/* 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... Same as gl_bumpmap.c but geforce3&4 optimized These routines require 4 texture units an some need nvidia shaders 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 "nvparse/nvparse.h" // "diffuse_program_object" has to be defined static. Otherwise nameclash with "gl_bumpradeon.c". static GLuint diffuse_program_object; static GLuint specularalias_program_object; //He he nice name to type a lot static GLuint deluxCombiner; static GLuint delux_program_object; /* Pixel shader for diffuse bump mapping does diffuse bumpmapping with norm cube, self shadowing & dist attent in 1 pass (thanx to the 4 texture units on a gf4) */ void GL_EnableDiffuseShaderGF3(const transform_t *tr, vec3_t lightOrig) { float invrad = 1/currentshadowlight->radius; //tex 0 = normal map //tex 1 = nomalization 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) 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); } 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(invrad, invrad, invrad); glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]); } glDisable(GL_PER_STAGE_CONSTANTS_NV); GL_SelectTexture(GL_TEXTURE0_ARB); //combiner0 RGB: calculate // (normal map = A) dot (norm cubemap = B) save in Spare0 RGB // (color map = C) mul (light filter = D) save in Spare1 RGB qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB); 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); //combiner0 Alpha: store 8*expand(tang space light vect z comp) into Spare0 Alpha (this is the selfshadow term) qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA); qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //Only if the light is not white we use a second combiner //this is when the light is at its full brightness (for flickering lights) //and doesn't have any color (other than white) if ((currentshadowlight->color[0] != 1) || (currentshadowlight->color[1] != 1) || (currentshadowlight->color[2] != 1)) { qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB); qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //alpha out = nothing qglCombinerOutputNV(GL_COMBINER1_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); } else { qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1); } //final combiner: final RGB = (Spare 0 Alpha) * ( (Spare 0 RGB) * (Spare 1 RGB) ) qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); //qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); //qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); //final cominer alpha doesn't really matter we use A dot B qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE); glEnable(GL_REGISTER_COMBINERS_NV); // Enable the vertex program. //qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, diffuse_program_object ); //glEnable( GL_VERTEX_PROGRAM_ARB ); qglBindProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object ); qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 24, currentshadowlight->origin[0], currentshadowlight->origin[1], currentshadowlight->origin[2], 1.0); qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 25, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], 1.0); glEnable( GL_VERTEX_PROGRAM_NV ); } void GL_DisableDiffuseShaderGF3() { qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1); //tex 0 = normal map //tex 1 = nomalization cube map (tangent space light vector) //tex 2 = color map //tex 3 = (attenuation or light filter, depends on light settings) 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); glDisable(GL_REGISTER_COMBINERS_NV); // glDisable( GL_VERTEX_PROGRAM_ARB ); glDisable( GL_VERTEX_PROGRAM_NV ); } void GL_EnableSpecularShaderGF3(const transform_t *tr, vec3_t lightOrig, qboolean alias) { vec3_t scaler = {0.5f, 0.5f, 0.5f}; float invrad = 1/currentshadowlight->radius; //tex 0 = normal map //tex 1 = nomalization cube map (tangent space half angle) //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) 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); } 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(invrad, invrad, invrad); glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]); } glDisable(GL_PER_STAGE_CONSTANTS_NV); GL_SelectTexture(GL_TEXTURE0_ARB); qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 4); qglCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &scaler[0]); //combiner0 RGB: calculate // (normal map = A) dot (norm cubemap = B) save in Spare0 RGB // (gloss map = C) mul (light filter = D) save in Spare1 RGB qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB); 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); //combiner0 Alpha: store 8*expand(tang space light vect z comp) into Spare1 Alpha (this is the selfshadow term) if (alias) { qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SECONDARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_SECONDARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA); } else { qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA); } qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //rgb = multipy light with color qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB); qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //combiner1 Alpha: calculate 2*((N'dotH)^2 - 0.5f) -> store in Spare0 Alpha ("raise" to an exponent) qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_CONSTANT_COLOR0_NV, GL_SIGNED_NEGATE_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA); qglCombinerOutputNV(GL_COMBINER1_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //combiner2 Alpha: Raise specular further qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); qglCombinerOutputNV(GL_COMBINER2_NV, GL_ALPHA, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //combiner2 rgb: Do nothing // qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); // qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); // qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //combiner3 Alpha: Raise specular further qglCombinerInputNV(GL_COMBINER3_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); qglCombinerInputNV(GL_COMBINER3_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); qglCombinerOutputNV(GL_COMBINER3_NV, GL_ALPHA, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //combiner3 rgb: Do nothing // qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_B_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA); qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB); qglCombinerOutputNV(GL_COMBINER3_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); //final combiner: final RGB = (Spare 0 Alpha) * ( (Spare 0 RGB) * (Spare 1 RGB) ) qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); //final cominer alpha doesn't really matter we use A dot B qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE); glEnable(GL_REGISTER_COMBINERS_NV); // Enable the vertex program. // qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, diffuse_program_object ); // glEnable( GL_VERTEX_PROGRAM_ARB ); //if (alias) qglBindProgramNV( GL_VERTEX_PROGRAM_NV, specularalias_program_object ); //else // qglBindProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object ); qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 24, currentshadowlight->origin[0], currentshadowlight->origin[1], currentshadowlight->origin[2], 1.0); qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 25,r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], 1.0); glEnable( GL_VERTEX_PROGRAM_NV ); } /* GL_DisableSpecularShaderGF3() ?? Same as GL_DisableDiffuseShaderGF3() */ void GL_EnableAttentShaderGF3(vec3_t lightOrig) { float invrad = 1/currentshadowlight->radius; glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); glTranslatef(0.5,0.5,0.5); glScalef(0.5,0.5,0.5); glScalef(invrad, invrad, invrad); glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_3D); glBindTexture(GL_TEXTURE_3D, atten3d_texture_object); } void GL_DisableAttentShaderGF3() { glPopMatrix(); glMatrixMode(GL_MODELVIEW); glDisable(GL_TEXTURE_3D); glEnable(GL_TEXTURE_2D); } /* typedef struct { float *vertices; int vertexstride; float *texcoords; int texcoordstride; float *lightmapcoords; int lightmapstride; float *tangents; int tangentstride; float *binormals; int binormalstride; float *normals; int normalstride; unsigned char *colors; int colorstride; } vertexdef_t; typedef struct { //system code void (*initDriver) (void); void (*freeDriver) (void); void *(*getDriverMem) (size_t size, drivermem_t hint); void (*freeAllDriverMem) (void); //FIXME: Do we need fence like support? //drawing code void (*drawTriangleListBase) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader); void (*drawTriangleListBump) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader); void (*drawTriangleListSys) (vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader); void (*drawSurfaceListBase) (msurface_t **surfs, int numSurfaces); void (*drawSurfaceListBump) (msurface_t **surfs, int numSurfaces); } bumpdriver_t; */ /************************ Shader utitlity routines *************************/ void GF3_SetupTcMod(tcmod_t *tc) { switch (tc->type) { case TCMOD_ROTATE: glTranslatef(0.5,0.5,0.0); glRotatef(cl.time * tc->params[0],0,0,1); glTranslatef(-0.5, -0.5, 0.0); break; case TCMOD_SCROLL: glTranslatef(cl.time * tc->params[0], cl.time * 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 GF3_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++) { GF3_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_BindAdvanced(s->texture[0]); } /************************ Generic triangle list routines *************************/ void FormatError () { Sys_Error("Invalid vertexdef_t\n"); } void GF3_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 GF3_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 GF3_drawTriangleListBump (const vertexdef_t *verts, int *indecies, int numIndecies, shader_t *shader, const transform_t *tr) { if (!(shader->flags & SURF_PPLIGHT)) return; if (currentshadowlight->filtercube) { //draw attent into dest alpha GL_DrawAlpha(); GL_EnableAttentShaderGF3(currentshadowlight->origin); GF3_sendTriangleListWV(verts,indecies,numIndecies); GL_DisableAttentShaderGF3(); GL_ModulateAlphaDrawColor(); } else { GL_AddColor(); } glColor3fv(¤tshadowlight->color[0]); GL_EnableSpecularShaderGF3(tr,currentshadowlight->origin,true); //bind the correct texture GL_SelectTexture(GL_TEXTURE0_ARB); if (shader->numbumpstages > 0) GL_BindAdvanced(shader->bumpstages[0].texture[0]); GL_SelectTexture(GL_TEXTURE2_ARB); if (shader->numcolorstages > 0) GL_BindAdvanced(shader->colorstages[0].texture[0]); GF3_sendTriangleListTA(verts,indecies,numIndecies); GL_DisableDiffuseShaderGF3(); GL_EnableDiffuseShaderGF3(tr,currentshadowlight->origin); //bind the correct texture GL_SelectTexture(GL_TEXTURE0_ARB); if (shader->numbumpstages > 0) GL_BindAdvanced(shader->bumpstages[0].texture[0]); GL_SelectTexture(GL_TEXTURE2_ARB); if (shader->numcolorstages > 0) GL_BindAdvanced(shader->colorstages[0].texture[0]); GF3_sendTriangleListTA(verts,indecies,numIndecies); GL_DisableDiffuseShaderGF3(); } void GF3_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); //Con_Printf("Cullstuff %s\n",shader->name); } for (i=0; inumstages; i++) { GF3_SetupSimpleStage(&shader->stages[i]); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glPopMatrix(); } glMatrixMode(GL_MODELVIEW); if (verts->lightmapcoords && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT)) { //Delux lightmapping qboolean usedelux = (sh_delux.value != 0); if (shader->numcolorstages) { if (shader->colorstages[0].alphatresh > 0) usedelux = false; } if (usedelux) { glNormalPointer(GL_FLOAT, verts->normalstride, verts->normals); glEnableClientState(GL_NORMAL_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents); glEnableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glTexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals); glEnableClientState(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_Bind(lightmap_textures+lightmapIndex+1); GL_SelectTexture(GL_TEXTURE3_ARB); glEnable(GL_TEXTURE_2D); if (shader->numbumpstages) { if (shader->bumpstages[0].numtextures) GL_BindAdvanced(shader->bumpstages[0].texture[0]); } glCallList(deluxCombiner); glEnable(GL_REGISTER_COMBINERS_NV); glDisable(GL_BLEND); qglBindProgramNV( GL_VERTEX_PROGRAM_NV, delux_program_object ); glEnable( GL_VERTEX_PROGRAM_NV ); glColorMask(false, false, false, true); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glColorMask(true, true, true, true); glDisable( GL_VERTEX_PROGRAM_NV ); 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_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); } if (shader->numstages && shader->numcolorstages) if (shader->colorstages[0].src_blend >= 0) { glEnable(GL_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 { glEnable(GL_BLEND); if (usedelux) glBlendFunc (GL_DST_ALPHA, GL_ONE); else glBlendFunc(GL_ONE, GL_ONE); } else { 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->colorstages[0].numtextures) GL_BindAdvanced(shader->colorstages[0].texture[0]); if (shader->colorstages[0].alphatresh > 0) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh); } } GL_SelectTexture(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); GL_Bind(lightmap_textures+lightmapIndex); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE1_ARB); glTexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glDisableClientState(GL_TEXTURE_COORD_ARRAY); qglClientActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_2D); GL_SelectTexture(GL_TEXTURE0_ARB); } else 