tenebrae2/gl_bumpgl2.c
2004-06-18 22:06:45 +00:00

1462 lines
50 KiB
C

/*
Copyright (C) 2001-2002 Charles Hollemeersch
GLSlang version (C) 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 using the GL Shading Language
These routines require 6 texture units and GL Shading Language extensions
All lights require 1 pass:
1 diffuse + specular with optional light filter
*/
#include "quakedef.h"
#ifndef GL_ATI_pn_triangles
// PN_triangles_ATI
#define GL_PN_TRIANGLES_ATI 0x87F0
#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2
#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3
#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
typedef void (APIENTRY *PFNGLPNTRIANGLESIATIPROC)(GLenum pname, GLint param);
typedef void (APIENTRY *PFNGLPNTRIANGLESFATIPROC)(GLenum pname, GLfloat param);
#endif
// actually in gl_bumpradeon (duh...)
extern PFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
extern PFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
extern PFNGLSTENCILOPSEPARATEATIPROC qglStencilOpSeparateATI;
extern PFNGLSTENCILFUNCSEPARATEATIPROC qglStencilFuncSeparateATI;
#if !defined(GL_ARB_vertex_shader) && !defined(GL_ARB_fragment_shader) && !defined(GL_ARB_shader_objects)
typedef int GLhandleARB;
typedef char GLcharARB;
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
// *************************************************
// Rest of these support the old GL2 or VERTEX_ARRAY code
// ************************************************
// Keep for Vertex Array code
#define GL_VERTEX_ARRAY_OBJECT_GL2 0x40004
#define GL_VERTEX_ARRAY_FORMAT_OBJECT_GL2 0x40008
#define GL_PAD_ARRAY_GL2 0x80000
#define GL_ALL_INDEX_ARRAY_GL2 0x80001
#define GL_TEXTURE_COORD0_ARRAY_GL2 0x80002
#define GL_TEXTURE_COORD1_ARRAY_GL2 0x80003
#define GL_TEXTURE_COORD2_ARRAY_GL2 0x80004
#define GL_TEXTURE_COORD3_ARRAY_GL2 0x80005
#define GL_TEXTURE_COORD4_ARRAY_GL2 0x80006
#define GL_TEXTURE_COORD5_ARRAY_GL2 0x80007
#define GL_TEXTURE_COORD6_ARRAY_GL2 0x80008
#define GL_TEXTURE_COORD7_ARRAY_GL2 0x80009
#define GL_USER_ATTRIBUTE_ARRAY0_GL2 0x8000A
#define GL_USER_ATTRIBUTE_ARRAY1_GL2 0x8000B
#define GL_USER_ATTRIBUTE_ARRAY2_GL2 0x8000C
#define GL_USER_ATTRIBUTE_ARRAY3_GL2 0x8000D
#define GL_USER_ATTRIBUTE_ARRAY4_GL2 0x8000E
#define GL_USER_ATTRIBUTE_ARRAY5_GL2 0x8000F
#define GL_USER_ATTRIBUTE_ARRAY6_GL2 0x80010
#define GL_USER_ATTRIBUTE_ARRAY7_GL2 0x80011
#define GL_USER_ATTRIBUTE_ARRAY8_GL2 0x80012
#define GL_USER_ATTRIBUTE_ARRAY9_GL2 0x80013
#define GL_USER_ATTRIBUTE_ARRAY10_GL2 0x80014
#define GL_USER_ATTRIBUTE_ARRAY11_GL2 0x80015
#define GL_USER_ATTRIBUTE_ARRAY12_GL2 0x80016
#define GL_USER_ATTRIBUTE_ARRAY13_GL2 0x80017
#define GL_USER_ATTRIBUTE_ARRAY14_GL2 0x80018
#define GL_USER_ATTRIBUTE_ARRAY15_GL2 0x80019
#endif // If shader_object, fragment_shader, and vertex_shader is not defined
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
#ifndef GL_ARB_fragment_shader
#define GL_ARB_fragment_shader 1
#ifndef GL_ARB_vertex_shader
#define GL_ARB_vertex_shader 1
// Taken from ARB_vertex_program
#ifndef GL_ARB_vertex_program
#define GL_ARB_vertex_program 1
