Example #1
0
//DRAWCEL
static void DrawCel (shaderCommands_t *input) {

	GL_Bind( tr.whiteImage );
	qglColor3f (1,1,1);

	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );

	qglDisableClientState (GL_COLOR_ARRAY);
	qglDisableClientState (GL_TEXTURE_COORD_ARRAY);

	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD

	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawCel( input->numIndexes, input->indexes );

	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

}
Example #2
0
/*
================
DrawTris

Draws triangle outlines for debugging
================
*/
static void DrawTris (shaderCommands_t *input) {
	GL_Bind( tr.whiteImage );
	qglColor3f (1,1,1);

	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
	qglDepthRange( 0, 0 );

	qglDisableClientState (GL_COLOR_ARRAY);
	qglDisableClientState (GL_TEXTURE_COORD_ARRAY);

	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD

	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	#ifdef HAVE_GLES
	qglDrawElements( GL_LINE_STRIP, 
					input->numIndexes,
					GL_INDEX_TYPE,
					input->indexes );
	#else
	R_DrawElements( input->numIndexes, input->indexes );
	#endif

	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
	qglDepthRange( 0, 1 );
}
void CMistyFog2::Render(CWorldEffectsSystem *system)
{
	if (mFadeAlpha <= 0.0)
	{
		return;
	}

	qglMatrixMode(GL_PROJECTION);
	qglPushMatrix();
    qglLoadIdentity ();
	MYgluPerspective (80.0,  1.0,  4,  2048.0);

	qglMatrixMode(GL_MODELVIEW);
	qglPushMatrix();
    qglLoadIdentity ();
    qglRotatef (-90,  1, 0, 0);	    // put Z going up
    qglRotatef (90,  0, 0, 1);	    // put Z going up
    qglRotatef (0,  1, 0, 0);
    qglRotatef (-90,  0, 1, 0);
    qglRotatef (-90,  0, 0, 1);

	qglDisable(GL_TEXTURE_2D);
	GL_State(GLS_SRCBLEND_SRC_ALPHA|GLS_DSTBLEND_ONE);
	qglShadeModel (GL_SMOOTH);

	qglColorPointer(4, GL_FLOAT, 0, mColors);
	qglEnableClientState(GL_COLOR_ARRAY);

	qglVertexPointer( 3, GL_FLOAT, 0, mVerts );
	qglEnableClientState(GL_VERTEX_ARRAY);

	if (qglLockArraysEXT) 
	{
		qglLockArraysEXT(0, MISTYFOG_HEIGHT*MISTYFOG_WIDTH);
	}
	qglDrawElements(GL_QUADS, (MISTYFOG_HEIGHT-1)*(MISTYFOG_WIDTH-1)*4, GL_UNSIGNED_INT, mIndexes);
	if ( qglUnlockArraysEXT ) 
	{
		qglUnlockArraysEXT();
	}

	qglDisableClientState(GL_COLOR_ARRAY);
//	qglDisableClientState(GL_VERTEX_ARRAY);	 backend doesn't ever re=enable this properly

	qglPopMatrix();
	qglMatrixMode(GL_PROJECTION);
	qglPopMatrix();
	qglMatrixMode(GL_MODELVIEW);	// bug somewhere in the backend which requires this
}
Example #4
0
/*
===================
RB_OutlinesPass

Draws outlines on surfaces with shader.hasOutlines set
===================
*/
static void RB_OutlinesPass( void ) {	

	int		outlines;
	float	outlinesAlpha;

	outlines		= r_outlines->value;
	outlinesAlpha	= r_outlinesAlpha->value;

	if ( !tess.shader->hasOutlines )
		return;	

	if ( !r_outlines->integer )
		return;

	GL_Bind( tr.whiteImage );
	qglColor4f( 0, 0, 0, outlinesAlpha );
		
	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	qglPolygonMode( GL_BACK, GL_LINE );
	qglLineWidth( outlines + 1 );
			
	qglCullFace( GL_BACK );
		
	qglDisableClientState( GL_COLOR_ARRAY );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	qglVertexPointer (3, GL_FLOAT, 16, tess.xyz);	// padded for SIMD
			
	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, tess.numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}
	
	R_DrawElements( tess.numIndexes, tess.indexes );
		
