mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
d717aaf01e
Conflicts: code/renderergl1/tr_init.c code/renderergl2/tr_init.c
1713 lines
43 KiB
C
1713 lines
43 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_shade.c
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#include "tr_local.h"
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/*
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THIS ENTIRE FILE IS BACK END
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This file deals with applying shaders to surface data in the tess struct.
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*/
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/*
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==================
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R_DrawElements
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==================
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*/
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void R_DrawElements( int numIndexes, int firstIndex )
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{
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qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(glIndex_t)));
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}
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/*
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=============================================================
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SURFACE SHADERS
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=============================================================
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*/
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shaderCommands_t tess;
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/*
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=================
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R_BindAnimatedImageToTMU
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=================
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*/
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static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
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int64_t index;
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if ( bundle->isVideoMap ) {
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ri.CIN_RunCinematic(bundle->videoMapHandle);
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ri.CIN_UploadCinematic(bundle->videoMapHandle);
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GL_BindToTMU(tr.scratchImage[bundle->videoMapHandle], tmu);
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return;
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}
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if ( bundle->numImageAnimations <= 1 ) {
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GL_BindToTMU( bundle->image[0], tmu);
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return;
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}
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// it is necessary to do this messy calc to make sure animations line up
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// exactly with waveforms of the same frequency
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index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
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index >>= FUNCTABLE_SIZE2;
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if ( index < 0 ) {
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index = 0; // may happen with shader time offsets
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}
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// Windows x86 doesn't load renderer DLL with 64 bit modulus
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//index %= bundle->numImageAnimations;
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while ( index >= bundle->numImageAnimations ) {
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index -= bundle->numImageAnimations;
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}
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GL_BindToTMU( bundle->image[ index ], tmu );
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}
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/*
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================
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DrawTris
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Draws triangle outlines for debugging
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================
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*/
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static void DrawTris (shaderCommands_t *input) {
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GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
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GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
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qglDepthRange( 0, 0 );
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{
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shaderProgram_t *sp = &tr.textureColorShader;
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vec4_t color;
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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VectorSet4(color, 1, 1, 1, 1);
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
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GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
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R_DrawElements(input->numIndexes, input->firstIndex);
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}
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qglDepthRange( 0, 1 );
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}
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/*
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================
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DrawNormals
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Draws vertex normals for debugging
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================
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*/
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static void DrawNormals (shaderCommands_t *input) {
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//FIXME: implement this
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}
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/*
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==============
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RB_BeginSurface
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We must set some things up before beginning any tesselation,
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because a surface may be forced to perform a RB_End due
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to overflow.
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==============
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*/
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void RB_BeginSurface( shader_t *shader, int fogNum, int cubemapIndex ) {
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shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader;
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tess.numIndexes = 0;
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tess.firstIndex = 0;
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tess.numVertexes = 0;
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tess.shader = state;
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tess.fogNum = fogNum;
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tess.cubemapIndex = cubemapIndex;
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tess.dlightBits = 0; // will be OR'd in by surface functions
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tess.pshadowBits = 0; // will be OR'd in by surface functions
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tess.xstages = state->stages;
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tess.numPasses = state->numUnfoggedPasses;
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tess.currentStageIteratorFunc = state->optimalStageIteratorFunc;
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tess.useInternalVao = qtrue;