typedef void (APIENTRY * PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat v0, GLfloat v1);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat v0);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble v0, GLdouble v1, GLdouble v2);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble v0, GLdouble v1);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble v0);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort v0, GLshort v1, GLshort v2, GLshort v3);
typedef void (APIENTRY * PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort v0, GLshort v1, GLshort v2);
typedef void (APIENTRY * PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort v0, GLshort v1);
typedef void (APIENTRY * PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort v0);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRY * PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalize, GLsizei stride, const GLvoid *pointer);
typedef void (APIENTRY * PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (APIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void **pointer);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params);
typedef void (APIENTRY * PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params);
#endif
typedef void (APIENTRY * PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
typedef void (APIENTRY * PFNGLBINDARRAYGL2PROC) (GLhandleARB shaderObject, GLenum array, const GLcharARB *name, GLint length);
typedef GLhandleARB (APIENTRY * PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
typedef GLhandleARB (APIENTRY * PFNGLCREATEPROGRAMOBJECTARBPROC) ();
typedef void (APIENTRY * PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
typedef void (APIENTRY * PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length);
typedef void (APIENTRY * PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
typedef void (APIENTRY * PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
typedef void (APIENTRY * PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
typedef void (APIENTRY * PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObject, GLhandleARB obj);
typedef void (APIENTRY * PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
typedef void (APIENTRY * PFNGLGETINFOLOGARBPROC) (GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
typedef void (APIENTRY * PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count,
GLhandleARB *obj);
typedef void (APIENTRY * PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (APIENTRY * PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
typedef void (APIENTRY * PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (APIENTRY * PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (APIENTRY * PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (APIENTRY * PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
typedef void (APIENTRY * PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
typedef void (APIENTRY * PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (APIENTRY * PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (APIENTRY * PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRY * PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRY * PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRY * PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, GLfloat *value);
typedef void (APIENTRY * PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRY * PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRY * PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRY * PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, GLint *value);