	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	// FIX: Must reset these manually or renderer will b0rk!
	qglCullFace( GL_FRONT ); 
	qglLineWidth( 1 );
}
Example #5
0
void CQuickSpriteSystem::Flush(void)
{
	if (mNextVert==0)
	{
		return;
	}

	/*
	if (mUseFog && r_drawfog->integer == 2 &&
		mFogIndex == tr.world->globalFog)
	{ //enable hardware fog when we draw this thing if applicable -rww
		fog_t *fog = tr.world->fogs + mFogIndex;

		qglFogf(GL_FOG_MODE, GL_EXP2);
		qglFogf(GL_FOG_DENSITY, logtestExp2 / fog->parms.depthForOpaque);
		qglFogfv(GL_FOG_COLOR, fog->parms.color);
		qglEnable(GL_FOG);
	}
	*/
	//this should not be needed, since I just wait to disable fog for the surface til after surface sprites are done

	//
	// render the main pass
	//
	R_BindAnimatedImage( mTexBundle );
	GL_State(mGLStateBits);

	//
	// set arrays and lock
	//
	qglTexCoordPointer( 2, GL_FLOAT, 0, mTextureCoords );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);

	qglEnableClientState( GL_COLOR_ARRAY);
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, mColors );

	qglVertexPointer (3, GL_FLOAT, 16, mVerts);

	if ( qglLockArraysEXT )
	{
		qglLockArraysEXT(0, mNextVert);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	qglDrawArrays(GL_QUADS, 0, mNextVert);

	backEnd.pc.c_vertexes += mNextVert;
	backEnd.pc.c_indexes += mNextVert;
	backEnd.pc.c_totalIndexes += mNextVert;

	//only for software fog pass (global soft/volumetric) -rww
	if (mUseFog && (r_drawfog->integer != 2 || mFogIndex != tr.world->globalFog))
	{
		fog_t *fog = tr.world->fogs + mFogIndex;

		//
		// render the fog pass
		//
		GL_Bind( tr.fogImage );
		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );

		//
		// set arrays and lock
		//
		qglTexCoordPointer( 2, GL_FLOAT, 0, mFogTextureCoords);
//		qglEnableClientState( GL_TEXTURE_COORD_ARRAY);	// Done above

		qglDisableClientState( GL_COLOR_ARRAY );
		qglColor4ubv((GLubyte *)&fog->colorInt);

//		qglVertexPointer (3, GL_FLOAT, 16, mVerts);	// Done above

		qglDrawArrays(GL_QUADS, 0, mNextVert);

		// Second pass from fog
		backEnd.pc.c_totalIndexes += mNextVert;
	}

	//
	// unlock arrays
	//
	if (qglUnlockArraysEXT)
	{
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	mNextVert=0;
}
Example #6
0
void RB_StageIteratorLightmappedMultitexture( void ) {
	shaderCommands_t *input;
	shader_t		*shader;

	input = &tess;
	shader = input->shader;

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va("--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name) );
	}

	//
	// set face culling appropriately
	//
	GL_Cull( shader->cullType );

	//
	// set color, pointers, and lock
	//
	GL_State( GLS_DEFAULT );
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );

#ifdef REPLACE_MODE
	qglDisableClientState( GL_COLOR_ARRAY );
	qglColor3f( 1, 1, 1 );
	qglShadeModel( GL_FLAT );
#else
	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
#endif

	//
	// select base stage
	//
	GL_SelectTexture( 0 );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );

	//
	// configure second stage
	//
	GL_SelectTexture( 1 );
	qglEnable( GL_TEXTURE_2D );
	if ( r_lightmap->integer ) {
		GL_TexEnv( GL_REPLACE );
	} else {
		GL_TexEnv( GL_MODULATE );
	}
	R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][1] );

	//
	// lock arrays
	//
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	qglDisable( GL_TEXTURE_2D );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	GL_SelectTexture( 0 );
#ifdef REPLACE_MODE
	GL_TexEnv( GL_MODULATE );
	qglShadeModel( GL_SMOOTH );
#endif

	// 
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	//
	// unlock arrays
	//
	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
}
Example #7
0
/*
** RB_StageIteratorVertexLitTexture
*/
void RB_StageIteratorVertexLitTexture( void )
{
	shaderCommands_t *input;
	shader_t		*shader;

	input = &tess;
	shader = input->shader;

