This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/render/r_backend.c

2883 lines
80 KiB
C

/*
Copyright (C) 2002-2007 Victor Luchits
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "r_local.h"
#include "mathlib.h"
#include "quatlib.h"
#define FTABLE_SIZE_POW 10
#define FTABLE_SIZE ( 1<<FTABLE_SIZE_POW )
#define FTABLE_CLAMP( x ) ( ( (unsigned int)( ( x )*FTABLE_SIZE ) & ( FTABLE_SIZE-1 ) ) )
#define FTABLE_EVALUATE( table, x ) ( ( table )[FTABLE_CLAMP( x )] )
static float r_sintable[FTABLE_SIZE];
static float r_sintableByte[256];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
#define NOISE_SIZE 256
#define NOISE_VAL( a ) r_noiseperm[( a ) & ( NOISE_SIZE - 1 )]
#define NOISE_INDEX( x, y, z, t ) NOISE_VAL( x + NOISE_VAL( y + NOISE_VAL( z + NOISE_VAL( t ) ) ) )
#define NOISE_LERP( a, b, w ) ( a * ( 1.0f - w ) + b * w )
static float r_noisetable[NOISE_SIZE];
static int r_noiseperm[NOISE_SIZE];
ALIGN( 16 ) vec4_t inVertsArray[MAX_ARRAY_VERTS];
ALIGN( 16 ) vec4_t inNormalsArray[MAX_ARRAY_VERTS];
vec4_t inSVectorsArray[MAX_ARRAY_VERTS];
elem_t inElemsArray[MAX_ARRAY_ELEMENTS];
vec2_t inCoordsArray[MAX_ARRAY_VERTS];
vec2_t inLightmapCoordsArray[LM_STYLES][MAX_ARRAY_VERTS];
rgba_t inColorsArray[LM_STYLES][MAX_ARRAY_VERTS];
vec2_t tUnitCoordsArray[MAX_TEXTURE_UNITS][MAX_ARRAY_VERTS];
elem_t *elemsArray;
vec4_t *vertsArray;
vec4_t *normalsArray;
vec4_t *sVectorsArray;
vec2_t *coordsArray;
vec2_t *lightmapCoordsArray[LM_STYLES];
rgba_t colorArray[MAX_ARRAY_VERTS];
rbackacc_t r_backacc;
bool r_triangleOutlines;
static vec4_t colorWhite = { 1.0f, 1.0f, 1.0f, 1.0f };
static vec4_t colorRed = { 1.0f, 0.0f, 0.0f, 1.0f };
static vec4_t colorGreen = { 0.0f, 1.0f, 0.0f, 1.0f };
static vec4_t colorBlue = { 0.0f, 0.0f, 1.0f, 1.0f };
static bool r_arraysLocked;
static bool r_normalsEnabled;
static int r_lightmapStyleNum[MAX_TEXTURE_UNITS];
static superLightStyle_t *r_superLightStyle;
static const meshbuffer_t *r_currentMeshBuffer;
static unsigned int r_currentDlightBits;
static unsigned int r_currentShadowBits;
static const ref_shader_t *r_currentShader;
static double r_currentShaderTime;
static int r_currentShaderState;
static int r_currentShaderPassMask;
static const shadowGroup_t *r_currentCastGroup;
static const mfog_t *r_texFog, *r_colorFog;
static shaderpass_t r_dlightsPass, r_fogPass;
static float r_lightmapPassesArgs[MAX_TEXTURE_UNITS+1][3];
static shaderpass_t r_lightmapPasses[MAX_TEXTURE_UNITS+1];
static shaderpass_t r_GLSLpasses[4]; // dlights and base
#ifdef HARDWARE_OUTLINES
static shaderpass_t r_GLSLpassOutline;
#endif
static shaderpass_t *r_accumPasses[MAX_TEXTURE_UNITS];
static int r_numAccumPasses;
static int r_identityLighting;
int r_features;
static void R_DrawTriangles( void );
static void R_DrawNormals( void );
static void R_CleanUpTextureUnits( int last );
static void R_AccumulatePass( shaderpass_t *pass );
/*
==============
R_BackendInit
==============
*/
void R_BackendInit( void )
{
int i;
float t;
r_numAccumPasses = 0;
r_arraysLocked = false;
r_triangleOutlines = false;
R_ClearArrays();
R_BackendResetPassMask();
pglEnableClientState( GL_VERTEX_ARRAY );
if( !r_ignorehwgamma->integer )
r_identityLighting = (int)( 255.0f / pow( 2, max( 0, floor( r_overbrightbits->value ) ) ) );
else
r_identityLighting = 255;
// build lookup tables
for( i = 0; i < FTABLE_SIZE; i++ )
{
t = (float)i / (float)FTABLE_SIZE;
r_sintable[i] = sin( t * M_PI2 );
if( t < 0.25 )
r_triangletable[i] = t * 4.0;
else if( t < 0.75 )
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = ( t - 0.75 ) * 4.0 - 1.0;
if( t < 0.5 )
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
for( i = 0; i < 256; i++ )
r_sintableByte[i] = sin( (float)i / 255.0 * M_PI2 );
// init the noise table
srand( 1001 );
for( i = 0; i < NOISE_SIZE; i++ )
{
r_noisetable[i] = (float)( ( ( rand() / (float)RAND_MAX ) * 2.0 - 1.0 ) );
r_noiseperm[i] = (unsigned char)( rand() / (float)RAND_MAX * 255 );
}
// init dynamic lights pass
memset( &r_dlightsPass, 0, sizeof( shaderpass_t ) );
r_dlightsPass.flags = SHADERPASS_DLIGHT|GLSTATE_DEPTHFUNC_EQ|GLSTATE_SRCBLEND_DST_COLOR|GLSTATE_DSTBLEND_ONE;
// init fog pass
memset( &r_fogPass, 0, sizeof( shaderpass_t ) );
r_fogPass.tcgen = TC_GEN_FOG;
r_fogPass.rgbgen.type = RGB_GEN_FOG;
r_fogPass.alphagen.type = ALPHA_GEN_IDENTITY;
r_fogPass.flags = SHADERPASS_NOCOLORARRAY|SHADERPASS_BLEND_DECAL|GLSTATE_SRCBLEND_SRC_ALPHA|GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA;
// the very first lightmap pass is reserved for GL_REPLACE or GL_MODULATE
memset( r_lightmapPasses, 0, sizeof( r_lightmapPasses ) );
r_lightmapPasses[0].rgbgen.args = r_lightmapPassesArgs[0];
// the rest are GL_ADD
for( i = 1; i < MAX_TEXTURE_UNITS+1; i++ )
{
r_lightmapPasses[i].flags = SHADERPASS_LIGHTMAP|SHADERPASS_NOCOLORARRAY|GLSTATE_DEPTHFUNC_EQ
|SHADERPASS_BLEND_ADD|GLSTATE_SRCBLEND_ONE|GLSTATE_DSTBLEND_ONE;
r_lightmapPasses[i].tcgen = TC_GEN_LIGHTMAP;
r_lightmapPasses[i].alphagen.type = ALPHA_GEN_IDENTITY;
r_lightmapPasses[i].rgbgen.args = r_lightmapPassesArgs[i];
}
// init optional GLSL program passes
memset( r_GLSLpasses, 0, sizeof( r_GLSLpasses ) );
r_GLSLpasses[0].flags = SHADERPASS_DLIGHT|GLSTATE_DEPTHFUNC_EQ|SHADERPASS_BLEND_ADD|GLSTATE_SRCBLEND_ONE|GLSTATE_DSTBLEND_ONE;
r_GLSLpasses[1].flags = SHADERPASS_NOCOLORARRAY|SHADERPASS_BLEND_MODULATE|GLSTATE_SRCBLEND_ZERO|GLSTATE_DSTBLEND_SRC_COLOR;
r_GLSLpasses[1].tcgen = TC_GEN_BASE;
r_GLSLpasses[1].rgbgen.type = RGB_GEN_IDENTITY;
r_GLSLpasses[1].alphagen.type = ALPHA_GEN_IDENTITY;
memcpy( &r_GLSLpasses[2], &r_GLSLpasses[1], sizeof( shaderpass_t ) );
r_GLSLpasses[3].flags = SHADERPASS_NOCOLORARRAY|SHADERPASS_BLEND_MODULATE|GLSTATE_DEPTHFUNC_EQ /*|GLSTATE_OFFSET_FILL*/|GLSTATE_SRCBLEND_ZERO|GLSTATE_DSTBLEND_SRC_COLOR;
r_GLSLpasses[3].tcgen = TC_GEN_PROJECTION_SHADOW;
r_GLSLpasses[3].rgbgen.type = RGB_GEN_IDENTITY;
r_GLSLpasses[3].alphagen.type = ALPHA_GEN_IDENTITY;
r_GLSLpasses[3].program = DEFAULT_GLSL_SHADOWMAP_PROGRAM;
r_GLSLpasses[3].program_type = PROGRAM_TYPE_SHADOWMAP;
#ifdef HARDWARE_OUTLINES
memset( &r_GLSLpassOutline, 0, sizeof( r_GLSLpassOutline ) );
r_GLSLpassOutline.flags = SHADERPASS_NOCOLORARRAY|GLSTATE_SRCBLEND_ONE|GLSTATE_DSTBLEND_ZERO|SHADERPASS_BLEND_MODULATE|GLSTATE_DEPTHWRITE;
r_GLSLpassOutline.rgbgen.type = RGB_GEN_OUTLINE;
r_GLSLpassOutline.alphagen.type = ALPHA_GEN_OUTLINE;
r_GLSLpassOutline.tcgen = TC_GEN_NONE;
r_GLSLpassOutline.program = DEFAULT_GLSL_OUTLINE_PROGRAM;
r_GLSLpassOutline.program_type = PROGRAM_TYPE_OUTLINE;
#endif
}
/*
==============
R_BackendShutdown
==============
*/
void R_BackendShutdown( void )
{
}
/*
==============
R_FastSin
==============
*/
float R_FastSin( float t )
{
return FTABLE_EVALUATE( r_sintable, t );
}
/*
=============
R_LatLongToNorm
=============
*/
void R_LatLongToNorm( const byte latlong[2], vec3_t out )
{
float sin_a, sin_b, cos_a, cos_b;
cos_a = r_sintableByte[( latlong[0] + 64 ) & 255];
sin_a = r_sintableByte[latlong[0]];
cos_b = r_sintableByte[( latlong[1] + 64 ) & 255];
sin_b = r_sintableByte[latlong[1]];
VectorSet( out, cos_b * sin_a, sin_b * sin_a, cos_a );
}
/*
==============
R_TableForFunc
==============
*/
static float *R_TableForFunc( unsigned int func )
{
switch( func )
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
case SHADER_FUNC_NOISE:
return r_sintable; // default to sintable
}
// assume error
Host_Error( "R_TableForFunc: unknown function\n" );
return NULL;
}
/*
==============
R_BackendGetNoiseValue
==============
*/
float R_BackendGetNoiseValue( float x, float y, float z, float t )
{
int i;
int ix, iy, iz, it;
float fx, fy, fz, ft;
float front[4], back[4];
float fvalue, bvalue, value[2], finalvalue;
ix = ( int )floor( x );
fx = x - ix;
iy = ( int )floor( y );
fy = y - iy;
iz = ( int )floor( z );
fz = z - iz;
it = ( int )floor( t );
ft = t - it;
for( i = 0; i < 2; i++ )
{
front[0] = r_noisetable[NOISE_INDEX( ix, iy, iz, it + i )];
front[1] = r_noisetable[NOISE_INDEX( ix+1, iy, iz, it + i )];
front[2] = r_noisetable[NOISE_INDEX( ix, iy+1, iz, it + i )];
front[3] = r_noisetable[NOISE_INDEX( ix+1, iy+1, iz, it + i )];
back[0] = r_noisetable[NOISE_INDEX( ix, iy, iz + 1, it + i )];
back[1] = r_noisetable[NOISE_INDEX( ix+1, iy, iz + 1, it + i )];
back[2] = r_noisetable[NOISE_INDEX( ix, iy+1, iz + 1, it + i )];
back[3] = r_noisetable[NOISE_INDEX( ix+1, iy+1, iz + 1, it + i )];
fvalue = NOISE_LERP( NOISE_LERP( front[0], front[1], fx ), NOISE_LERP( front[2], front[3], fx ), fy );
bvalue = NOISE_LERP( NOISE_LERP( back[0], back[1], fx ), NOISE_LERP( back[2], back[3], fx ), fy );
value[i] = NOISE_LERP( fvalue, bvalue, fz );
}
finalvalue = NOISE_LERP( value[0], value[1], ft );
return finalvalue;
}
/*
==============
R_BackendResetCounters
==============
*/
void R_BackendResetCounters( void )
{
memset( &r_backacc, 0, sizeof( r_backacc ) );
}
/*
==============
R_BackendStartFrame
==============
*/
void R_BackendStartFrame( void )
{
r_speeds_msg[0] = '\0';
R_BackendResetCounters();
}
/*
==============
R_BackendEndFrame
==============
*/
void R_BackendEndFrame( void )
{
// unlock arrays if any
R_UnlockArrays();
// clean up texture units
R_CleanUpTextureUnits( 1 );
if( r_speeds->integer && !( RI.refdef.rdflags & RDF_NOWORLDMODEL ) )
{
switch( r_speeds->integer )
{
case 1:
default:
com.snprintf( r_speeds_msg, sizeof( r_speeds_msg ),
