/* ================== RB_NV20_DiffuseColorFragment ================== */ static void RB_NV20_DiffuseColorFragment(void) { if (r_useCombinerDisplayLists.GetBool()) { qglCallList(fragmentDisplayListBase + FPROG_DIFFUSE_COLOR); return; } // program the nvidia register combiners qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1); // stage 0 is free, so we always do the multiply of the vertex color // when the vertex color is inverted, qglCombinerInputNV(GL_VARIABLE_B_NV) will be changed qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_TEXTURE0_ARB, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // for GL_CONSTANT_COLOR0_NV * TEXTURE0 * TEXTURE1 qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); }
/* ================== RB_RenderInteraction backEnd.vLight backEnd.lightScale backEnd.depthFunc must be equal for alpha tested surfaces to work right, it is set to lessThan for blended transparent surfaces This expects a bumpmap stage before a diffuse stage before a specular stage The material code is responsible for guaranteeing that, but conditional stages can still make it invalid. you can't blend two bumpmaps, but you can change bump maps between blended diffuse / specular maps to get the same effect ================== */ static void RB_RenderInteraction( const drawSurf_t *surf ) { const idMaterial *surfaceShader = surf->material; const float *surfaceRegs = surf->shaderRegisters; const viewLight_t *vLight = backEnd.vLight; const idMaterial *lightShader = vLight->lightShader; const float *lightRegs = vLight->shaderRegisters; static idPlane lightProject[4]; // reused across function calls const srfTriangles_t *tri = surf->geo; const shaderStage_t *lastBumpStage = NULL; RB_LogComment( "---------- RB_RenderInteraction %s on %s ----------\n", lightShader->GetName(), surfaceShader->GetName() ); // change the matrix and light projection vectors if needed if ( surf->space != backEnd.currentSpace ) { backEnd.currentSpace = surf->space; qglLoadMatrixf( surf->space->modelViewMatrix ); for ( int i = 0 ; i < 4 ; i++ ) { R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] ); } } // change the scissor if needed if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) { backEnd.currentScissor = surf->scissorRect; qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1, backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1, backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1, backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 ); } // hack depth range if needed if ( surf->space->weaponDepthHack ) { RB_EnterWeaponDepthHack(); } if ( surf->space->modelDepthHack != 0.0f ) { RB_EnterModelDepthHack( surf->space->modelDepthHack ); } // set the vertex arrays, which may not all be enabled on a given pass idDrawVert *ac = (idDrawVert *)vertexCache.Position(tri->ambientCache); qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() ); GL_SelectTexture( 0 ); qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() ); qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color ); // go through the individual stages for ( int i = 0 ; i < surfaceShader->GetNumStages() ; i++ ) { const shaderStage_t *surfaceStage = surfaceShader->GetStage( i ); // ignore ambient stages while drawing interactions if ( surfaceStage->lighting == SL_AMBIENT ) { continue; } // ignore stages that fail the condition if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) { continue; } //----------------------------------------------------- // // bump / falloff // //----------------------------------------------------- if ( surfaceStage->lighting == SL_BUMP ) { // render light falloff * bumpmap lighting if ( surfaceStage->vertexColor != SVC_IGNORE ) { common->Printf( "shader %s: vertexColor on a bump stage\n", surfaceShader->GetName() ); } // check for RGBA modulations in the stage, which are also illegal? // save the bump map stage for the specular calculation and diffuse // error checking lastBumpStage = surfaceStage; // // ambient lights combine non-directional bump and falloff // and write to the alpha channel // if ( lightShader->IsAmbientLight() ) { GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc ); // texture 0 will be the per-surface bump map GL_SelectTexture( 0 ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf ); // development aid if ( r_skipBump.GetBool() ) { globalImages->flatNormalMap->Bind(); } // texture 1 will be the light falloff GL_SelectTexture( 1 ); qglEnable( GL_TEXTURE_GEN_S ); qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() ); qglTexCoord2f( 0, 0.5 ); vLight->falloffImage->Bind(); qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 ); // set the constant color