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tess.useCacheVao = qfalse;
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tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
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if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) {
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tess.shaderTime = tess.shader->clampTime;
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}
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if (backEnd.viewParms.flags & VPF_SHADOWMAP)
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{
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tess.currentStageIteratorFunc = RB_StageIteratorGeneric;
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}
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}
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extern float EvalWaveForm( const waveForm_t *wf );
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extern float EvalWaveFormClamped( const waveForm_t *wf );
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static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatrix, float *outOffTurb)
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{
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int tm;
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float matrix[6], currentmatrix[6];
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textureBundle_t *bundle = &pStage->bundle[bundleNum];
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matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f;
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matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f;
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currentmatrix[0] = 1.0f; currentmatrix[2] = 0.0f; currentmatrix[4] = 0.0f;
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currentmatrix[1] = 0.0f; currentmatrix[3] = 1.0f; currentmatrix[5] = 0.0f;
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outMatrix[0] = 1.0f; outMatrix[2] = 0.0f;
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outMatrix[1] = 0.0f; outMatrix[3] = 1.0f;
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outOffTurb[0] = 0.0f; outOffTurb[1] = 0.0f; outOffTurb[2] = 0.0f; outOffTurb[3] = 0.0f;
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for ( tm = 0; tm < bundle->numTexMods ; tm++ ) {
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switch ( bundle->texMods[tm].type )
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{
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case TMOD_NONE:
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tm = TR_MAX_TEXMODS; // break out of for loop
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break;
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case TMOD_TURBULENT:
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RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &outOffTurb[2], &outOffTurb[3]);
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break;
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case TMOD_ENTITY_TRANSLATE:
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RB_CalcScrollTexMatrix( backEnd.currentEntity->e.shaderTexCoord, matrix );
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break;
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case TMOD_SCROLL:
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RB_CalcScrollTexMatrix( bundle->texMods[tm].scroll,
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matrix );
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break;
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case TMOD_SCALE:
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RB_CalcScaleTexMatrix( bundle->texMods[tm].scale,
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matrix );
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break;
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case TMOD_STRETCH:
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RB_CalcStretchTexMatrix( &bundle->texMods[tm].wave,
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matrix );
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break;
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case TMOD_TRANSFORM:
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RB_CalcTransformTexMatrix( &bundle->texMods[tm],
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matrix );
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break;
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case TMOD_ROTATE:
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RB_CalcRotateTexMatrix( bundle->texMods[tm].rotateSpeed,
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matrix );
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break;
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default:
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ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name );
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break;
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}
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switch ( bundle->texMods[tm].type )
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{
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case TMOD_NONE:
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case TMOD_TURBULENT:
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default:
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break;
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case TMOD_ENTITY_TRANSLATE:
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case TMOD_SCROLL:
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case TMOD_SCALE:
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case TMOD_STRETCH:
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case TMOD_TRANSFORM:
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case TMOD_ROTATE:
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outMatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1];
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outMatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1];
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outMatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3];
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outMatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3];
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outOffTurb[0] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4];
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outOffTurb[1] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5];
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currentmatrix[0] = outMatrix[0];
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currentmatrix[1] = outMatrix[1];
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currentmatrix[2] = outMatrix[2];
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currentmatrix[3] = outMatrix[3];
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currentmatrix[4] = outOffTurb[0];
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currentmatrix[5] = outOffTurb[1];
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break;
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}
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}
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}
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static void ComputeDeformValues(int *deformGen, vec5_t deformParams)
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{
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// u_DeformGen
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*deformGen = DGEN_NONE;
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if(!ShaderRequiresCPUDeforms(tess.shader))
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{
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deformStage_t *ds;
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// only support the first one
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ds = &tess.shader->deforms[0];
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switch (ds->deformation)
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{
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case DEFORM_WAVE:
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*deformGen = ds->deformationWave.func;
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deformParams[0] = ds->deformationWave.base;
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deformParams[1] = ds->deformationWave.amplitude;