"%4i wpoly %4i leafs %4i verts %4i tris %4i flushes %3i locks",
c_brush_polys,
c_world_leafs,
r_backacc.c_totalVerts,
r_backacc.c_totalTris,
r_backacc.c_totalFlushes,
r_backacc.c_totalKeptLocks
);
break;
case 2:
com.snprintf( r_speeds_msg, sizeof( r_speeds_msg ),
"lvs: %5i node: %5i farclip: %6.f",
r_mark_leaves,
r_world_node,
RI.farClip
);
break;
case 3:
com.snprintf( r_speeds_msg, sizeof( r_speeds_msg ),
"polys\\ents: %5i\\%5i sort\\draw: %5i\\%i",
r_add_polys, r_add_entities,
r_sort_meshes, r_draw_meshes
);
break;
case 4:
if( r_debug_surface )
{
com.snprintf( r_speeds_msg, sizeof( r_speeds_msg ),
"%s", r_debug_surface->shader->name );
if( r_debug_surface->fog && r_debug_surface->fog->shader
&& r_debug_surface->fog->shader != r_debug_surface->shader )
{
com.strncat( r_speeds_msg, "\n", sizeof( r_speeds_msg ) );
com.strncat( r_speeds_msg, r_debug_surface->fog->shader->name, sizeof( r_speeds_msg ) );
}
}
break;
case 5:
com.snprintf( r_speeds_msg, sizeof( r_speeds_msg ),
"%.1f %.1f %.1f (%.1f,%.1f,%.1f)",
RI.refdef.vieworg[0], RI.refdef.vieworg[1], RI.refdef.vieworg[2],
RI.refdef.viewangles[0], RI.refdef.viewangles[1], RI.refdef.viewangles[2]
);
break;
}
}
}
/*
==============
R_LockArrays
==============
*/
void R_LockArrays( int numverts )
{
if( r_arraysLocked )
return;
if( !glConfig.ext.vertex_buffer_object )
{
pglVertexPointer( 3, GL_FLOAT, 16, vertsArray );
if( r_features & MF_ENABLENORMALS )
{
r_normalsEnabled = true;
pglEnableClientState( GL_NORMAL_ARRAY );
pglNormalPointer( GL_FLOAT, 16, normalsArray );
}
}
if( glConfig.ext.compiled_vertex_array )
pglLockArraysEXT( 0, numverts );
r_arraysLocked = true;
}
/*
==============
R_UnlockArrays
==============
*/
void R_UnlockArrays( void )
{
if( !r_arraysLocked )
return;
if( glConfig.ext.compiled_vertex_array )
pglUnlockArraysEXT();
if( r_normalsEnabled )
{
r_normalsEnabled = false;
pglDisableClientState( GL_NORMAL_ARRAY );
}
r_arraysLocked = false;
}
/*
==============
R_ClearArrays
==============
*/
void R_ClearArrays( void )
{
int i;
r_backacc.numVerts = 0;
r_backacc.numElems = 0;
r_backacc.numColors = 0;
vertsArray = inVertsArray;
elemsArray = inElemsArray;
normalsArray = inNormalsArray;
sVectorsArray = inSVectorsArray;
coordsArray = inCoordsArray;
for( i = 0; i < LM_STYLES; i++ )
lightmapCoordsArray[i] = inLightmapCoordsArray[i];
}
/*
==============
R_FlushArrays
==============
*/
void R_FlushArrays( void )
{
if( !r_backacc.numVerts || !r_backacc.numElems )
return;
if( r_backacc.numColors == 1 )
{
pglColor4ubv( colorArray[0] );
}
else if( r_backacc.numColors > 1 )
{
pglEnableClientState( GL_COLOR_ARRAY );
if( !glConfig.ext.vertex_buffer_object )
pglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
}
if( r_drawelements->integer || glState.in2DMode || RI.refdef.rdflags & RDF_NOWORLDMODEL )
{
if( glConfig.ext.draw_range_elements )
pglDrawRangeElementsEXT( GL_TRIANGLES, 0, r_backacc.numVerts, r_backacc.numElems, GL_UNSIGNED_INT, elemsArray );
else
pglDrawElements( GL_TRIANGLES, r_backacc.numElems, GL_UNSIGNED_INT, elemsArray );
}
if( r_backacc.numColors > 1 )
pglDisableClientState( GL_COLOR_ARRAY );
r_backacc.c_totalTris += r_backacc.numElems / 3;
r_backacc.c_totalFlushes++;
}
/*
==============
GL_DisableAllTexGens
==============
*/
static _inline void GL_DisableAllTexGens( void )
{
GL_EnableTexGen( GL_S, 0 );
GL_EnableTexGen( GL_T, 0 );
GL_EnableTexGen( GL_R, 0 );
GL_EnableTexGen( GL_Q, 0 );
}
/*
==============
R_CleanUpTextureUnits
==============
*/
static void R_CleanUpTextureUnits( int last )
{
int i;
for( i = glState.currentTMU; i > last - 1; i-- )
{
GL_DisableAllTexGens();
GL_SetTexCoordArrayMode( 0 );
pglDisable( GL_TEXTURE_2D );
GL_SelectTexture( i - 1 );
}
}
/*
================
R_DeformVertices
================
*/
void R_DeformVertices( void )
{
unsigned int i, j, k;
double args[4], temp;
float deflect, *quad[4];
const float *table;
const deformv_t *deformv;
vec3_t tv, rot_centre;
deformv = &r_currentShader->deforms[0];
for( i = 0; i < r_currentShader->numdeforms; i++, deformv++ )
{
switch( deformv->type )
{
case DEFORMV_NONE:
break;
case DEFORMV_WAVE:
table = R_TableForFunc( deformv->func.type );
// Deflect vertex along its normal by wave amount
if( deformv->func.args[3] == 0 )
{
temp = deformv->func.args[2];
deflect = FTABLE_EVALUATE( table, temp ) * deformv->func.args[1] + deformv->func.args[0];
for( j = 0; j < r_backacc.numVerts; j++ )
VectorMA( inVertsArray[j], deflect, inNormalsArray[j], inVertsArray[j] );
}
else
{
args[0] = deformv->func.args[0];
args[1] = deformv->func.args[1];
args[2] = deformv->func.args[2] + deformv->func.args[3] * r_currentShaderTime;
args[3] = deformv->args[0];
for( j = 0; j < r_backacc.numVerts; j++ )
{
temp = args[2] + args[3] * ( inVertsArray[j][0] + inVertsArray[j][1] + inVertsArray[j][2] );
deflect = FTABLE_EVALUATE( table, temp ) * args[1] + args[0];
VectorMA( inVertsArray[j], deflect, inNormalsArray[j], inVertsArray[j] );
}
}
break;
case DEFORMV_NORMAL:
// without this * 0.1f deformation looks wrong, although q3a doesn't have it
args[0] = deformv->func.args[3] * r_currentShaderTime * 0.1f;
args[1] = deformv->func.args[1];
for( j = 0; j < r_backacc.numVerts; j++ )
{
VectorScale( inVertsArray[j], 0.98f, tv );
inNormalsArray[j][0] += args[1] *R_BackendGetNoiseValue( tv[0], tv[1], tv[2], args[0] );
inNormalsArray[j][1] += args[1] *R_BackendGetNoiseValue( tv[0] + 100, tv[1], tv[2], args[0] );
inNormalsArray[j][2] += args[1] *R_BackendGetNoiseValue( tv[0] + 200, tv[1], tv[2], args[0] );
VectorNormalizeFast( inNormalsArray[j] );
}
break;
case DEFORMV_MOVE:
table = R_TableForFunc( deformv->func.type );
temp = deformv->func.args[2] + r_currentShaderTime * deformv->func.args[3];
deflect = FTABLE_EVALUATE( table, temp ) * deformv->func.args[1] + deformv->func.args[0];
for( j = 0; j < r_backacc.numVerts; j++ )
VectorMA( inVertsArray[j], deflect, deformv->args, inVertsArray[j] );
break;
case DEFORMV_BULGE:
args[0] = deformv->args[0];
args[1] = deformv->args[1];
args[2] = r_currentShaderTime * deformv->args[2];
for( j = 0; j < r_backacc.numVerts; j++ )
{
temp = ( coordsArray[j][0] * args[0] + args[2] ) / M_PI2;
deflect = R_FastSin( temp ) * args[1];
VectorMA( inVertsArray[j], deflect, inNormalsArray[j], inVertsArray[j] );
}
break;
case DEFORMV_AUTOSPRITE:
{
vec4_t *v;
vec2_t *st;
elem_t *elem;
float radius;
vec3_t point, v_centre, v_right, v_up;
if( r_backacc.numVerts % 4 || r_backacc.numElems % 6 )
break;
if( RI.currententity && (RI.currentmodel != r_worldmodel) )
{
Matrix_TransformVector( RI.currententity->axis, RI.vright, v_right );
Matrix_TransformVector( RI.currententity->axis, RI.vup, v_up );
}
else
{
VectorCopy( RI.vright, v_right );
VectorCopy( RI.vup, v_up );
}
radius = RI.currententity->scale;
if( radius && radius != 1.0f )
{
radius = 1.0f / radius;
VectorScale( v_right, radius, v_right );
VectorScale( v_up, radius, v_up );
}
for( k = 0, v = inVertsArray, st = coordsArray, elem = elemsArray; k < r_backacc.numVerts; k += 4, v += 4, st += 4, elem += 6 )
{
for( j = 0; j < 3; j++ )
v_centre[j] = (v[0][j] + v[1][j] + v[2][j] + v[3][j]) * 0.25;
VectorSubtract( v[0], v_centre, point );
radius = VectorLength( point ) * 0.707106f; // 1.0f / sqrt(2)
// very similar to R_PushSprite
VectorMA( v_centre, -radius, v_up, point );
VectorMA( point, -radius, v_right, v[0] );
VectorMA( point, radius, v_right, v[3] );
VectorMA( v_centre, radius, v_up, point );
VectorMA( point, -radius, v_right, v[1] );
VectorMA( point, radius, v_right, v[2] );
// reset texcoords
Vector2Set( st[0], 0, 1 );
Vector2Set( st[1], 0, 0 );
Vector2Set( st[2], 1, 0 );
Vector2Set( st[3], 1, 1 );
// trifan elems
elem[0] = k;
elem[1] = k + 2 - 1;
elem[2] = k + 2;
elem[3] = k;
elem[4] = k + 3 - 1;
elem[5] = k + 3;
}
}
break;
case DEFORMV_AUTOSPRITE2:
if( r_backacc.numElems % 6 )
break;
for( k = 0; k < r_backacc.numElems; k += 6 )
{
int long_axis = 0, short_axis = 0;
vec3_t axis, tmp;
float len[3];
vec3_t m0[3], m1[3], m2[3], result[3];
quad[0] = ( float * )( inVertsArray + elemsArray[k+0] );
quad[1] = ( float * )( inVertsArray + elemsArray[k+1] );
quad[2] = ( float * )( inVertsArray + elemsArray[k+2] );
for( j = 2; j >= 0; j-- )
{
quad[3] = ( float * )( inVertsArray + elemsArray[k+3+j] );
if( !VectorCompare( quad[3], quad[0] ) &&
!VectorCompare( quad[3], quad[1] ) &&
!VectorCompare( quad[3], quad[2] ) )
{
break;
}
}
// build a matrix were the longest axis of the billboard is the Y-Axis
VectorSubtract( quad[1], quad[0], m0[0] );
VectorSubtract( quad[2], quad[0], m0[1] );
VectorSubtract( quad[2], quad[1], m0[2] );
len[0] = DotProduct( m0[0], m0[0] );
len[1] = DotProduct( m0[1], m0[1] );
len[2] = DotProduct( m0[2], m0[2] );
if( ( len[2] > len[1] ) && ( len[2] > len[0] ) )
{
if( len[1] > len[0] )
{
long_axis = 1;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 1;
}
}
else if( ( len[1] > len[2] ) && ( len[1] > len[0] ) )
{
if( len[2] > len[0] )
{
long_axis = 2;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 2;
}
}
else if( ( len[0] > len[1] ) && ( len[0] > len[2] ) )
{
if( len[2] > len[1] )
{
long_axis = 2;
short_axis = 1;
}
else
{
long_axis = 1;
short_axis = 2;
}
}
if( !len[long_axis] )
break;
len[long_axis] = Q_RSqrt( len[long_axis] );
VectorScale( m0[long_axis], len[long_axis], axis );
if( DotProduct( m0[long_axis], m0[short_axis] ) )
{
