1373 lines
39 KiB
C
1373 lines
39 KiB
C
/*
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Copyright (C) 2001-2002 Charles Hollemeersch
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NV_fragment_progam version (C) 2003 Jarno Paananen
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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PENTA: the whole file is freakin penta...
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Same as gl_bumpmap.c but NV30+ optimized as they can't quite cope with the
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ARB path
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These routines require 6 texture units, NV vertex shader and pixel shader extensions
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All lights require 1 pass:
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1 diffuse + specular with optional light filter
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*/
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#include "quakedef.h"
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// NV_vertex_program is already in glquake.h
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// NV_fragment_program
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#ifndef GL_NV_fragment_program
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#define GL_FRAGMENT_PROGRAM_NV 0x8870
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#define GL_MAX_TEXTURE_COORDS_NV 0x8871
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#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872
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#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873
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#define GL_PROGRAM_ERROR_STRING_NV 0x8874
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#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868
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#endif
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#ifndef GL_NV_fragment_program
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#define GL_NV_fragment_program 1
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#ifdef GL_GLEXT_PROTOTYPES
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extern void APIENTRY qglProgramNamedParameter4fNV(GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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extern void APIENTRY qglProgramNamedParameter4dNV(GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
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extern void APIENTRY qglProgramNamedParameter4fvNV(GLuint id, GLsizei len, const GLubyte *name, const GLfloat v[]);
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extern void APIENTRY qglProgramNamedParameter4dvNV(GLuint id, GLsizei len, const GLubyte *name, const GLdouble v[]);
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extern void APIENTRY qglGetProgramNamedParameterfvNV(GLuint id, GLsizei len, const GLubyte *name, GLfloat *params);
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extern void APIENTRY qglGetProgramNamedParameterdvNV(GLuint id, GLsizei len, const GLubyte *name, GLdouble *params);
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#endif
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typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
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typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat v[]);
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typedef void (APIENTRY * PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble v[]);
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typedef void (APIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params);
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typedef void (APIENTRY * PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params);
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#endif
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typedef void (APIENTRY * glProgramLocalParameter4fARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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glProgramLocalParameter4fARBPROC qglProgramLocalParameter4fARB;
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static char bump_vertex_program[] =
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"!!VP1.1\n"
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"OPTION NV_position_invariant;\n"
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"DP4 o[TEX3].x, c[4], v[OPOS];\n"
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"DP4 o[TEX3].y, c[5], v[OPOS];\n"
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"DP4 o[TEX3].z, c[6], v[OPOS];\n"
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"DP4 o[TEX3].w, c[7], v[OPOS];\n"
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"MOV o[TEX0], v[TEX0];\n"
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"ADD R0, c[0], -v[OPOS];\n"
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"DP3 R0.w, R0, R0;\n"
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"RSQ R0.w, R0.w;\n"
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"MUL R0, R0, R0.w;\n"
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"ADD R1, c[1], -v[OPOS];\n"
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"DP3 R1.w, R1, R1;\n"
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"RSQ R1.w, R1.w;\n"
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"MUL R1, R1, R1.w;\n"
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"ADD R1, R0, R1;\n"
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"MUL R1, R1, c[2];\n"
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"DP3 o[TEX1].x, R0, v[TEX1];\n"
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"DP3 o[TEX1].y, R0, v[TEX2];\n"
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"DP3 o[TEX1].z, R0, v[TEX3];\n"
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"DP3 o[TEX2].x, R1, v[TEX1];\n"
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"DP3 o[TEX2].y, R1, v[TEX2];\n"