typedef void (APIENTRY * PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLuint count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRY * PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLuint count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRY * PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLuint count, GLboolean transpose, const GLfloat *value);
typedef GLint (APIENTRY * PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
typedef void (APIENTRY * PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLcharARB *name);
typedef void (APIENTRY * PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength,
GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
typedef void (APIENTRY * PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params);
typedef void (APIENTRY * PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params);
typedef void (APIENTRY * PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
typedef void (APIENTRY * PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (APIENTRY * PFNGLGETOBJECTPARAMETERFVARBPROC)(GLhandleARB obj, GLenum pname, GLfloat *params);
typedef void (APIENTRY * PFNGLGETOBJECTPARAMETERIVARBPROC)(GLhandleARB obj, GLenum pname, GLint *params);
typedef GLhandleARB (APIENTRY * PFNGLGETHANDLEARBPROC) (GLenum pname);
typedef GLhandleARB (APIENTRY * PFNGLCREATEVERTEXARRAYOBJECTGL2PROC) (GLhandleARB formatObject, GLsizei count);
typedef void (APIENTRY * PFNGLLOADVERTEXARRAYDATAGL2PROC) (GLhandleARB object, GLuint start, GLsizei count, GLvoid *data, GLenum preserve);
typedef GLhandleARB (APIENTRY * PFNGLSTARTVERTEXARRAYFORMATGL2PROC) ();
typedef void (APIENTRY * PFNGLADDELEMENTGL2PROC) (GLhandleARB formatObject, GLenum array, GLsizei size, GLenum type);
typedef void (APIENTRY * PFNGLENABLEVERTEXARRAYOBJECTGL2PROC) (GLhandleARB object);
typedef void (APIENTRY * PFNGLDISABLEVERTEXARRAYOBJECTGL2PROC) (GLhandleARB object);
typedef void (APIENTRY * PFNGLDRAWINDEXEDARRAYSGL2PROC) (GLenum mode, GLuint first, GLsizei count);
#endif // End for #ifndef GL_ARB_vertex_shader
#endif // End for #ifndef GL_ARB_fragment_shader
#endif // End for #ifndef GL_ARB_shader_objects
PFNGLCREATEPROGRAMOBJECTARBPROC qglCreateProgramObjectARB;
PFNGLCREATESHADEROBJECTARBPROC qglCreateShaderObjectARB;
PFNGLDELETEOBJECTARBPROC qglDeleteObjectARB;
PFNGLDETACHOBJECTARBPROC qglDetachObjectARB;
PFNGLATTACHOBJECTARBPROC qglAttachObjectARB;
PFNGLSHADERSOURCEARBPROC qglShaderSourceARB;
PFNGLCOMPILESHADERARBPROC qglCompileShaderARB;
PFNGLLINKPROGRAMARBPROC qglLinkProgramARB;
PFNGLGETINFOLOGARBPROC qglGetInfoLogARB;
PFNGLUSEPROGRAMOBJECTARBPROC qglUseProgramObjectARB;
PFNGLGETOBJECTPARAMETERIVARBPROC qglGetObjectParameterivARB;
PFNGLGETOBJECTPARAMETERFVARBPROC qglGetObjectParameterfvARB;
PFNGLGETUNIFORMLOCATIONARBPROC qglGetUniformLocationARB;
PFNGLUNIFORM1FARBPROC qglUniform1fARB;
PFNGLUNIFORM2FARBPROC qglUniform2fARB;
PFNGLUNIFORM3FARBPROC qglUniform3fARB;
PFNGLUNIFORM4FARBPROC qglUniform4fARB;
PFNGLUNIFORM1IARBPROC qglUniform1iARB;
PFNGLUNIFORM2IARBPROC qglUniform2iARB;
PFNGLUNIFORM3IARBPROC qglUniform3iARB;
PFNGLUNIFORM4IARBPROC qglUniform4iARB;
PFNGLUNIFORM1FVARBPROC qglUniform1fvARB;