VectorCopy( axis, m0[1] );
if( axis[0] || axis[1] )
VectorVectors( m0[1], m0[0], m0[2] );
else
VectorVectors( m0[1], m0[2], m0[0] );
}
else
{
if( !len[short_axis] )
break;
len[short_axis] = Q_RSqrt( len[short_axis] );
VectorScale( m0[short_axis], len[short_axis], m0[0] );
VectorCopy( axis, m0[1] );
CrossProduct( m0[0], m0[1], m0[2] );
}
for( j = 0; j < 3; j++ )
rot_centre[j] = ( quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j] ) * 0.25;
if( RI.currententity && ( RI.currentmodel != r_worldmodel ) )
{
VectorAdd( RI.currententity->origin, rot_centre, tv );
VectorSubtract( RI.viewOrigin, tv, tmp );
Matrix_TransformVector( RI.currententity->axis, tmp, tv );
}
else
{
VectorCopy( rot_centre, tv );
VectorSubtract( RI.viewOrigin, tv, tv );
}
// filter any longest-axis-parts off the camera-direction
deflect = -DotProduct( tv, axis );
VectorMA( tv, deflect, axis, m1[2] );
VectorNormalizeFast( m1[2] );
VectorCopy( axis, m1[1] );
CrossProduct( m1[1], m1[2], m1[0] );
Matrix_Transpose( m1, m2 );
Matrix_Multiply( m2, m0, result );
for( j = 0; j < 4; j++ )
{
VectorSubtract( quad[j], rot_centre, tv );
Matrix_TransformVector( result, tv, quad[j] );
VectorAdd( rot_centre, quad[j], quad[j] );
}
}
break;
case DEFORMV_PROJECTION_SHADOW:
R_DeformVPlanarShadow( r_backacc.numVerts, inVertsArray[0] );
break;
case DEFORMV_AUTOPARTICLE:
{
float scale;
vec3_t m0[3], m1[3], m2[3], result[3];
if( r_backacc.numElems % 6 )
break;
if( RI.currententity && ( RI.currentmodel != r_worldmodel ) )
Matrix4_Matrix( RI.modelviewMatrix, m1 );
else
Matrix4_Matrix( RI.worldviewMatrix, m1 );
Matrix_Transpose( m1, m2 );
for( k = 0; k < r_backacc.numElems; k += 6 )
{
quad[0] = ( float * )( inVertsArray + elemsArray[k+0] );
quad[1] = ( float * )( inVertsArray + elemsArray[k+1] );
quad[2] = ( float * )( inVertsArray + elemsArray[k+2] );
for( j = 2; j >= 0; j-- )
{
quad[3] = ( float * )( inVertsArray + elemsArray[k+3+j] );
if( !VectorCompare( quad[3], quad[0] ) &&
!VectorCompare( quad[3], quad[1] ) &&
!VectorCompare( quad[3], quad[2] ) )
{
break;
}
}
Matrix_FromPoints( quad[0], quad[1], quad[2], m0 );
Matrix_Multiply( m2, m0, result );
// hack a scale up to keep particles from disappearing
scale = ( quad[0][0] - RI.viewOrigin[0] ) * RI.vpn[0] + ( quad[0][1] - RI.viewOrigin[1] ) * RI.vpn[1] + ( quad[0][2] - RI.viewOrigin[2] ) * RI.vpn[2];
if( scale < 20 )
scale = 1.5;
else
scale = 1.5 + scale * 0.006f;
for( j = 0; j < 3; j++ )
rot_centre[j] = ( quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j] ) * 0.25;
for( j = 0; j < 4; j++ )
{
VectorSubtract( quad[j], rot_centre, tv );
Matrix_TransformVector( result, tv, quad[j] );
VectorMA( rot_centre, scale, quad[j], quad[j] );
}
}
}
break;
#ifdef HARDWARE_OUTLINES
case DEFORMV_OUTLINE:
// Deflect vertex along its normal by outline amount
deflect = RI.currententity->outlineHeight * r_outlines_scale->value;
for( j = 0; j < r_backacc.numVerts; j++ )
VectorMA( inVertsArray[j], deflect, inNormalsArray[j], inVertsArray[j] );
break;
#endif
default:
break;
}
}
}
/*
==============
R_VertexTCBase
==============
*/
static bool R_VertexTCBase( const shaderpass_t *pass, int unit, mat4x4_t matrix )
{
unsigned int i;
float *outCoords;
bool identityMatrix = false;
Matrix4_Identity( matrix );
switch( pass->tcgen )
{
case TC_GEN_BASE:
GL_DisableAllTexGens();
if( !glConfig.ext.vertex_buffer_object )
{
pglTexCoordPointer( 2, GL_FLOAT, 0, coordsArray );
return true;
}
break;
case TC_GEN_LIGHTMAP:
GL_DisableAllTexGens();
if( !glConfig.ext.vertex_buffer_object )
{
pglTexCoordPointer( 2, GL_FLOAT, 0, lightmapCoordsArray[r_lightmapStyleNum[unit]] );
return true;
}
break;
case TC_GEN_ENVIRONMENT:
{
float depth, *n;
vec3_t projection, transform;
if( glState.in2DMode )
return true;
if( !( RI.params & RP_SHADOWMAPVIEW ) )
{
VectorSubtract( RI.viewOrigin, RI.currententity->origin, projection );
Matrix_TransformVector( RI.currententity->axis, projection, transform );
outCoords = tUnitCoordsArray[unit][0];
for( i = 0, n = normalsArray[0]; i < r_backacc.numVerts; i++, outCoords += 2, n += 4 )
{
VectorSubtract( transform, vertsArray[i], projection );
VectorNormalizeFast( projection );
depth = DotProduct( n, projection ); depth += depth;
outCoords[0] = 0.5 + ( n[1] * depth - projection[1] ) * 0.5;
outCoords[1] = 0.5 - ( n[2] * depth - projection[2] ) * 0.5;
}
}
GL_DisableAllTexGens();
if( !glConfig.ext.vertex_buffer_object )
{
pglTexCoordPointer( 2, GL_FLOAT, 0, tUnitCoordsArray[unit] );
return true;
}
break;
}
case TC_GEN_VECTOR:
{
GLfloat genVector[2][4];
for( i = 0; i < 3; i++ )
{
genVector[0][i] = pass->tcgenVec[i];
genVector[1][i] = pass->tcgenVec[i+4];
}
genVector[0][3] = genVector[1][3] = 0;
matrix[12] = pass->tcgenVec[3];
matrix[13] = pass->tcgenVec[7];
GL_SetTexCoordArrayMode( 0 );
GL_EnableTexGen( GL_S, GL_OBJECT_LINEAR );
GL_EnableTexGen( GL_T, GL_OBJECT_LINEAR );
GL_EnableTexGen( GL_R, 0 );
GL_EnableTexGen( GL_Q, 0 );
pglTexGenfv( GL_S, GL_OBJECT_PLANE, genVector[0] );
pglTexGenfv( GL_T, GL_OBJECT_PLANE, genVector[1] );
return false;
}
case TC_GEN_PROJECTION:
{
mat4x4_t m1, m2;
GLfloat genVector[4][4];
GL_SetTexCoordArrayMode( 0 );
Matrix4_Copy( RI.worldviewProjectionMatrix, matrix );
Matrix4_Identity( m1 );
Matrix4_Scale( m1, 0.5, 0.5, 0.5 );
Matrix4_Multiply( m1, matrix, m2 );
Matrix4_Identity( m1 );
Matrix4_Translate( m1, 0.5, 0.5, 0.5 );
Matrix4_Multiply( m1, m2, matrix );
for( i = 0; i < 4; i++ )
{
genVector[0][i] = i == 0 ? 1 : 0;
genVector[1][i] = i == 1 ? 1 : 0;
genVector[2][i] = i == 2 ? 1 : 0;
genVector[3][i] = i == 3 ? 1 : 0;
}
GL_EnableTexGen( GL_S, GL_OBJECT_LINEAR );
GL_EnableTexGen( GL_T, GL_OBJECT_LINEAR );
GL_EnableTexGen( GL_R, GL_OBJECT_LINEAR );
GL_EnableTexGen( GL_Q, GL_OBJECT_LINEAR );
pglTexGenfv( GL_S, GL_OBJECT_PLANE, genVector[0] );
pglTexGenfv( GL_T, GL_OBJECT_PLANE, genVector[1] );
pglTexGenfv( GL_R, GL_OBJECT_PLANE, genVector[2] );
pglTexGenfv( GL_Q, GL_OBJECT_PLANE, genVector[3] );
return false;
}
case TC_GEN_REFLECTION_CELLSHADE:
if( RI.currententity && !( RI.params & RP_SHADOWMAPVIEW ) )
{
vec3_t dir;
mat4x4_t m;
R_LightForOrigin( RI.currententity->lightingOrigin, dir, NULL, NULL, RI.currentmodel->radius * RI.currententity->scale );
Matrix4_Identity( m );
// rotate direction
Matrix_TransformVector( RI.currententity->axis, dir, &m[0] );
VectorNormalizeLength( &m[0] );
VectorVectors( &m[0], &m[4], &m[8] );
Matrix4_Transpose( m, matrix );
}
case TC_GEN_REFLECTION:
GL_EnableTexGen( GL_S, GL_REFLECTION_MAP_ARB );
GL_EnableTexGen( GL_T, GL_REFLECTION_MAP_ARB );
GL_EnableTexGen( GL_R, GL_REFLECTION_MAP_ARB );
GL_EnableTexGen( GL_Q, 0 );
return true;
case TC_GEN_FOG:
{
int fogPtype;
cplane_t *fogPlane;
ref_shader_t *fogShader;
vec3_t viewtofog;
float fogNormal[3], vpnNormal[3];
float dist, vdist, fogDist, vpnDist;
fogPlane = r_texFog->visibleplane;
fogShader = r_texFog->shader;
matrix[0] = matrix[5] = 1.0/(fogShader->fog_dist - fogShader->fog_clearDist);
matrix[13] = 1.5f/(float)FOG_TEXTURE_HEIGHT;
// distance to fog
dist = RI.fog_dist_to_eye[r_texFog-r_worldbrushmodel->fogs];
if( r_currentShader->flags & SHADER_SKY )
{
if( dist > 0 )
VectorMA( RI.viewOrigin, -dist, fogPlane->normal, viewtofog );
else
VectorCopy( RI.viewOrigin, viewtofog );
}
else
{
VectorCopy( RI.currententity->origin, viewtofog );
}
// some math tricks to take entity's rotation matrix into account
// for fog texture coordinates calculations:
// M is rotation matrix, v is vertex, t is transform vector
// n is plane's normal, d is plane's dist, r is view origin
// (M*v + t)*n - d = (M*n)*v - ((d - t*n))
// (M*v + t - r)*n = (M*n)*v - ((r - t)*n)
fogNormal[0] = DotProduct( RI.currententity->axis[0], fogPlane->normal ) * RI.currententity->scale;
fogNormal[1] = DotProduct( RI.currententity->axis[1], fogPlane->normal ) * RI.currententity->scale;
fogNormal[2] = DotProduct( RI.currententity->axis[2], fogPlane->normal ) * RI.currententity->scale;
fogPtype = ( fogNormal[0] == 1.0 ? PLANE_X : ( fogNormal[1] == 1.0 ? PLANE_Y : ( fogNormal[2] == 1.0 ? PLANE_Z : PLANE_NONAXIAL ) ) );
fogDist = ( fogPlane->dist - DotProduct( viewtofog, fogPlane->normal ) );
vpnNormal[0] = DotProduct( RI.currententity->axis[0], RI.vpn ) * RI.currententity->scale;
vpnNormal[1] = DotProduct( RI.currententity->axis[1], RI.vpn ) * RI.currententity->scale;
vpnNormal[2] = DotProduct( RI.currententity->axis[2], RI.vpn ) * RI.currententity->scale;
vpnDist = ( ( RI.viewOrigin[0] - viewtofog[0] ) * RI.vpn[0] + ( RI.viewOrigin[1] - viewtofog[1] ) * RI.vpn[1] + ( RI.viewOrigin[2] - viewtofog[2] ) * RI.vpn[2] ) + fogShader->fog_clearDist;
outCoords = tUnitCoordsArray[unit][0];
if( dist < 0 )
{ // camera is inside the fog brush
for( i = 0; i < r_backacc.numVerts; i++, outCoords += 2 )
{
outCoords[0] = DotProduct( vertsArray[i], vpnNormal ) - vpnDist;
if( fogPtype < 3 )
outCoords[1] = -( vertsArray[i][fogPtype] - fogDist );
else
outCoords[1] = -( DotProduct( vertsArray[i], fogNormal ) - fogDist );
}
}
else
{
for( i = 0; i < r_backacc.numVerts; i++, outCoords += 2 )
{
if( fogPtype < 3 )
vdist = vertsArray[i][fogPtype] - fogDist;
else
vdist = DotProduct( vertsArray[i], fogNormal ) - fogDist;
outCoords[0] = ( ( vdist < 0 ) ? ( DotProduct( vertsArray[i], vpnNormal ) - vpnDist ) * vdist / ( vdist - dist ) : 0.0f );
outCoords[1] = -vdist;
}
}
GL_DisableAllTexGens();
if( !glConfig.ext.vertex_buffer_object )