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deformParams[2] = ds->deformationWave.phase;
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deformParams[3] = ds->deformationWave.frequency;
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deformParams[4] = ds->deformationSpread;
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break;
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case DEFORM_BULGE:
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*deformGen = DGEN_BULGE;
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deformParams[0] = 0;
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deformParams[1] = ds->bulgeHeight; // amplitude
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deformParams[2] = ds->bulgeWidth; // phase
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deformParams[3] = ds->bulgeSpeed; // frequency
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deformParams[4] = 0;
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break;
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default:
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break;
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}
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}
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}
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static void ProjectDlightTexture( void ) {
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int l;
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vec3_t origin;
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float scale;
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float radius;
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int deformGen;
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vec5_t deformParams;
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if ( !backEnd.refdef.num_dlights ) {
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return;
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}
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ComputeDeformValues(&deformGen, deformParams);
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for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
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dlight_t *dl;
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shaderProgram_t *sp;
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vec4_t vector;
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if ( !( tess.dlightBits & ( 1 << l ) ) ) {
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continue; // this surface definitely doesn't have any of this light
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}
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dl = &backEnd.refdef.dlights[l];
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VectorCopy( dl->transformed, origin );
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radius = dl->radius;
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scale = 1.0f / radius;
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sp = &tr.dlightShader[deformGen == DGEN_NONE ? 0 : 1];
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backEnd.pc.c_dlightDraws++;
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
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if (deformGen != DGEN_NONE)
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{
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GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
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GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
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}
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vector[0] = dl->color[0];
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vector[1] = dl->color[1];
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vector[2] = dl->color[2];
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vector[3] = 1.0f;
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GLSL_SetUniformVec4(sp, UNIFORM_COLOR, vector);
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vector[0] = origin[0];
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vector[1] = origin[1];
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vector[2] = origin[2];
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vector[3] = scale;
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GLSL_SetUniformVec4(sp, UNIFORM_DLIGHTINFO, vector);
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GL_BindToTMU( tr.dlightImage, TB_COLORMAP );
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// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
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// where they aren't rendered
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if ( dl->additive ) {
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GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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}
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else {
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GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
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}
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GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 1);
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R_DrawElements(tess.numIndexes, tess.firstIndex);
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backEnd.pc.c_totalIndexes += tess.numIndexes;
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backEnd.pc.c_dlightIndexes += tess.numIndexes;
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backEnd.pc.c_dlightVertexes += tess.numVertexes;
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}
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}
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static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor, int blend )
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{
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qboolean isBlend = ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR)
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|| ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
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|| ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)
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|| ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);
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qboolean is2DDraw = backEnd.currentEntity == &backEnd.entity2D;
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float overbright = (isBlend || is2DDraw) ? 1.0f : (float)(1 << tr.overbrightBits);
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fog_t *fog;
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baseColor[0] =
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baseColor[1] =
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baseColor[2] =
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baseColor[3] = 1.0f;
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vertColor[0] =
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vertColor[1] =
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vertColor[2] =
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vertColor[3] = 0.0f;
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//
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// rgbGen
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//
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switch ( pStage->rgbGen )
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{
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case CGEN_EXACT_VERTEX:
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case CGEN_EXACT_VERTEX_LIT:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] =
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baseColor[3] = 0.0f;
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vertColor[0] =
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vertColor[1] =
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vertColor[2] = overbright;
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vertColor[3] = 1.0f;
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break;
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case CGEN_CONST:
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baseColor[0] = pStage->constantColor[0] / 255.0f;