	//
	// compute colors
	//
	RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );

	//
	// log this call
	//
	if ( r_logFile->integer ) 
	{
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va("--- RB_StageIteratorVertexLitTexturedUnfogged( %s ) ---\n", tess.shader->name) );
	}

	//
	// set face culling appropriately
	//
	GL_Cull( shader->cullType );

	//
	// set arrays and lock
	//
	qglEnableClientState( GL_COLOR_ARRAY);
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);

	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );
	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);

	if ( qglLockArraysEXT )
	{
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	//
	// call special shade routine
	//
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	GL_State( tess.xstages[0]->stateBits );
	R_DrawElements( input->numIndexes, input->indexes );

	// 
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	// 
	// unlock arrays
	//
	if (qglUnlockArraysEXT) 
	{
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
}
Example #8
0
/*
** RB_StageIteratorGeneric
*/
void RB_StageIteratorGeneric( void )
{
	shaderCommands_t *input;
	shader_t		*shader;

	input = &tess;
	shader = input->shader;

	RB_DeformTessGeometry();

	//
	// log this call
	//
	if ( r_logFile->integer ) 
	{
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) );
	}

	//
	// set face culling appropriately
	//
	GL_Cull( shader->cullType );

	// set polygon offset if necessary
	if ( shader->polygonOffset )
	{
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
	}

	//
	// if there is only a single pass then we can enable color
	// and texture arrays before we compile, otherwise we need
	// to avoid compiling those arrays since they will change
	// during multipass rendering
	//
	if ( tess.numPasses > 1 || shader->multitextureEnv )
	{
		setArraysOnce = qfalse;
		qglDisableClientState (GL_COLOR_ARRAY);
		qglDisableClientState (GL_TEXTURE_COORD_ARRAY);
	}
	else
	{
		setArraysOnce = qtrue;

		qglEnableClientState( GL_COLOR_ARRAY);
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
		qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
	}

	//
	// lock XYZ
	//
	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD
	if (qglLockArraysEXT)
	{
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	//
	// enable color and texcoord arrays after the lock if necessary
	//
	if ( !setArraysOnce )
	{
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglEnableClientState( GL_COLOR_ARRAY );
	}

	//
	// call shader function
	//
	RB_IterateStagesGeneric( input );

	// 
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
		&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	// 
	// unlock arrays
	//
	if (qglUnlockArraysEXT) 
	{
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	//
	// reset polygon offset
	//
	if ( shader->polygonOffset )
	{
		qglDisable( GL_POLYGON_OFFSET_FILL );
	}
}
/*
================
DrawTris

Draws triangle outlines for debugging
================
*/
static void DrawTris( shaderCommands_t *input ) {
	char            *s = r_trisColor->string;
	vec4_t trisColor = { 1, 1, 1, 1 };
	unsigned int stateBits = 0;

	GL_Bind( tr.whiteImage );

	if ( *s == '0' && ( *( s + 1 ) == 'x' || *( s + 1 ) == 'X' ) ) {
		s += 2;
		if ( Q_IsHexColorString( s ) ) {
			trisColor[0] = ( (float)( gethex( *( s ) ) * 16 + gethex( *( s + 1 ) ) ) ) / 255.00;
			trisColor[1] = ( (float)( gethex( *( s + 2 ) ) * 16 + gethex( *( s + 3 ) ) ) ) / 255.00;
			trisColor[2] = ( (float)( gethex( *( s + 4 ) ) * 16 + gethex( *( s + 5 ) ) ) ) / 255.00;

			if ( Q_HexColorStringHasAlpha( s ) ) {
				trisColor[3] = ( (float)( gethex( *( s + 6 ) ) * 16 + gethex( *( s + 7 ) ) ) ) / 255.00;
			}
		}
	} else {
		int i;
		char    *token;

		for ( i = 0 ; i < 4 ; i++ ) {
			token = COM_Parse( &s );
			if ( token ) {
				trisColor[i] = atof( token );
			} else {
				trisColor[i] = 1.f;
			}
		}

		if ( !trisColor[3] ) {
			trisColor[3] = 1.f;
		}
	}

	if ( trisColor[3] < 1.f ) {
		stateBits |= ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	}

	qglColor4fv( trisColor );