{
pglTexCoordPointer( 2, GL_FLOAT, 0, tUnitCoordsArray[unit] );
return false;
}
break;
}
case TC_GEN_SVECTORS:
GL_DisableAllTexGens();
if( !glConfig.ext.vertex_buffer_object )
{
pglTexCoordPointer( 4, GL_FLOAT, 0, sVectorsArray );
return true;
}
break;
case TC_GEN_PROJECTION_SHADOW:
GL_SetTexCoordArrayMode( 0 );
GL_DisableAllTexGens();
Matrix4_Multiply( r_currentCastGroup->worldviewProjectionMatrix, RI.objectMatrix, matrix );
break;
default:
break;
}
return identityMatrix;
}
/*
================
R_ApplyTCMods
================
*/
static void R_ApplyTCMods( const shaderpass_t *pass, mat4x4_t result )
{
int i;
const float *table;
double t1, t2, sint, cost;
mat4x4_t m1, m2;
const tcmod_t *tcmod;
for( i = 0, tcmod = pass->tcmods; i < pass->numtcmods; i++, tcmod++ )
{
switch( tcmod->type )
{
case TC_MOD_ROTATE:
cost = tcmod->args[0] * r_currentShaderTime;
sint = R_FastSin( cost );
cost = R_FastSin( cost + 0.25 );
m2[0] = cost, m2[1] = sint, m2[12] = 0.5f * ( sint - cost + 1 );
m2[4] = -sint, m2[5] = cost, m2[13] = -0.5f * ( sint + cost - 1 );
Matrix4_Copy2D( result, m1 );
Matrix4_Multiply2D( m2, m1, result );
break;
case TC_MOD_SCALE:
Matrix4_Scale2D( result, tcmod->args[0], tcmod->args[1] );
break;
case TC_MOD_TURB:
t1 = ( 1.0 / 4.0 );
t2 = tcmod->args[2] + r_currentShaderTime * tcmod->args[3];
Matrix4_Scale2D( result, 1 + ( tcmod->args[1] * R_FastSin( t2 ) + tcmod->args[0] ) * t1, 1 + ( tcmod->args[1] * R_FastSin( t2 + 0.25 ) + tcmod->args[0] ) * t1 );
break;
case TC_MOD_STRETCH:
table = R_TableForFunc( tcmod->args[0] );
t2 = tcmod->args[3] + r_currentShaderTime * tcmod->args[4];
t1 = FTABLE_EVALUATE( table, t2 ) * tcmod->args[2] + tcmod->args[1];
t1 = t1 ? 1.0f / t1 : 1.0f;
t2 = 0.5f - 0.5f * t1;
Matrix4_Stretch2D( result, t1, t2 );
break;
case TC_MOD_SCROLL:
t1 = tcmod->args[0] * r_currentShaderTime;
t2 = tcmod->args[1] * r_currentShaderTime;
if( pass->program_type != PROGRAM_TYPE_DISTORTION )
{ // HACK HACK HACK
t1 = t1 - floor( t1 );
t2 = t2 - floor( t2 );
}
Matrix4_Translate2D( result, t1, t2 );
break;
case TC_MOD_TRANSFORM:
m2[0] = tcmod->args[0], m2[1] = tcmod->args[2], m2[12] = tcmod->args[4],
m2[5] = tcmod->args[1], m2[4] = tcmod->args[3], m2[13] = tcmod->args[5];
Matrix4_Copy2D( result, m1 );
Matrix4_Multiply2D( m2, m1, result );
break;
default:
break;
}
}
}
/*
==============
R_ShaderpassTex
==============
*/
static _inline image_t *R_ShaderpassTex( const shaderpass_t *pass, int unit )
{
if( pass->anim_fps )
return pass->anim_frames[(int)( pass->anim_fps * r_currentShaderTime ) % pass->anim_numframes];
if( pass->flags & SHADERPASS_LIGHTMAP )
return r_lightmapTextures[r_superLightStyle->lightmapNum[r_lightmapStyleNum[unit]]];
if( pass->flags & SHADERPASS_PORTALMAP )
return r_portaltexture;
return ( pass->anim_frames[0] ? pass->anim_frames[0] : r_notexture );
}
/*
================
R_BindShaderpass
================
*/
static void R_BindShaderpass( const shaderpass_t *pass, image_t *tex, int unit )
{
mat4x4_t m1, m2, result;
bool identityMatrix;
if( !tex )
tex = R_ShaderpassTex( pass, unit );
GL_Bind( unit, tex );
if( unit && !pass->program )
pglEnable( GL_TEXTURE_2D );
GL_SetTexCoordArrayMode( ( tex->flags & IT_CUBEMAP ? GL_TEXTURE_CUBE_MAP_ARB : GL_TEXTURE_COORD_ARRAY ) );
identityMatrix = R_VertexTCBase( pass, unit, result );
if( pass->numtcmods )
{
identityMatrix = false;
R_ApplyTCMods( pass, result );
}
if( pass->tcgen == TC_GEN_REFLECTION || pass->tcgen == TC_GEN_REFLECTION_CELLSHADE )
{
Matrix4_Transpose( RI.modelviewMatrix, m1 );
Matrix4_Copy( result, m2 );
Matrix4_Multiply( m2, m1, result );
GL_LoadTexMatrix( result );
return;
}
if( identityMatrix )
GL_LoadIdentityTexMatrix();
else
GL_LoadTexMatrix( result );
}
/*
================
R_ModifyColor
================
*/
void R_ModifyColor( const shaderpass_t *pass )
{
unsigned int i;
int c, bits;
double temp;
float *table, a;
vec3_t t, v, style;
byte *bArray, *inArray, rgba[4] = { 255, 255, 255, 255 };
bool noArray, identityAlpha, entityAlpha;
const shaderfunc_t *rgbgenfunc, *alphagenfunc;
noArray = ( pass->flags & SHADERPASS_NOCOLORARRAY ) && !r_colorFog;
r_backacc.numColors = noArray ? 1 : r_backacc.numVerts;
bits = ( r_overbrightbits->integer > 0 ) && !( r_ignorehwgamma->integer ) ? r_overbrightbits->integer : 0;
bArray = colorArray[0];
inArray = inColorsArray[0][0];
if( pass->rgbgen.type == RGB_GEN_IDENTITY_LIGHTING )
{
entityAlpha = identityAlpha = false;
memset( bArray, r_identityLighting, sizeof( rgba_t ) * r_backacc.numColors );
}
else if( pass->rgbgen.type == RGB_GEN_EXACT_VERTEX )
{
entityAlpha = identityAlpha = false;
memcpy( bArray, inArray, sizeof( rgba_t ) * r_backacc.numColors );
}
else
{
entityAlpha = false;
identityAlpha = true;
memset( bArray, 255, sizeof( rgba_t ) * r_backacc.numColors );
switch( pass->rgbgen.type )
{
case RGB_GEN_IDENTITY:
break;
case RGB_GEN_CONST:
rgba[0] = R_FloatToByte( pass->rgbgen.args[0] );
rgba[1] = R_FloatToByte( pass->rgbgen.args[1] );
rgba[2] = R_FloatToByte( pass->rgbgen.args[2] );
for( i = 0, c = *(int *)rgba; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
case RGB_GEN_WAVE:
rgbgenfunc = pass->rgbgen.func;
if( rgbgenfunc->type == SHADER_FUNC_NOISE )
{
temp = R_BackendGetNoiseValue( 0, 0, 0, ( r_currentShaderTime + rgbgenfunc->args[2] ) * rgbgenfunc->args[3] );
}
else
{
table = R_TableForFunc( rgbgenfunc->type );
temp = r_currentShaderTime * rgbgenfunc->args[3] + rgbgenfunc->args[2];
temp = FTABLE_EVALUATE( table, temp ) * rgbgenfunc->args[1] + rgbgenfunc->args[0];
}
temp = temp * rgbgenfunc->args[1] + rgbgenfunc->args[0];
a = pass->rgbgen.args[0] * temp; rgba[0] = a <= 0 ? 0 : R_FloatToByte( a );
a = pass->rgbgen.args[1] * temp; rgba[1] = a <= 0 ? 0 : R_FloatToByte( a );
a = pass->rgbgen.args[2] * temp; rgba[2] = a <= 0 ? 0 : R_FloatToByte( a );
for( i = 0, c = *(int *)rgba; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
case RGB_GEN_ENTITY:
entityAlpha = true;
identityAlpha = ( RI.currententity->color[3] == 255 );
for( i = 0, c = *(int *)RI.currententity->color; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
#ifdef HARDWARE_OUTLINES
case RGB_GEN_OUTLINE:
identityAlpha = ( RI.currententity->outlineColor[3] == 255 );
for( i = 0, c = *(int *)RI.currententity->outlineColor; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
#endif
case RGB_GEN_ONE_MINUS_ENTITY:
rgba[0] = 255 - RI.currententity->color[0];
rgba[1] = 255 - RI.currententity->color[1];
rgba[2] = 255 - RI.currententity->color[2];
for( i = 0, c = *(int *)rgba; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
case RGB_GEN_VERTEX:
VectorSet( style, -1, -1, -1 );
if( !r_superLightStyle || r_superLightStyle->vertexStyles[1] == 255 )
{
VectorSet( style, 1, 1, 1 );
if( r_superLightStyle && r_superLightStyle->vertexStyles[0] != 255 )
VectorCopy( r_lightStyles[r_superLightStyle->vertexStyles[0]].rgb, style );
}
if( style[0] == style[1] && style[1] == style[2] && style[2] == 1 )
{
for( i = 0; i < r_backacc.numColors; i++, bArray += 4, inArray += 4 )
{
bArray[0] = inArray[0] >> bits;
bArray[1] = inArray[1] >> bits;
bArray[2] = inArray[2] >> bits;
}
}
else
{
int j;
float *tc;
vec3_t temp[MAX_ARRAY_VERTS];
memset( temp, 0, sizeof( vec3_t ) * r_backacc.numColors );
for( j = 0; j < LM_STYLES && r_superLightStyle->vertexStyles[j] != 255; j++ )
{
VectorCopy( r_lightStyles[r_superLightStyle->vertexStyles[j]].rgb, style );
if( VectorCompare( style, vec3_origin ) )
continue;
inArray = inColorsArray[j][0];
for( i = 0, tc = temp[0]; i < r_backacc.numColors; i++, tc += 3, inArray += 4 )
{
tc[0] += ( inArray[0] >> bits ) * style[0];
tc[1] += ( inArray[1] >> bits ) * style[1];
tc[2] += ( inArray[2] >> bits ) * style[2];
}
}
for( i = 0, tc = temp[0]; i < r_backacc.numColors; i++, tc += 3, bArray += 4 )
{
bArray[0] = bound( 0, tc[0], 255 );
bArray[1] = bound( 0, tc[1], 255 );
bArray[2] = bound( 0, tc[2], 255 );
}
}
break;
case RGB_GEN_ONE_MINUS_VERTEX:
for( i = 0; i < r_backacc.numColors; i++, bArray += 4, inArray += 4 )
{
bArray[0] = 255 - ( inArray[0] >> bits );
bArray[1] = 255 - ( inArray[1] >> bits );
bArray[2] = 255 - ( inArray[2] >> bits );
}
break;
case RGB_GEN_LIGHTING_DIFFUSE:
if( RI.currententity )
R_LightForEntity( RI.currententity, bArray );
break;
case RGB_GEN_LIGHTING_DIFFUSE_ONLY:
if( RI.currententity && !( RI.params & RP_SHADOWMAPVIEW ) )
{
vec4_t diffuse;
if( RI.currententity->flags & RF_FULLBRIGHT )
VectorSet( diffuse, 1, 1, 1 );
else
R_LightForOrigin( RI.currententity->lightingOrigin, t, NULL, diffuse, RI.currentmodel->radius * RI.currententity->scale );
rgba[0] = R_FloatToByte( diffuse[0] );
rgba[1] = R_FloatToByte( diffuse[1] );
rgba[2] = R_FloatToByte( diffuse[2] );
for( i = 0, c = *(int *)rgba; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
}
break;
case RGB_GEN_LIGHTING_AMBIENT_ONLY:
if( RI.currententity && !( RI.params & RP_SHADOWMAPVIEW ) )
{
vec4_t ambient;
if( RI.currententity->flags & RF_FULLBRIGHT )
VectorSet( ambient, 1, 1, 1 );
else
R_LightForOrigin( RI.currententity->lightingOrigin, t, ambient, NULL, RI.currentmodel->radius * RI.currententity->scale );
rgba[0] = R_FloatToByte( ambient[0] );
rgba[1] = R_FloatToByte( ambient[1] );
rgba[2] = R_FloatToByte( ambient[2] );
for( i = 0, c = *(int *)rgba; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
}
break;
case RGB_GEN_FOG:
for( i = 0, c = *(int *)r_texFog->shader->fog_color; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
case RGB_GEN_CUSTOM:
c = (int)pass->rgbgen.args[0];
for( i = 0, c = R_GetCustomColor( c ); i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
case RGB_GEN_ENVIRONMENT:
for( i = 0, c = *(int *)mapConfig.environmentColor; i < r_backacc.numColors; i++, bArray += 4 )
*(int *)bArray = c;
break;
default:
break;
}
}
bArray = colorArray[0];
inArray = inColorsArray[0][0];
switch( pass->alphagen.type )
{
case ALPHA_GEN_IDENTITY:
if( identityAlpha )
break;
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
bArray[3] = 255;
break;
case ALPHA_GEN_CONST:
c = R_FloatToByte( pass->alphagen.args[0] );
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
bArray[3] = c;
break;
case ALPHA_GEN_WAVE:
alphagenfunc = pass->alphagen.func;
if( alphagenfunc->type == SHADER_FUNC_NOISE )
{
a = R_BackendGetNoiseValue( 0, 0, 0, ( r_currentShaderTime + alphagenfunc->args[2] ) * alphagenfunc->args[3] );
}
else
{
table = R_TableForFunc( alphagenfunc->type );
a = alphagenfunc->args[2] + r_currentShaderTime * alphagenfunc->args[3];
a = FTABLE_EVALUATE( table, a );
}
a = a * alphagenfunc->args[1] + alphagenfunc->args[0];
c = a <= 0 ? 0 : R_FloatToByte( a );
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
bArray[3] = c;
break;
case ALPHA_GEN_PORTAL:
VectorAdd( vertsArray[0], RI.currententity->origin, v );
VectorSubtract( RI.viewOrigin, v, t );
a = VectorLength( t ) * pass->alphagen.args[0];
a = bound( 0.0f, a, 1.0f );
c = R_FloatToByte( a );
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
bArray[3] = c;
break;
case ALPHA_GEN_VERTEX:
for( i = 0; i < r_backacc.numColors; i++, bArray += 4, inArray += 4 )
bArray[3] = inArray[3];
break;
case ALPHA_GEN_ONE_MINUS_VERTEX:
for( i = 0; i < r_backacc.numColors; i++, bArray += 4, inArray += 4 )
bArray[3] = 255 - inArray[3];
break;
case ALPHA_GEN_ENTITY:
if( entityAlpha )
break;
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
bArray[3] = RI.currententity->color[3];
break;
#ifdef HARDWARE_OUTLINES
case ALPHA_GEN_OUTLINE:
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
bArray[3] = RI.currententity->outlineColor[3];
break;
#endif
case ALPHA_GEN_SPECULAR:
VectorSubtract( RI.viewOrigin, RI.currententity->origin, t );
if( !Matrix_Compare( RI.currententity->axis, axis_identity ) )
Matrix_TransformVector( RI.currententity->axis, t, v );
else
VectorCopy( t, v );
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
{
VectorSubtract( v, vertsArray[i], t );
c = VectorLength( t );
a = DotProduct( t, normalsArray[i] ) / max( 0.1, c );
a = pow( a, pass->alphagen.args[0] );
bArray[3] = a <= 0 ? 0 : R_FloatToByte( a );
}
break;
case ALPHA_GEN_DOT:
if( !Matrix_Compare( RI.currententity->axis, axis_identity ) )
Matrix_TransformVector( RI.currententity->axis, RI.vpn, v );
else
VectorCopy( RI.vpn, v );
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
{
a = DotProduct( v, inNormalsArray[i] ); if( a < 0 ) a = -a;
bArray[3] = R_FloatToByte( bound( pass->alphagen.args[0], a, pass->alphagen.args[1] ) );
}
break;
case ALPHA_GEN_ONE_MINUS_DOT:
if( !Matrix_Compare( RI.currententity->axis, axis_identity ) )
Matrix_TransformVector( RI.currententity->axis, RI.vpn, v );
else
VectorCopy( RI.vpn, v );
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
{
a = DotProduct( v, inNormalsArray[i] ); if( a < 0 ) a = -a;a = 1.0f - a;
bArray[3] = R_FloatToByte( bound( pass->alphagen.args[0], a, pass->alphagen.args[1] ) );
}
default:
break;
}
if( r_colorFog )
{
float dist, vdist;
cplane_t *fogPlane;
vec3_t viewtofog;
float fogNormal[3], vpnNormal[3];
float fogDist, vpnDist, fogShaderDistScale;
int fogptype;
bool alphaFog;
int blendsrc, blenddst;
blendsrc = pass->flags & GLSTATE_SRCBLEND_MASK;
blenddst = pass->flags & GLSTATE_DSTBLEND_MASK;
if( ( blendsrc != GLSTATE_SRCBLEND_SRC_ALPHA && blenddst != GLSTATE_DSTBLEND_SRC_ALPHA ) &&
( blendsrc != GLSTATE_SRCBLEND_ONE_MINUS_SRC_ALPHA && blenddst != GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA ) )
alphaFog = false;
else
alphaFog = true;
fogPlane = r_colorFog->visibleplane;
fogShaderDistScale = 1.0 / (r_colorFog->shader->fog_dist - r_colorFog->shader->fog_clearDist);
dist = RI.fog_dist_to_eye[r_colorFog-r_worldbrushmodel->fogs];
if( r_currentShader->flags & SHADER_SKY )
{
if( dist > 0 )
VectorScale( fogPlane->normal, -dist, viewtofog );
else
VectorClear( viewtofog );
}
else
{
VectorCopy( RI.currententity->origin, viewtofog );
}
vpnNormal[0] = DotProduct( RI.currententity->axis[0], RI.vpn ) * fogShaderDistScale * RI.currententity->scale;
vpnNormal[1] = DotProduct( RI.currententity->axis[1], RI.vpn ) * fogShaderDistScale * RI.currententity->scale;
vpnNormal[2] = DotProduct( RI.currententity->axis[2], RI.vpn ) * fogShaderDistScale * RI.currententity->scale;
vpnDist = (( ( RI.viewOrigin[0] - viewtofog[0] ) * RI.vpn[0] + ( RI.viewOrigin[1] - viewtofog[1] ) * RI.vpn[1] + ( RI.viewOrigin[2] - viewtofog[2] ) * RI.vpn[2] )
+ r_colorFog->shader->fog_clearDist) * fogShaderDistScale;
bArray = colorArray[0];
if( dist < 0 )
{ // camera is inside the fog
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
{
temp = DotProduct( vertsArray[i], vpnNormal ) - vpnDist;
c = ( 1.0f - bound( 0, temp, 1.0f ) ) * 0xFFFF;
if( alphaFog )
{
bArray[3] = ( bArray[3] * c ) >> 16;
}
else
{
bArray[0] = ( bArray[0] * c ) >> 16;
bArray[1] = ( bArray[1] * c ) >> 16;
bArray[2] = ( bArray[2] * c ) >> 16;
}
}
}
else
{
fogNormal[0] = DotProduct( RI.currententity->axis[0], fogPlane->normal ) * RI.currententity->scale;
fogNormal[1] = DotProduct( RI.currententity->axis[1], fogPlane->normal ) * RI.currententity->scale;
fogNormal[2] = DotProduct( RI.currententity->axis[2], fogPlane->normal ) * RI.currententity->scale;
fogptype = ( fogNormal[0] == 1.0 ? PLANE_X : ( fogNormal[1] == 1.0 ? PLANE_Y : ( fogNormal[2] == 1.0 ? PLANE_Z : PLANE_NONAXIAL ) ) );
fogDist = fogPlane->dist - DotProduct( viewtofog, fogPlane->normal );
for( i = 0; i < r_backacc.numColors; i++, bArray += 4 )
{
if( fogptype < 3 )
vdist = vertsArray[i][fogptype] - fogDist;
else
vdist = DotProduct( vertsArray[i], fogNormal ) - fogDist;
if( vdist < 0 )
{
temp = ( DotProduct( vertsArray[i], vpnNormal ) - vpnDist ) * vdist / ( vdist - dist );
c = ( 1.0f - bound( 0, temp, 1.0f ) ) * 0xFFFF;
if( alphaFog )
{
bArray[3] = ( bArray[3] * c ) >> 16;
}
else
{
bArray[0] = ( bArray[0] * c ) >> 16;
bArray[1] = ( bArray[1] * c ) >> 16;
bArray[2] = ( bArray[2] * c ) >> 16;
}
}
}
}
}
}
/*
================
R_ShaderpassBlendmode
================
*/
static int R_ShaderpassBlendmode( int passFlags )
{
if( passFlags & SHADERPASS_BLEND_REPLACE )
return GL_REPLACE;
if( passFlags & SHADERPASS_BLEND_MODULATE )
return GL_MODULATE;
if( passFlags & SHADERPASS_BLEND_ADD )
return GL_ADD;
if( passFlags & SHADERPASS_BLEND_DECAL )
return GL_DECAL;
return 0;
}
/*
================
R_SetShaderState
================
*/
static void R_SetShaderState( void )
{
int state;
// Face culling
if( !gl_cull->integer || ( r_features & MF_NOCULL ) )
GL_Cull( 0 );
else if( r_currentShader->flags & SHADER_CULL_FRONT )
GL_Cull( GL_FRONT );
else if( r_currentShader->flags & SHADER_CULL_BACK )
GL_Cull( GL_BACK );
else
GL_Cull( 0 );
state = 0;
if( r_currentShader->flags & SHADER_POLYGONOFFSET || RI.params & RP_SHADOWMAPVIEW )
state |= GLSTATE_OFFSET_FILL;
if( r_currentShader->flags & SHADER_FLARE )
state |= GLSTATE_NO_DEPTH_TEST;
r_currentShaderState = state;
}
/*
================
R_RenderMeshGeneric
================
*/
void R_RenderMeshGeneric( void )
{
const shaderpass_t *pass = r_accumPasses[0];
R_BindShaderpass( pass, NULL, 0 );
R_ModifyColor( pass );
if( pass->flags & SHADERPASS_BLEND_REPLACE )
GL_TexEnv( GL_REPLACE );
else
GL_TexEnv( GL_MODULATE );
GL_SetState( r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) );
R_FlushArrays();
}
/*
================
R_RenderMeshMultitextured
================
*/
void R_RenderMeshMultitextured( void )
{
int i;
const shaderpass_t *pass = r_accumPasses[0];
R_BindShaderpass( pass, NULL, 0 );
R_ModifyColor( pass );
GL_TexEnv( GL_MODULATE );
GL_SetState( r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) | GLSTATE_BLEND_MTEX );
for( i = 1; i < r_numAccumPasses; i++ )
{
pass = r_accumPasses[i];
R_BindShaderpass( pass, NULL, i );
GL_TexEnv( R_ShaderpassBlendmode( pass->flags ) );
}
R_FlushArrays();
}
/*
================
R_RenderMeshCombined
================
*/
void R_RenderMeshCombined( void )
{
int i;
const shaderpass_t *pass = r_accumPasses[0];
R_BindShaderpass( pass, NULL, 0 );
R_ModifyColor( pass );
GL_TexEnv( GL_MODULATE );
GL_SetState( r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) | GLSTATE_BLEND_MTEX );
for( i = 1; i < r_numAccumPasses; i++ )
{
pass = r_accumPasses[i];
R_BindShaderpass( pass, NULL, i );
if( pass->flags & ( SHADERPASS_BLEND_REPLACE|SHADERPASS_BLEND_MODULATE ) )
{
GL_TexEnv( GL_MODULATE );
}
else if( pass->flags & SHADERPASS_BLEND_ADD )
{
// these modes are best set with TexEnv, Combine4 would need much more setup
GL_TexEnv( GL_ADD );
}
else if( pass->flags & SHADERPASS_BLEND_DECAL )
{
// mimics Alpha-Blending in upper texture stage, but instead of multiplying the alpha-channel, they're added
// this way it can be possible to use GL_DECAL in both texture-units, while still looking good
// normal mutlitexturing would multiply the alpha-channel which looks ugly
