tenebrae2/gl_bumpnv3x.c

1376 lines
39 KiB
C

/*
Copyright (C) 2001-2002 Charles Hollemeersch
NV_fragment_progam 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 NV30+ optimized as they can't quite cope with the
ARB path
These routines require 6 texture units, NV vertex shader and pixel shader extensions
All lights require 1 pass:
1 diffuse + specular with optional light filter
*/
#include "quakedef.h"
// NV_vertex_program is already in glquake.h
// NV_fragment_program
#ifndef GL_NV_fragment_program
#define GL_FRAGMENT_PROGRAM_NV 0x8870
#define GL_MAX_TEXTURE_COORDS_NV 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872
#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873
#define GL_PROGRAM_ERROR_STRING_NV 0x8874
#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868
#endif
#ifndef GL_NV_fragment_program
#define GL_NV_fragment_program 1
#ifdef GL_GLEXT_PROTOTYPES
extern void APIENTRY qglProgramNamedParameter4fNV(GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
extern void APIENTRY qglProgramNamedParameter4dNV(GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
extern void APIENTRY qglProgramNamedParameter4fvNV(GLuint id, GLsizei len, const GLubyte *name, const GLfloat v[]);
extern void APIENTRY qglProgramNamedParameter4dvNV(GLuint id, GLsizei len, const GLubyte *name, const GLdouble v[]);
extern void APIENTRY qglGetProgramNamedParameterfvNV(GLuint id, GLsizei len, const GLubyte *name, GLfloat *params);
extern void APIENTRY qglGetProgramNamedParameterdvNV(GLuint id, GLsizei len, const GLubyte *name, GLdouble *params);
#endif
typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat v[]);
typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble v[]);
typedef void (APIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params);
typedef void (APIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params);
#endif
typedef void (APIENTRY * glProgramLocalParameter4fARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
glProgramLocalParameter4fARBPROC qglProgramLocalParameter4fARB;
static char bump_vertex_program[] =
"!!VP1.1\n"
"OPTION NV_position_invariant;\n"
"DP4 o[TEX3].x, c[4], v[OPOS];\n"
"DP4 o[TEX3].y, c[5], v[OPOS];\n"
"DP4 o[TEX3].z, c[6], v[OPOS];\n"
"DP4 o[TEX3].w, c[7], v[OPOS];\n"
"MOV o[TEX0], v[TEX0];\n"
"ADD R0, c[0], -v[OPOS];\n"
"DP3 R0.w, R0, R0;\n"
"RSQ R0.w, R0.w;\n"
"MUL R0, R0, R0.w;\n"
"ADD R1, c[1], -v[OPOS];\n"
"DP3 R1.w, R1, R1;\n"
"RSQ R1.w, R1.w;\n"
"MUL R1, R1, R1.w;\n"
"ADD R1, R0, R1;\n"
"MUL R1, R1, c[2];\n"
"DP3 o[TEX1].x, R0, v[TEX1];\n"
"DP3 o[TEX1].y, R0, v[TEX2];\n"
"DP3 o[TEX1].z, R0, v[TEX3];\n"
"DP3 o[TEX2].x, R1, v[TEX1];\n"
"DP3 o[TEX2].y, R1, v[TEX2];\n"
"DP3 o[TEX2].z, R1, v[TEX3];\n"
"MOV o[COL0], v[COL0];\n"
"END";
static char bump_vertex_program2[] =
"!!VP1.1\n"
"OPTION NV_position_invariant;\n"
"DP4 o[TEX3].x, c[4], v[OPOS];\n"
"DP4 o[TEX3].y, c[5], v[OPOS];\n"
"DP4 o[TEX3].z, c[6], v[OPOS];\n"
"DP4 o[TEX3].w, c[7], v[OPOS];\n"
"DP4 o[TEX4].x, c[8], v[OPOS];\n"
"DP4 o[TEX4].y, c[9], v[OPOS];\n"
"DP4 o[TEX4].z, c[10], v[OPOS];\n"
"DP4 o[TEX4].w, c[11], v[OPOS];\n"