	// ydnar r_showtris 2
	if ( r_showtris->integer == 2 ) {
		stateBits |= ( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
		GL_State( stateBits );
		qglDepthRange( 0, 0 );
	}
	#ifdef CELSHADING_HACK
	else if ( r_showtris->integer == 3 ) {
		stateBits |= ( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
		GL_State( stateBits );
		qglEnable( GL_POLYGON_OFFSET_LINE );
		qglPolygonOffset( 4.0, 0.5 );
		qglLineWidth( 5.0 );
	}
	#endif
	else
	{
		stateBits |= ( GLS_POLYMODE_LINE );
		GL_State( stateBits );
		qglEnable( GL_POLYGON_OFFSET_LINE );
		qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
	}

	qglDisableClientState( GL_COLOR_ARRAY );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz ); // padded for SIMD

	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
	qglDepthRange( 0, 1 );
	qglDisable( GL_POLYGON_OFFSET_LINE );
}
Example #10
0
void RB_StageIteratorLightmappedMultitexture( void ) {
	shaderCommands_t *input;

	input = &tess;

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va( "--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name ) );
	}

	// set GL fog
	SetIteratorFog();

	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	//
	// set color, pointers, and lock
	//
	GL_State( GLS_DEFAULT );
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );

#ifdef REPLACE_MODE
	qglDisableClientState( GL_COLOR_ARRAY );
	qglColor3f( 1, 1, 1 );
	qglShadeModel( GL_FLAT );
#else
	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
#endif

	//
	// select base stage
	//
	GL_SelectTexture( 0 );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	qglTexCoordPointer( 2, GL_FLOAT, 8, tess.texCoords0 );

	//
	// configure second stage
	//
	GL_SelectTexture( 1 );
	qglEnable( GL_TEXTURE_2D );
	if ( r_lightmap->integer ) {
		GL_TexEnv( GL_REPLACE );
	} else {
		GL_TexEnv( GL_MODULATE );
	}

//----(SA)	modified for snooper
	if ( tess.xstages[0]->bundle[1].isLightmap && ( backEnd.refdef.rdflags & RDF_SNOOPERVIEW ) ) {
		GL_Bind( tr.whiteImage );
	} else {
		R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
	}

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 8, tess.texCoords1 );

	//
	// lock arrays
	//
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	qglDisable( GL_TEXTURE_2D );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	GL_SelectTexture( 0 );
#ifdef REPLACE_MODE
	GL_TexEnv( GL_MODULATE );
	qglShadeModel( GL_SMOOTH );
#endif

	//
	// now do any dynamic lighting needed
	//
	//%	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE )
	if ( tess.dlightBits && tess.shader->fogPass &&
		 !( tess.shader->surfaceFlags & ( SURF_NODLIGHT | SURF_SKY ) ) ) {
		if ( r_dynamiclight->integer == 2 ) {
			DynamicLightPass();
		} else {
			DynamicLightSinglePass();
		}
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	//
	// unlock arrays
	//
	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
}
Example #11
0
void CQuickSpriteSystem::Flush(void)
{
	if (mNextVert==0)
	{
		return;
	}

	//
	// render the main pass
	//
	R_BindAnimatedImage( mTexBundle );
	GL_State(mGLStateBits);

	//
	// set arrays and lock
	//
	qglTexCoordPointer( 2, GL_FLOAT, 0, mTextureCoords );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);

	qglEnableClientState( GL_COLOR_ARRAY);
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, mColors );

	qglVertexPointer (3, GL_FLOAT, 16, mVerts);

	if ( qglLockArraysEXT )
	{
		qglLockArraysEXT(0, mNextVert);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	qglDrawArrays(GL_QUADS, 0, mNextVert);

	backEnd.pc.c_vertexes += mNextVert;
	backEnd.pc.c_indexes += mNextVert;
	backEnd.pc.c_totalIndexes += mNextVert;

	if (mUseFog)
	{
		//
		// render the fog pass
		//
		GL_Bind( tr.fogImage );
		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );

		//
		// set arrays and lock
		//
		qglTexCoordPointer( 2, GL_FLOAT, 0, mFogTextureCoords);
//		qglEnableClientState( GL_TEXTURE_COORD_ARRAY);	// Done above

		qglDisableClientState( GL_COLOR_ARRAY );
		qglColor4ubv((GLubyte *)&mFogColor);