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baseColor[1] = pStage->constantColor[1] / 255.0f;
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baseColor[2] = pStage->constantColor[2] / 255.0f;
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baseColor[3] = pStage->constantColor[3] / 255.0f;
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break;
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case CGEN_VERTEX:
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case CGEN_VERTEX_LIT:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] =
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baseColor[3] = 0.0f;
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vertColor[0] =
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vertColor[1] =
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vertColor[2] =
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vertColor[3] = 1.0f;
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break;
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case CGEN_ONE_MINUS_VERTEX:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] = 1.0f;
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vertColor[0] =
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vertColor[1] =
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vertColor[2] = -1.0f;
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break;
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case CGEN_FOG:
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fog = tr.world->fogs + tess.fogNum;
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baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
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baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
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baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
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baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
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break;
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case CGEN_WAVEFORM:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] = RB_CalcWaveColorSingle( &pStage->rgbWave );
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break;
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case CGEN_ENTITY:
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if (backEnd.currentEntity)
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{
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baseColor[0] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f;
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baseColor[1] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f;
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baseColor[2] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f;
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baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
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}
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break;
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case CGEN_ONE_MINUS_ENTITY:
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if (backEnd.currentEntity)
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{
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baseColor[0] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f;
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baseColor[1] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f;
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baseColor[2] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f;
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baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
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}
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break;
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case CGEN_IDENTITY:
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case CGEN_LIGHTING_DIFFUSE:
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baseColor[0] =
|
|
baseColor[1] =
|
|
baseColor[2] = overbright;
|
|
break;
|
|
case CGEN_IDENTITY_LIGHTING:
|
|
case CGEN_BAD:
|
|
break;
|
|
}
|
|
|
|
//
|
|
// alphaGen
|
|
//
|
|
switch ( pStage->alphaGen )
|
|
{
|
|
case AGEN_SKIP:
|
|
break;
|
|
case AGEN_CONST:
|
|
baseColor[3] = pStage->constantColor[3] / 255.0f;
|
|
vertColor[3] = 0.0f;
|
|
break;
|
|
case AGEN_WAVEFORM:
|
|
baseColor[3] = RB_CalcWaveAlphaSingle( &pStage->alphaWave );
|
|
vertColor[3] = 0.0f;
|
|
break;
|
|
case AGEN_ENTITY:
|
|
if (backEnd.currentEntity)
|
|
{
|
|
baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
|
|
}
|
|
vertColor[3] = 0.0f;
|
|
break;
|
|
case AGEN_ONE_MINUS_ENTITY:
|
|
if (backEnd.currentEntity)
|
|
{
|
|
baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f;
|
|
}
|
|
vertColor[3] = 0.0f;
|
|
break;
|
|
case AGEN_VERTEX:
|
|
baseColor[3] = 0.0f;
|
|
vertColor[3] = 1.0f;
|
|
break;
|
|
case AGEN_ONE_MINUS_VERTEX:
|
|
baseColor[3] = 1.0f;
|
|
vertColor[3] = -1.0f;
|
|
break;
|
|
case AGEN_IDENTITY:
|
|
case AGEN_LIGHTING_SPECULAR:
|
|
case AGEN_PORTAL:
|
|
// Done entirely in vertex program
|
|
baseColor[3] = 1.0f;
|
|
vertColor[3] = 0.0f;
|
|
break;
|
|
}
|
|
|
|
// FIXME: find some way to implement this.
|
|
#if 0
|
|
// if in greyscale rendering mode turn all color values into greyscale.
|
|
if(r_greyscale->integer)
|
|
{
|
|
int scale;
|
|
|
|
for(i = 0; i < tess.numVertexes; i++)
|
|
{
|
|
scale = (tess.svars.colors[i][0] + tess.svars.colors[i][1] + tess.svars.colors[i][2]) / 3;
|
|
tess.svars.colors[i][0] = tess.svars.colors[i][1] = tess.svars.colors[i][2] = scale;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
static void ComputeFogValues(vec4_t fogDistanceVector, vec4_t fogDepthVector, float *eyeT)
|
|
{
|
|
// from RB_CalcFogTexCoords()
|
|
fog_t *fog;
|
|
vec3_t local;
|
|
|
|
if (!tess.fogNum)
|
|
return;
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
VectorSubtract( backEnd.or.origin, backEnd.viewParms.or.origin, local );
|
|
fogDistanceVector[0] = -backEnd.or.modelMatrix[2];
|
|
fogDistanceVector[1] = -backEnd.or.modelMatrix[6];
|
|
fogDistanceVector[2] = -backEnd.or.modelMatrix[10];
|
|
fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.or.axis[0] );
|
|
|
|
// scale the fog vectors based on the fog's thickness
|
|
VectorScale4(fogDistanceVector, fog->tcScale, fogDistanceVector);
|
|
|
|
// rotate the gradient vector for this orientation
|
|
if ( fog->hasSurface ) {
|
|
fogDepthVector[0] = fog->surface[0] * backEnd.or.axis[0][0] +
|
|
fog->surface[1] * backEnd.or.axis[0][1] + fog->surface[2] * backEnd.or.axis[0][2];
|
|
fogDepthVector[1] = fog->surface[0] * backEnd.or.axis[1][0] +
|
|
fog->surface[1] * backEnd.or.axis[1][1] + fog->surface[2] * backEnd.or.axis[1][2];
|
|
fogDepthVector[2] = fog->surface[0] * backEnd.or.axis[2][0] +
|
|
fog->surface[1] * backEnd.or.axis[2][1] + fog->surface[2] * backEnd.or.axis[2][2];
|
|
fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.or.origin, fog->surface );
|
|
|
|
*eyeT = DotProduct( backEnd.or.viewOrigin, fogDepthVector ) + fogDepthVector[3];
|
|
} else {
|
|
*eyeT = 1; // non-surface fog always has eye inside
|
|
}
|
|
}
|
|
|
|
|
|
static void ComputeFogColorMask( shaderStage_t *pStage, vec4_t fogColorMask )
|
|
{
|
|
switch(pStage->adjustColorsForFog)
|
|
{
|
|
case ACFF_MODULATE_RGB:
|
|
fogColorMask[0] =
|
|
fogColorMask[1] =
|
|
fogColorMask[2] = 1.0f;
|
|
fogColorMask[3] = 0.0f;
|
|
break;
|
|
case ACFF_MODULATE_ALPHA:
|
|
fogColorMask[0] =
|
|
fogColorMask[1] =
|
|
fogColorMask[2] = 0.0f;
|
|
fogColorMask[3] = 1.0f;
|
|
break;
|
|
case ACFF_MODULATE_RGBA:
|
|
fogColorMask[0] =
|
|
fogColorMask[1] =
|
|
fogColorMask[2] =
|
|
fogColorMask[3] = 1.0f;
|
|
break;
|
|
default:
|
|
fogColorMask[0] =
|
|
fogColorMask[1] =
|
|
fogColorMask[2] =
|
|
fogColorMask[3] = 0.0f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
static void ForwardDlight( void ) {
|
|
int l;
|
|
//vec3_t origin;
|
|
//float scale;
|
|
float radius;
|
|
|
|
int deformGen;
|
|
vec5_t deformParams;
|
|
|
|
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
|
|
float eyeT = 0;
|
|
|
|
shaderCommands_t *input = &tess;
|
|
shaderStage_t *pStage = tess.xstages[0];
|
|
|
|
if ( !backEnd.refdef.num_dlights ) {
|
|
return;
|
|
}
|
|
|
|
ComputeDeformValues(&deformGen, deformParams);
|
|
|
|
ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
|
|
|
|
for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
|
|
dlight_t *dl;
