tenebrae2/gl_bumparb.c
2004-06-13 22:16:55 +00:00

1935 lines
69 KiB
C

/*
Copyright (C) 2001-2002 Charles Hollemeersch
ARB_fragment_progam version (C) 2002-2003 Jarno Paananen
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA: the whole file is freakin penta...
Same as gl_bumpmap.c but using the ARB vertex and fragment programs
These routines require 6 texture units, ARB vertex shader and pixel shader 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
void FormatError () {
Sys_Error("Invalid vertexdef_t\n");
}
// actually in gl_bumpradeon (duh...)
PFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
PFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
// ARB_vertex_program
typedef void (APIENTRY * glVertexAttrib1sARBPROC) (GLuint index, GLshort x);
typedef void (APIENTRY * glVertexAttrib1fARBPROC) (GLuint index, GLfloat x);
typedef void (APIENTRY * glVertexAttrib1dARBPROC) (GLuint index, GLdouble x);
typedef void (APIENTRY * glVertexAttrib2sARBPROC) (GLuint index, GLshort x, GLshort y);
typedef void (APIENTRY * glVertexAttrib2fARBPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (APIENTRY * glVertexAttrib2dARBPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (APIENTRY * glVertexAttrib3sARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (APIENTRY * glVertexAttrib3fARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (APIENTRY * glVertexAttrib3dARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (APIENTRY * glVertexAttrib4sARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (APIENTRY * glVertexAttrib4fARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * glVertexAttrib4dARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * glVertexAttrib4NubARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (APIENTRY * glVertexAttrib1svARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib1fvARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib1dvARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib2svARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib2fvARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib2dvARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib3svARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib3fvARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib3dvARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib4bvARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * glVertexAttrib4svARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib4ivARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRY * glVertexAttrib4ubvARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * glVertexAttrib4usvARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRY * glVertexAttrib4uivARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRY * glVertexAttrib4fvARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib4dvARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib4NbvARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * glVertexAttrib4NsvARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib4NivARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRY * glVertexAttrib4NubvARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * glVertexAttrib4NusvARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRY * glVertexAttrib4NuivARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRY * glVertexAttribPointerARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
typedef void (APIENTRY * glEnableVertexAttribArrayARBPROC) (GLuint index);
typedef void (APIENTRY * glDisableVertexAttribArrayARBPROC) (GLuint index);
typedef void (APIENTRY * glProgramStringARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
typedef void (APIENTRY * glBindProgramARBPROC) (GLenum target, GLuint program);
typedef void (APIENTRY * glDeleteProgramsARBPROC) (GLsizei n, const GLuint *programs);
typedef void (APIENTRY * glGenProgramsARBPROC) (GLsizei n, GLuint *programs);
typedef void (APIENTRY * glProgramEnvParameter4dARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * glProgramEnvParameter4dvARBPROC) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRY * glProgramEnvParameter4fARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * glProgramEnvParameter4fvARBPROC) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRY * glProgramLocalParameter4dARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * glProgramLocalParameter4dvARBPROC) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRY * glProgramLocalParameter4fARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * glProgramLocalParameter4fvARBPROC) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRY * glGetProgramEnvParameterdvARBPROC) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRY * glGetProgramEnvParameterfvARBPROC) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRY * glGetProgramLocalParameterdvARBPROC) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRY * glGetProgramLocalParameterfvARBPROC) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRY * glGetProgramivARBPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRY * glGetProgramStringARBPROC) (GLenum target, GLenum pname, GLvoid *string);
typedef void (APIENTRY * glGetVertexAttribdvARBPROC) (GLuint index, GLenum pname, GLdouble *params);
typedef void (APIENTRY * glGetVertexAttribfvARBPROC) (GLuint index, GLenum pname, GLfloat *params);
typedef void (APIENTRY * glGetVertexAttribivARBPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRY * glGetVertexAttribPointervARBPROC) (GLuint index, GLenum pname, GLvoid **pointer);
typedef GLboolean (APIENTRY * glIsProgramARBPROC) (GLuint program);
static glVertexAttrib1sARBPROC qglVertexAttrib1sARB = NULL;
static glVertexAttrib1fARBPROC qglVertexAttrib1fARB = NULL;
static glVertexAttrib1dARBPROC qglVertexAttrib1dARB = NULL;
static glVertexAttrib2sARBPROC qglVertexAttrib2sARB = NULL;
static glVertexAttrib2fARBPROC qglVertexAttrib2fARB = NULL;
static glVertexAttrib2dARBPROC qglVertexAttrib2dARB = NULL;
static glVertexAttrib3sARBPROC qglVertexAttrib3sARB = NULL;
static glVertexAttrib3fARBPROC qglVertexAttrib3fARB = NULL;
static glVertexAttrib3dARBPROC qglVertexAttrib3dARB = NULL;