//		qglVertexPointer (3, GL_FLOAT, 16, mVerts);	// Done above

		qglDrawArrays(GL_QUADS, 0, mNextVert);

		// Second pass from fog
		backEnd.pc.c_totalIndexes += mNextVert;
	}

	// 
	// unlock arrays
	//
	if (qglUnlockArraysEXT) 
	{
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	mNextVert=0;
}
Example #12
0
/*
=============
GL_DrawAliasFrameLerp

interpolates between two frames and origins
FIXME: batch lerp all vertexes
=============
*/
void GL_DrawAliasFrameLerp (dmdl_t *paliashdr, float backlerp)
{
	float 	l;
	daliasframe_t	*frame, *oldframe;
	dtrivertx_t	*v, *ov, *verts;
	int		*order;
	int		count;
	float	frontlerp;
	float	alpha;
	vec3_t	move, delta, vectors[3];
	vec3_t	frontv, backv;
	int		i;
	int		index_xyz;
	float	*lerp;

	frame = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames 
		+ currententity->frame * paliashdr->framesize);
	verts = v = frame->verts;

	oldframe = (daliasframe_t *)((byte *)paliashdr + paliashdr->ofs_frames 
		+ currententity->oldframe * paliashdr->framesize);
	ov = oldframe->verts;

	order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);

//	glTranslatef (frame->translate[0], frame->translate[1], frame->translate[2]);
//	glScalef (frame->scale[0], frame->scale[1], frame->scale[2]);

	if (currententity->flags & RF_TRANSLUCENT)
		alpha = currententity->alpha;
	else
		alpha = 1.0;

	// PMM - added double shell
	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
		qglDisable( GL_TEXTURE_2D );

	frontlerp = 1.0 - backlerp;

	// move should be the delta back to the previous frame * backlerp
	VectorSubtract (currententity->oldorigin, currententity->origin, delta);
	AngleVectors (currententity->angles, vectors[0], vectors[1], vectors[2]);

	move[0] = DotProduct (delta, vectors[0]);	// forward
	move[1] = -DotProduct (delta, vectors[1]);	// left
	move[2] = DotProduct (delta, vectors[2]);	// up

	VectorAdd (move, oldframe->translate, move);

	for (i=0 ; i<3 ; i++)
	{
		move[i] = backlerp*move[i] + frontlerp*frame->translate[i];
	}

	for (i=0 ; i<3 ; i++)
	{
		frontv[i] = frontlerp*frame->scale[i];
		backv[i] = backlerp*oldframe->scale[i];
	}

	lerp = s_lerped[0];

	GL_LerpVerts( paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv );

	if ( gl_vertex_arrays->value )
	{
		float colorArray[MAX_VERTS*4];

		qglEnableClientState( GL_VERTEX_ARRAY );
		qglVertexPointer( 3, GL_FLOAT, 16, s_lerped );	// padded for SIMD

//		if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
		// PMM - added double damage shell
		if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
		{
			qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha );
		}
		else
		{
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 3, GL_FLOAT, 0, colorArray );

			//
			// pre light everything
			//
			for ( i = 0; i < paliashdr->num_xyz; i++ )
			{
				float l = shadedots[verts[i].lightnormalindex];

				colorArray[i*3+0] = l * shadelight[0];
				colorArray[i*3+1] = l * shadelight[1];
				colorArray[i*3+2] = l * shadelight[2];
			}
		}

		if ( qglLockArraysEXT != 0 )
			qglLockArraysEXT( 0, paliashdr->num_xyz );

		while (1)
		{
			// get the vertex count and primitive type
			count = *order++;
			if (!count)
				break;		// done
			if (count < 0)
			{
				count = -count;
				qglBegin (GL_TRIANGLE_FAN);
			}
			else
			{
				qglBegin (GL_TRIANGLE_STRIP);
			}

			// PMM - added double damage shell
			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
			{
				do
				{
					index_xyz = order[2];
					order += 3;

					qglVertex3fv( s_lerped[index_xyz] );

				} while (--count);
			}
			else
			{
				do
				{
					// texture coordinates come from the draw list
					qglTexCoord2f (((float *)order)[0], ((float *)order)[1]);
					index_xyz = order[2];

					order += 3;

					// normals and vertexes come from the frame list
//					l = shadedots[verts[index_xyz].lightnormalindex];
					