|
|
shaderProgram_t *sp;
|
|
vec4_t vector;
|
|
vec4_t texMatrix;
|
|
vec4_t texOffTurb;
|
|
|
|
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
|
|
continue; // this surface definitely doesn't have any of this light
|
|
}
|
|
|
|
dl = &backEnd.refdef.dlights[l];
|
|
//VectorCopy( dl->transformed, origin );
|
|
radius = dl->radius;
|
|
//scale = 1.0f / radius;
|
|
|
|
//if (pStage->glslShaderGroup == tr.lightallShader)
|
|
{
|
|
int index = pStage->glslShaderIndex;
|
|
|
|
index &= ~LIGHTDEF_LIGHTTYPE_MASK;
|
|
index |= LIGHTDEF_USE_LIGHT_VECTOR;
|
|
|
|
sp = &tr.lightallShader[index];
|
|
}
|
|
|
|
backEnd.pc.c_lightallDraws++;
|
|
|
|
GLSL_BindProgram(sp);
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
|
|
|
|
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
|
if (deformGen != DGEN_NONE)
|
|
{
|
|
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
|
}
|
|
|
|
if ( input->fogNum ) {
|
|
vec4_t fogColorMask;
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
|
|
|
|
ComputeFogColorMask(pStage, fogColorMask);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
|
|
}
|
|
|
|
{
|
|
vec4_t baseColor;
|
|
vec4_t vertColor;
|
|
|
|
ComputeShaderColors(pStage, baseColor, vertColor, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
|
|
}
|
|
|
|
if (pStage->alphaGen == AGEN_PORTAL)
|
|
{
|
|
GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
|
}
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen);
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen);
|
|
|
|
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, dl->color);
|
|
|
|
VectorSet(vector, 0, 0, 0);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vector);
|
|
|
|
VectorCopy(dl->origin, vector);
|
|
vector[3] = 1.0f;
|
|
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);
|
|
|
|
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
|
|
|
|
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
|
|
// where they aren't rendered
|
|
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
|
|
|
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
|
|
|
|
// bind textures that are sampled and used in the glsl shader, and
|
|
// bind whiteImage to textures that are sampled but zeroed in the glsl shader
|
|
//
|
|
// alternatives:
|
|
// - use the last bound texture
|
|
// -> costs more to sample a higher res texture then throw out the result
|
|
// - disable texture sampling in glsl shader with #ifdefs, as before
|
|
// -> increases the number of shaders that must be compiled
|
|
//
|
|
|
|
if (pStage->bundle[TB_NORMALMAP].image[0])
|
|
{
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
|
|
}
|
|
else if (r_normalMapping->integer)
|
|
GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );
|
|
|
|
if (pStage->bundle[TB_SPECULARMAP].image[0])
|
|
{
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
|
|
}
|
|
else if (r_specularMapping->integer)
|
|
GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );
|
|
|
|
{
|
|
vec4_t enableTextures;
|
|
|
|
VectorSet4(enableTextures, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
|
|
}
|
|
|
|
if (r_dlightMode->integer >= 2)
|
|
GL_BindToTMU(tr.shadowCubemaps[l], TB_SHADOWMAP);
|
|
|
|
ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb );
|
|
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
|
|
|
//
|
|
// draw
|
|
//
|
|
|
|
R_DrawElements(input->numIndexes, input->firstIndex);
|
|
|
|
backEnd.pc.c_totalIndexes += tess.numIndexes;
|
|
backEnd.pc.c_dlightIndexes += tess.numIndexes;
|
|
backEnd.pc.c_dlightVertexes += tess.numVertexes;
|
|
}
|
|
}
|
|
|
|
|
|
static void ProjectPshadowVBOGLSL( void ) {
|
|
int l;
|
|
vec3_t origin;
|
|
float radius;
|
|
|
|
int deformGen;
|
|
vec5_t deformParams;
|
|
|
|
shaderCommands_t *input = &tess;
|
|
|
|
if ( !backEnd.refdef.num_pshadows ) {
|
|
return;
|
|
}
|
|
|
|
ComputeDeformValues(&deformGen, deformParams);
|
|
|
|
for ( l = 0 ; l < backEnd.refdef.num_pshadows ; l++ ) {
|
|
pshadow_t *ps;
|
|
shaderProgram_t *sp;
|
|
vec4_t vector;
|
|
|
|
if ( !( tess.pshadowBits & ( 1 << l ) ) ) {
|
|
continue; // this surface definitely doesn't have any of this shadow
|
|
}
|
|
|
|
ps = &backEnd.refdef.pshadows[l];
|
|
VectorCopy( ps->lightOrigin, origin );
|
|
radius = ps->lightRadius;
|
|
|
|
sp = &tr.pshadowShader;
|
|
|
|
GLSL_BindProgram(sp);
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
|
|
VectorCopy(origin, vector);
|
|
vector[3] = 1.0f;
|
|
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);
|
|
|
|
VectorScale(ps->lightViewAxis[0], 1.0f / ps->viewRadius, vector);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_LIGHTFORWARD, vector);
|
|
|
|
VectorScale(ps->lightViewAxis[1], 1.0f / ps->viewRadius, vector);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_LIGHTRIGHT, vector);
|
|
|
|
VectorScale(ps->lightViewAxis[2], 1.0f / ps->viewRadius, vector);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_LIGHTUP, vector);
|
|
|
|
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
|
|
|
|
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
|
|
// where they aren't rendered
|
|
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
|
|
|
|
GL_BindToTMU( tr.pshadowMaps[l], TB_DIFFUSEMAP );
|
|
|
|
//
|
|
// draw
|
|
//
|
|
|
|
R_DrawElements(input->numIndexes, input->firstIndex);
|
|
|
|
backEnd.pc.c_totalIndexes += tess.numIndexes;
|
|
//backEnd.pc.c_dlightIndexes += tess.numIndexes;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
RB_FogPass
|
|
|
|
Blends a fog texture on top of everything else
|
|
===================
|
|
*/
|
|
static void RB_FogPass( void ) {
|
|
fog_t *fog;
|
|
vec4_t color;
|
|
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
|
|
float eyeT = 0;
|
|
shaderProgram_t *sp;
|
|
|
|
int deformGen;
|
|
vec5_t deformParams;
|
|
|
|
ComputeDeformValues(&deformGen, deformParams);
|
|
|
|
{
|
|
int index = 0;
|
|
|
|
if (deformGen != DGEN_NONE)
|
|
index |= FOGDEF_USE_DEFORM_VERTEXES;
|
|
|
|
if (glState.vertexAnimation)
|
|
index |= FOGDEF_USE_VERTEX_ANIMATION;
|
|
else if (glState.boneAnimation)
|
|
index |= FOGDEF_USE_BONE_ANIMATION;
|
|
|
|
sp = &tr.fogShader[index];
|
|
}
|
|
|
|
backEnd.pc.c_fogDraws++;
|
|
|
|
GLSL_BindProgram(sp);
|
|
|
|
fog = tr.world->fogs + tess.fogNum;
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
|
|
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
|
|
|
if (glState.boneAnimation)
|
|
{
|
|
GLSL_SetUniformMat4BoneMatrix(sp, UNIFORM_BONEMATRIX, glState.boneMatrix, glState.boneAnimation);
|
|
}
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
|
if (deformGen != DGEN_NONE)
|
|
{
|
|
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
|
}
|
|
|
|
color[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
|
|
color[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
|
|
color[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
|
|
color[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
|
|
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
|
|
|
|
ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
|
|
|
|
if ( tess.shader->fogPass == FP_EQUAL ) {
|
|
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
|
|
} else {
|
|
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
|
|
|
|
R_DrawElements(tess.numIndexes, tess.firstIndex);
|
|
}
|
|
|
|
|
|
static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input )
|
|
{
|
|
unsigned int vertexAttribs = input->shader->vertexAttribs;
|
|
|
|
if(glState.vertexAnimation)
|
|
{
|
|
vertexAttribs |= ATTR_POSITION2;
|
|
if (vertexAttribs & ATTR_NORMAL)
|
|
{
|
|
vertexAttribs |= ATTR_NORMAL2;
|
|
vertexAttribs |= ATTR_TANGENT2;
|
|
}
|
|
}
|
|
|
|
return vertexAttribs;
|
|
}
|
|
|
|
static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|
{
|
|
int stage;
|
|
#ifdef ELITEFORCE
|
|
qboolean overridealpha = qfalse;
|
|
int oldAlphaGen = AGEN_IDENTITY;
|
|
int oldStateBits = 0;
|
|
#endif
|
|
|
|
vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
|
|
float eyeT = 0;
|
|
|
|
int deformGen;
|
|
vec5_t deformParams;
|
|
|
|
qboolean renderToCubemap = tr.renderCubeFbo && glState.currentFBO == tr.renderCubeFbo;
|
|
|
|
ComputeDeformValues(&deformGen, deformParams);
|
|
|
|
ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
|
|
|
|
for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
|
|
{
|
|
shaderStage_t *pStage = input->xstages[stage];
|
|
shaderProgram_t *sp;
|
|
vec4_t texMatrix;
|
|
vec4_t texOffTurb;
|
|
|
|
if ( !pStage )
|
|
{
|
|
break;
|
|
}
|
|
|
|
#ifdef ELITEFORCE
|
|
// Override the shader alpha channel if requested.
