEnableClientState(GL_VERTEX_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //draw them glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void Parhelia_sendTriangleListTA(const vertexdef_t *verts, int *indecies, int numIndecies) { glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); glEnableClientState(GL_VERTEX_ARRAY); if (!verts->texcoords) FormatError(); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (!verts->tangents) FormatError(); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (!verts->binormals) FormatError(); qglClientActiveTextureARB(GL_TEXTURE2_ARB); glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (!verts->normals) FormatError(); qglClientActiveTextureARB(GL_TEXTURE3_ARB); glTexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //draw them glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); GL_SelectTexture(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void Parhelia_drawTriangleListBump (const vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, const transform_t *tr, const lightobject_t *lo) { if (currentshadowlight->filtercube) { //draw attent into dest alpha GL_DrawAlpha(); Parhelia_EnableAttentShader(tr); Parhelia_sendTriangleListWV(verts,indecies,numIndecies); Parhelia_DisableAttentShader(); GL_ModulateAlphaDrawColor(); } else { GL_AddColor(); } glColor3fv(¤tshadowlight->color[0]); Parhelia_EnableSpecularShader(tr, lo, true); //bind the correct texture GL_SelectTexture(GL_TEXTURE0_ARB); if (shader->numbumpstages > 0) GL_Bind(shader->bumpstages[0].texture[0]->texnum); GL_SelectTexture(GL_TEXTURE2_ARB); if (shader->numcolorstages > 0) GL_Bind(shader->colorstages[0].texture[0]->texnum); Parhelia_sendTriangleListTA(verts,indecies,numIndecies); Parhelia_DisableDiffuseShader(); Parhelia_EnableDiffuseShader(tr, lo); //bind the correct texture GL_SelectTexture(GL_TEXTURE0_ARB); if (shader->numbumpstages > 0) GL_Bind(shader->bumpstages[0].texture[0]->texnum); GL_SelectTexture(GL_TEXTURE2_ARB); if (shader->numcolorstages > 0) GL_Bind(shader->colorstages[0].texture[0]->texnum); Parhelia_sendTriangleListTA(verts,indecies,numIndecies); Parhelia_DisableDiffuseShader(); } void Parhelia_drawTriangleListBase (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, int lightMapIndex) { int i; glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); glEnableClientState(GL_VERTEX_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (!shader->cull) { glDisable(GL_CULL_FACE); } glColor3ub(255,255,255); for ( i = 0; i < shader->numstages; i++) { Parhelia_SetupSimpleStage(&shader->stages[i]); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glPopMatrix(); } glMatrixMode(GL_MODELVIEW); if (verts->colors && (shader->flags & SURF_PPLIGHT)) { glColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors); glEnableClientState(GL_COLOR_ARRAY); glShadeModel(GL_SMOOTH); if (shader->numstages && shader->numcolorstages) { if (shader->colorstages[0].src_blend >= 0) { glEnable(GL_BLEND); glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend); } else { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); } } else { glDisable(GL_BLEND); } if (shader->numcolorstages) { if (shader->colorstages[0].numtextures) GL_Bind(shader->colorstages[0].texture[0]->texnum); if (shader->colorstages[0].alphatresh > 0) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh); } } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glDisableClientState(GL_COLOR_ARRAY); } else if (shader->flags & SURF_PPLIGHT) { glColor3f(0,0,0); if (shader->colorstages[0].src_blend >= 0) { glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend); glEnable(GL_BLEND); } else { glDisable(GL_BLEND); } glDisable(GL_TEXTURE_2D); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glEnable(GL_TEXTURE_2D); } if (!shader->cull) { glEnable(GL_CULL_FACE); } glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); } /************************* Generic world surfaces routines **************************/ void Parhelia_sendSurfacesBase(msurface_t **surfs, int numSurfaces, qboolean bindLightmap) { int i; glpoly_t *p; msurface_t *surf; 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); } glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]); } } void Parhelia_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs, int numSurfaces, shader_t* shader) { int i; glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); glEnableClientState(GL_VERTEX_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor3ub(255,255,255); if (!shader->cull) { glDisable(GL_CULL_FACE); //Con_Printf("Cullstuff %s\n",shader->name); } for (i = 0; i < shader->numstages; i++) { Parhelia_SetupSimpleStage(&shader->stages[i]); Parhelia_sendSurfacesBase(surfs, numSurfaces, false); glPopMatrix(); } if (verts->lightmapcoords && (shader->flags & SURF_PPLIGHT)) { qglClientActiveTextureARB(GL_TEXTURE1_ARB); glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (shader->numstages && shader->numcolorstages) { if (shader->colorstages[0].src_blend >= 0) { glEnable(GL_BLEND); glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend); } else { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); } } else { glDisable(GL_BLEND); } if (shader->numcolorstages) { if (shader->colorstages[0].numtextures) GL_Bind(shader->colorstages[0].texture[0]->texnum); if (shader->colorstages[0].alphatresh > 0) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh); } } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_EnableMultitexture(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor3f(sh_lightmapbright.value, sh_lightmapbright.value, sh_lightmapbright.value); Parhelia_sendSurfacesBase(surfs, numSurfaces, true); glDisableClientState(GL_TEXTURE_COORD_ARRAY); GL_DisableMultitexture(); qglClientActiveTextureARB(GL_TEXTURE0_ARB); } if (!shader->cull) { glEnable(GL_CULL_FACE); } glDisable(GL_ALPHA_TEST); glMatrixMode(GL_MODELVIEW); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); } void Parhelia_sendSurfacesTA(msurface_t** surfs, int numSurfaces) { int i,j; glpoly_t *p; msurface_t *surf; shader_t *shader, *lastshader; float *v; qboolean cull; lastshader = NULL; cull = true; for ( i = 0; i < numSurfaces; i++) { surf = surfs[i]; if (surf->visframe != r_framecount) continue; if (!(surf->flags & SURF_PPLIGHT)) continue; p = surf->polys; shader = surfs[i]->shader->shader; //less state changes if (lastshader != shader) { if (!shader->cull) { glDisable(GL_CULL_FACE); cull = false; } else { if (!cull) glEnable(GL_CULL_FACE); cull = true; } //bind the correct texture GL_SelectTexture(GL_TEXTURE0_ARB); if (shader->numbumpstages > 0) GL_Bind(shader->bumpstages[0].texture[0]->texnum); GL_SelectTexture(GL_TEXTURE2_ARB); if (shader->numcolorstages > 0) GL_Bind(shader->colorstages[0].texture[0]->texnum); lastshader = shader; } //Note: texture coords out of begin-end are not a problem... qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB, &surf->tangent[0]); qglMultiTexCoord3fvARB(GL_TEXTURE2_ARB, &surf->binormal[0]); qglMultiTexCoord3fvARB(GL_TEXTURE3_ARB, &surf->plane->normal[0]); /* glBegin(GL_POLYGON); v = (float *)(&globalVertexTable[surf->polys->firstvertex]); for (j=0; jnumverts; j++, v+= VERTEXSIZE) { qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]); glVertex3fv(&v[0]); } glEnd(); */ glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]); } if (!cull) glEnable(GL_CULL_FACE); } void Parhelia_sendSurfacesPlain(msurface_t** surfs, int numSurfaces) { int i,j; glpoly_t *p; msurface_t *surf; shader_t *shader, *lastshader; float *v; qboolean cull; lastshader = NULL; cull = true; for (i = 0; i < numSurfaces; i++) { surf = surfs[i]; if (surf->visframe != r_framecount) continue; if (!(surf->flags & SURF_PPLIGHT)) continue; p = surf->polys; shader = surf->shader->shader; //less state changes if (lastshader != shader) { if (!shader->cull) { glDisable(GL_CULL_FACE); cull = false; } else { if (!cull) glEnable(GL_CULL_FACE); cull = true; } lastshader = shader; } /* glBegin(GL_POLYGON); v = (float *)(&globalVertexTable[surf->polys->firstvertex]); for (j=0; jnumverts; j++, v+= VERTEXSIZE) { //qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]); glVertex3fv(&v[0]); } glEnd(); */ glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]); } if (!cull) glEnable(GL_CULL_FACE); } void Parhelia_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs, int numSurfaces,const transform_t *tr, const lightobject_t *lo) { glVertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); glEnableClientState(GL_VERTEX_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (currentshadowlight->filtercube) { //draw attent into dest alpha GL_DrawAlpha(); Parhelia_EnableAttentShader(tr); glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); Parhelia_sendSurfacesPlain(surfs,numSurfaces); Parhelia_DisableAttentShader(); GL_ModulateAlphaDrawColor(); } else { GL_AddColor(); } glColor3fv(¤tshadowlight->color[0]); Parhelia_EnableSpecularShader(tr, lo, true); glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords); Parhelia_sendSurfacesTA(surfs,numSurfaces); Parhelia_DisableDiffuseShader(); Parhelia_EnableDiffuseShader(tr, lo); Parhelia_sendSurfacesTA(surfs,numSurfaces); Parhelia_DisableDiffuseShader(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void Parhelia_freeDriver(void) { //nothing here... } void BUMP_InitParhelia(void) { GLint errPos, errCode; const GLubyte *errString; if ( gl_cardtype != PARHELIA ) return; Parhelia_CreateShaders(); //bind the correct stuff to the bump mapping driver gl_bumpdriver.drawSurfaceListBase = Parhelia_drawSurfaceListBase; gl_bumpdriver.drawSurfaceListBump = Parhelia_drawSurfaceListBump; gl_bumpdriver.drawTriangleListBase = Parhelia_drawTriangleListBase; gl_bumpdriver.drawTriangleListBump = Parhelia_drawTriangleListBump; gl_bumpdriver.freeDriver = Parhelia_freeDriver; }