//					qglColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha);
					qglArrayElement( index_xyz );

				} while (--count);
			}
			qglEnd ();
		}

		if ( qglUnlockArraysEXT != 0 )
			qglUnlockArraysEXT();
	}
	else
	{
		while (1)
		{
			// get the vertex count and primitive type
			count = *order++;
			if (!count)
				break;		// done
			if (count < 0)
			{
				count = -count;
				qglBegin (GL_TRIANGLE_FAN);
			}
			else
			{
				qglBegin (GL_TRIANGLE_STRIP);
			}

			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
			{
				do
				{
					index_xyz = order[2];
					order += 3;

					qglColor4f( shadelight[0], shadelight[1], shadelight[2], alpha);
					qglVertex3fv (s_lerped[index_xyz]);

				} while (--count);
			}
			else
			{
				do
				{
					// texture coordinates come from the draw list
					qglTexCoord2f (((float *)order)[0], ((float *)order)[1]);
					index_xyz = order[2];
					order += 3;

					// normals and vertexes come from the frame list
					l = shadedots[verts[index_xyz].lightnormalindex];
					
					qglColor4f (l* shadelight[0], l*shadelight[1], l*shadelight[2], alpha);
					qglVertex3fv (s_lerped[index_xyz]);
				} while (--count);
			}

			qglEnd ();
		}
	}

//	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
	// PMM - added double damage shell
	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM) )
		qglEnable( GL_TEXTURE_2D );
}
Example #13
0
/*
 * RB_GLSL_StageIteratorGeneric
 * Stage iterator for GLSL programs
 */
void RB_GLSL_StageIteratorGeneric(void) {
	shaderCommands_t	*input;

	input = &tess;

	/* log this call */
	if (r_logFile->integer) {
		/* don't just call LogComment, or we will get a call to va() every frame! */
		GLimp_LogComment(va("--- R_GLSL_StageIteratorGeneric( %s ) ---\n", input->shader->name));
	}

	/* set face culling appropiately */
	GL_Cull(input->shader->cullType);

	/* set polygon offset if necessary */
	if (input->shader->polygonOffset) {
		qglEnable(GL_POLYGON_OFFSET_FILL);
		qglPolygonOffset(r_offsetFactor->value, r_offsetUnits->value);
	}

	/* set vertex color array */
	qglEnableClientState(GL_COLOR_ARRAY);
	qglColorPointer(4, GL_UNSIGNED_BYTE, 0, input->vertexColors);

	/* set texture coordinate array 0 */
	GL_SelectTexture(0);
	qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
	qglTexCoordPointer(2, GL_FLOAT, 16, input->texCoords[0][0]);

	/* set texture coordinate array 1 */
	GL_SelectTexture(1);
	qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
	qglTexCoordPointer(2, GL_FLOAT, 16, input->texCoords[0][1]);

	/* set vertex normal array */
	qglEnableClientState(GL_NORMAL_ARRAY);
	qglNormalPointer(GL_FLOAT, 16, input->normal);

	/* lock XYZ */
	qglVertexPointer(3, GL_FLOAT, 16, input->xyz); /* padded SIMD */
	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment("glLockArraysEXT\n");
	}

	RB_GLSL_IterateStagesGeneric(input);

	/* now do any dynamic lighting needed */
	if (input->dlightBits && input->shader->sort <= SS_OPAQUE && !(input->shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY)))
		ProjectDlightTexture();

	// <-- RiO_Outlines: now do outlines
	RB_OutlinesPass();
	// -->

	/* now do fog */
	if (input->fogNum && input->shader->fogPass)
		RB_FogPass(); // TODO: uses svars which aren't set, so move to program

	/* unlock arrays */
	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment("glUnlockArraysExt\n");
	}