|
|
if(backEnd.currentEntity->e.renderfx & RF_FORCE_ENT_ALPHA)
|
|
{
|
|
overridealpha = qtrue;
|
|
oldAlphaGen = pStage->alphaGen;
|
|
oldStateBits = pStage->stateBits;
|
|
pStage->alphaGen = AGEN_ENTITY;
|
|
|
|
if(backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
|
|
{
|
|
// set bits for blendfunc blend
|
|
pStage->stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
overridealpha = qfalse;
|
|
}
|
|
#endif
|
|
|
|
if (backEnd.depthFill)
|
|
{
|
|
if (pStage->glslShaderGroup == tr.lightallShader)
|
|
{
|
|
int index = 0;
|
|
|
|
if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
|
|
{
|
|
if (glState.boneAnimation)
|
|
{
|
|
index |= LIGHTDEF_ENTITY_BONE_ANIMATION;
|
|
}
|
|
else
|
|
{
|
|
index |= LIGHTDEF_ENTITY_VERTEX_ANIMATION;
|
|
}
|
|
}
|
|
|
|
if (pStage->stateBits & GLS_ATEST_BITS)
|
|
{
|
|
index |= LIGHTDEF_USE_TCGEN_AND_TCMOD;
|
|
}
|
|
|
|
sp = &pStage->glslShaderGroup[index];
|
|
}
|
|
else
|
|
{
|
|
int shaderAttribs = 0;
|
|
|
|
if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader))
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
|
|
}
|
|
|
|
if (glState.vertexAnimation)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
|
|
}
|
|
else if (glState.boneAnimation)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_BONE_ANIMATION;
|
|
}
|
|
|
|
if (pStage->stateBits & GLS_ATEST_BITS)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
|
|
}
|
|
|
|
sp = &tr.genericShader[shaderAttribs];
|
|
}
|
|
}
|
|
else if (pStage->glslShaderGroup == tr.lightallShader)
|
|
{
|
|
int index = pStage->glslShaderIndex;
|
|
|
|
if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
|
|
{
|
|
if (glState.boneAnimation)
|
|
{
|
|
index |= LIGHTDEF_ENTITY_BONE_ANIMATION;
|
|
}
|
|
else
|
|
{
|
|
index |= LIGHTDEF_ENTITY_VERTEX_ANIMATION;
|
|
}
|
|
}
|
|
|
|
if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (index & LIGHTDEF_LIGHTTYPE_MASK))
|
|
{
|
|
index |= LIGHTDEF_USE_SHADOWMAP;
|
|
}
|
|
|
|
if (r_lightmap->integer && ((index & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP))
|
|
{
|
|
index = LIGHTDEF_USE_TCGEN_AND_TCMOD;
|
|
}
|
|
|
|
sp = &pStage->glslShaderGroup[index];
|
|
|
|
backEnd.pc.c_lightallDraws++;
|
|
}
|
|
else
|
|
{
|
|
sp = GLSL_GetGenericShaderProgram(stage);
|
|
|
|
backEnd.pc.c_genericDraws++;
|
|
}
|
|
|
|
GLSL_BindProgram(sp);
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
|
|
|
|
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
|
|
|
if (glState.boneAnimation)
|
|
{
|
|
GLSL_SetUniformMat4BoneMatrix(sp, UNIFORM_BONEMATRIX, glState.boneMatrix, glState.boneAnimation);
|
|
}
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
|
if (deformGen != DGEN_NONE)
|
|
{
|
|
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
|
}
|
|
|
|
if ( input->fogNum ) {
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
|
|
}
|
|
|
|
GL_State( pStage->stateBits );
|
|
if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_GT_0)
|
|
{
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 1);
|
|
}
|
|
else if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_LT_80)
|
|
{
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 2);
|
|
}
|
|
else if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_GE_80)
|
|
{
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 3);
|
|
}
|
|
else
|
|
{
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
|
|
}
|
|
|
|
|
|
{
|
|
vec4_t baseColor;
|
|
vec4_t vertColor;
|
|
|
|
ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
|
|
}
|
|
|
|
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
|
|
{
|
|
vec4_t vec;
|
|
|
|
VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec);
|
|
|
|
VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec);
|
|
|
|
VectorCopy(backEnd.currentEntity->lightDir, vec);
|
|
vec[3] = 0.0f;
|
|
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_MODELLIGHTDIR, backEnd.currentEntity->modelLightDir);
|
|
|
|
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 0.0f);
|
|
}
|
|
|
|
if (pStage->alphaGen == AGEN_PORTAL)
|
|
{
|
|
GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange);
|
|
}
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen);
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen);
|
|
|
|
if ( input->fogNum )
|
|
{
|
|
vec4_t fogColorMask;
|
|
|
|
ComputeFogColorMask(pStage, fogColorMask);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
|
|
}
|
|
|
|
if (r_lightmap->integer)
|
|
{
|
|
vec4_t v;
|
|
VectorSet4(v, 1.0f, 0.0f, 0.0f, 1.0f);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, v);
|
|
VectorSet4(v, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, v);
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, TCGEN_LIGHTMAP);
|
|
}
|
|
else
|
|
{
|
|
ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
|
|
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
|
if (pStage->bundle[0].tcGen == TCGEN_VECTOR)
|
|
{
|
|
vec3_t vec;
|
|
|
|
VectorCopy(pStage->bundle[0].tcGenVectors[0], vec);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR0, vec);
|
|
VectorCopy(pStage->bundle[0].tcGenVectors[1], vec);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec);
|
|
}
|
|
}
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
|
|
|
|
{
|
|
vec4_t specularScale;
|
|
Vector4Copy(pStage->specularScale, specularScale);
|
|
|
|
if (renderToCubemap)
|
|
{
|
|
// force specular to nonmetal if rendering cubemaps
|
|
if (r_pbr->integer)
|
|
specularScale[1] = 0.0f;
|
|
}
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, specularScale);
|
|
}
|
|
|
|
//GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);
|
|
|
|
//
|
|
// do multitexture
|
|
//
|
|
if ( backEnd.depthFill )
|
|
{
|
|
if (!(pStage->stateBits & GLS_ATEST_BITS))
|
|
GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
|
|
else if ( pStage->bundle[TB_COLORMAP].image[0] != 0 )
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_COLORMAP], TB_COLORMAP );
|
|
}
|
|
else if ( pStage->glslShaderGroup == tr.lightallShader )
|
|
{
|
|
int i;
|
|
vec4_t enableTextures;
|
|
|
|
if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK))
|
|
{
|
|
// FIXME: screenShadowImage is NULL if no framebuffers
|
|
if (tr.screenShadowImage)
|
|
GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
|
|
GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol);
|
|
if (r_pbr->integer)
|
|
{
|
|
vec3_t color;
|