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"DP3 o[TEX2].z, R1, v[TEX3];\n"
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"MOV o[COL0], v[COL0];\n"
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"END";
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static char bump_vertex_program2[] =
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"!!VP1.1\n"
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"OPTION NV_position_invariant;\n"
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"DP4 o[TEX3].x, c[4], v[OPOS];\n"
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"DP4 o[TEX3].y, c[5], v[OPOS];\n"
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"DP4 o[TEX3].z, c[6], v[OPOS];\n"
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"DP4 o[TEX3].w, c[7], v[OPOS];\n"
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"DP4 o[TEX4].x, c[8], v[OPOS];\n"
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"DP4 o[TEX4].y, c[9], v[OPOS];\n"
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"DP4 o[TEX4].z, c[10], v[OPOS];\n"
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"DP4 o[TEX4].w, c[11], v[OPOS];\n"
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"MOV o[TEX0], v[TEX0];\n"
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"ADD R0, c[0], -v[OPOS];\n"
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"DP3 R0.w, R0, R0;\n"
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"RSQ R0.w, R0.w;\n"
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"MUL R0, R0, R0.w;\n"
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"ADD R1, c[1], -v[OPOS];\n"
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"DP3 R1.w, R1, R1;\n"
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"RSQ R1.w, R1.w;\n"
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"MUL R1, R1, R1.w;\n"
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"ADD R1, R0, R1;\n"
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"MUL R1, R1, c[2];\n"
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"DP3 o[TEX1].x, R0, v[TEX1];\n"
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"DP3 o[TEX1].y, R0, v[TEX2];\n"
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"DP3 o[TEX1].z, R0, v[TEX3];\n"
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"DP3 o[TEX2].x, R1, v[TEX1];\n"
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"DP3 o[TEX2].y, R1, v[TEX2];\n"
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"DP3 o[TEX2].z, R1, v[TEX3];\n"
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"MOV o[COL0], v[COL0];\n"
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"END";
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static char delux_vertex_program[] =
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"!!VP1.1\n"
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"OPTION NV_position_invariant;\n"
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"MOV o[TEX0], v[TEX0];\n"
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"MOV o[TEX1], v[TEX1];\n"
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"MOV o[TEX2], v[TEX2];\n"
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"MOV o[TEX3], v[TEX3];\n"
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"MOV o[TEX4], v[TEX4];\n"
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"MOV o[TEX5], v[OPOS];\n"
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"END";
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static char bump_fragment_program[] =
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"!!FP1.0\n"
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"TEX H0, f[TEX0], TEX0, 2D;\n"
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"TEX H1, f[TEX1], TEX3, CUBE;\n"
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"MADH H0.xyz, H0, 2, -1;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.x, H0, H1;\n"
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"TEX H3, f[TEX0], TEX1, 2D;\n"
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"MULH H3, H3, H2.x;\n"
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"MULH H3, H3, f[COL0];\n"
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"MULH_SAT H2.y, H1.z, 8;\n"
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"MULH H2.x, H2.x, H2.y;\n"
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"TEX H1, f[TEX2], TEX3, CUBE;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.z, H0, H1;\n"
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"POWH H2.z, H2.z, 16;\n"
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"MULX H2.z, H2.z, H0.w;\n"
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"MADX H3, H3, H2.y, H2.z;\n"
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"TEX H1, f[TEX3], TEX2, 3D;\n"
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"MULX_SAT o[COLH], H3, H1;\n"
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"END";
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static char bump_fragment_program_colored[] =
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"!!FP1.0\n"
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"TEX H0, f[TEX0], TEX0, 2D;\n"
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"TEX H1, f[TEX1], TEX3, CUBE;\n"
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"MADH H0.xyz, H0, 2, -1;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.x, H0, H1;\n"
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"TEX H3, f[TEX0], TEX1, 2D;\n"
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"MULH H3, H3, H2.x;\n"
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"MULH H3, H3, f[COL0];\n"
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"MULH_SAT H2.y, H1.z, 8;\n"
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"MULH H2.x, H2.x, H2.y;\n"
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"TEX H1, f[TEX2], TEX3, CUBE;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.z, H0, H1;\n"
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"POWH H2.z, H2.z, 16;\n"
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"TEX H1, f[TEX3], TEX2, 3D;\n"