"MOV o[TEX0], v[TEX0];\n"
"ADD R0, c[0], -v[OPOS];\n"
"DP3 R0.w, R0, R0;\n"
"RSQ R0.w, R0.w;\n"
"MUL R0, R0, R0.w;\n"
"ADD R1, c[1], -v[OPOS];\n"
"DP3 R1.w, R1, R1;\n"
"RSQ R1.w, R1.w;\n"
"MUL R1, R1, R1.w;\n"
"ADD R1, R0, R1;\n"
"MUL R1, R1, c[2];\n"
"DP3 o[TEX1].x, R0, v[TEX1];\n"
"DP3 o[TEX1].y, R0, v[TEX2];\n"
"DP3 o[TEX1].z, R0, v[TEX3];\n"
"DP3 o[TEX2].x, R1, v[TEX1];\n"
"DP3 o[TEX2].y, R1, v[TEX2];\n"
"DP3 o[TEX2].z, R1, v[TEX3];\n"
"MOV o[COL0], v[COL0];\n"
"END";
static char delux_vertex_program[] =
"!!VP1.1\n"
"OPTION NV_position_invariant;\n"
"MOV o[TEX0], v[TEX0];\n"
"MOV o[TEX1], v[TEX1];\n"
"MOV o[TEX2], v[TEX2];\n"
"MOV o[TEX3], v[TEX3];\n"
"MOV o[TEX4], v[TEX4];\n"
"MOV o[TEX5], v[OPOS];\n"
"END";
static char bump_fragment_program[] =
"!!FP1.0\n"
"TEX H0, f[TEX0], TEX0, 2D;\n"
"TEX H1, f[TEX1], TEX3, CUBE;\n"
"MADH H0.xyz, H0, 2, -1;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.x, H0, H1;\n"
"TEX H3, f[TEX0], TEX1, 2D;\n"
"MULH H3, H3, H2.x;\n"
"MULH H3, H3, f[COL0];\n"
"MULH_SAT H2.y, H1.z, 8;\n"
"MULH H2.x, H2.x, H2.y;\n"
"TEX H1, f[TEX2], TEX3, CUBE;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.z, H0, H1;\n"
"POWH H2.z, H2.z, 16;\n"
"MULX H2.z, H2.z, H0.w;\n"
"MADX H3, H3, H2.y, H2.z;\n"
"TEX H1, f[TEX3], TEX2, 3D;\n"
"MULX_SAT o[COLH], H3, H1;\n"
"END";
static char bump_fragment_program_colored[] =
"!!FP1.0\n"
"TEX H0, f[TEX0], TEX0, 2D;\n"
"TEX H1, f[TEX1], TEX3, CUBE;\n"
"MADH H0.xyz, H0, 2, -1;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.x, H0, H1;\n"
"TEX H3, f[TEX0], TEX1, 2D;\n"
"MULH H3, H3, H2.x;\n"
"MULH H3, H3, f[COL0];\n"
"MULH_SAT H2.y, H1.z, 8;\n"
"MULH H2.x, H2.x, H2.y;\n"
"TEX H1, f[TEX2], TEX3, CUBE;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.z, H0, H1;\n"
"POWH H2.z, H2.z, 16;\n"
"TEX H1, f[TEX3], TEX2, 3D;\n"
"TEX H0, f[TEX0], TEX4, 2D;\n"
"MULX H0, H2.z, H0;\n"
"MADX H3, H3, H2.y, H0;\n"
"MULX_SAT o[COLH], H3, H1;\n"
"END";
static char bump_fragment_program2[] =
"!!FP1.0\n"
"TEX H0, f[TEX0], TEX0, 2D;\n"
"TEX H1, f[TEX1], TEX3, CUBE;\n"
"MADH H0.xyz, H0, 2, -1;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.x, H0, H1;\n"
"TEX H3, f[TEX0], TEX1, 2D;\n"
"MULH H3, H3, H2.x;\n"
"MULH H3, H3, f[COL0];\n"
"MULH_SAT H2.y, H1.z, 8;\n"
"MULH H2.x, H2.x, H2.y;\n"
"TEX H1, f[TEX2], TEX3, CUBE;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.z, H0, H1;\n"
"POWH H2.z, H2.z, 16;\n"
"MULX H2.z, H2.z, H0.w;\n"
"MADX H3, H3, H2.y, H2.z;\n"
"TEX H1, f[TEX3], TEX2, 3D;\n"
"TEX H2, f[TEX4], TEX4, CUBE;\n"
"MULX H3, H3, H2;\n"
"MULX_SAT o[COLH], H3, H1;\n"
"END";
static char bump_fragment_program2_colored[] =
"!!FP1.0\n"
"TEX H0, f[TEX0], TEX0, 2D;\n"
"TEX H1, f[TEX1], TEX3, CUBE;\n"
"MADH H0.xyz, H0, 2, -1;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.x, H0, H1;\n"
"TEX H3, f[TEX0], TEX1, 2D;\n"
"MULH H3, H3, H2.x;\n"
"MULH H3, H3, f[COL0];\n"
"MULH_SAT H2.y, H1.z, 8;\n"
"MULH H2.x, H2.x, H2.y;\n"
"TEX H1, f[TEX2], TEX3, CUBE;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.z, H0, H1;\n"
"POWH H2.z, H2.z, 16;\n"
"TEX H0, f[TEX0], TEX5, 2D;\n"