GL_TexEnv( GL_COMBINE_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD );
pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB );
pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA );
pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE );
pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA );
}
else
{
Com_Assert( 1 );
}
}
R_FlushArrays();
}
/*
================
R_RenderMeshGLSL_Material
================
*/
static void R_RenderMeshGLSL_Material( void )
{
int i, tcgen;
int state;
bool breakIntoPasses = false;
int program, object;
int programFeatures = 0;
image_t *base, *normalmap, *glossmap, *decalmap;
mat4x4_t unused;
vec3_t lightDir = { 0.0f, 0.0f, 0.0f };
vec4_t ambient = { 0.0f, 0.0f, 0.0f, 0.0f }, diffuse = { 0.0f, 0.0f, 0.0f, 0.0f };
float offsetmappingScale;
superLightStyle_t *lightStyle;
shaderpass_t *pass = r_accumPasses[0];
// handy pointers
base = pass->anim_frames[0];
normalmap = pass->anim_frames[1];
glossmap = pass->anim_frames[2];
decalmap = pass->anim_frames[3];
Com_Assert( normalmap == NULL );
if( normalmap->samples == 4 )
offsetmappingScale = r_offsetmapping_scale->value * r_currentShader->offsetmapping_scale;
else // no alpha in normalmap, don't bother with offset mapping
offsetmappingScale = 0;
if( glConfig.ext.GLSL_branching )
programFeatures |= PROGRAM_APPLY_BRANCHING;
if( glConfig.ext.GLSL_no_half_types )
programFeatures |= PROGRAM_APPLY_NO_HALF_TYPES;
if( RI.params & RP_CLIPPLANE )
programFeatures |= PROGRAM_APPLY_CLIPPING;
if( r_currentMeshBuffer->infokey > 0 )
{ // world surface
int srcAlpha = (pass->flags & (SHADERPASS_BLEND_DECAL|GLSTATE_ALPHAFUNC
|GLSTATE_SRCBLEND_SRC_ALPHA|GLSTATE_SRCBLEND_ONE_MINUS_SRC_ALPHA|GLSTATE_DSTBLEND_SRC_ALPHA|GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA));
if( !( r_offsetmapping->integer & 1 ) )
offsetmappingScale = 0;
if( r_lightmap->integer || ( r_currentDlightBits && !pass->anim_frames[5] ) )
{
if( !srcAlpha )
base = r_whitetexture; // white
else
programFeatures |= PROGRAM_APPLY_BASETEX_ALPHA_ONLY;
}
// we use multipass for dynamic lights, so bind the white texture
// instead of base in GLSL program and add another modulative pass (diffusemap)
if( !r_lightmap->integer && ( r_currentDlightBits && !pass->anim_frames[5] ) )
{
breakIntoPasses = true;
r_GLSLpasses[1] = *pass;
r_GLSLpasses[1].flags = ( pass->flags & SHADERPASS_NOCOLORARRAY )|((pass->flags & GLSTATE_ALPHAFUNC) ? GLSTATE_DEPTHFUNC_EQ : 0)
|SHADERPASS_BLEND_MODULATE|GLSTATE_SRCBLEND_ZERO|GLSTATE_DSTBLEND_SRC_COLOR;
// decal
if( decalmap )
{
r_GLSLpasses[1].rgbgen.type = RGB_GEN_IDENTITY;
r_GLSLpasses[1].alphagen.type = ALPHA_GEN_IDENTITY;
r_GLSLpasses[2] = *pass;
r_GLSLpasses[2].flags = ( pass->flags & SHADERPASS_NOCOLORARRAY )|((pass->flags & GLSTATE_ALPHAFUNC) ? GLSTATE_DEPTHFUNC_EQ : 0)
|SHADERPASS_BLEND_DECAL|GLSTATE_SRCBLEND_SRC_ALPHA|GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA;
r_GLSLpasses[2].anim_frames[0] = decalmap;
}
if( offsetmappingScale <= 0 )
{
r_GLSLpasses[1].program = r_GLSLpasses[2].program = NULL;
r_GLSLpasses[1].program_type = r_GLSLpasses[2].program_type = PROGRAM_TYPE_NONE;
}
else
{
r_GLSLpasses[1].anim_frames[2] = r_GLSLpasses[2].anim_frames[2] = NULL; // no specular
r_GLSLpasses[1].anim_frames[3] = r_GLSLpasses[2].anim_frames[3] = NULL; // no decal
r_GLSLpasses[1].anim_frames[6] = r_GLSLpasses[6].anim_frames[2] = ( (image_t *)1 ); // no ambient (HACK HACK HACK)
}
}
}
else if( ( r_currentMeshBuffer->sortkey & 3 ) == MB_POLY )
{ // polys
if( !( r_offsetmapping->integer & 2 ) )
offsetmappingScale = 0;
R_BuildTangentVectors( r_backacc.numVerts, vertsArray, normalsArray, coordsArray, r_backacc.numElems/3, elemsArray, inSVectorsArray );
}
else
{ // models
if( !( r_offsetmapping->integer & 4 ) )
offsetmappingScale = 0;
}
tcgen = pass->tcgen; // store the original tcgen
pass->tcgen = TC_GEN_BASE;
R_BindShaderpass( pass, base, 0 );
if( !breakIntoPasses )
{ // calculate the fragment color
R_ModifyColor( pass );
}
else
{ // rgbgen identity (255,255,255,255)
r_backacc.numColors = 1;
colorArray[0][0] = colorArray[0][1] = colorArray[0][2] = colorArray[0][3] = 255;
}
// set shaderpass state (blending, depthwrite, etc)
state = r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) | GLSTATE_BLEND_MTEX;
GL_SetState( state );
// don't waste time on processing GLSL programs with zero colormask
if( RI.params & RP_SHADOWMAPVIEW )
{
pass->tcgen = tcgen; // restore original tcgen
R_FlushArrays();
return;
}
// we only send S-vectors to GPU and recalc T-vectors as cross product
// in vertex shader
pass->tcgen = TC_GEN_SVECTORS;
GL_Bind( 1, normalmap ); // normalmap
GL_SetTexCoordArrayMode( GL_TEXTURE_COORD_ARRAY );
R_VertexTCBase( pass, 1, unused );
if( glossmap && r_lighting_glossintensity->value )
{
programFeatures |= PROGRAM_APPLY_SPECULAR;
GL_Bind( 2, glossmap ); // gloss
GL_SetTexCoordArrayMode( 0 );
}
if( decalmap && !breakIntoPasses )
{
programFeatures |= PROGRAM_APPLY_DECAL;
GL_Bind( 3, decalmap ); // decal
GL_SetTexCoordArrayMode( 0 );
}
if( offsetmappingScale > 0 )
programFeatures |= r_offsetmapping_reliefmapping->integer ? PROGRAM_APPLY_RELIEFMAPPING : PROGRAM_APPLY_OFFSETMAPPING;
if( r_currentMeshBuffer->infokey > 0 )
{ // world surface
lightStyle = r_superLightStyle;
// bind lightmap textures and set program's features for lightstyles
if( r_superLightStyle && r_superLightStyle->lightmapNum[0] >= 0 )
{
pass->tcgen = TC_GEN_LIGHTMAP;
for( i = 0; i < LM_STYLES && r_superLightStyle->lightmapStyles[i] != 255; i++ )
{
programFeatures |= ( PROGRAM_APPLY_LIGHTSTYLE0 << i );
r_lightmapStyleNum[i+4] = i;
GL_Bind( i+4, r_lightmapTextures[r_superLightStyle->lightmapNum[i]] ); // lightmap
GL_SetTexCoordArrayMode( GL_TEXTURE_COORD_ARRAY );
R_VertexTCBase( pass, i+4, unused );
}
if( i == 1 )
{
vec_t *rgb = r_lightStyles[r_superLightStyle->lightmapStyles[0]].rgb;
// PROGRAM_APPLY_FB_LIGHTMAP indicates that there's no need to renormalize
// the lighting vector for specular (saves 3 adds, 3 muls and 1 normalize per pixel)
if( rgb[0] == 1 && rgb[1] == 1 && rgb[2] == 1 )
programFeatures |= PROGRAM_APPLY_FB_LIGHTMAP;
}
}
if( !pass->anim_frames[6] && !VectorCompare( mapConfig.ambient, vec3_origin ) )
{
VectorCopy( mapConfig.ambient, ambient );
programFeatures |= PROGRAM_APPLY_AMBIENT_COMPENSATION;
}
}
else
{
vec3_t temp;
lightStyle = NULL;
programFeatures |= PROGRAM_APPLY_DIRECTIONAL_LIGHT;
if( ( r_currentMeshBuffer->sortkey & 3 ) == MB_POLY )
{
VectorCopy( r_polys[-r_currentMeshBuffer->infokey-1].normal, lightDir );
Vector4Set( ambient, 0, 0, 0, 0 );
Vector4Set( diffuse, 1, 1, 1, 1 );
}
else if( RI.currententity )
{
if( RI.currententity->flags & RF_FULLBRIGHT )
{
Vector4Set( ambient, 1, 1, 1, 1 );
Vector4Set( diffuse, 1, 1, 1, 1 );
}
else
{
// get weighted incoming direction of world and dynamic lights
R_LightForOrigin( RI.currententity->lightingOrigin, temp, ambient, diffuse,
RI.currententity->model ? RI.currententity->model->radius * RI.currententity->scale : 0 );
if( RI.currententity->flags & EF_MINLIGHT )
{
if( ambient[0] <= 0.1f || ambient[1] <= 0.1f || ambient[2] <= 0.1f )
VectorSet( ambient, 0.1f, 0.1f, 0.1f );
}
// rotate direction
Matrix_TransformVector( RI.currententity->axis, temp, lightDir );
}
}
}
pass->tcgen = tcgen; // restore original tcgen
program = R_RegisterGLSLProgram( pass->program, NULL, programFeatures );
object = R_GetProgramObject( program );
if( object )
{
pglUseProgramObjectARB( object );
// update uniforms
R_UpdateProgramUniforms( program, RI.viewOrigin, vec3_origin, lightDir, ambient, diffuse, lightStyle,
true, 0, 0, 0, offsetmappingScale );
R_FlushArrays();
pglUseProgramObjectARB( 0 );
}
if( breakIntoPasses )
{
unsigned int oDB = r_currentDlightBits; // HACK HACK HACK
superLightStyle_t *oSL = r_superLightStyle;
R_AccumulatePass( &r_GLSLpasses[0] ); // dynamic lighting pass
if( offsetmappingScale )
{
r_superLightStyle = NULL;
r_currentDlightBits = 0;
}
R_AccumulatePass( &r_GLSLpasses[1] ); // modulate (diffusemap)
if( decalmap )
R_AccumulatePass( &r_GLSLpasses[2] ); // alpha-blended decal texture
if( offsetmappingScale )
{
r_superLightStyle = oSL;
r_currentDlightBits = oDB;
}
}
}
/*
================
R_RenderMeshGLSL_Distortion
================
*/
static void R_RenderMeshGLSL_Distortion( void )
{
int state, tcgen;
int program, object;
int programFeatures = 0;
mat4x4_t unused;
shaderpass_t *pass = r_accumPasses[0];
image_t *portaltexture, *portaltexture2;
bool frontPlane;
if( !( RI.params & ( RP_PORTALCAPTURED|RP_PORTALCAPTURED2 ) ) )
return;
if( glConfig.ext.GLSL_branching )
programFeatures |= PROGRAM_APPLY_BRANCHING;
if( glConfig.ext.GLSL_no_half_types )
programFeatures |= PROGRAM_APPLY_NO_HALF_TYPES;
if( RI.params & RP_CLIPPLANE )
programFeatures |= PROGRAM_APPLY_CLIPPING;
portaltexture = ( RI.params & RP_PORTALCAPTURED ) ? r_portaltexture : r_blacktexture;
portaltexture2 = ( RI.params & RP_PORTALCAPTURED2 ) ? r_portaltexture2 : r_blacktexture;
frontPlane = (PlaneDiff( RI.viewOrigin, &RI.portalPlane ) > 0 ? true : false);
tcgen = pass->tcgen; // store the original tcgen
R_BindShaderpass( pass, pass->anim_frames[0], 0 ); // dudvmap
// calculate the fragment color
R_ModifyColor( pass );
if( frontPlane )
{
if( pass->alphagen.type != ALPHA_GEN_IDENTITY )
programFeatures |= PROGRAM_APPLY_DISTORTION_ALPHA;