PFNGLUNIFORM2FVARBPROC qglUniform2fvARB;
PFNGLUNIFORM3FVARBPROC qglUniform3fvARB;
PFNGLUNIFORM4FVARBPROC qglUniform4fvARB;
PFNGLUNIFORM1IVARBPROC qglUniform1ivARB;
PFNGLUNIFORM2IVARBPROC qglUniform2ivARB;
PFNGLUNIFORM3IVARBPROC qglUniform3ivARB;
PFNGLUNIFORM4IVARBPROC qglUniform4ivARB;
typedef enum
{
BUMP_PROGRAM = 0,
BUMP_PROGRAM_COLOR,
BUMP_PROGRAM2,
BUMP_PROGRAM2_COLOR,
BUMP_PROGRAM3,
BUMP_PROGRAM3_COLOR,
DELUX_PROGRAM,
DELUX_PROGRAM_COLOR,
MAX_PROGRAM
} e_programs;
static GLcharARB* vertex_programs[MAX_PROGRAM] =
{
"hardware/bump.vert",
"hardware/bump.vert",
"hardware/bump2.vert",
"hardware/bump2.vert",
"hardware/bump2.vert",
"hardware/bump2.vert",
"hardware/delux.vert",
"hardware/delux.vert"
};
static GLcharARB* fragment_programs[MAX_PROGRAM] =
{
"hardware/bump.frag",
"hardware/bump_c.frag",
"hardware/bump2.frag",
"hardware/bump2_c.frag",
"hardware/bump3.frag",
"hardware/bump3_c.frag",
"hardware/delux.frag",
"hardware/delux_c.frag"
};
static GLhandleARB vertex_shaders[MAX_PROGRAM];
static GLhandleARB fragment_shaders[MAX_PROGRAM];
static GLhandleARB programs[MAX_PROGRAM];
#define GL2DEBUG
#if defined(GL2DEBUG) && defined(_WIN32)
static void GL2_checkerror()
{
GLuint error = glGetError();
if ( error != GL_NO_ERROR )
{
int line;
const char* err;
err = gluErrorString(error);
Con_Printf("GL2: %s\n", err);
// _asm { int 3 };
}
}
#else
#define GL2_checkerror() do { } while(0)
#endif
void printlog(GLhandleARB obj)
{
int blen = 0; /* length of buffer to allocate */
int slen = 0; /* strlen actually written to buffer */
GLcharARB *infoLog;
qglGetObjectParameterivARB(obj, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
if (blen > 1) {
if ((infoLog = (GLcharARB*)malloc(blen)) == NULL) {
printf("ERROR: Could not allocate InfoLog buffer\n");
exit(1);
}
qglGetInfoLogARB(obj, blen, &slen, infoLog);
Con_Printf("GL2: %s\n", infoLog);
free(infoLog);
}
}
void GL2_CreateShaders()
{
int i, len;
#if !defined(__APPLE__) && !defined (MACOSX)
SAFE_GET_PROC( qglCreateProgramObjectARB, PFNGLCREATEPROGRAMOBJECTARBPROC, "glCreateProgramObjectARB");
SAFE_GET_PROC( qglCreateShaderObjectARB, PFNGLCREATESHADEROBJECTARBPROC, "glCreateShaderObjectARB");
SAFE_GET_PROC( qglDeleteObjectARB, PFNGLDELETEOBJECTARBPROC, "glDeleteObjectARB");
SAFE_GET_PROC( qglDetachObjectARB, PFNGLDETACHOBJECTARBPROC, "glDetachObjectARB");
SAFE_GET_PROC( qglAttachObjectARB, PFNGLATTACHOBJECTARBPROC, "glAttachObjectARB");
SAFE_GET_PROC( qglShaderSourceARB, PFNGLSHADERSOURCEARBPROC, "glShaderSourceARB");
SAFE_GET_PROC( qglCompileShaderARB, PFNGLCOMPILESHADERARBPROC, "glCompileShaderARB");
SAFE_GET_PROC( qglLinkProgramARB, PFNGLLINKPROGRAMARBPROC, "glLinkProgramARB");
SAFE_GET_PROC( qglGetInfoLogARB, PFNGLGETINFOLOGARBPROC, "glGetInfoLogARB");
SAFE_GET_PROC( qglUseProgramObjectARB, PFNGLUSEPROGRAMOBJECTARBPROC, "glUseProgramObjectARB");
SAFE_GET_PROC( qglGetObjectParameterivARB, PFNGLGETOBJECTPARAMETERIVARBPROC, "glGetObjectParameterivARB");
SAFE_GET_PROC( qglGetObjectParameterfvARB, PFNGLGETOBJECTPARAMETERFVARBPROC, "glGetObjectParameterfvARB");
SAFE_GET_PROC( qglGetUniformLocationARB, PFNGLGETUNIFORMLOCATIONARBPROC, "glGetUniformLocationARB");
SAFE_GET_PROC( qglUniform1fARB, PFNGLUNIFORM1FARBPROC, "glUniform1fARB");
SAFE_GET_PROC( qglUniform2fARB, PFNGLUNIFORM2FARBPROC, "glUniform2fARB");