"MULX H0, H2.z, H0;\n"
"MADX H3, H3, H2.y, H0;\n"
"TEX H1, f[TEX3], TEX2, 3D;\n"
"TEX H2, f[TEX4], TEX4, CUBE;\n"
"MULX H3, H3, H2;\n"
"MULX_SAT o[COLH], H3, H1;\n"
"END";
static char bump_fragment_program3[] =
"!!FP1.0\n"
"TEX H0, f[TEX0], TEX0, 2D;\n"
"TEX H1, f[TEX1], TEX3, CUBE;\n"
"MADH H0.xyz, H0, 2, -1;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.x, H0, H1;\n"
"TEX H3, f[TEX0], TEX1, 2D;\n"
"MULH H3, H3, H2.x;\n"
"MULH H3, H3, f[COL0];\n"
"MULH_SAT H2.y, H1.z, 8;\n"
"MULH H2.x, H2.x, H2.y;\n"
"TEX H1, f[TEX2], TEX3, CUBE;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.z, H0, H1;\n"
"POWH H2.z, H2.z, 16;\n"
"MULX H2.z, H2.z, H0.w;\n"
"MADX H3, H3, H2.y, H2.z;\n"
"TEX H1, f[TEX3], TEX2, 3D;\n"
"TEX H2, f[TEX4], TEX4, 2D;\n"
"MULX H3, H3, H2;\n"
"MULX_SAT o[COLH], H3, H1;\n"
"END";
static char bump_fragment_program3_colored[] =
"!!FP1.0\n"
"TEX H0, f[TEX0], TEX0, 2D;\n"
"TEX H1, f[TEX1], TEX3, CUBE;\n"
"MADH H0.xyz, H0, 2, -1;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.x, H0, H1;\n"
"TEX H3, f[TEX0], TEX1, 2D;\n"
"MULH H3, H3, H2.x;\n"
"MULH H3, H3, f[COL0];\n"
"MULH_SAT H2.y, H1.z, 8;\n"
"MULH H2.x, H2.x, H2.y;\n"
"TEX H1, f[TEX2], TEX3, CUBE;\n"
"MADH H1.xyz, H1, 2, -1;\n"
"DP3H_SAT H2.z, H0, H1;\n"
"POWH H2.z, H2.z, 16;\n"
"TEX H0, f[TEX0], TEX5, 2D;\n"
"MULX H0, H2.z, H0;\n"
"MADX H3, H3, H2.y, H0;\n"
"TEX H1, f[TEX3], TEX2, 3D;\n"
"TEX H2, f[TEX4], TEX4, 2D;\n"
"MULX H3, H3, H2;\n"
"MULX_SAT o[COLH], H3, H1;\n"
"END";
static char delux_fragment_program[] =
"!!FP1.0\n"
"TEX R0.xyz, f[TEX1], TEX1, 2D;\n"
"TEX R1, f[TEX0], TEX2, 2D;\n"
"MADR R0.xyz, 2, R0, -1;\n"
"DP3X H0.x, R0, f[TEX2];\n"
"DP3X H0.y, R0, f[TEX3];\n"
"DP3X H0.z, R0, f[TEX4];\n"
"DP3H H0.w, H0, H0;\n"
"RSQH H0.w, H0.w;\n"
"MULH H0.xyz, H0.w, H0;\n"
"MOVR H1.w, R1.w;\n"
"MADX H2.xyz, 2, R1, -1;\n"
"MOVX H1.xyz, H2;\n"
"DP3H_SAT H0.w, H0, H1;\n"
"ADDR R0.xyz, p[0], -f[TEX5];\n"
"DP3R R1.x, R0, f[TEX2];\n"
"DP3R R1.y, R0, f[TEX3];\n"
"DP3R R1.z, R0, f[TEX4];\n"
"DP3R R0.x, R1, R1.xyzx;\n"
"RSQR R0.x, R0.x;\n"
"MADR R0.xyz, R0.x, R1, H0;\n"
"MULR R0.xyz, R0, 0.5;\n"
"DP3H_SAT H0.x, R0, H1;\n"
"POWH H0.x, H0.x, 16;\n"
"MULH H0.x, H0.x, H1.w;\n"
"TEX R0, f[TEX0], TEX3, 2D;\n"
"TEX R1, f[TEX1], TEX0, 2D;\n"
"MADH H0, R0, H0.w, H0.x;\n"
"MULH o[COLR].xyz, H0, R1;\n"
"MOVH o[COLR].w, R0.w;\n"
"END";
static char delux_fragment_program_colored[] =
"!!FP1.0\n"
"TEX R0, f[TEX1], TEX1, 2D;\n"
"TEX R1, f[TEX0], TEX2, 2D;\n"
"MADR R0.xyz, 2, R0, -1;\n"
"MADX H0.xyz, 2, R1, -1;\n"
"DP3X H1.x, R0, f[TEX2];\n"
"DP3X H1.y, R0, f[TEX3];\n"
"DP3X H1.z, R0, f[TEX4];\n"
"DP3H H0.w, H1, H1;\n"
"RSQH H0.w, H0.w;\n"
"MULH H1.xyz, H0.w, H1;\n"
"DP3H_SAT H0.w, H1, H0;\n"
"ADDR R0.xyz, p[0], -f[TEX5];\n"
"DP3R R1.x, R0, f[TEX2];\n"
"DP3R R1.y, R0, f[TEX3];\n"
"DP3R R1.z, R0, f[TEX4];\n"
"DP3R R0.x, R1, R1;\n"
"RSQR R0.x, R0.x;\n"
"MADR R0.xyz, R0.x, R1, H1;\n"
"MULR R0.xyz, R0, 0.5;\n"
"DP3H_SAT H0.x, R0, H0;\n"
"POWH H0.x, H0.x, 16;\n"
"TEX R0, f[TEX0], TEX4, 2D;\n"
"TEX R1, f[TEX0], TEX3, 2D;\n"
"MULH H1, R0, H0.x;\n"
"MADH H1, R1, H0.w, H1;\n"
