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;
		matrix_t matrix;

		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
			continue;	// this surface definately 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 | LIGHTDEF_USE_DELUXEMAP);
			index |= LIGHTDEF_USE_LIGHT_VECTOR;

			sp = &tr.lightallShader[index];
		}

		backEnd.pc.c_lightallDraws++;

		GLSL_BindProgram(sp);

		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
		GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);

		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);

			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_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
		
		// 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_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);

		if (pStage->bundle[TB_DIFFUSEMAP].image[0])
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);

		if (pStage->bundle[TB_NORMALMAP].image[0])
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);

		if (pStage->bundle[TB_SPECULARMAP].image[0])
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);

		if (r_dlightMode->integer >= 2)
		{
			GL_SelectTexture(TB_SHADOWMAP);
			GL_BindCubemap(tr.shadowCubemaps[l]);
			GL_SelectTexture(0);
		}

		ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
		
		VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
		GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);

		VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
		GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);

		GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);

		//
		// draw
		//

		if (input->multiDrawPrimitives)
		{
			R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
		}
		else
		{
			R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
		}

		backEnd.pc.c_totalIndexes += tess.numIndexes;
		backEnd.pc.c_dlightIndexes += tess.numIndexes;
	}
}
static void ForwardSunlight( void ) {
//	int		l;
	//vec3_t	origin;
	//float	scale;
	int stage;
	int stageGlState[2];
	qboolean alphaOverride = qfalse;

	int deformGen;
	vec5_t deformParams;
	
	vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
	float eyeT = 0;

	shaderCommands_t *input = &tess;
	
	ComputeDeformValues(&deformGen, deformParams);

	ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);

	// deal with vertex alpha blended surfaces
	if (input->xstages[0] && input->xstages[1] && 
		(input->xstages[1]->alphaGen == AGEN_VERTEX || input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX))
	{
		stageGlState[0] = input->xstages[0]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);

		if (stageGlState[0] == 0 || stageGlState[0] == (GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO))
		{
			stageGlState[1] = input->xstages[1]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);

			if (stageGlState[1] == (GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
			{
				alphaOverride = qtrue;
				stageGlState[0] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
				stageGlState[1] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
			}
			else if (stageGlState[1] == (GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_SRC_ALPHA))
			{
				alphaOverride = qtrue;
				stageGlState[0] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
				stageGlState[1] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
			}
		}
	}

	if (!alphaOverride)
	{
		stageGlState[0] =
		stageGlState[1] = GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
	}

	for ( stage = 0; stage < 2 /*MAX_SHADER_STAGES */; stage++ )
	{
		shaderStage_t *pStage = input->xstages[stage];
		shaderProgram_t *sp;
		vec4_t vector;
		matrix_t matrix;

		if ( !pStage )
		{
			break;
		}

		//VectorCopy( dl->transformed, origin );

		//if (pStage->glslShaderGroup == tr.lightallShader)
		{
			int index = pStage->glslShaderIndex;

			index &= ~(LIGHTDEF_LIGHTTYPE_MASK | LIGHTDEF_USE_DELUXEMAP);
			index |= LIGHTDEF_USE_LIGHT_VECTOR | LIGHTDEF_USE_SHADOWMAP;

			if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
			{
				index |= LIGHTDEF_ENTITY;
			}

			sp = &tr.lightallShader[index];
		}

		backEnd.pc.c_lightallDraws++;

		GLSL_BindProgram(sp);

		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
		GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);

		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);

			if (alphaOverride)
			{
				if (input->xstages[1]->alphaGen == AGEN_VERTEX)
				{
					baseColor[3] = 0.0f;
					vertColor[3] = 1.0f;
				}
				else if (input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX)
				{
					baseColor[3] = 1.0f;
					vertColor[3] = -1.0f;
				}
			}

			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, backEnd.refdef.sunCol);
		GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT,  backEnd.refdef.sunAmbCol);

		GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);

		GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 9999999999.9f);

		GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
		
		GL_State( stageGlState[stage] );

		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);

		if (pStage->bundle[TB_DIFFUSEMAP].image[0])
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);

		if (pStage->bundle[TB_NORMALMAP].image[0])
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);

		if (pStage->bundle[TB_SPECULARMAP].image[0])
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);

		/*
		{
			GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
			GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
			GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
			GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
			GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
			GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
		}
		*/
		GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);

		ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );

		VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
		GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);

		VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
		GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);

		GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);

		//
		// draw
		//

		if (input->multiDrawPrimitives)
		{
			R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
		}
		else
		{
			R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
		}

		backEnd.pc.c_totalIndexes += tess.numIndexes;
		backEnd.pc.c_dlightIndexes += tess.numIndexes;
	}
}
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
	int stage;
	matrix_t matrix;
	
	vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
	float eyeT = 0;

	int deformGen;
	vec5_t deformParams;

	ComputeDeformValues(&deformGen, deformParams);

	ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);

	for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
	{
		shaderStage_t *pStage = input->xstages[stage];
		shaderProgram_t *sp;

		if ( !pStage )
		{
			break;
		}

		if (backEnd.depthFill)
		{
			if (pStage->glslShaderGroup)
			{
				int index = 0;

				if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
				{
					index |= LIGHTDEF_ENTITY;
				}

				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.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
				{
					shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
				}

				if (pStage->stateBits & GLS_ATEST_BITS)
				{
					shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
				}

				sp = &tr.genericShader[shaderAttribs];
			}
		}
		else if (pStage->glslShaderGroup)
		{
			int index = pStage->glslShaderIndex;

			if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
			{
				index |= LIGHTDEF_ENTITY;
			}

			if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
			{
				index = LIGHTDEF_USE_LIGHTMAP;
			}

			sp = &pStage->glslShaderGroup[index];

			if (pStage->glslShaderGroup == tr.lightallShader)
			{
				backEnd.pc.c_lightallDraws++;
			}
		}
		else
		{
			sp = GLSL_GetGenericShaderProgram(stage);

			backEnd.pc.c_genericDraws++;
		}

		GLSL_BindProgram(sp);

		GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
		GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);

		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 ) {
			GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
			GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
			GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
		}

		GL_State( pStage->stateBits );

		{
			vec4_t baseColor;
			vec4_t vertColor;
			qboolean tint = qtrue;
			int stage2;

			ComputeShaderColors(pStage, baseColor, vertColor);

			for ( stage2 = stage + 1; stage2 < MAX_SHADER_STAGES; stage2++ )
			{
				shaderStage_t *pStage2 = input->xstages[stage2];
				unsigned int srcBlendBits;
				//unsigned int dstBlendBits;

				if ( !pStage2 )
				{
					break;
				}

				srcBlendBits = pStage2->stateBits & GLS_SRCBLEND_BITS;
				//dstBlendBits = pStage2->stateBits & GLS_DSTBLEND_BITS;

				if (srcBlendBits == GLS_SRCBLEND_DST_COLOR)
				{
					tint = qfalse;
					break;
				}
			}
			
			if (!((tr.sunShadows || r_forceSun->integer) && tess.shader->sort <= SS_OPAQUE 
				&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) && tess.xstages[0]->glslShaderGroup == tr.lightallShader))
			{
				tint = qfalse;
			}

			if (tint)
			{
				// use VectorScale to only scale first three values, not alpha
				VectorScale(baseColor, backEnd.refdef.colorScale, baseColor);
				VectorScale(vertColor, backEnd.refdef.colorScale, vertColor);
			}

			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_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 999999.0f);
		}

		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);
		}

		ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );

		{
			vec4_t vector;
			VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
			GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);

			VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
			GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
		}

		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_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);

		GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);

		//GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);