	/* reset polygon offset */
	if (input->shader->polygonOffset)
		qglDisable(GL_POLYGON_OFFSET_FILL);
}
Example #14
0
/*
 * Interpolates between two frames and origins
 */
void
R_DrawAliasFrameLerp ( dmdl_t *paliashdr, float backlerp )
{
#if defined(VERTEX_ARRAYS)
    uint16_t total;
    GLenum type;
#endif
	float l;
	daliasframe_t   *frame, *oldframe;
	dtrivertx_t *v, *ov, *verts;
	int     *order;
	int count;
	float frontlerp;
	float alpha;
	vec3_t move, delta, vectors [ 3 ];
	vec3_t frontv, backv;
	int i;
	int index_xyz;
	float   *lerp;

	frame = (daliasframe_t *) ( (byte *) paliashdr + paliashdr->ofs_frames
								+ currententity->frame * paliashdr->framesize );
	verts = v = frame->verts;

	oldframe = (daliasframe_t *) ( (byte *) paliashdr + paliashdr->ofs_frames
								   + currententity->oldframe * paliashdr->framesize );
	ov = oldframe->verts;

	order = (int *) ( (byte *) paliashdr + paliashdr->ofs_glcmds );

	if ( currententity->flags & RF_TRANSLUCENT )
	{
		alpha = currententity->alpha;
	}
	else
	{
		alpha = 1.0;
	}

	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
	{
		qglDisable( GL_TEXTURE_2D );
	}

	frontlerp = 1.0 - backlerp;

	/* move should be the delta back to the previous frame * backlerp */
	VectorSubtract( currententity->oldorigin, currententity->origin, delta );
	AngleVectors( currententity->angles, vectors [ 0 ], vectors [ 1 ], vectors [ 2 ] );

	move [ 0 ] = DotProduct( delta, vectors [ 0 ] );   /* forward */
	move [ 1 ] = -DotProduct( delta, vectors [ 1 ] );  /* left */
	move [ 2 ] = DotProduct( delta, vectors [ 2 ] );   /* up */

	VectorAdd( move, oldframe->translate, move );

	for ( i = 0; i < 3; i++ )
	{
		move [ i ] = backlerp * move [ i ] + frontlerp * frame->translate [ i ];
	}

	for ( i = 0; i < 3; i++ )
	{
		frontv [ i ] = frontlerp * frame->scale [ i ];
		backv [ i ] = backlerp * oldframe->scale [ i ];
	}

	lerp = s_lerped [ 0 ];

	R_LerpVerts( paliashdr->num_xyz, v, ov, verts, lerp, move, frontv, backv );

	if ( gl_vertex_arrays->value )
	{
		float colorArray [ MAX_VERTS * 4 ];

		qglEnableClientState( GL_VERTEX_ARRAY );
		qglVertexPointer( 3, GL_FLOAT, 16, s_lerped );

		if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
		{
			qglColor4f( shadelight [ 0 ], shadelight [ 1 ], shadelight [ 2 ], alpha );
		}
		else
		{
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 3, GL_FLOAT, 0, colorArray );

			/* pre light everything */
			for ( i = 0; i < paliashdr->num_xyz; i++ )
			{
				float l = shadedots [ verts [ i ].lightnormalindex ];

				colorArray [ i * 3 + 0 ] = l * shadelight [ 0 ];
				colorArray [ i * 3 + 1 ] = l * shadelight [ 1 ];
				colorArray [ i * 3 + 2 ] = l * shadelight [ 2 ];
			}
		}

#if !defined(VERTEX_ARRAYS)
		if ( qglLockArraysEXT != 0 )
		{
			qglLockArraysEXT( 0, paliashdr->num_xyz );
		}
#endif

		while ( 1 )
		{
			/* get the vertex count and primitive type */
			count = *order++;

			if ( !count )
			{
				break; /* done */
			}

			if ( count < 0 )
			{
				count = -count;
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_FAN;
#else
				qglBegin( GL_TRIANGLE_FAN );
#endif
			}
			else
			{
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_STRIP;
#else
				qglBegin( GL_TRIANGLE_STRIP );
#endif
			}

#if defined(VERTEX_ARRAYS)
            total = count;
            GLfloat vtx[3*total];
            GLfloat tex[2*total];
            uint32_t index_vtx = 0;
            uint32_t index_tex = 0;
#endif

			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
			{
				do
				{
					index_xyz = order [ 2 ];
					order += 3;