"TEX R0, f[TEX1], TEX0, 2D;\n"
"MULH o[COLR].xyz, H1, R0;\n"
"MOVH o[COLR].w, R1.w;\n"
"END";
typedef enum
{
V_BUMP_PROGRAM = 0,
V_BUMP_PROGRAM2,
V_DELUX_PROGRAM,
MAX_V_PROGRAM
} v_programs;
typedef enum
{
F_BUMP_PROGRAM = 0,
F_BUMP_PROGRAM_COLOR,
F_BUMP_PROGRAM2,
F_BUMP_PROGRAM2_COLOR,
F_BUMP_PROGRAM3,
F_BUMP_PROGRAM3_COLOR,
F_DELUX_PROGRAM,
F_DELUX_PROGRAM_COLOR,
MAX_F_PROGRAM
} f_programs;
static char* vertex_progs[MAX_V_PROGRAM] =
{
bump_vertex_program,
bump_vertex_program2,
delux_vertex_program
};
static char* fragment_progs[MAX_F_PROGRAM] =
{
bump_fragment_program,
bump_fragment_program_colored,
bump_fragment_program2,
bump_fragment_program2_colored,
bump_fragment_program3,
bump_fragment_program3_colored,
delux_fragment_program,
delux_fragment_program_colored
};
static GLuint vertex_programs[MAX_V_PROGRAM];
static GLuint fragment_programs[MAX_F_PROGRAM];
//#define NV3xDEBUG
#if defined(NV3xDEBUG) && defined(_WIN32)
static void NV3x_checkerror()
{
GLuint error = glGetError();
if ( error != GL_NO_ERROR )
{
int line;
const char* err;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV, &line);
err = glGetString(GL_PROGRAM_ERROR_STRING_NV);
_asm { int 3 };
}
}
#else
#define NV3x_checkerror() do { } while(0)
#endif
void NV3x_CreateShaders()
{
int i;
#if !defined(__APPLE__) && !defined (MACOSX)
SAFE_GET_PROC(qglProgramLocalParameter4fARB,glProgramLocalParameter4fARBPROC,"glProgramLocalParameter4fARB");
#endif /* !__APPLE__ && !MACOSX */
glEnable(GL_VERTEX_PROGRAM_NV);
NV3x_checkerror();
qglGenProgramsNV(MAX_V_PROGRAM, &vertex_programs[0]);
NV3x_checkerror();
for ( i = 0; i < MAX_V_PROGRAM; i++ )
{
qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, vertex_programs[i],
strlen(vertex_progs[i]), (const GLubyte *) vertex_progs[i]);
NV3x_checkerror();
}
// Track the texture unit 2 matrix in registers 4-7
qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 4, GL_TEXTURE2_ARB, GL_IDENTITY_NV );
// Track the texture unit 3 matrix in registers 8-11
qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 8, GL_TEXTURE3_ARB, GL_IDENTITY_NV );
glDisable(GL_VERTEX_PROGRAM_NV);
NV3x_checkerror();
glEnable(GL_FRAGMENT_PROGRAM_NV);
NV3x_checkerror();
qglGenProgramsNV(MAX_F_PROGRAM, &fragment_programs[0]);
NV3x_checkerror();
for ( i = 0; i < MAX_F_PROGRAM; i++ )
{
qglLoadProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[i],
strlen(fragment_progs[i]), (const GLubyte *) fragment_progs[i]);
NV3x_checkerror();
}
glDisable(GL_FRAGMENT_PROGRAM_NV);
NV3x_checkerror();
}
void NV3x_DisableBumpShader(shader_t* shader)
{
//tex 0 = normal map
//tex 1 = color map
//tex 2 = attenuation
//tex 3 = normalization cubemap
//tex 4 = (optional light filter, depends on light settings)
//tex 4/5 = colored gloss map if used
glDisable(GL_FRAGMENT_PROGRAM_NV);
glDisable(GL_VERTEX_PROGRAM_NV);
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 NV3x_SetupTcMods(stage_t *s);
void NV3x_EnableBumpShader(const transform_t *tr, const lightobject_t *lo,
qboolean alias, shader_t* shader)
{
//tex 0 = normal map
//tex 1 = color map
//tex 2 = attenuation