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"TEX H0, f[TEX0], TEX4, 2D;\n"
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"MULX H0, H2.z, H0;\n"
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"MADX H3, H3, H2.y, H0;\n"
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"MULX_SAT o[COLH], H3, H1;\n"
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"END";
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static char bump_fragment_program2[] =
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"!!FP1.0\n"
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"TEX H0, f[TEX0], TEX0, 2D;\n"
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"TEX H1, f[TEX1], TEX3, CUBE;\n"
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"MADH H0.xyz, H0, 2, -1;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.x, H0, H1;\n"
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"TEX H3, f[TEX0], TEX1, 2D;\n"
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"MULH H3, H3, H2.x;\n"
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"MULH H3, H3, f[COL0];\n"
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"MULH_SAT H2.y, H1.z, 8;\n"
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"MULH H2.x, H2.x, H2.y;\n"
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"TEX H1, f[TEX2], TEX3, CUBE;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.z, H0, H1;\n"
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"POWH H2.z, H2.z, 16;\n"
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"MULX H2.z, H2.z, H0.w;\n"
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"MADX H3, H3, H2.y, H2.z;\n"
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"TEX H1, f[TEX3], TEX2, 3D;\n"
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"TEX H2, f[TEX4], TEX4, CUBE;\n"
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"MULX H3, H3, H2;\n"
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"MULX_SAT o[COLH], H3, H1;\n"
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"END";
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static char bump_fragment_program2_colored[] =
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"!!FP1.0\n"
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"TEX H0, f[TEX0], TEX0, 2D;\n"
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"TEX H1, f[TEX1], TEX3, CUBE;\n"
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"MADH H0.xyz, H0, 2, -1;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.x, H0, H1;\n"
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"TEX H3, f[TEX0], TEX1, 2D;\n"
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"MULH H3, H3, H2.x;\n"
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"MULH H3, H3, f[COL0];\n"
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"MULH_SAT H2.y, H1.z, 8;\n"
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"MULH H2.x, H2.x, H2.y;\n"
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"TEX H1, f[TEX2], TEX3, CUBE;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.z, H0, H1;\n"
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"POWH H2.z, H2.z, 16;\n"
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"TEX H0, f[TEX0], TEX5, 2D;\n"
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"MULX H0, H2.z, H0;\n"
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"MADX H3, H3, H2.y, H0;\n"
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"TEX H1, f[TEX3], TEX2, 3D;\n"
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"TEX H2, f[TEX4], TEX4, CUBE;\n"
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"MULX H3, H3, H2;\n"
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"MULX_SAT o[COLH], H3, H1;\n"
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"END";
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static char bump_fragment_program3[] =
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"!!FP1.0\n"
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"TEX H0, f[TEX0], TEX0, 2D;\n"
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"TEX H1, f[TEX1], TEX3, CUBE;\n"
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"MADH H0.xyz, H0, 2, -1;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.x, H0, H1;\n"
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"TEX H3, f[TEX0], TEX1, 2D;\n"
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"MULH H3, H3, H2.x;\n"
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"MULH H3, H3, f[COL0];\n"
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"MULH_SAT H2.y, H1.z, 8;\n"
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"MULH H2.x, H2.x, H2.y;\n"
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"TEX H1, f[TEX2], TEX3, CUBE;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.z, H0, H1;\n"
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"POWH H2.z, H2.z, 16;\n"
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"MULX H2.z, H2.z, H0.w;\n"
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"MADX H3, H3, H2.y, H2.z;\n"
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"TEX H1, f[TEX3], TEX2, 3D;\n"
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"TEX H2, f[TEX4], TEX4, 2D;\n"
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"MULX H3, H3, H2;\n"
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"MULX_SAT o[COLH], H3, H1;\n"
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"END";
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static char bump_fragment_program3_colored[] =
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"!!FP1.0\n"
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"TEX H0, f[TEX0], TEX0, 2D;\n"
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"TEX H1, f[TEX1], TEX3, CUBE;\n"
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"MADH H0.xyz, H0, 2, -1;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.x, H0, H1;\n"
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"TEX H3, f[TEX0], TEX1, 2D;\n"
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"MULH H3, H3, H2.x;\n"