static glVertexAttrib4sARBPROC qglVertexAttrib4sARB = NULL;
static glVertexAttrib4fARBPROC qglVertexAttrib4fARB = NULL;
static glVertexAttrib4dARBPROC qglVertexAttrib4dARB = NULL;
static glVertexAttrib4NubARBPROC qglVertexAttrib4NubARB = NULL;
static glVertexAttrib1svARBPROC qglVertexAttrib1svARB = NULL;
static glVertexAttrib1fvARBPROC qglVertexAttrib1fvARB = NULL;
static glVertexAttrib1dvARBPROC qglVertexAttrib1dvARB = NULL;
static glVertexAttrib2svARBPROC qglVertexAttrib2svARB = NULL;
static glVertexAttrib2fvARBPROC qglVertexAttrib2fvARB = NULL;
static glVertexAttrib2dvARBPROC qglVertexAttrib2dvARB = NULL;
static glVertexAttrib3svARBPROC qglVertexAttrib3svARB = NULL;
static glVertexAttrib3fvARBPROC qglVertexAttrib3fvARB = NULL;
static glVertexAttrib3dvARBPROC qglVertexAttrib3dvARB = NULL;
static glVertexAttrib4bvARBPROC qglVertexAttrib4bvARB = NULL;
static glVertexAttrib4svARBPROC qglVertexAttrib4svARB = NULL;
static glVertexAttrib4ivARBPROC qglVertexAttrib4ivARB = NULL;
static glVertexAttrib4ubvARBPROC qglVertexAttrib4ubvARB = NULL;
static glVertexAttrib4usvARBPROC qglVertexAttrib4usvARB = NULL;
static glVertexAttrib4uivARBPROC qglVertexAttrib4uivARB = NULL;
static glVertexAttrib4fvARBPROC qglVertexAttrib4fvARB = NULL;
static glVertexAttrib4dvARBPROC qglVertexAttrib4dvARB = NULL;
static glVertexAttrib4NbvARBPROC qglVertexAttrib4NbvARB = NULL;
static glVertexAttrib4NsvARBPROC qglVertexAttrib4NsvARB = NULL;
static glVertexAttrib4NivARBPROC qglVertexAttrib4NivARB = NULL;
static glVertexAttrib4NubvARBPROC qglVertexAttrib4NubvARB = NULL;
static glVertexAttrib4NusvARBPROC qglVertexAttrib4NusvARB = NULL;
static glVertexAttrib4NuivARBPROC qglVertexAttrib4NuivARB = NULL;
static glVertexAttribPointerARBPROC qglVertexAttribPointerARB = NULL;
static glEnableVertexAttribArrayARBPROC qglEnableVertexAttribArrayARB = NULL;
static glDisableVertexAttribArrayARBPROC qglDisableVertexAttribArrayARB = NULL;
static glProgramStringARBPROC qglProgramStringARB = NULL;
static glBindProgramARBPROC qglBindProgramARB = NULL;
static glDeleteProgramsARBPROC qglDeleteProgramsARB = NULL;
static glGenProgramsARBPROC qglGenProgramsARB = NULL;
static glProgramEnvParameter4dARBPROC qglProgramEnvParameter4dARB = NULL;
static glProgramEnvParameter4dvARBPROC qglProgramEnvParameter4dvARB = NULL;
static glProgramEnvParameter4fARBPROC qglProgramEnvParameter4fARB = NULL;
static glProgramEnvParameter4fvARBPROC qglProgramEnvParameter4fvARB = NULL;
static glProgramLocalParameter4dARBPROC qglProgramLocalParameter4dARB = NULL;
static glProgramLocalParameter4dvARBPROC qglProgramLocalParameter4dvARB = NULL;
static glProgramLocalParameter4fARBPROC qglProgramLocalParameter4fARB = NULL;
static glProgramLocalParameter4fvARBPROC qglProgramLocalParameter4fvARB = NULL;
static glGetProgramEnvParameterdvARBPROC qglGetProgramEnvParameterdvARB = NULL;
static glGetProgramEnvParameterfvARBPROC qglGetProgramEnvParameterfvARB = NULL;
static glGetProgramLocalParameterdvARBPROC qglGetProgramLocalParameterdvARB = NULL;
static glGetProgramLocalParameterfvARBPROC qglGetProgramLocalParameterfvARB = NULL;
static glGetProgramivARBPROC qglGetProgramivARB = NULL;
static glGetProgramStringARBPROC qglGetProgramStringARB = NULL;
static glGetVertexAttribdvARBPROC qglGetVertexAttribdvARB = NULL;
static glGetVertexAttribfvARBPROC qglGetVertexAttribfvARB = NULL;
static glGetVertexAttribivARBPROC qglGetVertexAttribivARB = NULL;
static glGetVertexAttribPointervARBPROC qglGetVertexAttribPointervARB = NULL;
static glIsProgramARBPROC qglIsProgramARB = NULL;
#define GL_VERTEX_PROGRAM_ARB 0x8620
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_COLOR_SUM_ARB 0x8458
#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
#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_PROGRAM_LENGTH_ARB 0x8627
#define GL_PROGRAM_FORMAT_ARB 0x8876
#define GL_PROGRAM_BINDING_ARB 0x8677
#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
#define GL_PROGRAM_STRING_ARB 0x8628
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
#define GL_CURRENT_MATRIX_ARB 0x8641
#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
#define GL_MATRIX0_ARB 0x88C0
#define GL_MATRIX1_ARB 0x88C1
#define GL_MATRIX2_ARB 0x88C2
#define GL_MATRIX3_ARB 0x88C3
#define GL_MATRIX4_ARB 0x88C4
#define GL_MATRIX5_ARB 0x88C5
#define GL_MATRIX6_ARB 0x88C6
#define GL_MATRIX7_ARB 0x88C7
#define GL_MATRIX8_ARB 0x88C8
#define GL_MATRIX9_ARB 0x88C9
#define GL_MATRIX10_ARB 0x88CA
#define GL_MATRIX11_ARB 0x88CB
#define GL_MATRIX12_ARB 0x88CC
#define GL_MATRIX13_ARB 0x88CD
#define GL_MATRIX14_ARB 0x88CE
#define GL_MATRIX15_ARB 0x88CF
#define GL_MATRIX16_ARB 0x88D0
#define GL_MATRIX17_ARB 0x88D1
#define GL_MATRIX18_ARB 0x88D2
#define GL_MATRIX19_ARB 0x88D3
#define GL_MATRIX20_ARB 0x88D4
#define GL_MATRIX21_ARB 0x88D5
#define GL_MATRIX22_ARB 0x88D6
#define GL_MATRIX23_ARB 0x88D7
#define GL_MATRIX24_ARB 0x88D8
#define GL_MATRIX25_ARB 0x88D9
#define GL_MATRIX26_ARB 0x88DA
#define GL_MATRIX27_ARB 0x88DB
#define GL_MATRIX28_ARB 0x88DC
#define GL_MATRIX29_ARB 0x88DD
#define GL_MATRIX30_ARB 0x88DE
#define GL_MATRIX31_ARB 0x88DF
// ARB_fragment_program
#define GL_FRAGMENT_PROGRAM_ARB 0x8804
static char bump_vertex_program[] =
"!!ARBvp1.0\n"
"OPTION ARB_position_invariant;\n"
"ATTRIB iPos = vertex.position;\n"
"ATTRIB iNormal = vertex.normal;\n"
"ATTRIB iColor = vertex.color;\n"
"ATTRIB iTex0 = vertex.texcoord[0];\n"
"ATTRIB iTex1 = vertex.texcoord[1];\n"
"ATTRIB iTex2 = vertex.texcoord[2];\n"
"ATTRIB iTex3 = vertex.texcoord[3];\n"
"PARAM texMatrix[4] = { state.matrix.texture[2] };\n"
"PARAM lightPos = program.env[0];\n"
"PARAM eyePos = program.env[1];\n"
"PARAM half = { 0.5, 0.5, 0.5, 0.5 };\n"
"TEMP lightVec, halfVec, temp;\n"
"OUTPUT oColor = result.color;\n"
"OUTPUT oTex0 = result.texcoord[0];\n"
"OUTPUT oTex1 = result.texcoord[1];\n"
"OUTPUT oTex2 = result.texcoord[2];\n"
"OUTPUT oTex3 = result.texcoord[3];\n"
"OUTPUT oTex5 = result.texcoord[5];\n"
"DP4 oTex3.x, texMatrix[0], iPos;\n"
"DP4 oTex3.y, texMatrix[1], iPos;\n"
"DP4 oTex3.z, texMatrix[2], iPos;\n"
"DP4 oTex3.w, texMatrix[3], iPos;\n"
"MOV oTex0, iTex0;\n"
"ADD lightVec, lightPos, -iPos;\n"