		//
		// do multitexture
		//
		if ( backEnd.depthFill )
		{
			if (!(pStage->stateBits & GLS_ATEST_BITS))
				GL_BindToTMU( tr.whiteImage, 0 );
			else if ( pStage->bundle[TB_COLORMAP].image[0] != 0 )
				R_BindAnimatedImageToTMU( &pStage->bundle[TB_COLORMAP], TB_COLORMAP );
		}
		else if ( pStage->glslShaderGroup )
		{
			int i;

			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_LIGHTMAP)
					{
						R_BindAnimatedImageToTMU( &pStage->bundle[i], i);
					}
					else if (pStage->bundle[i].image[0])
					{
						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_LIGHTMAP)
					{
						R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
					}
					else if (pStage->bundle[i].image[0])
					{
						GL_BindToTMU( tr.whiteImage, i);
					}
				}
			}
			else
			{
				for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
				{
					if (pStage->bundle[i].image[0])
					{
						R_BindAnimatedImageToTMU( &pStage->bundle[i], i);
					}
				}
			}
		}
		else if ( pStage->bundle[1].image[0] != 0 )
		{
			R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );

			//
			// lightmap/secondary pass
			//
			if ( r_lightmap->integer ) {
				GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, GL_REPLACE);
			} else {
				GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, tess.shader->multitextureEnv);
			}

			R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 );
		}
		else 
		{
			//
			// set state
			//
			if ( pStage->bundle[0].vertexLightmap && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
			{
				GL_BindToTMU( tr.whiteImage, 0 );
			}
			else 
				R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 );

			GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, 0);
		}

		//
		// draw
		//
		if (input->multiDrawPrimitives)
		{
			R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
		}
		else
		{
			R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
		}

		// allow skipping out to show just lightmaps during development
		if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
		{
			break;
		}

		if (backEnd.depthFill)
			break;
	}
}
/*
===================
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.vertexAttribsInterpolation)
			index |= FOGDEF_USE_VERTEX_ANIMATION;
		
		sp = &tr.fogShader[index];
	}

	backEnd.pc.c_fogDraws++;

	GLSL_BindProgram(sp);

	fog = tr.world->fogs + tess.fogNum;

	GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);

	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);
	}

	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 );
	}

	if (tess.multiDrawPrimitives)
	{
		shaderCommands_t *input = &tess;
		R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
	}
	else
	{
		R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
	}
}
Beispiel #5
0
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 definately 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_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_SelectTexture(TB_SHADOWMAP);
			GL_Bind(tr.shadowCubemaps[l]);
			GL_SelectTexture(0);
		}

		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
		//

		if (input->multiDrawPrimitives)
		{
			R_DrawMultiElementsVao(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
		}
		else
		{
			R_DrawElementsVao(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
		}

		backEnd.pc.c_totalIndexes += tess.numIndexes;
		backEnd.pc.c_dlightIndexes += tess.numIndexes;
		backEnd.pc.c_dlightVertexes += tess.numVertexes;
	}
}
Beispiel #6
0
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
	int stage;
	
	vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
	float eyeT = 0;

	int deformGen;
	vec5_t deformParams;

	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;
		}

		if (backEnd.depthFill)
		{
			if (pStage->glslShaderGroup == tr.lightallShader)
			{
				int index = 0;

				if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
				{
					index |= LIGHTDEF_ENTITY;
				}

				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;
				}

				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)
			{
				index |= LIGHTDEF_ENTITY;
			}

			if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (index & LIGHTDEF_LIGHTTYPE_MASK))
			{
				index |= LIGHTDEF_USE_SHADOWMAP;
			}

			if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
			{
				index = LIGHTDEF_USE_LIGHTMAP;
			}

			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);
		
		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 );

		{
			vec4_t baseColor;
			vec4_t vertColor;

			ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits);

			if ((backEnd.refdef.colorScale != 1.0f) && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
			{
				// use VectorScale to only scale first three values, not alpha
				VectorScale(baseColor, backEnd.refdef.colorScale, baseColor);
				VectorScale(vertColor, backEnd.refdef.colorScale, vertColor);
			}