SAFE_GET_PROC( qglUniform3fARB, PFNGLUNIFORM3FARBPROC, "glUniform3fARB");
SAFE_GET_PROC( qglUniform4fARB, PFNGLUNIFORM4FARBPROC, "glUniform4fARB");
SAFE_GET_PROC( qglUniform1iARB, PFNGLUNIFORM1IARBPROC, "glUniform1iARB");
SAFE_GET_PROC( qglUniform2iARB, PFNGLUNIFORM2IARBPROC, "glUniform2iARB");
SAFE_GET_PROC( qglUniform3iARB, PFNGLUNIFORM3IARBPROC, "glUniform3iARB");
SAFE_GET_PROC( qglUniform4iARB, PFNGLUNIFORM4IARBPROC, "glUniform4iARB");
SAFE_GET_PROC( qglUniform1fvARB, PFNGLUNIFORM1FVARBPROC, "glUniform1fvARB");
SAFE_GET_PROC( qglUniform2fvARB, PFNGLUNIFORM2FVARBPROC, "glUniform2fvARB");
SAFE_GET_PROC( qglUniform3fvARB, PFNGLUNIFORM3FVARBPROC, "glUniform3fvARB");
SAFE_GET_PROC( qglUniform4fvARB, PFNGLUNIFORM4FVARBPROC, "glUniform4fvARB");
SAFE_GET_PROC( qglUniform1ivARB, PFNGLUNIFORM1IVARBPROC, "glUniform1ivARB");
SAFE_GET_PROC( qglUniform2ivARB, PFNGLUNIFORM2IVARBPROC, "glUniform2ivARB");
SAFE_GET_PROC( qglUniform3ivARB, PFNGLUNIFORM3IVARBPROC, "glUniform3ivARB");
SAFE_GET_PROC( qglUniform4ivARB, PFNGLUNIFORM4IVARBPROC, "glUniform4ivARB");
if ( strstr(gl_extensions, "GL_ATI_pn_triangles") )
{
SAFE_GET_PROC( qglPNTrianglesiATI, PFNGLPNTRIANGLESIATIPROC, "glPNTrianglesiATI");
SAFE_GET_PROC( qglPNTrianglesfATI, PFNGLPNTRIANGLESFATIPROC, "glPNTrianglesfATI");
}
if ( strstr(gl_extensions, "GL_ATI_separate_stencil") )
{
SAFE_GET_PROC( qglStencilOpSeparateATI, PFNGLSTENCILOPSEPARATEATIPROC, "glStencilOpSeparateATI");
SAFE_GET_PROC( qglStencilFuncSeparateATI, PFNGLSTENCILFUNCSEPARATEATIPROC, "glStencilFuncSeparateATI");
}
#endif /* !__APPLE__ && !MACOSX */
for ( i = 0; i < MAX_PROGRAM; i++ )
{
char* shader;
int status;
GLint loc, value;
programs[i] = qglCreateProgramObjectARB();
GL2_checkerror();
vertex_shaders[i] = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
GL2_checkerror();
fragment_shaders[i] = qglCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
GL2_checkerror();
shader = COM_LoadTempFile(vertex_programs[i]);
if (!shader)
{
//this is serious we need shader to render stuff
Sys_Error("GL2: %s not found\n", vertex_programs[i]);
}
len = strlen(shader);
qglShaderSourceARB(vertex_shaders[i], 1, (const GLcharARB **)&shader, &len);
GL2_checkerror();
shader = COM_LoadTempFile(fragment_programs[i]);
if (!shader)
{
//this is serious we need shader to render stuff
Sys_Error("GL2: %s not found\n", fragment_programs[i]);
}
len = strlen(shader);
qglShaderSourceARB(fragment_shaders[i], 1, (const GLcharARB **)&shader, &len);
GL2_checkerror();
qglCompileShaderARB(vertex_shaders[i]);
GL2_checkerror();
qglGetObjectParameterivARB(vertex_shaders[i], GL_OBJECT_COMPILE_STATUS_ARB, &status);
GL2_checkerror();
printlog(vertex_shaders[i]);
qglCompileShaderARB(fragment_shaders[i]);
GL2_checkerror();
qglGetObjectParameterivARB(fragment_shaders[i], GL_OBJECT_COMPILE_STATUS_ARB, &status);
GL2_checkerror();
printlog(fragment_shaders[i]);
qglAttachObjectARB(programs[i], vertex_shaders[i]);
GL2_checkerror();
qglAttachObjectARB(programs[i], fragment_shaders[i]);
GL2_checkerror();
qglDeleteObjectARB(vertex_shaders[i]);
GL2_checkerror();
qglDeleteObjectARB(fragment_shaders[i]);
GL2_checkerror();
qglLinkProgramARB(programs[i]);
GL2_checkerror();
qglUseProgramObjectARB(programs[i]);
// link textures to units...