to a bit of an angle qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, tr.ambientLightVector.ToFloatPtr() ); // stage 0 sets primary_color = bump dot constant color qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_CONSTANT_COLOR0_NV, GL_EXPAND_NORMAL_NV, GL_RGB ); qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB ); qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE ); // stage 1 alpha sets primary_color = primary_color * falloff qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE ); qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA ); qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA, GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE ); // final combiner takes the result for the alpha channel qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA ); // draw it RB_DrawElementsWithCounters( tri ); globalImages->BindNull(); qglDisable( GL_TEXTURE_GEN_S ); GL_SelectTexture( 0 ); RB_FinishStageTexture( &surfaceStage->texture, surf ); continue; } // // draw light falloff to the alpha channel // GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); qglDisableClientState( GL_COLOR_ARRAY ); qglEnable( GL_TEXTURE_GEN_S ); qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() ); qglTexCoord2f( 0, 0.5 ); vLight->falloffImage->Bind(); // make sure a combiner output doesn't step on the texture qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 ); qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE ); // final combiner qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA ); // draw it RB_DrawElementsWithCounters( tri ); qglDisable( GL_TEXTURE_GEN_S ); // // draw the bump map result onto the alpha channel // GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc ); // texture 0 will be the per-surface bump map GL_SelectTexture( 0 ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf ); // texture 1 is the normalization cube map // the texccords are the non-normalized vector towards the light origin GL_SelectTexture( 1 ); globalImages->normalCubeMapImage->Bind(); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() ); qglDisableClientState( GL_COLOR_ARRAY ); // program the nvidia register combiners // I just want alpha = Dot( texture0, texture1 ) qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 ); // stage 0 rgb performs the dot product // SPARE0 = TEXTURE0 dot TEXTURE1 qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB ); qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB ); qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE ); // final combiner just takes the dot result and puts it in alpha qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE ); // draw it RB_DrawElementsWithCounters( tri ); globalImages->BindNull(); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); GL_SelectTexture( 0 ); RB_FinishStageTexture( &surfaceStage->texture, surf ); continue; } if ( surfaceStage->lighting == SL_DIFFUSE ) { if ( !lastBumpStage ) { common->Printf( "shader %s: diffuse stage without a preceeding bumpmap stage\n", surfaceShader->GetName() ); continue; } } //----------------------------------------------------- // // specular exponent modification of the bump / falloff // //----------------------------------------------------- if ( surfaceStage->lighting == SL_SPECULAR ) { // put specular bump map into alpha channel, then treat as a diffuse // allow the specular to be skipped as a user speed optimization if ( r_skipSpecular.GetBool() ) { continue; } // ambient lights don't have specular if ( lightShader->IsAmbientLight() ) { continue; } if ( !lastBumpStage ) { common->Printf( "shader %s: specular stage without a preceeding bumpmap stage\n", surfaceShader->GetName() ); continue; } GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_SRC_ALPHA | GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc ); // texture 0 will be the per-surface bump map GL_SelectTexture( 0 ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); RB_BindStageTexture( surfaceRegs, &lastBumpStage->texture, surf ); // development aid if ( r_skipBump.GetBool() ) { globalImages->flatNormalMap->Bind(); } // texture 1 is the normalization cube map // indexed by the dynamic halfangle texcoords GL_SelectTexture( 1 ); globalImages->normalCubeMapImage->Bind(); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); qglTexCoordPointer( 4, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) ); // program the nvidia register combiners qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 ); // stage 0 rgb performs the dot product // GL_PRIMARY_COLOR_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2 // the scale and bias steepen the specular curve qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB ); qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB ); qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE ); // stage 0 alpha does nothing qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE ); // stage 1 rgb does nothing qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB, GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE ); // stage 1 alpha takes bump * bump // PRIMARY_COLOR = ( GL_PRIMARY_COLOR_NV * GL_PRIMARY_COLOR_NV - 0.5 ) * 2 // the scale and bias steepen the specular curve qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE ); qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE ); qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA, GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE ); // final combiner qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA ); // draw it RB_DrawElementsWithCounters( tri ); globalImages->BindNull(); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); GL_SelectTexture( 0 ); RB_FinishStageTexture( &lastBumpStage->texture, surf ); // the bump map in the alpha channel is now corrupted, so a normal diffuse // map can't be drawn unless a new bumpmap is put down lastBumpStage = NULL; // fall through to the common handling of diffuse and specular projected lighting } //----------------------------------------------------- // // projected light / surface color for diffuse and specular maps // //----------------------------------------------------- if ( surfaceStage->lighting == SL_DIFFUSE || surfaceStage->lighting == SL_SPECULAR ) { // don't trash alpha GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK | backEnd.depthFunc ); // texture 0 will get the surface color texture GL_SelectTexture( 0 ); qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf ); // development aid if ( ( surfaceStage->lighting == SL_DIFFUSE && r_skipDiffuse.GetBool() ) || ( surfaceStage->lighting == SL_SPECULAR && r_skipSpecular.GetBool() ) ) { globalImages->blackImage->Bind(); } // texture 1 will get the light projected texture GL_SelectTexture( 1 ); qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); qglEnable( GL_TEXTURE_GEN_S ); qglEnable( GL_TEXTURE_GEN_T ); qglEnable( GL_TEXTURE_GEN_Q ); qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() ); qglTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() ); qglTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() ); // texture0 * texture1 * primaryColor * constantColor qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 ); // SPARE0 = TEXTURE0 * PRIMARY_COLOR // SPARE1 = TEXTURE1 * CONSTANT_COLOR qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); // variable B will be overriden based on the stage vertexColor option if ( surfaceStage->vertexColor == SVC_MODULATE ) { qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglEnableClientState( GL_COLOR_ARRAY ); } else if ( surfaceStage->vertexColor == SVC_INVERSE_MODULATE ) { qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_INVERT_NV, GL_RGB ); qglEnableClientState( GL_COLOR_ARRAY ); } else { // SVC_IGNORE qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB ); qglDisableClientState( GL_COLOR_ARRAY ); } qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE ); // final combiner qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB ); qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA ); // for all light stages, multiply the projected color by the surface // color, and blend with the framebuffer for ( int j = 0 ; j < lightShader->GetNumStages() ; j++ ) { const shaderStage_t *lightStage = lightShader->GetStage( j ); float color[4]; // ignore stages that fail the condition if ( !lightRegs[ lightStage->conditionRegister ] ) { continue; } // set the color to the light color times the surface color color[0] = backEnd.lightScale * lightRegs[ lightStage->color.registers[0] ] * surfaceRegs[ surfaceStage->color.registers[0] ]; color[1] = backEnd.lightScale * lightRegs[ lightStage->color.registers[1] ] * surfaceRegs[ surfaceStage->color.registers[1] ]; color[2] = backEnd.lightScale * lightRegs[ lightStage->color.registers[2] ] * surfaceRegs[ surfaceStage->color.registers[2] ]; color[3] = 1; // don't draw if it would be all black if ( color[0] == 0 && color[1] == 0 && color[2] == 0 ) { continue; } qglCombinerParameterfvNV( GL_CONSTANT_COLOR1_NV, color ); RB_BindStageTexture( lightRegs, &lightStage->texture, surf ); RB_DrawElementsWithCounters( tri ); RB_FinishStageTexture( &lightStage->texture, surf ); } if ( surfaceStage->vertexColor != SVC_IGNORE ) { qglDisableClientState( GL_COLOR_ARRAY ); } qglDisable( GL_TEXTURE_GEN_S ); qglDisable( GL_TEXTURE_GEN_T ); qglDisable( GL_TEXTURE_GEN_Q ); globalImages->BindNull(); GL_SelectTexture( 0 ); RB_FinishStageTexture( &surfaceStage->texture, surf ); continue; } } // unhack depth range if needed if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) { RB_LeaveDepthHack(); } }