|
|
|
color[0] = backEnd.refdef.sunCol[0] * backEnd.refdef.sunCol[0];
|
|
color[1] = backEnd.refdef.sunCol[1] * backEnd.refdef.sunCol[1];
|
|
color[2] = backEnd.refdef.sunCol[2] * backEnd.refdef.sunCol[2];
|
|
GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, color);
|
|
}
|
|
else
|
|
{
|
|
GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
|
|
}
|
|
GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
|
|
}
|
|
|
|
VectorSet4(enableTextures, 0, 0, 0, 0);
|
|
if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0])
|
|
{
|
|
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
|
|
{
|
|
if (i == TB_COLORMAP)
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i);
|
|
else
|
|
GL_BindToTMU( tr.whiteImage, i );
|
|
}
|
|
}
|
|
else if (r_lightmap->integer == 3 && pStage->bundle[TB_DELUXEMAP].image[0])
|
|
{
|
|
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
|
|
{
|
|
if (i == TB_COLORMAP)
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
|
|
else
|
|
GL_BindToTMU( tr.whiteImage, i );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
qboolean light = (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) != 0;
|
|
qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
|
|
|
|
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
|
|
|
|
if (pStage->bundle[TB_LIGHTMAP].image[0])
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], TB_LIGHTMAP);
|
|
|
|
// bind textures that are sampled and used in the glsl shader, and
|
|
// bind whiteImage to textures that are sampled but zeroed in the glsl shader
|
|
//
|
|
// alternatives:
|
|
// - use the last bound texture
|
|
// -> costs more to sample a higher res texture then throw out the result
|
|
// - disable texture sampling in glsl shader with #ifdefs, as before
|
|
// -> increases the number of shaders that must be compiled
|
|
//
|
|
if (light && !fastLight)
|
|
{
|
|
if (pStage->bundle[TB_NORMALMAP].image[0])
|
|
{
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
|
|
enableTextures[0] = 1.0f;
|
|
}
|
|
else if (r_normalMapping->integer)
|
|
GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );
|
|
|
|
if (pStage->bundle[TB_DELUXEMAP].image[0])
|
|
{
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], TB_DELUXEMAP);
|
|
enableTextures[1] = 1.0f;
|
|
}
|
|
else if (r_deluxeMapping->integer)
|
|
GL_BindToTMU( tr.whiteImage, TB_DELUXEMAP );
|
|
|
|
if (pStage->bundle[TB_SPECULARMAP].image[0])
|
|
{
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
|
|
enableTextures[2] = 1.0f;
|
|
}
|
|
else if (r_specularMapping->integer)
|
|
GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );
|
|
}
|
|
|
|
enableTextures[3] = (r_cubeMapping->integer && !(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex) ? 1.0f : 0.0f;
|
|
}
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
|
|
}
|
|
else if ( pStage->bundle[1].image[0] != 0 )
|
|
{
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 );
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// set state
|
|
//
|
|
R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );
|
|
}
|
|
|
|
//
|
|
// testing cube map
|
|
//
|
|
if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex && r_cubeMapping->integer)
|
|
{
|
|
vec4_t vec;
|
|
cubemap_t *cubemap = &tr.cubemaps[input->cubemapIndex - 1];
|
|
|
|
// FIXME: cubemap image could be NULL if cubemap isn't renderer or loaded
|
|
if (cubemap->image)
|
|
GL_BindToTMU( cubemap->image, TB_CUBEMAP);
|
|
|
|
VectorSubtract(cubemap->origin, backEnd.viewParms.or.origin, vec);
|
|
vec[3] = 1.0f;
|
|
|
|
VectorScale4(vec, 1.0f / cubemap->parallaxRadius, vec);
|
|
|
|
GLSL_SetUniformVec4(sp, UNIFORM_CUBEMAPINFO, vec);
|
|
}
|
|
|
|
//
|
|
// draw
|
|
//
|
|
R_DrawElements(input->numIndexes, input->firstIndex);
|
|
|
|
#ifdef ELITEFORCE
|
|
if ( overridealpha )
|
|
{
|
|
pStage->alphaGen = oldAlphaGen;
|
|
pStage->stateBits = oldStateBits;
|
|
}
|
|
#endif
|
|
|
|
// allow skipping out to show just lightmaps during development
|
|
if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap ) )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (backEnd.depthFill)
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
static void RB_RenderShadowmap( shaderCommands_t *input )
|
|
{
|
|
int deformGen;
|
|
vec5_t deformParams;
|
|
|
|
ComputeDeformValues(&deformGen, deformParams);
|
|
|
|
{
|
|
shaderProgram_t *sp = &tr.shadowmapShader[0];
|
|
|
|
if (glState.vertexAnimation)
|
|
{
|
|
sp = &tr.shadowmapShader[SHADOWMAPDEF_USE_VERTEX_ANIMATION];
|
|
}
|
|
else if (glState.boneAnimation)
|
|
{
|
|
sp = &tr.shadowmapShader[SHADOWMAPDEF_USE_BONE_ANIMATION];
|
|
}
|
|
|
|
vec4_t vector;
|
|
|
|
GLSL_BindProgram(sp);
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
|
|
|
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
|
|
|
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
|
|
|
if (glState.boneAnimation)
|
|
{
|
|
GLSL_SetUniformMat4BoneMatrix(sp, UNIFORM_BONEMATRIX, glState.boneMatrix, glState.boneAnimation);
|
|
}
|
|
|
|
GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
|
|
if (deformGen != DGEN_NONE)
|
|
{
|
|
GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
|
|
}
|
|
|
|
VectorCopy(backEnd.viewParms.or.origin, vector);
|
|
vector[3] = 1.0f;
|
|
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);
|
|
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar);
|
|
|
|
GL_State( 0 );
|
|
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
|
|
|
|
//
|
|
// do multitexture
|
|
//
|
|
//if ( pStage->glslShaderGroup )
|
|
{
|
|
//
|
|
// draw
|
|
//
|
|
|
|
R_DrawElements(input->numIndexes, input->firstIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
** RB_StageIteratorGeneric
|
|
*/
|
|
void RB_StageIteratorGeneric( void )
|
|
{
|
|
shaderCommands_t *input;
|
|
unsigned int vertexAttribs = 0;
|
|
|
|
input = &tess;
|
|
|
|
if (!input->numVertexes || !input->numIndexes)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (tess.useInternalVao)
|
|
{
|
|
RB_DeformTessGeometry();
|
|
}
|
|
|
|
vertexAttribs = RB_CalcShaderVertexAttribs( input );
|
|
|
|
if (tess.useInternalVao)
|
|
{
|
|
RB_UpdateTessVao(vertexAttribs);
|
|
}
|
|
else
|
|
{
|
|
backEnd.pc.c_staticVaoDraws++;
|
|
}
|
|
|
|
//
|
|
// log this call
|
|
//
|
|
if ( r_logFile->integer )
|
|
{
|
|
// don't just call LogComment, or we will get
|
|
// a call to va() every frame!