switch(i)
{
case BUMP_PROGRAM:
case BUMP_PROGRAM_COLOR:
case BUMP_PROGRAM2:
case BUMP_PROGRAM2_COLOR:
case BUMP_PROGRAM3:
case BUMP_PROGRAM3_COLOR:
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "normalmap"), 0);
GL2_checkerror();
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "colormap"), 1);
GL2_checkerror();
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "attenuation"), 2);
GL2_checkerror();
break;
case DELUX_PROGRAM:
case DELUX_PROGRAM_COLOR:
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "lightMap"), 0);
GL2_checkerror();
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "deluxMap"), 1);
GL2_checkerror();
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "normalMap"), 2);
GL2_checkerror();
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "baseMap"), 3);
GL2_checkerror();
break;
}
switch(i)
{
case BUMP_PROGRAM2:
case BUMP_PROGRAM2_COLOR:
case BUMP_PROGRAM3:
case BUMP_PROGRAM3_COLOR:
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "filter"), 3);
GL2_checkerror();
break;
}
switch(i)
{
case BUMP_PROGRAM_COLOR:
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "glossmap"), 3);
GL2_checkerror();
break;
case BUMP_PROGRAM2_COLOR:
case BUMP_PROGRAM3_COLOR:
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "glossmap"), 4);
GL2_checkerror();
break;
case DELUX_PROGRAM_COLOR:
qglUniform1iARB(qglGetUniformLocationARB(programs[i], "glossmap"), 4);
GL2_checkerror();
break;
}
}
qglUseProgramObjectARB(0);
}
void GL2_DisableBumpShader(shader_t* shader)
{
//tex 0 = normal map
//tex 1 = color map
//tex 2 = attenuation
//tex 3 = (optional light filter, depends on light settings)
//tex 3/4 = colored gloss map if used
qglUseProgramObjectARB(0);
GL_SelectTexture(GL_TEXTURE2_ARB);
glPopMatrix();
if (currentshadowlight->shader->numstages)
{
GL_SelectTexture(GL_TEXTURE3_ARB);
glPopMatrix();
}
glMatrixMode(GL_MODELVIEW);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
void GL2_SetupTcMods(stage_t *s);
void GL2_EnableBumpShader(const transform_t *tr, const lightobject_t *lo,
qboolean alias, shader_t* shader)
{
int prog;
//tex 0 = normal map
//tex 1 = color map
//tex 2 = attenuation
//tex 3 = (optional light filter, depends on light settings)
//tex 3/4 = colored gloss map if used
GL_SelectTexture(GL_TEXTURE2_ARB);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
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);
glGetError();
if (currentshadowlight->shader->numstages)
{
GL_SelectTexture(GL_TEXTURE3_ARB);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
if (currentshadowlight->shader->stages[0].texture[0]->gltype == GL_TEXTURE_CUBE_MAP_ARB)
{
SH_SetupTcMods(&currentshadowlight->shader->stages[0]);
GL_SetupCubeMapMatrix(tr);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->shader->stages[0].texture[0]->texnum);
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglUseProgramObjectARB( programs[BUMP_PROGRAM2_COLOR] );
prog = BUMP_PROGRAM2_COLOR;
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglUseProgramObjectARB( programs[BUMP_PROGRAM2] );
prog = BUMP_PROGRAM2;
}
GL2_checkerror();
}
else
{
// 2D filter
GL_BindAdvanced(currentshadowlight->shader->stages[0].texture[0]);
//Default = repeat the texture one time in the light's sphere
//Can be modified with the tcMod shader commands
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]));
SH_SetupTcMods(&currentshadowlight->shader->stages[0]);
GL_SetupCubeMapMatrix(tr);
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglUseProgramObjectARB( programs[BUMP_PROGRAM3_COLOR] );
prog = BUMP_PROGRAM3_COLOR;
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglUseProgramObjectARB( programs[BUMP_PROGRAM3] );
prog = BUMP_PROGRAM3;
}
GL2_checkerror();
}
}
else
{
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglUseProgramObjectARB( programs[BUMP_PROGRAM_COLOR] );
prog = BUMP_PROGRAM_COLOR;
GL_SelectTexture(GL_TEXTURE3_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglUseProgramObjectARB( programs[BUMP_PROGRAM] );
prog = BUMP_PROGRAM;
}
GL2_checkerror();
}
GL_SelectTexture(GL_TEXTURE0_ARB);
qglUniform3fARB(qglGetUniformLocationARB(programs[prog], "lightPos"), lo->objectorigin[0],
lo->objectorigin[1], lo->objectorigin[2]);
GL2_checkerror();
qglUniform3fARB(qglGetUniformLocationARB(programs[prog], "eyePos"), lo->objectvieworg[0],
lo->objectvieworg[1], lo->objectvieworg[2]);
GL2_checkerror();
}
void GL2_EnableDeluxShader(shader_t* shader)
{
int prog;
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglUseProgramObjectARB( programs[DELUX_PROGRAM_COLOR] );
prog = DELUX_PROGRAM_COLOR;
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglUseProgramObjectARB( programs[DELUX_PROGRAM] );
prog = DELUX_PROGRAM;
}
GL2_checkerror();
qglUniform3fARB(qglGetUniformLocationARB(programs[prog], "eyePos"),
r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2]);
GL2_checkerror();
}
void GL2_DisableDeluxShader(shader_t* shader)
{
qglUseProgramObjectARB(0);
}
/************************
Generic triangle list routines
*************************/
void FormatError(); // In gl_bumpgf.c
void GL2_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
int numIndecies, shader_t *shader,
const transform_t *tr, const lightobject_t *lo)
{
glEnableClientState(GL_VERTEX_ARRAY);
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
GL_AddColor();
glColor3fv(&currentshadowlight->color[0]);