/* ================== RB_NV20_BumpAndLightFragment ================== */ static void RB_NV20_BumpAndLightFragment(void) { if (r_useCombinerDisplayLists.GetBool()) { qglCallList(fragmentDisplayListBase + FPROG_BUMP_AND_LIGHT); return; } // program the nvidia register combiners qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 3); // stage 0 rgb performs the dot product // SPARE0 = TEXTURE0 dot TEXTURE1 qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE); // stage 1 rgb multiplies texture 2 and 3 together // SPARE1 = TEXTURE2 * TEXTURE3 qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 1 alpha does nohing // stage 2 color multiplies spare0 * spare 1 just for debugging // SPARE0 = SPARE0 * SPARE1 qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 2 alpha multiples spare0 * spare 1 // SPARE0 = SPARE0 * SPARE1 qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE); qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE); qglCombinerOutputNV(GL_COMBINER2_NV, GL_ALPHA, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // final combiner qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); }
/* ================== RB_NV20_DiffuseAndSpecularColorFragment ================== */ static void RB_NV20_DiffuseAndSpecularColorFragment(void) { if (r_useCombinerDisplayLists.GetBool()) { qglCallList(fragmentDisplayListBase + FPROG_DIFFUSE_AND_SPECULAR_COLOR); return; } // program the nvidia register combiners qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 3); // GL_CONSTANT_COLOR0_NV will be the diffuse color // GL_CONSTANT_COLOR1_NV will be the specular color // stage 0 rgb performs the dot product // GL_SECONDARY_COLOR_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2 // the scale and bias steepen the specular curve qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SECONDARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE); // stage 0 alpha does nothing // stage 1 color takes bump * bump // PRIMARY_COLOR = ( GL_SECONDARY_COLOR_NV * GL_SECONDARY_COLOR_NV - 0.5 ) * 2 // the scale and bias steepen the specular curve qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SECONDARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE); // stage 1 alpha does nothing // stage 2 color // PRIMARY_COLOR = ( PRIMARY_COLOR * TEXTURE3 ) * 2 // SPARE0 = 1.0 * 1.0 (needed for final combiner) qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_SECONDARY_COLOR_NV, GL_SPARE0_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 2 alpha does nothing // final combiner = TEXTURE2_ARB * CONSTANT_COLOR0_NV + PRIMARY_COLOR_NV * CONSTANT_COLOR1_NV // alpha = GL_ZERO qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); }
/* ================== RB_NV20_SpecularColorFragment ================== */ static void RB_NV20_SpecularColorFragment(void) { if (r_useCombinerDisplayLists.GetBool()) { qglCallList(fragmentDisplayListBase + FPROG_SPECULAR_COLOR); return; } // program the nvidia register combiners qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 4); // we want GL_CONSTANT_COLOR1_NV * PRIMARY_COLOR * TEXTURE2 * TEXTURE3 * specular( TEXTURE0 * TEXTURE1 ) // stage 0 rgb performs the dot product // GL_SPARE0_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2 // TEXTURE2 = TEXTURE2 * PRIMARY_COLOR // the scale and bias steepen the specular curve qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE); // stage 0 alpha does nothing // stage 1 color takes bump * bump // GL_SPARE0_NV = ( GL_SPARE0_NV * GL_SPARE0_NV - 0.5 ) * 2 // the scale and bias steepen the specular curve qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE); // stage 1 alpha does nothing // stage 2 color // GL_SPARE0_NV = GL_SPARE0_NV * TEXTURE3 // SECONDARY_COLOR = CONSTANT_COLOR * TEXTURE2 qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_C_NV, GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_SPARE0_NV, GL_SECONDARY_COLOR_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 2 alpha does nothing // stage 3 scales the texture by the vertex color qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglCombinerOutputNV(GL_COMBINER3_NV, GL_RGB, GL_SECONDARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 3 alpha does nothing // final combiner = GL_SPARE0_NV * SECONDARY_COLOR + PRIMARY_COLOR * SECONDARY_COLOR qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB); qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA); }