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_BindAdvanced(shader->colorstages[0].texture[0]); 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); glDisable(GL_TEXTURE_2D); glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies); glEnable(GL_TEXTURE_2D); } if (!shader->cull) { glEnable(GL_CULL_FACE); //Con_Printf("Cullstuff %s\n",shader->name); } glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); } /************************* Generic world surfaces routines **************************/ void GF3_sendSurfacesBase(msurface_t **surfs, int numSurfaces, qboolean bindLightmap) { int i; glpoly_t *p; msurface_t *surf; for (i=0; ivisframe != 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 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; ivisframe != 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) { int i; qboolean usedelux; 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); } if (mtexenabled) { Con_Printf("mtex enabled"); } GL_SelectTexture(GL_TEXTURE0_ARB); for (i=0; inumstages; i++) { GF3_SetupSimpleStage(&shader->stages[i]); GF3_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); //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_BindAdvanced(shader->bumpstages[0].texture[0]); } 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->colorstages[0].src_blend >= 0) { glEnable(GL_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 { glEnable(GL_BLEND); if (usedelux) glBlendFunc (GL_DST_ALPHA, GL_ONE); else glBlendFunc(GL_ONE, GL_ONE); } else { 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->colorstages[0].numtextures) { GL_BindAdvanced(shader->colorstages[0].texture[0]); } 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); GF3_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 GF3_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; ivisframe != 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_BindAdvanced(shader->bumpstages[0].texture[0]); GL_SelectTexture(GL_TEXTURE2_ARB); if (shader->numcolorstages > 0) GL_BindAdvanced(shader->colorstages[0].texture[0]); 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 GF3_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; ivisframe != 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 GF3_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs, int numSurfaces,const transform_t *tr) { 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(); GL_EnableAttentShaderGF3(currentshadowlight->origin); glTexCoordPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices); GF3_sendSurfacesPlain(surfs,numSurfaces); GL_DisableAttentShaderGF3(); GL_ModulateAlphaDrawColor(); } else { GL_AddColor(); } glColor3fv(¤tshadowlight->color[0]); GL_EnableSpecularShaderGF3(tr,currentshadowlight->origin,true); glTexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords); GF3_sendSurfacesTA(surfs,numSurfaces); GL_DisableDiffuseShaderGF3(); GL_EnableDiffuseShaderGF3(tr,currentshadowlight->origin); GF3_sendSurfacesTA(surfs,numSurfaces); GL_DisableDiffuseShaderGF3(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } /* Vertex programs */ /* Thisone does not do anything too usefull, it just copyies some things around instead of sending the save coordinates for unit0/2 we send them once and copy them here, this saves some bandwith and is slightly faster. */ char vpDiffuseGF3 [] = "!!VP1.1 # Diffuse bumpmapping vetex program.\n" "OPTION NV_position_invariant;" // Generates a necessary input for the diffuse bumpmapping registers // // c[0]...c[3] contains the modelview projection composite matrix // c[4]...c[7] contains the texture matrix of unit 3 // v[OPOS] contains the per-vertex position // v[TEX1] contains the per-vertex tangent space light vector // v[TEX0] contains the per-vertex texture coordinate 0 // o[HPOS] output register for homogeneous position // o[TEX0] output register for texture coordinate 0 // o[TEX1] output register for texture coordinate 1 // o[TEX2] output register for texture coordinate 2 // o[TEX3] output register for texture coordinate 3 // Transform vertex to view-space //dynamic calculation of light vector "ADD R1, -v[OPOS], c[24];" "DP4 R0.x, R1, R1;" "RSQ R0.x, R0.x;" "MUL R0, R0.x, R1;" //convert to tangent space "DP4 o[TEX1].x, R0, v[TEX1];" "DP4 o[TEX1].y, R0, -v[TEX2];" "DP4 o[TEX1].z, R0, v[TEX3];" // move light vector out //"MOV o[TEX1], v[TEX1];" //copy tex coords of unit 0 to unit 2 "MOV o[TEX0], v[TEX0];" "MOV o[TEX2], v[TEX0];" "MOV o[COL0], v[COL0];" // Transform vertex by texture matrix and copy to output "DP4 o[TEX3].x, v[OPOS], c[4];" "DP4 o[TEX3].y, v[OPOS], c[5];" "DP4 o[TEX3].z, v[OPOS], c[6];" "DP4 o[TEX3].w, v[OPOS], c[7];" "END"; char vpSpecularAliasGF3 [] = "!!VP1.1 # Diffuse bumpmapping vetex program.