"DP3 temp.x, lightVec, lightVec;\n"
"RSQ temp.x, temp.x;\n"
"MUL lightVec, lightVec, temp.x;\n"
"ADD halfVec, eyePos, -iPos;\n"
"DP3 temp.x, halfVec, halfVec;\n"
"RSQ temp.x, temp.x;\n"
"MUL halfVec, halfVec, temp.x;\n"
"ADD halfVec, halfVec, lightVec;\n"
"MUL halfVec, halfVec, half;\n"
"DP3 oTex1.x, lightVec, iTex1;\n"
"DP3 oTex1.y, lightVec, -iTex2;\n"
"DP3 oTex1.z, lightVec, iTex3;\n"
"DP3 oTex2.x, halfVec, iTex1;\n"
"DP3 oTex2.y, halfVec, -iTex2;\n"
"DP3 oTex2.z, halfVec, iTex3;\n"
"DP3 oTex5.x, eyePos, iTex1;\n"
"DP3 oTex5.y, eyePos, iTex2;\n"
"DP3 oTex5.z, eyePos, iTex3;\n"
"MOV oColor, iColor;\n"
"END";
static char bump_vertex_program2[] =
"!!ARBvp1.0\n"
"OPTION ARB_position_invariant;\n"
"ATTRIB iPos = vertex.position;\n"
"ATTRIB iNormal = vertex.normal;\n"
"ATTRIB iColor = vertex.color;\n"
"ATTRIB iTex0 = vertex.texcoord[0];\n"
"ATTRIB iTex1 = vertex.texcoord[1];\n"
"ATTRIB iTex2 = vertex.texcoord[2];\n"
"ATTRIB iTex3 = vertex.texcoord[3];\n"
"PARAM texMatrix[4] = { state.matrix.texture[2] };\n"
"PARAM texMatrix2[4]= { state.matrix.texture[3] };\n"
"PARAM lightPos = program.env[0];\n"
"PARAM eyePos = program.env[1];\n"
"PARAM half = { 0.5, 0.5, 0.5, 0.5 };\n"
"TEMP lightVec, halfVec, temp;\n"
"OUTPUT oColor = result.color;\n"
"OUTPUT oTex0 = result.texcoord[0];\n"
"OUTPUT oTex1 = result.texcoord[1];\n"
"OUTPUT oTex2 = result.texcoord[2];\n"
"OUTPUT oTex3 = result.texcoord[3];\n"
"OUTPUT oTex4 = result.texcoord[4];\n"
"OUTPUT oTex5 = result.texcoord[5];\n"
"OUTPUT oFog = result.fogcoord;\n"
"DP4 oTex3.x, texMatrix[0], iPos;\n"
"DP4 oTex3.y, texMatrix[1], iPos;\n"
"DP4 oTex3.z, texMatrix[2], iPos;\n"
"DP4 oTex3.w, texMatrix[3], iPos;\n"
"DP4 oTex4.x, texMatrix2[0], iPos;\n"
"DP4 oTex4.y, texMatrix2[1], iPos;\n"
"DP4 oTex4.z, texMatrix2[2], iPos;\n"
"DP4 oTex4.w, texMatrix2[3], iPos;\n"
"MOV oTex0, iTex0;\n"
"ADD lightVec, lightPos, -iPos;\n"
"DP3 temp.x, lightVec, lightVec;\n"
"RSQ temp.x, temp.x;\n"
"MUL lightVec, lightVec, temp.x;\n"
"ADD halfVec, eyePos, -iPos;\n"
"DP3 temp.x, halfVec, halfVec;\n"
"RSQ temp.x, temp.x;\n"
"MUL halfVec, halfVec, temp.x;\n"
"ADD halfVec, halfVec, lightVec;\n"
"MUL halfVec, halfVec, half;\n"
"DP3 oTex1.x, lightVec, iTex1;\n"
"DP3 oTex1.y, lightVec, -iTex2;\n"
"DP3 oTex1.z, lightVec, iTex3;\n"
"DP3 oTex2.x, halfVec, iTex1;\n"
"DP3 oTex2.y, halfVec, -iTex2;\n"
"DP3 oTex2.z, halfVec, iTex3;\n"
"DP3 oTex5.x, eyePos, iTex1;\n"
"DP3 oTex5.y, eyePos, iTex2;\n"
"DP3 oTex5.z, eyePos, iTex3;\n"
"MOV oColor, iColor;\n"
"END";
static char delux_vertex_program[] =
"!!ARBvp1.0\n"
"OPTION ARB_position_invariant;\n"
"ATTRIB iPos = vertex.position;\n"
"ATTRIB iNormal = vertex.normal;\n"
"ATTRIB iColor = vertex.color;\n"
"ATTRIB iTex0 = vertex.texcoord[0];\n"
"ATTRIB iTex1 = vertex.texcoord[1];\n"
"ATTRIB iTex2 = vertex.texcoord[2];\n"
"ATTRIB iTex3 = vertex.texcoord[3];\n"
"ATTRIB iTex4 = vertex.texcoord[4];\n"
"OUTPUT oColor = result.color;\n"
"OUTPUT oTex0 = result.texcoord[0];\n"
"OUTPUT oTex1 = result.texcoord[1];\n"
"OUTPUT oTex2 = result.texcoord[2];\n"
"OUTPUT oTex3 = result.texcoord[3];\n"
"OUTPUT oTex4 = result.texcoord[4];\n"
"OUTPUT oTex5 = result.texcoord[5];\n"
"MOV oTex0, iTex0;\n"
"MOV oTex1, iTex1;\n"
"MOV oTex2, iTex2;\n"
"MOV oTex3, iTex3;\n"
"MOV oTex4, iTex4;\n"
"MOV oTex5, iPos;\n"
"END";
/*
#define COLOR_BUMP_LOOKUP \
"TEMP newtexcoord, height, eyevects\n;"\
"PARAM scaleBias = program.env[0];\n"\
"DP3 temp.w, tex5, tex5;\n"\
"RSQ temp.w, temp.w;\n"\
"MUL eyevects.xyz, temp.w, tex5;\n"\
"TEX height, tex0, texture[5], 2D;\n"\
"RCP temp, eyevects.z;\n"\
"MAD height, height, scaleBias.x, scaleBias.y;\n"\
"MAD newtexcoord, height, eyevects, tex0;\n"\
"TEX normalmap, newtexcoord, texture[0], 2D;\n"\
"TEX colormap, newtexcoord, texture[1], 2D;\n"
*/
//Use this for no Paralax Mapping
#define COLOR_BUMP_LOOKUP \
"TEX normalmap, tex0, texture[0], 2D;\n"\
"TEX colormap, tex0, texture[1], 2D;\n"
static char bump_fragment_program[] =
"!!ARBfp1.0\n"
"ATTRIB tex0 = fragment.texcoord[0];\n"
"ATTRIB tex1 = fragment.texcoord[1];\n"
"ATTRIB tex2 = fragment.texcoord[2];\n"
"ATTRIB tex3 = fragment.texcoord[3];\n"
"ATTRIB tex5 = fragment.texcoord[5];\n"
"ATTRIB col = fragment.color.primary;\n"
"PARAM scaler = { 16, 8, 2, -1 };\n"
"OUTPUT outColor = result.color;\n"
"TEMP normalmap, lightvec, halfvec, colormap, atten;\n"
"TEMP diffdot, specdot, selfshadow, temp\n;"
COLOR_BUMP_LOOKUP
"TEX atten, tex3, texture[2], 3D;\n" //get attenuation factor
"MAD normalmap.rgb, normalmap, scaler.b, scaler.a;\n"
"DP3 temp.w, tex1, tex1;\n" //normalize to light ("real normalize" no cubemaps)
"RSQ temp.w, temp.w;\n"
"MUL lightvec.xyz, temp.w, tex1;\n"
"DP3 temp.w, tex2, tex2;\n" //normalize to light ("real normalize" no cubemaps)
"RSQ temp.w, temp.w;\n"
"MUL halfvec.xyz, temp.w, tex2;\n"
"DP3_SAT diffdot.w, normalmap, lightvec;\n"
"MUL_SAT selfshadow.a, lightvec.z, scaler.g;\n"
"DP3_SAT specdot.a, normalmap, halfvec;\n"
"MUL diffdot, diffdot.w, colormap;\n"
"POW specdot.a, specdot.a, scaler.r;\n"
"MUL_SAT diffdot, diffdot, selfshadow.a;\n"
"MUL_SAT specdot.a, specdot.a, normalmap.a;\n"
"MUL atten, col, atten;\n"
"ADD diffdot, diffdot, specdot.a;\n"
"MUL_SAT outColor, diffdot, atten;\n"
"END";
static char bump_fragment_program_colored[] =
"!!ARBfp1.0\n"
"ATTRIB tex0 = fragment.texcoord[0];\n"
"ATTRIB tex1 = fragment.texcoord[1];\n"
"ATTRIB tex2 = fragment.texcoord[2];\n"
"ATTRIB tex3 = fragment.texcoord[3];\n"
"ATTRIB tex5 = fragment.texcoord[5];\n"
"ATTRIB col = fragment.color.primary;\n"
"PARAM scaler = { 16, 8, 2, -1 };\n"
"OUTPUT outColor = result.color;\n"
"TEMP normalmap, lightvec, halfvec, colormap, atten;\n"
"TEMP diffdot, specdot, selfshadow, temp, gloss\n;"
COLOR_BUMP_LOOKUP
"TEX atten, tex3, texture[2], 3D;\n"
"TEX gloss, tex0, texture[3], 2D;\n"
"MAD normalmap.rgb, normalmap, scaler.b, scaler.a;\n"
"DP3 temp.w, tex1, tex1;\n"
"RSQ temp.w, temp.w;\n"
"MUL lightvec, temp.w, tex1;\n"
"DP3 temp.w, tex2, tex2;\n"
"RSQ temp.w, temp.w;\n"
"MUL halfvec, temp.w, tex2;\n"
"DP3_SAT diffdot, normalmap, lightvec;\n"
"MUL_SAT selfshadow.a, lightvec.z, scaler.g;\n"
"DP3_SAT specdot.a, normalmap, halfvec;\n"