//Check the input vertices
if (IsNullDriver(verts->texcoords)) FormatError();
if (IsNullDriver(verts->binormals)) FormatError();
if (IsNullDriver(verts->tangents)) FormatError();
if (IsNullDriver(verts->normals)) FormatError();
GL2_EnableBumpShader(tr, lo, true, shader);
//bind the correct textures
GL_SelectTexture(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
if (shader->numbumpstages > 0)
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
GL_SelectTexture(GL_TEXTURE1_ARB);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
if (shader->numcolorstages > 0)
GL_BindAdvanced(shader->colorstages[0].texture[0]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
GL_SelectTexture(GL_TEXTURE2_ARB);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
GL_SelectTexture(GL_TEXTURE3_ARB);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL2_DisableBumpShader(shader);
}
void GL2_drawTriangleListBase (vertexdef_t *verts, int *indecies,
int numIndecies, shader_t *shader,
int lightmapIndex)
{
int i;
glGetError();
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(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++)
{
SH_SetupSimpleStage(&shader->stages[i]);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
glPopMatrix();
}
glMatrixMode(GL_MODELVIEW);
if (!IsNullDriver(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;
}
usedelux = false; // drops to software emulation now...
if (usedelux)
{
// Textures:
// 0 light map
// 1 delux map
// 2 normal map
// 3 base map
// 4 colored gloss if used
// Tex coords:
// 0 base coord
// 1 lightmap coord
// 2 tangent
// 3 binormal
// 4 normal
// 5 (position for fragment shader, generated in vertex shader)
// Setup blending
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);
}
// Light map
GL_SelectTexture(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride,
verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_Bind(lightmap_textures+lightmapIndex);
// Delux map
GL_SelectTexture(GL_TEXTURE1_ARB);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_Bind(lightmap_textures+lightmapIndex+1);
// Setup normal map
GL_SelectTexture(GL_TEXTURE2_ARB);
if (shader->numbumpstages)
{
if (shader->bumpstages[0].numtextures)
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
}
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride,
verts->tangents);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Setup base texture
GL_SelectTexture(GL_TEXTURE3_ARB);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride,
verts->binormals);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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);
}
}
// Normals
qglClientActiveTextureARB(GL_TEXTURE4_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride,
verts->normals);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL2_EnableDeluxShader(shader);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
GL2_DisableDeluxShader(shader);
qglClientActiveTextureARB(GL_TEXTURE4_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE1_ARB);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_DisableMultitexture();
GL_SelectTexture(GL_TEXTURE0_ARB);
}
else
{
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);
}
}
GL_SelectTexture(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride,
verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
GL_Bind(lightmap_textures+lightmapIndex);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(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);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
}
else
{
if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
{
GL_ColorPointer(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)
{
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);
}
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);
}
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
/*************************
Generic world surfaces routines
**************************/
void GL2_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 GL2_sendSurfacesDeLux(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;
// Bind light map
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(lightmap_textures+surf->lightmaptexturenum);
// Bind delux map
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_Bind(lightmap_textures+surf->lightmaptexturenum+1);
}
qglMultiTexCoord3fvARB(GL_TEXTURE2_ARB, &surf->tangent[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE3_ARB, &surf->binormal[0]);
qglMultiTexCoord3fvARB(GL_TEXTURE4_ARB, &surf->plane->normal[0]);
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT,
&p->indecies[0]);
}
}
void GL2_drawSurfaceListBase (vertexdef_t* verts, msurface_t** surfs,
int numSurfaces, shader_t* shader)
{
int i;
int usedelux;
checkerror();
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
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++)
{
SH_SetupSimpleStage(&shader->stages[i]);
GL2_sendSurfacesBase(surfs, numSurfaces, false);
glPopMatrix();
}
if (!IsNullDriver(verts->lightmapcoords) && (shader->flags & SURF_PPLIGHT))
{
GL_SelectTexture(GL_TEXTURE1_ARB);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride,
verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Delux lightmapping
usedelux = (sh_delux.value != 0);
if (shader->colorstages[0].alphatresh > 0)
usedelux = false;
usedelux = false; // drops to software emulation now...