//tex 3 = normalization cubemap
//tex 4 = (optional light filter, depends on light settings)
//tex 4/5 = 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();
glEnable(GL_VERTEX_PROGRAM_NV);
NV3x_checkerror();
glEnable(GL_FRAGMENT_PROGRAM_NV);
NV3x_checkerror();
GL_SelectTexture(GL_TEXTURE3_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
if (currentshadowlight->shader->numstages)
{
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, vertex_programs[V_BUMP_PROGRAM2] );
NV3x_checkerror();
if (currentshadowlight->shader->stages[0].texture[0]->gltype == GL_TEXTURE_CUBE_MAP_ARB)
{
SH_SetupTcMods(&currentshadowlight->shader->stages[0]);
GL_SetupCubeMapMatrix(tr);
GL_SelectTexture(GL_TEXTURE4_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->shader->stages[0].texture[0]->texnum);
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_BUMP_PROGRAM2_COLOR] );
GL_SelectTexture(GL_TEXTURE5_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_BUMP_PROGRAM2] );
}
NV3x_checkerror();
}
else
{
// 2D filter
//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);
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(currentshadowlight->shader->stages[0].texture[0]);
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_BUMP_PROGRAM3_COLOR] );
GL_SelectTexture(GL_TEXTURE5_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_BUMP_PROGRAM3] );
}
NV3x_checkerror();
}
}
else
{
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, vertex_programs[V_BUMP_PROGRAM] );
NV3x_checkerror();
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_BUMP_PROGRAM_COLOR] );
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_BUMP_PROGRAM] );
}
NV3x_checkerror();
}
GL_SelectTexture(GL_TEXTURE0_ARB);
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 0, lo->objectorigin[0],
lo->objectorigin[1], lo->objectorigin[2], 0.0f);
NV3x_checkerror();
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 1, lo->objectvieworg[0],
lo->objectvieworg[1], lo->objectvieworg[2], 0.0f);
NV3x_checkerror();
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 2, 0.5f, 0.0f, 0.0f, 0.0f);
NV3x_checkerror();
}
void NV3x_EnableDeluxShader(shader_t* shader)
{
glEnable(GL_VERTEX_PROGRAM_NV);
NV3x_checkerror();
glEnable(GL_FRAGMENT_PROGRAM_NV);
NV3x_checkerror();
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, vertex_programs[V_DELUX_PROGRAM] );
NV3x_checkerror();
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_DELUX_PROGRAM_COLOR] );
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramNV( GL_FRAGMENT_PROGRAM_NV, fragment_programs[F_DELUX_PROGRAM] );
}
NV3x_checkerror();
qglProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_NV, 0,
r_refdef.vieworg[0], r_refdef.vieworg[1],
r_refdef.vieworg[2], 0.0);
NV3x_checkerror();
}
void NV3x_DisableDeluxShader(shader_t* shader)
{
glDisable(GL_FRAGMENT_PROGRAM_NV);
glDisable(GL_VERTEX_PROGRAM_NV);
}
/************************
Generic triangle list routines
*************************/
void FormatError(); // In gl_bumpgf.c
void NV3x_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();