"MUL diffdot, diffdot, colormap;\n"
"POW specdot.a, specdot.a, scaler.r;\n"
"MUL_SAT diffdot, diffdot, selfshadow.a;\n"
"MUL specdot, specdot.a, gloss;\n"
"MUL atten, col, atten;\n"
"ADD diffdot, diffdot, specdot;\n"
"MUL_SAT outColor, diffdot, atten;\n"
"END";
static char bump_fragment_program2[] =
"!!ARBfp1.0\n"
"ATTRIB tex0 = fragment.texcoord[0];\n"
"ATTRIB tex1 = fragment.texcoord[1];\n"
"ATTRIB tex2 = fragment.texcoord[2];\n"
"ATTRIB tex3 = fragment.texcoord[3];\n"
"ATTRIB tex4 = fragment.texcoord[4];\n"
"ATTRIB tex5 = fragment.texcoord[5];\n"
"ATTRIB col = fragment.color.primary;\n"
"PARAM scaler = { 16, 8, 2, -1 };\n"
"OUTPUT outColor = result.color;\n"
"TEMP normalmap, lightvec, halfvec, colormap, atten, filter;\n"
"TEMP diffdot, specdot, selfshadow, temp\n;"
COLOR_BUMP_LOOKUP
"TEX atten, tex3, texture[2], 3D;\n"
"TEX filter, tex4, texture[3], CUBE;\n"
"MAD normalmap.rgb, normalmap, scaler.b, scaler.a;\n"
"DP3 temp.w, tex1, tex1;\n"
"RSQ temp.w, temp.w;\n"
"MUL lightvec, temp.w, tex1;\n"
"DP3 temp.w, tex2, tex2;\n"
"RSQ temp.w, temp.w;\n"
"MUL halfvec, temp.w, tex2;\n"
"DP3_SAT diffdot, normalmap, lightvec;\n"
"MUL_SAT selfshadow.a, lightvec.z, scaler.g;\n"
"DP3_SAT specdot.a, normalmap, halfvec;\n"
"MUL diffdot, diffdot, colormap;\n"
"POW specdot.a, specdot.a, scaler.r;\n"
"MUL_SAT diffdot, diffdot, selfshadow.a;\n"
"MUL specdot.a, specdot.a, normalmap.a;\n"
"MUL atten, col, atten;\n"
"ADD diffdot, diffdot, specdot.a;\n"
"MUL diffdot, diffdot, atten;\n"
"MUL_SAT outColor, diffdot, filter;\n"
"END";
static char bump_fragment_program2_colored[] =
"!!ARBfp1.0\n"
"ATTRIB tex0 = fragment.texcoord[0];\n"
"ATTRIB tex1 = fragment.texcoord[1];\n"
"ATTRIB tex2 = fragment.texcoord[2];\n"
"ATTRIB tex3 = fragment.texcoord[3];\n"
"ATTRIB tex4 = fragment.texcoord[4];\n"
"ATTRIB tex5 = fragment.texcoord[5];\n"
"ATTRIB col = fragment.color.primary;\n"
"PARAM scaler = { 16, 8, 2, -1 };\n"
"OUTPUT outColor = result.color;\n"
"TEMP normalmap, lightvec, halfvec, colormap, atten, filter;\n"
"TEMP diffdot, specdot, selfshadow, temp, gloss\n;"
COLOR_BUMP_LOOKUP
"TEX atten, tex3, texture[2], 3D;\n"
"TEX filter, tex4, texture[3], CUBE;\n"
"TEX gloss, tex0, texture[4], 2D;\n"
"MAD normalmap.rgb, normalmap, scaler.b, scaler.a;\n"
"DP3 temp.w, tex1, tex1;\n"
"RSQ temp.w, temp.w;\n"
"MUL lightvec, temp.w, tex1;\n"
"DP3 temp.w, tex2, tex2;\n"
"RSQ temp.w, temp.w;\n"
"MUL halfvec, temp.w, tex2;\n"
"DP3_SAT diffdot, normalmap, lightvec;\n"
"MUL_SAT selfshadow.a, lightvec.z, scaler.g;\n"
"DP3_SAT specdot.a, normalmap, halfvec;\n"
"MUL diffdot, diffdot, colormap;\n"
"POW specdot.a, specdot.a, scaler.r;\n"
"MUL_SAT diffdot, diffdot, selfshadow.a;\n"
"MUL specdot, specdot.a, gloss;\n"
"MUL atten, col, atten;\n"
"ADD diffdot, diffdot, specdot;\n"
"MUL diffdot, diffdot, atten;\n"
"MUL_SAT outColor, diffdot, filter;\n"
"END";
static char bump_fragment_program3[] =
"!!ARBfp1.0\n"
"ATTRIB tex0 = fragment.texcoord[0];\n"
"ATTRIB tex1 = fragment.texcoord[1];\n"
"ATTRIB tex2 = fragment.texcoord[2];\n"
"ATTRIB tex3 = fragment.texcoord[3];\n"
"ATTRIB tex4 = fragment.texcoord[4];\n"
"ATTRIB tex5 = fragment.texcoord[5];\n"
"ATTRIB col = fragment.color.primary;\n"
"PARAM scaler = { 16, 8, 2, -1 };\n"
"OUTPUT outColor = result.color;\n"
"TEMP normalmap, lightvec, halfvec, colormap, atten, filter;\n"
"TEMP diffdot, specdot, selfshadow, temp\n;"
COLOR_BUMP_LOOKUP
"TEX atten, tex3, texture[2], 3D;\n"
"TEX filter, tex4, texture[3], 2D;\n"
"MAD normalmap.rgb, normalmap, scaler.b, scaler.a;\n"
"DP3 temp.w, tex1, tex1;\n"
"RSQ temp.w, temp.w;\n"
"MUL lightvec, temp.w, tex1;\n"
"DP3 temp.w, tex2, tex2;\n"
"RSQ temp.w, temp.w;\n"
"MUL halfvec, temp.w, tex2;\n"
"DP3_SAT diffdot, normalmap, lightvec;\n"
"MUL_SAT selfshadow.a, lightvec.z, scaler.g;\n"
"DP3_SAT specdot.a, normalmap, halfvec;\n"
"MUL diffdot, diffdot, colormap;\n"
"POW specdot.a, specdot.a, scaler.r;\n"
"MUL_SAT diffdot, diffdot, selfshadow.a;\n"
"MUL specdot.a, specdot.a, normalmap.a;\n"
"MUL atten, col, atten;\n"
"ADD diffdot, diffdot, specdot.a;\n"
"MUL diffdot, diffdot, atten;\n"
"MUL_SAT outColor, diffdot, filter;\n"
"END";
static char bump_fragment_program3_colored[] =
"!!ARBfp1.0\n"
"ATTRIB tex0 = fragment.texcoord[0];\n"
"ATTRIB tex1 = fragment.texcoord[1];\n"
"ATTRIB tex2 = fragment.texcoord[2];\n"
"ATTRIB tex3 = fragment.texcoord[3];\n"
"ATTRIB tex4 = fragment.texcoord[4];\n"
"ATTRIB tex5 = fragment.texcoord[5];\n"
"ATTRIB col = fragment.color.primary;\n"
"PARAM scaler = { 16, 8, 2, -1 };\n"
"OUTPUT outColor = result.color;\n"
"TEMP normalmap, lightvec, halfvec, colormap, atten, filter;\n"
"TEMP diffdot, specdot, selfshadow, temp, gloss\n;"
COLOR_BUMP_LOOKUP
"TEX atten, tex3, texture[2], 3D;\n"
"TEX filter, tex4, texture[3], 2D;\n"
"TEX gloss, tex0, texture[4], 2D;\n"
"MAD normalmap.rgb, normalmap, scaler.b, scaler.a;\n"
"DP3 temp.w, tex1, tex1;\n"
"RSQ temp.w, temp.w;\n"
"MUL lightvec, temp.w, tex1;\n"
"DP3 temp.w, tex2, tex2;\n"
"RSQ temp.w, temp.w;\n"
"MUL halfvec, temp.w, tex2;\n"
"DP3_SAT diffdot, normalmap, lightvec;\n"
"MUL_SAT selfshadow.a, lightvec.z, scaler.g;\n"
"DP3_SAT specdot.a, normalmap, halfvec;\n"
"MUL diffdot, diffdot, colormap;\n"
"POW specdot.a, specdot.a, scaler.r;\n"
"MUL_SAT diffdot, diffdot, selfshadow.a;\n"
"MUL specdot, specdot.a, gloss;\n"
"MUL atten, col, atten;\n"
"ADD diffdot, diffdot, specdot;\n"
"MUL diffdot, diffdot, atten;\n"
"MUL_SAT outColor, diffdot, filter;\n"
"END";
static char delux_fragment_program[] =
"!!ARBfp1.0\n"
"PARAM u0 = program.env[0];\n"
"PARAM c0 = {2, 2, 2, 16};\n"
"PARAM c1 = {-1, 1, 1, 0};\n"
"PARAM c2 = {0.5, 0.5, 0.5, 0};\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"TEMP R3;\n"
"TEMP R4;\n"
"TEX R0.xyz, fragment.texcoord[1], texture[1], 2D;\n" //get delux direction
"TEX R1, fragment.texcoord[0], texture[2], 2D;\n" //get normal
"MAD R0.xyz, c0.x, R0, c1.x;\n" //unpack delux
"DP3 R2.x, R0, fragment.texcoord[2];\n" //put delux in tangent space
"ADD R3.xyz, u0, -fragment.texcoord[5];\n" //put toeye in tangent space
"DP3 R4.x, R3, fragment.texcoord[2];\n"
"DP3 R2.y, R0, -fragment.texcoord[3];\n" //interleave to reduce dependencies??