			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);
		}

		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);
		GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);

		//GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);

		//
		// do multitexture
		//
		if ( backEnd.depthFill )
		{
			if (!(pStage->stateBits & GLS_ATEST_BITS))
				GL_BindToTMU( tr.whiteImage, 0 );
			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))
			{
				GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
				GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol);
				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_LIGHTMAP)
						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_LIGHTMAP)
						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;

			GL_BindToTMU( tr.cubemaps[input->cubemapIndex - 1], TB_CUBEMAP);

			vec[0] = tr.cubemapOrigins[input->cubemapIndex - 1][0] - backEnd.viewParms.or.origin[0];
			vec[1] = tr.cubemapOrigins[input->cubemapIndex - 1][1] - backEnd.viewParms.or.origin[1];
			vec[2] = tr.cubemapOrigins[input->cubemapIndex - 1][2] - backEnd.viewParms.or.origin[2];
			vec[3] = 1.0f;

			VectorScale4(vec, 1.0f / 1000.0f, vec);

			GLSL_SetUniformVec4(sp, UNIFORM_CUBEMAPINFO, vec);
		}

		//
		// draw
		//
		if (input->multiDrawPrimitives)
		{
			R_DrawMultiElementsVao(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
		}
		else
		{
			R_DrawElementsVao(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
		}

		// 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;
	}
}
Beispiel #7
0
/*
===================
RB_FogPass

Blends a fog texture on top of everything else
===================
*/
static void RB_FogPass( int wolfFog ) {
	fog_t	*fog = NULL;
	vec4_t  color;
	vec4_t	fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
	float	eyeT = 0;
	shaderProgram_t *sp;
	glfog_t *glFog = NULL;

	int deformGen;
	vec5_t deformParams;

	if ( tr.refdef.rdflags & RDF_SNOOPERVIEW ) { // no fog pass in snooper
		return;
	}

	if (!fogIsOn)
		return;
 
	if (wolfFog)
	{
		// from R_Fog(), altered slightly
		if ( backEnd.projection2D ) {
			return;
		}

		if ( backEnd.refdef.rdflags & RDF_DRAWINGSKY ) {
			if ( glfogsettings[FOG_SKY].registered ) {
				glFog = &glfogsettings[FOG_SKY];
			}
		}

		if ( skyboxportal && backEnd.refdef.rdflags & RDF_SKYBOXPORTAL ) {
			if ( glfogsettings[FOG_PORTALVIEW].registered ) {
				glFog = &glfogsettings[FOG_PORTALVIEW];
			}
		} else {
			if ( glfogNum > FOG_NONE ) {
				glFog = &glfogsettings[FOG_CURRENT];
			}
		}
		
		if (!glFog)
			return;
	}

	ComputeDeformValues(&deformGen, deformParams);

	{
		int index = 0;

		if (deformGen != DGEN_NONE)
			index |= FOGDEF_USE_DEFORM_VERTEXES;

		if (glState.vertexAnimation)
			index |= FOGDEF_USE_VERTEX_ANIMATION;

		if (wolfFog)
		{
			if (glFog->mode == GL_LINEAR)
				index |= FOGDEF_USE_WOLF_FOG_LINEAR;
			else // if (glFog->mode == GL_EXP)
				index |= FOGDEF_USE_WOLF_FOG_EXPONENTIAL;
		}
		
		sp = &tr.fogShader[index];
	}

	backEnd.pc.c_fogDraws++;

	GLSL_BindProgram(sp);

	if (!wolfFog)
		fog = tr.world->fogs + tess.fogNum;

	GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);

	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 (wolfFog)
	{
		color[0] = glFog->color[0];
		color[1] = glFog->color[1];
		color[2] = glFog->color[2];
		color[3] = glFog->color[3];
	}
	else
	{
		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, glFog);

	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 );
	}

	if (tess.multiDrawPrimitives)
	{
		shaderCommands_t *input = &tess;
		R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
	}
	else
	{
		R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
	}
}