}
// set shaderpass state (blending, depthwrite, etc)
state = r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) | GLSTATE_BLEND_MTEX;
GL_SetState( state );
if( pass->anim_frames[1] /* && ( RI.params & RP_PORTALCAPTURED )*/ )
{ // eyeDot
programFeatures |= PROGRAM_APPLY_EYEDOT;
pass->tcgen = TC_GEN_SVECTORS;
GL_Bind( 1, pass->anim_frames[1] ); // normalmap
GL_SetTexCoordArrayMode( GL_TEXTURE_COORD_ARRAY );
R_VertexTCBase( pass, 1, unused );
}
GL_Bind( 2, portaltexture ); // reflection
GL_Bind( 3, portaltexture2 ); // refraction
pass->tcgen = tcgen; // restore original tcgen
// update uniforms
program = R_RegisterGLSLProgram( pass->program, NULL, programFeatures );
object = R_GetProgramObject( program );
if( object )
{
pglUseProgramObjectARB( object );
R_UpdateProgramUniforms( program, RI.viewOrigin, vec3_origin, vec3_origin, NULL, NULL, NULL,
frontPlane, r_portaltexture->upload_width, r_portaltexture->upload_height, 0, 0 );
R_FlushArrays();
pglUseProgramObjectARB( 0 );
}
}
/*
================
R_RenderMeshGLSL_Shadowmap
================
*/
static void R_RenderMeshGLSL_Shadowmap( void )
{
int i;
int state;
int program, object;
int programFeatures = glConfig.ext.GLSL_branching ? PROGRAM_APPLY_BRANCHING : 0;
shaderpass_t *pass = r_accumPasses[0];
if( r_shadows_pcf->integer == 2 )
programFeatures |= PROGRAM_APPLY_PCF2x2;
else if( r_shadows_pcf->integer == 3 )
programFeatures |= PROGRAM_APPLY_PCF3x3;
// update uniforms
program = R_RegisterGLSLProgram( pass->program, NULL, programFeatures );
object = R_GetProgramObject( program );
if( !object )
return;
for( i = 0, r_currentCastGroup = r_shadowGroups; i < r_numShadowGroups; i++, r_currentCastGroup++ )
{
if( !( r_currentShadowBits & r_currentCastGroup->bit ) )
continue;
R_BindShaderpass( pass, r_currentCastGroup->depthTexture, 0 );
pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB );
pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
// calculate the fragment color
R_ModifyColor( pass );
// set shaderpass state (blending, depthwrite, etc)
state = r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) | GLSTATE_BLEND_MTEX;
GL_SetState( state );
pglUseProgramObjectARB( object );
R_UpdateProgramUniforms( program, RI.viewOrigin, vec3_origin, vec3_origin, NULL, NULL, NULL, true,
r_currentCastGroup->depthTexture->upload_width, r_currentCastGroup->depthTexture->upload_height,
r_currentCastGroup->projDist, 0 );
R_FlushArrays();
pglUseProgramObjectARB( 0 );
pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE );
}
}
#ifdef HARDWARE_OUTLINES
/*
================
R_RenderMeshGLSL_Outline
================
*/
static void R_RenderMeshGLSL_Outline( void )
{
int faceCull;
int state;
int program, object;
int programFeatures = glConfig.ext.GLSL_branching ? PROGRAM_APPLY_BRANCHING : 0;
shaderpass_t *pass = r_accumPasses[0];
if( RI.params & RP_CLIPPLANE )
programFeatures |= PROGRAM_APPLY_CLIPPING;
// update uniforms
program = R_RegisterGLSLProgram( pass->program, NULL, programFeatures );
object = R_GetProgramObject( program );
if( !object )
return;
faceCull = glState.faceCull;
GL_Cull( GL_BACK );
GL_SelectTexture( 0 );
GL_SetTexCoordArrayMode( 0 );
// calculate the fragment color
R_ModifyColor( pass );
// set shaderpass state (blending, depthwrite, etc)
state = r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) | GLSTATE_BLEND_MTEX;
GL_SetState( state );
pglUseProgramObjectARB( object );
R_UpdateProgramUniforms( program, RI.viewOrigin, vec3_origin, vec3_origin, NULL, NULL, NULL, true,
0, 0, RI.currententity->outlineHeight * r_outlines_scale->value, 0 );
R_FlushArrays();
pglUseProgramObjectARB( 0 );
GL_Cull( faceCull );
}
#endif
/*
================
R_RenderMeshGLSLProgrammed
================
*/
static void R_RenderMeshGLSLProgrammed( void )
{
const shaderpass_t *pass = ( shaderpass_t * )r_accumPasses[0];
switch( pass->program_type )
{
case PROGRAM_TYPE_MATERIAL:
R_RenderMeshGLSL_Material();
break;
case PROGRAM_TYPE_DISTORTION:
R_RenderMeshGLSL_Distortion();
break;
case PROGRAM_TYPE_SHADOWMAP:
R_RenderMeshGLSL_Shadowmap();
break;
case PROGRAM_TYPE_OUTLINE:
#ifdef HARDWARE_OUTLINES
R_RenderMeshGLSL_Outline ();
#endif
break;
default:
MsgDev( D_WARN, "Unknown GLSL program type %i\n", pass->program_type );
break;
}
}
/*
================
R_RenderAccumulatedPasses
================
*/
static void R_RenderAccumulatedPasses( void )
{
const shaderpass_t *pass = r_accumPasses[0];
R_CleanUpTextureUnits( r_numAccumPasses );
if( pass->program )
{
r_numAccumPasses = 0;
R_RenderMeshGLSLProgrammed();
return;
}
if( pass->flags & SHADERPASS_DLIGHT )
{
r_numAccumPasses = 0;
R_AddDynamicLights( r_currentDlightBits, r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) );
return;
}
if( pass->flags & SHADERPASS_STENCILSHADOW )
{
r_numAccumPasses = 0;
R_PlanarShadowPass( r_currentShaderState | ( pass->flags & r_currentShaderPassMask ) );
return;
}
if( r_numAccumPasses == 1 )
R_RenderMeshGeneric();
else if( glConfig.ext.texture_env_combine )
R_RenderMeshCombined();
else
R_RenderMeshMultitextured();
r_numAccumPasses = 0;
}
/*
================
R_AccumulatePass
================
*/
static void R_AccumulatePass( shaderpass_t *pass )
{
bool accumulate, renderNow;
const shaderpass_t *prevPass;
// for depth texture we render light's view to, ignore passes that do not write into depth buffer
if( ( RI.params & RP_SHADOWMAPVIEW ) && !( pass->flags & GLSTATE_DEPTHWRITE ) )
return;
// see if there are any free texture units
renderNow = ( pass->flags & ( SHADERPASS_DLIGHT|SHADERPASS_STENCILSHADOW ) ) || pass->program;
accumulate = ( r_numAccumPasses < glConfig.maxTextureUnits ) && !renderNow;
if( accumulate )
{
if( !r_numAccumPasses )
{
r_accumPasses[r_numAccumPasses++] = pass;
return;
}
// ok, we've got several passes, diff against the previous
prevPass = r_accumPasses[r_numAccumPasses-1];
// see if depthfuncs and colors are good
if(
( ( prevPass->flags ^ pass->flags ) & GLSTATE_DEPTHFUNC_EQ ) ||
( pass->flags & GLSTATE_ALPHAFUNC ) ||
( pass->rgbgen.type != RGB_GEN_IDENTITY ) ||
( pass->alphagen.type != ALPHA_GEN_IDENTITY ) ||
( ( prevPass->flags & GLSTATE_ALPHAFUNC ) && !( pass->flags & GLSTATE_DEPTHFUNC_EQ ) )
)
accumulate = false;
// see if blendmodes are good
if( accumulate )
{
int mode, prevMode;
mode = R_ShaderpassBlendmode( pass->flags );
if( mode )
{
prevMode = R_ShaderpassBlendmode( prevPass->flags );
if( glConfig.ext.texture_env_combine )
{
if( prevMode == GL_REPLACE )
accumulate = ( mode == GL_ADD ) ? glConfig.ext.texture_env_add : true;
else if( prevMode == GL_ADD )
accumulate = ( mode == GL_ADD ) && glConfig.ext.texture_env_add;
else if( prevMode == GL_MODULATE )
accumulate = ( mode == GL_MODULATE || mode == GL_REPLACE );
else
accumulate = false;
}
else /* if( glConfig.ext.multitexture )*/
{
if( prevMode == GL_REPLACE )
accumulate = ( mode == GL_ADD ) ? glConfig.ext.texture_env_add : ( mode != GL_DECAL );
else if( prevMode == GL_ADD )
accumulate = ( mode == GL_ADD ) && glConfig.ext.texture_env_add;
else if( prevMode == GL_MODULATE )
accumulate = ( mode == GL_MODULATE || mode == GL_REPLACE );
else
accumulate = false;
}
}
else
{
accumulate = false;
}
}
}
// no, failed to accumulate
if( !accumulate )
{
if( r_numAccumPasses )
R_RenderAccumulatedPasses();
}
r_accumPasses[r_numAccumPasses++] = pass;
if( renderNow )
R_RenderAccumulatedPasses();
}
/*
================
R_SetupLightmapMode
================
*/
void R_SetupLightmapMode( void )
{
r_lightmapPasses[0].tcgen = TC_GEN_LIGHTMAP;
r_lightmapPasses[0].rgbgen.type = RGB_GEN_IDENTITY;
r_lightmapPasses[0].alphagen.type = ALPHA_GEN_IDENTITY;
r_lightmapPasses[0].flags &= ~( SHADERPASS_BLENDMODE|SHADERPASS_DELUXEMAP|GLSTATE_ALPHAFUNC|GLSTATE_SRCBLEND_MASK|GLSTATE_DSTBLEND_MASK|GLSTATE_DEPTHFUNC_EQ );
r_lightmapPasses[0].flags |= SHADERPASS_LIGHTMAP|SHADERPASS_NOCOLORARRAY|SHADERPASS_BLEND_MODULATE /*|GLSTATE_SRCBLEND_ONE|GLSTATE_DSTBLEND_ZERO*/;
if( r_lightmap->integer )
r_lightmapPasses[0].flags |= GLSTATE_DEPTHWRITE;
}
/*
================
R_RenderMeshBuffer
================
*/
void R_RenderMeshBuffer( const meshbuffer_t *mb )
{
int i;
msurface_t *surf;
shaderpass_t *pass;
mfog_t *fog;
if( !r_backacc.numVerts || !r_backacc.numElems )
{
R_ClearArrays();
return;
}
surf = mb->infokey > 0 ? &r_worldbrushmodel->surfaces[mb->infokey-1] : NULL;
if( surf )
r_superLightStyle = &r_superLightStyles[surf->superLightStyle];
else
r_superLightStyle = NULL;
r_currentMeshBuffer = mb;
MB_NUM2SHADER( mb->shaderkey, r_currentShader );
if( glState.in2DMode )
{
r_currentShaderTime = Sys_DoubleTime();
}
else
{
r_currentShaderTime = (double)RI.refdef.time;
if( RI.currententity )
{
r_currentShaderTime -= (double)RI.currententity->shaderTime;
if( r_currentShaderTime < 0 ) r_currentShaderTime = 0;
}
}
if( !r_triangleOutlines )
R_SetShaderState();
if( r_currentShader->numdeforms )
R_DeformVertices();
if( r_features & MF_KEEPLOCK )
r_backacc.c_totalKeptLocks++;
else
R_UnlockArrays();
if( r_triangleOutlines )
{
R_LockArrays( r_backacc.numVerts );
if( RI.params & RP_TRISOUTLINES )
R_DrawTriangles();
if( RI.params & RP_SHOWNORMALS )
R_DrawNormals();
R_ClearArrays();
return;
}
// extract the fog volume number from sortkey
if( !r_worldmodel )
fog = NULL;
else
MB_NUM2FOG( mb->sortkey, fog );
if( fog && !fog->shader )
fog = NULL;
// can we fog the geometry with alpha texture?