"DP3 R2.z, R0, fragment.texcoord[4];\n"
"DP3 R4.y, R3, fragment.texcoord[3];\n"
"DP3 R4.z, R3, fragment.texcoord[4];\n"
"DP3 R0.w, R2, R2;\n" //normalize delux
"RSQ R0.w, R0.w;\n"
"MUL R2.xyz, R0.w, R2;\n"
"DP3 R0.w, R4, R4;\n" //normalize toeye...
"RSQ R0.w, R0.w;\n"
"MAD R4.xyz, R0.w, R4, R2;\n" //...and halfangle at the same time!
"MUL R4.xyz, R4, c2.x;\n" //Jarno obviously felt like optimizing ;)
"MAD R1.xyz, c0.x, R1, c1.x;\n"
"DP3_SAT R0.w, R4, R1;\n" //normal dot halfangle
"POW R0.w, R0.w, c0.w;\n" //power up specular a bit
"DP3_SAT R0.y, R2, R1;\n" //normal dot delux
"MUL R0.w, R0.w, R1.w;\n" //mul with gloss
"MAD R0.y, R0.y, c2.x, c2.x;\n"
"TEX R1.xyzw, fragment.texcoord[0], texture[3], 2D;\n" //get diffuse color
"TEX R2.xyz, fragment.texcoord[1], texture[0], 2D;\n" //get lightmap color
"MAD R0.xyz, R1, R0.y, R0.w;\n"
"MUL result.color.xyz, R0, R2;\n"
"MOV result.color.w, R1.w;\n" //right alpha for alpha tested surfaces
"END";
static char delux_fragment_program_colored[] =
"!!ARBfp1.0\n"
"PARAM u0 = program.env[0];\n"
"PARAM c0 = {2, 2, 2, 16};\n"
"PARAM c1 = {-1, 1, 1, 0};\n"
"PARAM c2 = {0.5, 0.5, 0.5, 0};\n"
"TEMP R0;\n"
"TEMP R1;\n"
"TEMP R2;\n"
"TEMP R3;\n"
"TEMP R4;\n"
"TEMP gloss;\n"
"TEX R0.xyz, fragment.texcoord[1], texture[1], 2D;\n"
"TEX R1, fragment.texcoord[0], texture[2], 2D;\n"
"MAD R0.xyz, c0.x, R0, c1.x;\n"
"DP3 R2.x, R0, fragment.texcoord[2];\n"
"ADD R3.xyz, u0, -fragment.texcoord[5];\n"
"DP3 R4.x, R3, fragment.texcoord[2];\n"
"DP3 R2.y, R0, -fragment.texcoord[3];\n"
"DP3 R2.z, R0, fragment.texcoord[4];\n"
"DP3 R4.y, R3, fragment.texcoord[3];\n"
"DP3 R4.z, R3, fragment.texcoord[4];\n"
"DP3 R0.w, R2, R2;\n"
"RSQ R0.w, R0.w;\n"
"MUL R2.xyz, R0.w, R2;\n"
"DP3 R0.w, R4, R4;\n"
"RSQ R0.w, R0.w;\n"
"MAD R4.xyz, R0.w, R4, R2;\n"
"MUL R4.xyz, R4, c2.x;\n"
"MAD R1.xyz, c0.x, R1, c1.x;\n"
"DP3_SAT R0.w, R4, R1;\n"
"POW R0.w, R0.w, c0.w;\n"
"DP3_SAT R0.y, R2, R1;\n"
"TEX gloss, fragment.texcoord[0], texture[4], 2D;\n"
"MUL gloss, R0.w, gloss;\n"
"TEX R1.xyzw, fragment.texcoord[0], texture[3], 2D;\n"
"MAD R0.y, R0.y, c2.x, c2.x;\n"
"TEX R2.xyz, fragment.texcoord[1], texture[0], 2D;\n"
"MAD R0.xyz, R1, R0.y, gloss;\n"
"MUL result.color, R0, R2;\n"
"MOV result.color.w, R1.w;\n" //right alpha for alpha tested surfaces
"END";
static char glare_vertex_program[] =
"!!ARBvp1.0\n"
"OPTION ARB_position_invariant;\n"
"PARAM ofs1 = { 0.015625, 0.015625, 0 , 0.015625};\n"
"PARAM ofs2 = {-0.015625, 0.015625, 0.015625, 0 };\n"
"PARAM ofs3 = { 0 , 0 ,-0.015625,-0 };\n"
"PARAM ofs4 = { 0.015625,-0.015625, 0 ,-0.015625};\n"
"PARAM ofs5 = {-0.015625,-0.015625, 123 ,123 };\n"
"PARAM texMatrix[4] = { state.matrix.texture[0] };\n"
"ATTRIB iPos = vertex.position;\n"
"ATTRIB iTex0 = vertex.texcoord[0];\n"
"OUTPUT oTex0 = result.texcoord[0];\n"
"OUTPUT oTex1 = result.texcoord[1];\n"
"OUTPUT oTex2 = result.texcoord[2];\n"
"OUTPUT oTex3 = result.texcoord[3];\n"
"OUTPUT oTex4 = result.texcoord[4];\n"
"TEMP tex0;\n"
"DP4 tex0.x, texMatrix[0], iTex0;\n"
"DP4 tex0.y, texMatrix[1], iTex0;\n"
"DP4 tex0.z, texMatrix[2], iTex0;\n"
"DP4 tex0.w, texMatrix[3], iTex0;\n"
"MOV oTex0, tex0;\n"
"ADD oTex1, tex0, ofs1.zwww;\n"
"ADD oTex2, tex0, ofs2.zwww;\n"
"ADD oTex3, tex0, ofs3.zwww;\n"
"ADD oTex4, tex0, ofs4.zwww;\n"
"END";
static char glare_fragment_program[] =
"!!ARBfp1.0\n"
"ATTRIB tex0 = fragment.texcoord[0];\n"
"ATTRIB tex1 = fragment.texcoord[1];\n"
"ATTRIB tex2 = fragment.texcoord[2];\n"
"ATTRIB tex3 = fragment.texcoord[3];\n"
"ATTRIB tex4 = fragment.texcoord[4];\n"
"PARAM ofs5 = {-0.015625,-0.015625, 0 ,123 };\n"
"PARAM scaler = {0.06, 0.06, 0.06, 0.06};\n"
"OUTPUT outColor = result.color;\n"
"TEMP sum, lookup;\n"
"TEX sum, tex0, texture[0], 2D;\n"
"TEX lookup, tex1, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"TEX lookup, tex2, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"TEX lookup, tex3, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"TEX lookup, tex4, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
/*
"ADD coord, tex0, ofs1.xyyy;\n"
"TEX sum, coord, texture[0], 2D;\n"
"ADD coord, tex0, ofs1.zwww;\n"
"TEX lookup, coord, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"ADD coord, tex0, ofs2.xyyy;\n"
"TEX lookup2, coord, texture[0], 2D;\n"
"ADD sum, lookup2, sum;\n"
"ADD coord, tex0, ofs2.zwww;\n"
"TEX lookup3, coord, texture[0], 2D;\n"
"ADD sum, lookup3, sum;\n"
"ADD coord, tex0, ofs3.xyyy;\n"
"TEX lookup, coord, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"ADD coord, tex0, ofs3.zwww;\n"
"TEX lookup, tex0, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"ADD coord, tex0, ofs4.zyyy;\n"
"TEX lookup, coord, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"ADD coord, tex0, ofs4.zwww;\n"
"TEX lookup, coord, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
"ADD coord, tex0, ofs5.zyyy;\n"
"TEX lookup, coord, texture[0], 2D;\n"
"ADD sum, lookup, sum;\n"
*/
"MUL sum, scaler, sum;\n"
"SUB outColor, sum, ofs5.zzzz;\n"
"END";
typedef enum
{
V_BUMP_PROGRAM = 0,
V_BUMP_PROGRAM2,
V_DELUX_PROGRAM,
V_BLUR_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,
F_BLUR_PROGRAM,
MAX_F_PROGRAM
} f_programs;
static char* vertex_progs[MAX_V_PROGRAM] =
{
bump_vertex_program,
bump_vertex_program2,
delux_vertex_program,
glare_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,
glare_fragment_program
};
static GLuint vertex_programs[MAX_V_PROGRAM];
static GLuint fragment_programs[MAX_F_PROGRAM];
#define ARBDEBUG
#if defined(ARBDEBUG) && defined(_WIN32)
static void ARB_checkerror()
{
GLuint error = glGetError();
if ( error != GL_NO_ERROR )
{
int line;
const char* err;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &line);
err = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
_asm { int 3 };
error = 0;
}
}
#else
#define ARB_checkerror() do { } while(0)
#endif
void ARB_CreateShaders()
{
int i;
#if !defined(__APPLE__) && !defined (MACOSX)