NV3x_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);
NV3x_DisableBumpShader(shader);
}
void NV3x_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;
}
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);
glEnable(GL_TEXTURE_2D);
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);
glEnable(GL_TEXTURE_2D);
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);
glEnable(GL_TEXTURE_2D);
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);
glEnable(GL_TEXTURE_2D);
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);
NV3x_EnableDeluxShader(shader);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
NV3x_DisableDeluxShader(shader);
qglClientActiveTextureARB(GL_TEXTURE4_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
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 NV3x_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 NV3x_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 NV3x_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]);
NV3x_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;
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);
}
GL_SelectTexture(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
// Setup normal map
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
if (shader->numbumpstages)
{
if (shader->bumpstages[0].numtextures)
GL_BindAdvanced(shader->bumpstages[0].texture[0]);
}
// Setup base texture
GL_SelectTexture(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D);
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);
}
}
NV3x_EnableDeluxShader(shader);
NV3x_sendSurfacesDeLux(surfs, numSurfaces, true);
NV3x_DisableDeluxShader(shader);
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_2D);
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);
NV3x_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 NV3x_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 )
{
// disable previous shader if switching between colored and mono gloss
NV3x_DisableBumpShader(lastshader);
NV3x_EnableBumpShader(tr, lo, true, shader);
}
else
{
if ( !lastshader )
{
// Enable shader for the first surface
NV3x_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 )
{
// Bind colored gloss
if (currentshadowlight->shader->numstages)
{
GL_SelectTexture(GL_TEXTURE5_ARB);
}
else
{
GL_SelectTexture(GL_TEXTURE4_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 )
NV3x_DisableBumpShader(lastshader);
}
void NV3x_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]);
NV3x_sendSurfacesTA(surfs,numSurfaces, tr, lo);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void NV3x_freeDriver(void)
{
//nothing here...
}
void BUMP_InitNV3x(void)
{
GLint errPos, errCode;
const GLubyte *errString;
if ( gl_cardtype != NV3x ) return;
NV3x_CreateShaders();
//bind the correct stuff to the bump mapping driver
gl_bumpdriver.drawSurfaceListBase = NV3x_drawSurfaceListBase;
gl_bumpdriver.drawSurfaceListBump = NV3x_drawSurfaceListBump;
gl_bumpdriver.drawTriangleListBase = NV3x_drawTriangleListBase;
gl_bumpdriver.drawTriangleListBump = NV3x_drawTriangleListBump;
gl_bumpdriver.freeDriver = NV3x_freeDriver;
}