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"MULH H3, H3, f[COL0];\n"
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"MULH_SAT H2.y, H1.z, 8;\n"
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"MULH H2.x, H2.x, H2.y;\n"
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"TEX H1, f[TEX2], TEX3, CUBE;\n"
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"MADH H1.xyz, H1, 2, -1;\n"
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"DP3H_SAT H2.z, H0, H1;\n"
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"POWH H2.z, H2.z, 16;\n"
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"TEX H0, f[TEX0], TEX5, 2D;\n"
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"MULX H0, H2.z, H0;\n"
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"MADX H3, H3, H2.y, H0;\n"
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"TEX H1, f[TEX3], TEX2, 3D;\n"
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"TEX H2, f[TEX4], TEX4, 2D;\n"
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"MULX H3, H3, H2;\n"
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"MULX_SAT o[COLH], H3, H1;\n"
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"END";
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static char delux_fragment_program[] =
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"!!FP1.0\n"
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"TEX R0, f[TEX1], TEX1, 2D;\n"
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"TEX R1, f[TEX0], TEX2, 2D;\n"
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"MADR R0.xyz, R0, 2, -1;\n"
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"ADDR R3.xyz, p[0], -f[TEX5];\n"
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"DP3R R2.x, R0, f[TEX2];\n"
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"DP3R R2.y, R0, f[TEX3];\n"
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"DP3R R2.z, R0, f[TEX4];\n"
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"DP3R R4.x, R3, f[TEX2];\n"
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"DP3R R4.y, R3, f[TEX3];\n"
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"DP3R R4.z, R3, f[TEX4];\n"
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"DP3R R0.x, R2, R2;\n"
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"RSQR R0.x, R0.x;\n"
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"MULR R2.xyz, R0.x, R2;\n"
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"DP3R R0.x, R4, R4;\n"
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"RSQR R0.x, R0.x;\n"
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"MADR R4.xyz, R0.x, R4, R2;\n"
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"MULR R4.xyz, R4, 0.5;\n"
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"MOVR R0.w, R1.w;\n"
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"MADR R0.xyz, R1, 2, -1;\n"
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"DP3R_SAT R1.x, R4, R0;\n"
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"POWR R1.x, R1.x, 16;\n"
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"MULR R1.x, R1.x, R0.w;\n"
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"DP3R_SAT R0.x, R2, R0;\n"
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"TEX R2, f[TEX0], TEX3, 2D;\n"
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"TEX R3, f[TEX1], TEX0, 2D;\n"
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"MADR R0, R2, R0.x, R1.x;\n"
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"MULR o[COLR], R0, R3;\n"
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"END";
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static char delux_fragment_program_colored[] =
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"!!FP1.0\n"
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"TEX R0, f[TEX1], TEX1, 2D;\n"
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"TEX R1, f[TEX0], TEX2, 2D;\n"
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"MADR R0.xyz, R0, 2, -1;\n"
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"ADDR R3.xyz, p[0], -f[TEX5];\n"
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"DP3R R2.x, R0, f[TEX2];\n"
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"DP3R R2.y, R0, f[TEX3];\n"
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"DP3R R2.z, R0, f[TEX4];\n"
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"DP3R R4.x, R3, f[TEX2];\n"
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"DP3R R4.y, R3, f[TEX3];\n"
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"DP3R R4.z, R3, f[TEX4];\n"
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"DP3R R0.x, R2, R2;\n"
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"RSQR R0.x, R0.x;\n"
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"MULR R2.xyz, R0.x, R2;\n"
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"DP3R R0.x, R4, R4;\n"
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"RSQR R0.x, R0.x;\n"
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"MADR R4.xyz, R0.x, R4, R2;\n"
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"MULR R4.xyz, R4, 0.5;\n"
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"MOVR R0.w, R1.w;\n"
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"MADR R0.xyz, R1, 2, -1;\n"
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"DP3R_SAT R1.x, R4, R0;\n"
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|
"POWR R1.x, R1.x, 16;\n"
|
|
"TEX R0, f[TEX0], TEX4, 2D;\n"
|
|
"MULR R1, R1.x, R0;\n"
|
|
"DP3R_SAT R0.x, R2, R0;\n"
|
|
"TEX R2, f[TEX0], TEX3, 2D;\n"
|
|
"TEX R3, f[TEX1], TEX0, 2D;\n"
|
|
"MADR R0, R2, R0.x, R1;\n"
|
|
"MULR o[COLR], R0, R3;\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(¤tshadowlight->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(¤tshadowlight->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(¤tshadowlight->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)
|
|
{
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|
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(¤tshadowlight->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;
|
|
}
|