SAFE_GET_PROC(qglVertexAttrib1sARB,glVertexAttrib1sARBPROC,"glVertexAttrib1sARB");
SAFE_GET_PROC(qglVertexAttrib1fARB,glVertexAttrib1fARBPROC,"glVertexAttrib1fARB");
SAFE_GET_PROC(qglVertexAttrib1dARB,glVertexAttrib1dARBPROC,"glVertexAttrib1dARB");
SAFE_GET_PROC(qglVertexAttrib2sARB,glVertexAttrib2sARBPROC,"glVertexAttrib2sARB");
SAFE_GET_PROC(qglVertexAttrib2fARB,glVertexAttrib2fARBPROC,"glVertexAttrib2fARB");
SAFE_GET_PROC(qglVertexAttrib2dARB,glVertexAttrib2dARBPROC,"glVertexAttrib2dARB");
SAFE_GET_PROC(qglVertexAttrib3sARB,glVertexAttrib3sARBPROC,"glVertexAttrib3sARB");
SAFE_GET_PROC(qglVertexAttrib3fARB,glVertexAttrib3fARBPROC,"glVertexAttrib3fARB");
SAFE_GET_PROC(qglVertexAttrib3dARB,glVertexAttrib3dARBPROC,"glVertexAttrib3dARB");
SAFE_GET_PROC(qglVertexAttrib4sARB,glVertexAttrib4sARBPROC,"glVertexAttrib4sARB");
SAFE_GET_PROC(qglVertexAttrib4fARB,glVertexAttrib4fARBPROC,"glVertexAttrib4fARB");
SAFE_GET_PROC(qglVertexAttrib4dARB,glVertexAttrib4dARBPROC,"glVertexAttrib4dARB");
SAFE_GET_PROC(qglVertexAttrib4NubARB,glVertexAttrib4NubARBPROC,"glVertexAttrib4NubARB");
SAFE_GET_PROC(qglVertexAttrib1svARB,glVertexAttrib1svARBPROC,"glVertexAttrib1svARB");
SAFE_GET_PROC(qglVertexAttrib1fvARB,glVertexAttrib1fvARBPROC,"glVertexAttrib1fvARB");
SAFE_GET_PROC(qglVertexAttrib1dvARB,glVertexAttrib1dvARBPROC,"glVertexAttrib1dvARB");
SAFE_GET_PROC(qglVertexAttrib2svARB,glVertexAttrib2svARBPROC,"glVertexAttrib2svARB");
SAFE_GET_PROC(qglVertexAttrib2fvARB,glVertexAttrib2fvARBPROC,"glVertexAttrib2fvARB");
SAFE_GET_PROC(qglVertexAttrib2dvARB,glVertexAttrib2dvARBPROC,"glVertexAttrib2dvARB");
SAFE_GET_PROC(qglVertexAttrib3svARB,glVertexAttrib3svARBPROC,"glVertexAttrib3svARB");
SAFE_GET_PROC(qglVertexAttrib3fvARB,glVertexAttrib3fvARBPROC,"glVertexAttrib3fvARB");
SAFE_GET_PROC(qglVertexAttrib3dvARB,glVertexAttrib3dvARBPROC,"glVertexAttrib3dvARB");
SAFE_GET_PROC(qglVertexAttrib4bvARB,glVertexAttrib4bvARBPROC,"glVertexAttrib4bvARB");
SAFE_GET_PROC(qglVertexAttrib4svARB,glVertexAttrib4svARBPROC,"glVertexAttrib4svARB");
SAFE_GET_PROC(qglVertexAttrib4ivARB,glVertexAttrib4ivARBPROC,"glVertexAttrib4ivARB");
SAFE_GET_PROC(qglVertexAttrib4ubvARB,glVertexAttrib4ubvARBPROC,"glVertexAttrib4ubvARB");
SAFE_GET_PROC(qglVertexAttrib4usvARB,glVertexAttrib4usvARBPROC,"glVertexAttrib4usvARB");
SAFE_GET_PROC(qglVertexAttrib4uivARB,glVertexAttrib4uivARBPROC,"glVertexAttrib4uivARB");
SAFE_GET_PROC(qglVertexAttrib4fvARB,glVertexAttrib4fvARBPROC,"glVertexAttrib4fvARB");
SAFE_GET_PROC(qglVertexAttrib4dvARB,glVertexAttrib4dvARBPROC,"glVertexAttrib4dvARB");
SAFE_GET_PROC(qglVertexAttrib4NbvARB,glVertexAttrib4NbvARBPROC,"glVertexAttrib4NbvARB");
SAFE_GET_PROC(qglVertexAttrib4NsvARB,glVertexAttrib4NsvARBPROC,"glVertexAttrib4NsvARB");
SAFE_GET_PROC(qglVertexAttrib4NivARB,glVertexAttrib4NivARBPROC,"glVertexAttrib4NivARB");
SAFE_GET_PROC(qglVertexAttrib4NubvARB,glVertexAttrib4NubvARBPROC,"glVertexAttrib4NubvARB");
SAFE_GET_PROC(qglVertexAttrib4NusvARB,glVertexAttrib4NusvARBPROC,"glVertexAttrib4NusvARB");
SAFE_GET_PROC(qglVertexAttrib4NuivARB,glVertexAttrib4NuivARBPROC,"glVertexAttrib4NuivARB");
SAFE_GET_PROC(qglVertexAttribPointerARB,glVertexAttribPointerARBPROC,"glVertexAttribPointerARB");
SAFE_GET_PROC(qglEnableVertexAttribArrayARB,glEnableVertexAttribArrayARBPROC,"glEnableVertexAttribArrayARB");
SAFE_GET_PROC(qglDisableVertexAttribArrayARB,glDisableVertexAttribArrayARBPROC,"glDisableVertexAttribArrayARB");
SAFE_GET_PROC(qglProgramStringARB,glProgramStringARBPROC,"glProgramStringARB");
SAFE_GET_PROC(qglBindProgramARB,glBindProgramARBPROC,"glBindProgramARB");
SAFE_GET_PROC(qglDeleteProgramsARB,glDeleteProgramsARBPROC,"glDeleteProgramsARB");
SAFE_GET_PROC(qglGenProgramsARB,glGenProgramsARBPROC,"glGenProgramsARB");
SAFE_GET_PROC(qglProgramEnvParameter4dARB,glProgramEnvParameter4dARBPROC,"glProgramEnvParameter4dARB");
SAFE_GET_PROC(qglProgramEnvParameter4dvARB,glProgramEnvParameter4dvARBPROC,"glProgramEnvParameter4dvARB");
SAFE_GET_PROC(qglProgramEnvParameter4fARB,glProgramEnvParameter4fARBPROC,"glProgramEnvParameter4fARB");
SAFE_GET_PROC(qglProgramEnvParameter4fvARB,glProgramEnvParameter4fvARBPROC,"glProgramEnvParameter4fvARB");
SAFE_GET_PROC(qglProgramLocalParameter4dARB,glProgramLocalParameter4dARBPROC,"glProgramLocalParameter4dARB");
SAFE_GET_PROC(qglProgramLocalParameter4dvARB,glProgramLocalParameter4dvARBPROC,"glProgramLocalParameter4dvARB");
SAFE_GET_PROC(qglProgramLocalParameter4fARB,glProgramLocalParameter4fARBPROC,"glProgramLocalParameter4fARB");
SAFE_GET_PROC(qglProgramLocalParameter4fvARB,glProgramLocalParameter4fvARBPROC,"glProgramLocalParameter4fvARB");
SAFE_GET_PROC(qglGetProgramEnvParameterdvARB,glGetProgramEnvParameterdvARBPROC,"glGetProgramEnvParameterdvARB");
SAFE_GET_PROC(qglGetProgramEnvParameterfvARB,glGetProgramEnvParameterfvARBPROC,"glGetProgramEnvParameterfvARB");
SAFE_GET_PROC(qglGetProgramLocalParameterdvARB,glGetProgramLocalParameterdvARBPROC,"glGetProgramLocalParameterdvARB");
SAFE_GET_PROC(qglGetProgramLocalParameterfvARB,glGetProgramLocalParameterfvARBPROC,"glGetProgramLocalParameterfvARB");
SAFE_GET_PROC(qglGetProgramivARB,glGetProgramivARBPROC,"glGetProgramivARB");
SAFE_GET_PROC(qglGetProgramStringARB,glGetProgramStringARBPROC,"glGetProgramStringARB");
SAFE_GET_PROC(qglGetVertexAttribdvARB,glGetVertexAttribdvARBPROC,"glGetVertexAttribdvARB");
SAFE_GET_PROC(qglGetVertexAttribfvARB,glGetVertexAttribfvARBPROC,"glGetVertexAttribfvARB");
SAFE_GET_PROC(qglGetVertexAttribivARB,glGetVertexAttribivARBPROC,"glGetVertexAttribivARB");
SAFE_GET_PROC(qglGetVertexAttribPointervARB,glGetVertexAttribPointervARBPROC,"glGetVertexAttribPointervARB");
SAFE_GET_PROC(qglIsProgramARB,glIsProgramARBPROC,"glIsProgramARB");
if ( strstr(gl_extensions, "GL_ATI_pn_triangles") )
{
SAFE_GET_PROC( qglPNTrianglesiATI, PFNGLPNTRIANGLESIATIPROC, "glPNTrianglesiATI");
SAFE_GET_PROC( qglPNTrianglesfATI, PFNGLPNTRIANGLESFATIPROC, "glPNTrianglesfATI");