\n" "OPTION NV_position_invariant;" // Generates a necessary input for the diffuse bumpmapping registers // // c[0]...c[3] contains the modelview projection composite matrix // c[4]...c[7] contains the texture matrix of unit 3 // v[OPOS] contains the per-vertex position // v[TEX1] contains the per-vertex tangent space light vector // v[TEX0] contains the per-vertex texture coordinate 0 // o[HPOS] output register for homogeneous position // o[TEX0] output register for texture coordinate 0 // o[TEX1] output register for texture coordinate 1 // o[TEX2] output register for texture coordinate 2 // o[TEX3] output register for texture coordinate 3 // Transform vertex to view-space //dynamic calculation of light vector "ADD R1, -v[OPOS], c[24];" "DP4 R0.x, R1, R1;" "RSQ R0.x, R0.x;" "MUL R0, R0.x, R1;" //dynamic calculation of half angle vector "ADD R2, -v[OPOS], c[25];" "DP4 R3.x, R2, R2;" "RSQ R3.x, R3.x;" "MUL R3, R3.x, R2;" "ADD R3, R0, R3;" //put into tangent space "DP4 o[TEX1].x, R3, v[TEX1];" "DP4 o[TEX1].y, R3, -v[TEX2];" "DP4 o[TEX1].z, R3, v[TEX3];" //copy tangent space light vector to color //but we only convert z to tangent space as it's the only component we use "DP4 R0.z, R0, v[TEX3];" "MAD o[COL1], R0, c[20], c[20];" //copy tex coords of unit 0 to unit 2 "MOV o[TEX0], v[TEX0];" "MOV o[TEX2], v[TEX0];" "MOV o[COL0], v[COL0];" // Transform vertex by texture matrix and copy to output "DP4 o[TEX3].x, v[OPOS], c[4];" "DP4 o[TEX3].y, v[OPOS], c[5];" "DP4 o[TEX3].z, v[OPOS], c[6];" "DP4 o[TEX3].w, v[OPOS], c[7];" "END"; char vpDeluxGF3 [] = "!!VP1.1 # Delux bumpmapping vertex program.\n" "OPTION NV_position_invariant;" // Transform vertex to view-space => posinv //range compress normal into col0 "MAD o[COL0], v[NRML], c[20], c[20];" //copy tex coords "MOV o[TEX0], v[TEX0];" "MOV o[TEX1], v[TEX1];" "MOV o[TEX2], v[TEX2];" "MOV o[TEX3], v[TEX3];" "END"; typedef struct allocchain_s { struct allocchain_s *next; char data[1];//variable sized } allocchain_t; static allocchain_t *allocChain = NULL; void *GF3_getDriverMem(size_t size, drivermem_t hint) { allocchain_t *r = (allocchain_t *)malloc(size+sizeof(void *)); r->next = allocChain; allocChain = r; return &r->data[0]; } void GF3_freeAllDriverMem(void) { allocchain_t *r = allocChain; allocchain_t *next; while (r) { next = r->next; free(r); r = next; } } void GF3_freeDriver(void) { //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) { GLint errPos, errCode; const GLubyte *errString; if ( gl_cardtype != GEFORCE3 ) return; // Create the vertex programs. qglGenProgramsNV( 1, &diffuse_program_object); qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object, strlen(vpDiffuseGF3), (const GLubyte *) vpDiffuseGF3); qglGenProgramsNV( 1, &specularalias_program_object); qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, specularalias_program_object, strlen(vpSpecularAliasGF3), (const GLubyte *) vpSpecularAliasGF3); qglGenProgramsNV( 1, &delux_program_object); qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, delux_program_object, strlen(vpDeluxGF3), (const GLubyte *) vpDeluxGF3); if ( (errCode = glGetError()) != GL_NO_ERROR ) { errString = gluErrorString( errCode ); // glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos); glGetIntegerv( GL_PROGRAM_ERROR_POSITION_NV, &errPos); Con_Printf("LoadVertexProgram: %s\n", errString); Con_Printf("error is located at line: %d\n", errPos); exit( -1 ); } else { Con_Printf("VertexProgram loaded\n"); } // Track the concatenation of the modelview and projection matrix in registers 0-3. qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV ); // Track the texture unit 3 maxtix in registers 4-7 qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 4, GL_TEXTURE3_ARB, GL_IDENTITY_NV ); //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); deluxCombiner = NV_LoadCombiner("hardware/delux.regcomb"); //bind the correct stuff to the bump mapping driver gl_bumpdriver.drawSurfaceListBase = GF3_drawSurfaceListBase; gl_bumpdriver.drawSurfaceListBump = GF3_drawSurfaceListBump; gl_bumpdriver.drawTriangleListBase = GF3_drawTriangleListBase; gl_bumpdriver.drawTriangleListBump = GF3_drawTriangleListBump; gl_bumpdriver.getDriverMem = GF3_getDriverMem; gl_bumpdriver.freeAllDriverMem = GF3_freeAllDriverMem; gl_bumpdriver.freeDriver = GF3_freeDriver; }