r_texFog = ( fog && ( ( r_currentShader->sort <= SHADER_SORT_ALPHATEST &&
( r_currentShader->flags & ( SHADER_DEPTHWRITE|SHADER_SKY ) ) ) || r_currentShader->fog_dist ) ) ? fog : NULL;
// check if the fog volume is present but we can't use alpha texture
r_colorFog = ( fog && !r_texFog ) ? fog : NULL;
if( r_currentShader->flags & SHADER_FLARE )
r_currentDlightBits = 0;
else
r_currentDlightBits = surf ? mb->dlightbits : 0;
r_currentShadowBits = mb->shadowbits & RI.shadowBits;
R_LockArrays( r_backacc.numVerts );
// accumulate passes for dynamic merging
for( i = 0, pass = r_currentShader->passes; i < r_currentShader->numpasses; i++, pass++ )
{
if( !pass->program )
{
if( pass->flags & SHADERPASS_LIGHTMAP )
{
int j, k, l, u;
// no valid lightmaps, goodbye
if( !r_superLightStyle || r_superLightStyle->lightmapNum[0] < 0 || r_superLightStyle->lightmapStyles[0] == 255 )
continue;
// try to apply lightstyles
if( ( !( pass->flags & ( GLSTATE_SRCBLEND_MASK|GLSTATE_DSTBLEND_MASK ) ) || ( pass->flags & SHADERPASS_BLEND_MODULATE ) ) && ( pass->rgbgen.type == RGB_GEN_IDENTITY ) && ( pass->alphagen.type == ALPHA_GEN_IDENTITY ) )
{
vec3_t colorSum, color;
// the first pass is always GL_MODULATE or GL_REPLACE
// other passes are GL_ADD
r_lightmapPasses[0] = *pass;
for( j = 0, l = 0, u = 0; j < LM_STYLES && r_superLightStyle->lightmapStyles[j] != 255; j++ )
{
VectorCopy( r_lightStyles[r_superLightStyle->lightmapStyles[j]].rgb, colorSum );
VectorClear( color );
for( ; ; l++ )
{
for( k = 0; k < 3; k++ )
{
colorSum[k] -= color[k];
color[k] = bound( 0, colorSum[k], 1 );
}
if( l )
{
if( !color[0] && !color[1] && !color[2] )
break;
if( l == MAX_TEXTURE_UNITS+1 )
r_lightmapPasses[0] = r_lightmapPasses[1];
u = l % ( MAX_TEXTURE_UNITS+1 );
}
if( VectorCompare( color, colorWhite ) )
{
r_lightmapPasses[u].rgbgen.type = RGB_GEN_IDENTITY;
}
else
{
if( !l )
{
r_lightmapPasses[0].flags &= ~SHADERPASS_BLENDMODE;
r_lightmapPasses[0].flags |= SHADERPASS_BLEND_MODULATE;
}
r_lightmapPasses[u].rgbgen.type = RGB_GEN_CONST;
VectorCopy( color, r_lightmapPasses[u].rgbgen.args );
}
if( r_lightmap->integer && !l )
R_SetupLightmapMode();
R_AccumulatePass( &r_lightmapPasses[u] );
r_lightmapStyleNum[r_numAccumPasses - 1] = j;
}
}
}
else
{
if( r_lightmap->integer )
{
R_SetupLightmapMode();
pass = r_lightmapPasses;
}
R_AccumulatePass( pass );
r_lightmapStyleNum[r_numAccumPasses - 1] = 0;
}
continue;
}
else if( r_lightmap->integer && ( r_currentShader->flags & SHADER_LIGHTMAP ) )
continue;
if( ( pass->flags & SHADERPASS_PORTALMAP ) && !( RI.params & RP_PORTALCAPTURED ) )
continue;
if( ( pass->flags & SHADERPASS_DETAIL ) && !r_detailtextures->integer )
continue;
if( ( pass->flags & SHADERPASS_DLIGHT ) && !r_currentDlightBits )
continue;
}
R_AccumulatePass( pass );
}
// accumulate dynamic lights pass and fog pass if any
if( r_currentDlightBits && !( r_currentShader->flags & SHADER_NO_MODULATIVE_DLIGHTS ) )
{
if( !r_lightmap->integer || !( r_currentShader->flags & SHADER_LIGHTMAP ) )
R_AccumulatePass( &r_dlightsPass );
}
if( r_currentShadowBits && ( r_currentShader->sort >= SHADER_SORT_OPAQUE )
&& ( r_currentShader->sort <= SHADER_SORT_ALPHATEST ) )
R_AccumulatePass( &r_GLSLpasses[3] );
#ifdef HARDWARE_OUTLINES
if( glConfig.ext.GLSL && RI.currententity && RI.currententity->outlineHeight && r_outlines_scale->value > 0
&& ( r_currentShader->sort == SHADER_SORT_OPAQUE ) && ( r_currentShader->flags & SHADER_CULL_FRONT ) )
R_AccumulatePass( &r_GLSLpassOutline );
#endif
if( r_texFog && r_texFog->shader )
{
r_fogPass.anim_frames[0] = r_fogtexture;
if( !r_currentShader->numpasses || r_currentShader->fog_dist || ( r_currentShader->flags & SHADER_SKY ) )
r_fogPass.flags &= ~GLSTATE_DEPTHFUNC_EQ;
else
r_fogPass.flags |= GLSTATE_DEPTHFUNC_EQ;
R_AccumulatePass( &r_fogPass );
}
// flush any remaining passes
if( r_numAccumPasses )
R_RenderAccumulatedPasses();
R_ClearArrays();
pglMatrixMode( GL_MODELVIEW );
}
/*
================
R_BackendCleanUpTextureUnits
================
*/
void R_BackendCleanUpTextureUnits( void )
{
R_CleanUpTextureUnits( 1 );
GL_LoadIdentityTexMatrix();
pglMatrixMode( GL_MODELVIEW );
GL_DisableAllTexGens();
GL_SetTexCoordArrayMode( 0 );
}
/*
================
R_BackendSetPassMask
================
*/
void R_BackendSetPassMask( int mask )
{
r_currentShaderPassMask = mask;
}
/*
================
R_BackendResetPassMask
================
*/
void R_BackendResetPassMask( void )
{
r_currentShaderPassMask = GLSTATE_MASK;
}
/*
================
R_BackendBeginTriangleOutlines
================
*/
void R_BackendBeginTriangleOutlines( void )
{
r_triangleOutlines = true;
pglColor4fv( colorWhite );
GL_Cull( 0 );
GL_SetState( GLSTATE_NO_DEPTH_TEST );
pglDisable( GL_TEXTURE_2D );
pglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
/*
================
R_BackendEndTriangleOutlines
================
*/
void R_BackendEndTriangleOutlines( void )
{
r_triangleOutlines = false;
pglColor4fv( colorWhite );
GL_SetState( 0 );
pglEnable( GL_TEXTURE_2D );
pglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
}
/*
================
R_SetColorForOutlines
================
*/
static _inline void R_SetColorForOutlines( void )
{
int type = r_currentMeshBuffer->sortkey & 3;
switch( type )
{
case MB_MODEL:
if( r_currentMeshBuffer->infokey < 0 )
pglColor4fv( colorRed );
else
pglColor4fv( colorWhite );
break;
case MB_SPRITE:
pglColor4fv( colorBlue );
break;
case MB_POLY:
pglColor4fv( colorGreen );
break;
}
}
/*
================
R_DrawTriangles
================
*/
static void R_DrawTriangles( void )
{
if( r_showtris->integer == 2 )
R_SetColorForOutlines();
if( glConfig.ext.draw_range_elements )
pglDrawRangeElementsEXT( GL_TRIANGLES, 0, r_backacc.numVerts, r_backacc.numElems, GL_UNSIGNED_INT, elemsArray );
else
pglDrawElements( GL_TRIANGLES, r_backacc.numElems, GL_UNSIGNED_INT, elemsArray );
}
/*
================
R_DrawNormals
================
*/
static void R_DrawNormals( void )
{
unsigned int i;
if( r_shownormals->integer == 2 )
R_SetColorForOutlines();
pglBegin( GL_LINES );
for( i = 0; i < r_backacc.numVerts; i++ )
{
pglVertex3fv( vertsArray[i] );
pglVertex3f( vertsArray[i][0] + normalsArray[i][0],
vertsArray[i][1] + normalsArray[i][1],
vertsArray[i][2] + normalsArray[i][2] );
}
pglEnd();
}
static void R_DrawLine( int color, int numpoints, const float *points, const int *elements )
{
int i = numpoints - 1;
vec3_t p0, p1;
VectorSet( p0, points[i*3+0], points[i*3+1], points[i*3+2] );
if( r_physbdebug->integer == 1 ) ConvertPositionToGame( p0 );
for( i = 0; i < numpoints; i++ )
{
VectorSet( p1, points[i*3+0], points[i*3+1], points[i*3+2] );
if( r_physbdebug->integer == 1 ) ConvertPositionToGame( p1 );
pglColor4fv( UnpackRGBA( color ));
pglVertex3fv( p0 );
pglVertex3fv( p1 );
VectorCopy( p1, p0 );
}
}
/*
================
R_DrawPhysDebug
================
*/
void R_DrawPhysDebug( void )
{
if( r_physbdebug->integer )
{
// physic debug
pglLoadMatrixf( RI.worldviewMatrix );
pglBegin( GL_LINES );
ri.ShowCollision( R_DrawLine );
pglEnd();
}
}