}
#endif /* !__APPLE__ && !MACOSX */
glEnable(GL_VERTEX_PROGRAM_ARB);
ARB_checkerror();
qglGenProgramsARB(MAX_V_PROGRAM, &vertex_programs[0]);
ARB_checkerror();
for ( i = 0; i < MAX_V_PROGRAM; i++ )
{
qglBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertex_programs[i]);
ARB_checkerror();
qglProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(vertex_progs[i]), vertex_progs[i]);
ARB_checkerror();
}
glDisable(GL_VERTEX_PROGRAM_ARB);
ARB_checkerror();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ARB_checkerror();
qglGenProgramsARB(MAX_F_PROGRAM, &fragment_programs[0]);
ARB_checkerror();
for ( i = 0; i < MAX_F_PROGRAM; i++ )
{
qglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, fragment_programs[i]);
ARB_checkerror();
qglProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
strlen(fragment_progs[i]), fragment_progs[i]);
ARB_checkerror();
}
glDisable(GL_FRAGMENT_PROGRAM_ARB);
ARB_checkerror();
}
void ARB_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
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glDisable(GL_VERTEX_PROGRAM_ARB);
GL_SelectTexture(GL_TEXTURE2_ARB);
glPopMatrix();
if (currentshadowlight->shader->numstages)
{
GL_SelectTexture(GL_TEXTURE3_ARB);
glPopMatrix();
}
glMatrixMode(GL_MODELVIEW);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
extern qboolean gl_mirroronce;
void ARB_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 = (optional light filter, depends on light settings)
//tex 3/4 = colored gloss map if used
glMatrixMode(GL_TEXTURE);
//
// Textures
//
GL_SelectTexture(GL_TEXTURE0_ARB);
SH_BindBumpmap(shader, 0);
GL_SelectTexture(GL_TEXTURE1_ARB);
SH_BindColormap(shader, 0);
//Texture2 = Atten 3d texture
GL_SelectTexture(GL_TEXTURE2_ARB);
glBindTexture(GL_TEXTURE_3D, atten3d_texture_object);
glPushMatrix();
glLoadIdentity();
if (!gl_mirroronce) {
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_ARB);
ARB_checkerror();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ARB_checkerror();
//Texture3 & 4 colored gloss and/or lightfilter
if (currentshadowlight->shader->numstages)
{
GL_SelectTexture(GL_TEXTURE3_ARB);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, vertex_programs[V_BUMP_PROGRAM2] );
ARB_checkerror();
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 )
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_BUMP_PROGRAM2_COLOR] );
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_BUMP_PROGRAM2] );
}
ARB_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 )
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_BUMP_PROGRAM3_COLOR] );
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_BUMP_PROGRAM3] );
}
ARB_checkerror();
}
}
else
{
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, vertex_programs[V_BUMP_PROGRAM] );
ARB_checkerror();
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_BUMP_PROGRAM_COLOR] );
GL_SelectTexture(GL_TEXTURE3_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_BUMP_PROGRAM] );
}
ARB_checkerror();
}
//Texture5: Paralax bumpmapping
GL_SelectTexture(GL_TEXTURE5_ARB);
qglProgramEnvParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, shader->displaceScale, shader->displaceBias, 0.0, 0.0);
GL_BindAdvanced(shader->displacement);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 0, lo->objectorigin[0],
lo->objectorigin[1], lo->objectorigin[2], 0.0);
ARB_checkerror();
qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 1, lo->objectvieworg[0],
lo->objectvieworg[1], lo->objectvieworg[2], 0.0);
ARB_checkerror();
}
void ARB_EnableDeluxShader(shader_t* shader)
{
glEnable(GL_VERTEX_PROGRAM_ARB);
ARB_checkerror();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
ARB_checkerror();
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, vertex_programs[V_DELUX_PROGRAM] );
ARB_checkerror();
if ( shader->glossstages[0].type == STAGE_GLOSS )
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_DELUX_PROGRAM_COLOR] );
GL_SelectTexture(GL_TEXTURE4_ARB);
GL_BindAdvanced(shader->glossstages[0].texture[0]);
}
else
{
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_DELUX_PROGRAM] );
}
ARB_checkerror();
qglProgramEnvParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0,
r_refdef.vieworg[0], r_refdef.vieworg[1],
r_refdef.vieworg[2], 0.0);
ARB_checkerror();
}
void ARB_DisableDeluxShader(shader_t* shader)
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glDisable(GL_VERTEX_PROGRAM_ARB);
}
/************************
Generic triangle list routines
*************************/
void FormatError(); // In gl_bumpgf.c
void ARB_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();
//
// Vertex Arrays
//
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
//
// Draw stuff
//
ARB_EnableBumpShader(tr, lo, true, shader); //This binds textures too
glDrawElements(GL_TRIANGLES, numIndecies, GL_UNSIGNED_INT, indecies);
ARB_DisableBumpShader(shader); //Cleans up texture state
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
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);
glDisableClientState(GL_VERTEX_ARRAY);
}
/**
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)
*/
void ARB_AddDeluxPass(vertexdef_t *verts, int *indecies, int numIndecies,
shader_t *shader, int lightmapIndex)
{
// 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);
}
SH_SetupAlphaTest(shader);
//
// Vertex arrays
//
// Light map
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Delux map
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Tangents
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->tangentstride, verts->tangents);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//Binormals
qglClientActiveTextureARB(GL_TEXTURE3_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->binormalstride, verts->binormals);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Normals
qglClientActiveTextureARB(GL_TEXTURE4_ARB);