if (usedelux)
{
// Textures:
// 0 light map
// 1 delux map
// 2 normal map
// 3 base map
// 4 colored gloss if used
// Tex coords:
// 0 base coord
// 1 lightmap coord
// 2 tangent
// 3 binormal
// 4 normal
// 5 (position for fragment shader, generated in vertex shader)
// Setup blending
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);
}
// Setup normal map
if (shader->numbumpstages && shader->bumpstages[0].numtextures)
{
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
}
// Setup base texture
if (shader->numcolorstages)
{
if (shader->colorstages[0].numtextures)
{
GL_SelectTexture(GL_TEXTURE3_ARB);
GL_BindAdvanced(shader->colorstages[0].texture[0]);
}
if (shader->colorstages[0].alphatresh > 0)
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, shader->colorstages[0].alphatresh);
}
}
GL2_EnableDeluxShader(shader);
GL2_sendSurfacesDeLux(surfs, numSurfaces, true);
GL2_DisableDeluxShader(shader);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_DisableMultitexture();
GL_SelectTexture(GL_TEXTURE0_ARB);
}
else
{
// Regular lightmapping
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);
}
GL_SelectTexture(GL_TEXTURE0_ARB);
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);
GL2_sendSurfacesBase(surfs, numSurfaces, true);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_DisableMultitexture();
GL_SelectTexture(GL_TEXTURE0_ARB);
}
}
if (!shader->cull)
{
glEnable(GL_CULL_FACE);
}
glDisable(GL_ALPHA_TEST);
glMatrixMode(GL_MODELVIEW);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
}
void GL2_sendSurfacesTA(msurface_t** surfs, int numSurfaces, const transform_t *tr, const lightobject_t *lo)
{
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 ( lastshader && lastshader->glossstages[0].type != shader->glossstages[0].type )
if ( lastshader )
{
// disable previous shader if switching between colored and mono gloss
GL2_DisableBumpShader(lastshader);
GL2_EnableBumpShader(tr, lo, true, shader);
}
else
{
if ( !lastshader )
{
// Enable shader for the first surface
GL2_EnableBumpShader(tr, lo, true, 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_TEXTURE1_ARB);
if ( shader->numcolorstages > 0 )
GL_BindAdvanced(shader->colorstages[0].texture[0]);
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
// Bind colored gloss
if (currentshadowlight->shader->numstages)
{
GL_SelectTexture(GL_TEXTURE4_ARB);
}
else
{
GL_SelectTexture(GL_TEXTURE3_ARB);
}
GL_BindAdvanced(shader->glossstages[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]);
glDrawElements(GL_TRIANGLES, p->numindecies, GL_UNSIGNED_INT, &p->indecies[0]);
}
if (!cull)
glEnable(GL_CULL_FACE);
if ( lastshader )
GL2_DisableBumpShader(lastshader);
}
void GL2_drawSurfaceListBump (vertexdef_t *verts, msurface_t **surfs,
int numSurfaces,const transform_t *tr, const lightobject_t *lo)
{
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
GL_AddColor();
glColor3fv(&currentshadowlight->color[0]);
GL2_sendSurfacesTA(surfs,numSurfaces, tr, lo);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void GL2_freeDriver(void)
{
//nothing here...
}
void BUMP_InitGL2(void)
{
GLint errPos, errCode;
const GLubyte *errString;
if ( gl_cardtype != GL2 ) return;
GL2_CreateShaders();
//bind the correct stuff to the bump mapping driver
gl_bumpdriver.drawSurfaceListBase = GL2_drawSurfaceListBase;
gl_bumpdriver.drawSurfaceListBump = GL2_drawSurfaceListBump;
gl_bumpdriver.drawTriangleListBase = GL2_drawTriangleListBase;
gl_bumpdriver.drawTriangleListBump = GL2_drawTriangleListBump;
gl_bumpdriver.freeDriver = GL2_freeDriver;
}