|
|
GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) );
|
|
}
|
|
|
|
//
|
|
// set face culling appropriately
|
|
//
|
|
if (input->shader->cullType == CT_TWO_SIDED)
|
|
{
|
|
GL_Cull( CT_TWO_SIDED );
|
|
}
|
|
else
|
|
{
|
|
qboolean cullFront = (input->shader->cullType == CT_FRONT_SIDED);
|
|
|
|
if ( backEnd.viewParms.flags & VPF_DEPTHSHADOW )
|
|
cullFront = !cullFront;
|
|
|
|
if ( backEnd.viewParms.isMirror )
|
|
cullFront = !cullFront;
|
|
|
|
if ( backEnd.currentEntity && backEnd.currentEntity->mirrored )
|
|
cullFront = !cullFront;
|
|
|
|
if (cullFront)
|
|
GL_Cull( CT_FRONT_SIDED );
|
|
else
|
|
GL_Cull( CT_BACK_SIDED );
|
|
}
|
|
|
|
// set polygon offset if necessary
|
|
if ( input->shader->polygonOffset )
|
|
{
|
|
qglEnable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
//
|
|
// render depth if in depthfill mode
|
|
//
|
|
if (backEnd.depthFill)
|
|
{
|
|
RB_IterateStagesGeneric( input );
|
|
|
|
//
|
|
// reset polygon offset
|
|
//
|
|
if ( input->shader->polygonOffset )
|
|
{
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//
|
|
// render shadowmap if in shadowmap mode
|
|
//
|
|
if (backEnd.viewParms.flags & VPF_SHADOWMAP)
|
|
{
|
|
if ( input->shader->sort == SS_OPAQUE )
|
|
{
|
|
RB_RenderShadowmap( input );
|
|
}
|
|
//
|
|
// reset polygon offset
|
|
//
|
|
if ( input->shader->polygonOffset )
|
|
{
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
//
|
|
//
|
|
// call shader function
|
|
//
|
|
RB_IterateStagesGeneric( input );
|
|
|
|
//
|
|
// pshadows!
|
|
//
|
|
if (glRefConfig.framebufferObject && r_shadows->integer == 4 && tess.pshadowBits
|
|
&& tess.shader->sort <= SS_OPAQUE && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
|
|
ProjectPshadowVBOGLSL();
|
|
}
|
|
|
|
|
|
//
|
|
// now do any dynamic lighting needed
|
|
//
|
|
if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE && r_lightmap->integer == 0
|
|
&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
|
|
if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader
|
|
&& (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer)
|
|
{
|
|
ForwardDlight();
|
|
}
|
|
else
|
|
{
|
|
ProjectDlightTexture();
|
|
}
|
|
}
|
|
|
|
//
|
|
// now do fog
|
|
//
|
|
if ( tess.fogNum && tess.shader->fogPass ) {
|
|
RB_FogPass();
|
|
}
|
|
|
|
//
|
|
// reset polygon offset
|
|
//
|
|
if ( input->shader->polygonOffset )
|
|
{
|
|
qglDisable( GL_POLYGON_OFFSET_FILL );
|
|
}
|
|
}
|
|
|
|
/*
|
|
** RB_EndSurface
|
|
*/
|
|
void RB_EndSurface( void ) {
|
|
shaderCommands_t *input;
|
|
|
|
input = &tess;
|
|
|
|
if (input->numIndexes == 0 || input->numVertexes == 0) {
|
|
return;
|
|
}
|
|
|
|
if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
|
|
ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");
|
|
}
|
|
if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
|
|
ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit");
|
|
}
|
|
|
|
if ( tess.shader == tr.shadowShader ) {
|
|
RB_ShadowTessEnd();
|
|
return;
|
|
}
|
|
|
|
// for debugging of sort order issues, stop rendering after a given sort value
|
|
if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort ) {
|
|
return;
|
|
}
|
|
|
|
if (tess.useCacheVao)
|
|
{
|
|
// upload indexes now
|
|
VaoCache_Commit();
|
|
}
|
|
|
|
//
|
|
// update performance counters
|
|
//
|
|
backEnd.pc.c_shaders++;
|
|
backEnd.pc.c_vertexes += tess.numVertexes;
|
|
backEnd.pc.c_indexes += tess.numIndexes;
|
|
backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses;
|
|
|
|
//
|
|
// call off to shader specific tess end function
|
|
//
|
|
tess.currentStageIteratorFunc();
|
|
|
|
//
|
|
// draw debugging stuff
|
|
//
|
|
if ( r_showtris->integer ) {
|
|
DrawTris (input);
|
|
}
|
|
if ( r_shownormals->integer ) {
|
|
DrawNormals (input);
|
|
}
|
|
// clear shader so we can tell we don't have any unclosed surfaces
|
|
tess.numIndexes = 0;
|
|
tess.numVertexes = 0;
|
|
tess.firstIndex = 0;
|
|
|
|
GLimp_LogComment( "----------\n" );
|
|
}
|