GL_TexCoordPointer(3, GL_FLOAT, verts->normalstride, verts->normals);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//
// Textures
//
// light color (tex0)
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(lightmap_textures+lightmapIndex);
// delux map (tex1)
GL_SelectTexture(GL_TEXTURE1_ARB);
GL_Bind(lightmap_textures+lightmapIndex+1);
// Setup normal map (tex2)
GL_SelectTexture(GL_TEXTURE2_ARB);
SH_BindBumpmap(shader, 0);
//Color map (on tex3)
GL_SelectTexture(GL_TEXTURE3_ARB);
SH_BindColormap(shader, 0);
//Draw the stuff
ARB_EnableDeluxShader(shader);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
ARB_DisableDeluxShader(shader);
//Unbind arrays
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);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
void ARB_AddLightmapPass(vertexdef_t *verts, int *indecies, int numIndecies,
shader_t *shader, int lightmapIndex)
{
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);
}
SH_SetupAlphaTest(shader);
//
// Vertex arrays
//
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->lightmapstride, verts->lightmapcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//
// Textures
//
GL_SelectTexture(GL_TEXTURE0_ARB);
SH_BindColormap(shader, 0);
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
GL_Bind(lightmap_textures+lightmapIndex);
//Draw the stuff
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
//Unbind arrays
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
//Unbind textures
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE0_ARB);
}
void ARB_AddLVertexColorPass(vertexdef_t *verts, int *indecies,
int numIndecies, shader_t *shader)
{
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);
}
SH_SetupAlphaTest(shader);
//
// Vertex arrays
//
GL_ColorPointer(3, GL_UNSIGNED_BYTE, verts->colorstride, verts->colors);
glEnableClientState(GL_COLOR_ARRAY);
glShadeModel(GL_SMOOTH);
//
// Textures
//
GL_SelectTexture(GL_TEXTURE0_ARB);
SH_BindColormap(shader, 0);
//Draw the stuff
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
//Unbind arrays
glDisableClientState(GL_COLOR_ARRAY);
}
void ARB_drawTriangleListBase (vertexdef_t *verts, int *indecies,
int numIndecies, shader_t *shader,
int lightmapIndex)
{
int i;
if (!shader->cull)
glDisable(GL_CULL_FACE);
glColor3ub(255,255,255);
//Setup vertex arrays
glGetError();
GL_VertexPointer(3, GL_FLOAT, verts->vertexstride, verts->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_TexCoordPointer(2, GL_FLOAT, verts->texcoordstride, verts->texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
for ( i = 0; i < shader->numstages; i++)
{
SH_SetupSimpleStage(&shader->stages[i]);
glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
glPopMatrix();
}
glMatrixMode(GL_MODELVIEW);
//Do we have a precalculated lightmap
if (!IsNullDriver(verts->lightmapcoords) && (lightmapIndex >= 0) && (shader->flags & SURF_PPLIGHT))
{
if (sh_delux.value)
ARB_AddDeluxPass(verts, indecies, numIndecies, shader, lightmapIndex);
else
ARB_AddLightmapPass(verts, indecies, numIndecies, shader, lightmapIndex);
//Use vertex colors or just black
}
else
{
if (!IsNullDriver(verts->colors) && (shader->flags & SURF_PPLIGHT))
{
ARB_AddLVertexColorPass(verts, indecies, numIndecies, shader);
}
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);
}
}
}
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
if (!shader->cull)
glEnable(GL_CULL_FACE);
}
/*************************
Generic world surfaces routines
**************************/
void ARB_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 ARB_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 ARB_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]);
ARB_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);
}
// 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);
}
}
ARB_EnableDeluxShader(shader);
ARB_sendSurfacesDeLux(surfs, numSurfaces, true);
ARB_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);
ARB_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 ARB_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
ARB_DisableBumpShader(lastshader);
ARB_EnableBumpShader(tr, lo, true, shader);
}
else
{
if ( !lastshader )
{
// Enable shader for the first surface
ARB_EnableBumpShader(tr, lo, true, shader);
}
}
if (!shader->cull)
{
glDisable(GL_CULL_FACE);
cull = false;
}
else
{
if (!cull)
glEnable(GL_CULL_FACE);
cull = true;
}
// Setup displacement map
/*GL_SelectTexture(GL_TEXTURE5_ARB);
glEnable(GL_TEXTURE_2D);
qglProgramEnvParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, shader->displaceScale, shader->displaceBias, 0.0, 0.0);
GL_BindAdvanced(shader->displacement);*/
//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 )
ARB_DisableBumpShader(lastshader);
GL_SelectTexture(GL_TEXTURE5_ARB);
glDisable(GL_TEXTURE_2D);
}
void ARB_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]);
ARB_sendSurfacesTA(surfs,numSurfaces, tr, lo);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void ARB_freeDriver(void)
{
//nothing here...
}
void BUMP_InitARB(void)
{
GLint errPos, errCode;
const GLubyte *errString;
if ( gl_cardtype != ARB ) return;
ARB_CreateShaders();
//bind the correct stuff to the bump mapping driver
gl_bumpdriver.drawSurfaceListBase = ARB_drawSurfaceListBase;
gl_bumpdriver.drawSurfaceListBump = ARB_drawSurfaceListBump;
gl_bumpdriver.drawTriangleListBase = ARB_drawTriangleListBase;
gl_bumpdriver.drawTriangleListBump = ARB_drawTriangleListBump;
gl_bumpdriver.freeDriver = ARB_freeDriver;
}
void BindGlareShader(void)
{
glEnable(GL_VERTEX_PROGRAM_ARB);
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, vertex_programs[V_BLUR_PROGRAM] );
glEnable(GL_FRAGMENT_PROGRAM_ARB);
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, fragment_programs[F_BLUR_PROGRAM] );
}
void UnbindGlareShader(void)
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glDisable(GL_VERTEX_PROGRAM_ARB);
}