#if defined(VERTEX_ARRAYS)
                    vtx[index_vtx++] = s_lerped [ index_xyz ][0];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][1];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][2];
#else
					qglVertex3fv( s_lerped [ index_xyz ] );
#endif
				}
				while ( --count );
			}
			else
			{
				do
				{
#if defined(VERTEX_ARRAYS)
                    tex[index_tex++] = ( (float *) order ) [ 0 ];
                    tex[index_tex++] = ( (float *) order ) [ 1 ];
					index_xyz = order [ 2 ];

					order += 3;
#else
					/* texture coordinates come from the draw list */
					qglTexCoord2f( ( (float *) order ) [ 0 ], ( (float *) order ) [ 1 ] );
					index_xyz = order [ 2 ];

					order += 3;

					qglArrayElement( index_xyz );
#endif
				}
				while ( --count );
			}

#if defined(VERTEX_ARRAYS)
            qglEnableClientState( GL_VERTEX_ARRAY );

            qglVertexPointer( 3, GL_FLOAT, 0, vtx );
            qglDrawArrays( type, 0, total );

            qglDisableClientState( GL_VERTEX_ARRAY );
#else
			qglEnd();
#endif
		}
#if !defined(VERTEX_ARRAYS)
		if ( qglUnlockArraysEXT != 0 )
		{
			qglUnlockArraysEXT();
		}
#endif
	}
	else
	{
		while ( 1 )
		{
			/* get the vertex count and primitive type */
			count = *order++;

			if ( !count )
			{
				break; /* done */
			}

			if ( count < 0 )
			{
				count = -count;
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_FAN;
#else
				qglBegin( GL_TRIANGLE_FAN );
#endif
			}
			else
			{
#if defined(VERTEX_ARRAYS)
                type = GL_TRIANGLE_STRIP;
#else
				qglBegin( GL_TRIANGLE_STRIP );
#endif
			}

#if defined(VERTEX_ARRAYS)
            total = count;
            GLfloat vtx[3*total];
            GLfloat tex[2*total];
            GLfloat clr[4*total];
            uint32_t index_vtx = 0;
            uint32_t index_tex = 0;
            uint32_t index_clr = 0;
#endif

			if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE ) )
			{
				do
				{
					index_xyz = order [ 2 ];
					order += 3;

#if defined(VERTEX_ARRAYS)
                    clr[index_clr++] = shadelight [ 0 ];
                    clr[index_clr++] = shadelight [ 1 ];
                    clr[index_clr++] = shadelight [ 2 ];
                    clr[index_clr++] = alpha;

                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 0 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 1 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 2 ];
#else
					qglColor4f( shadelight [ 0 ], shadelight [ 1 ], shadelight [ 2 ], alpha );
					qglVertex3fv( s_lerped [ index_xyz ] );
#endif
				}
				while ( --count );
			}
			else
			{
				do
				{
					/* texture coordinates come from the draw list */
#if defined(VERTEX_ARRAYS)
                    tex[index_tex++] = ( (float *) order ) [ 0 ];
                    tex[index_tex++] = ( (float *) order ) [ 1 ];
#else
					qglTexCoord2f( ( (float *) order ) [ 0 ], ( (float *) order ) [ 1 ] );
#endif
					index_xyz = order [ 2 ];
					order += 3;

					/* normals and vertexes come from the frame list */
					l = shadedots [ verts [ index_xyz ].lightnormalindex ];

#if defined(VERTEX_ARRAYS)
                    clr[index_clr++] = l * shadelight [ 0 ];
                    clr[index_clr++] = l * shadelight [ 1 ];
                    clr[index_clr++] = l * shadelight [ 2 ];
                    clr[index_clr++] = alpha;

                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 0 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 1 ];
                    vtx[index_vtx++] = s_lerped [ index_xyz ][ 2 ];
#else
					qglColor4f( l * shadelight [ 0 ], l * shadelight [ 1 ], l * shadelight [ 2 ], alpha );
					qglVertex3fv( s_lerped [ index_xyz ] );
#endif
				}
				while ( --count );
			}

#if defined(VERTEX_ARRAYS)
            qglEnableClientState( GL_VERTEX_ARRAY );
            qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
            qglEnableClientState( GL_COLOR_ARRAY );

            qglVertexPointer( 3, GL_FLOAT, 0, vtx );
            qglTexCoordPointer( 2, GL_FLOAT, 0, tex );
            qglColorPointer( 4, GL_FLOAT, 0, clr );
            qglDrawArrays( type, 0, total );

            qglDisableClientState( GL_VERTEX_ARRAY );
            qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
            qglDisableClientState( GL_COLOR_ARRAY );
#else
			qglEnd();
#endif
		}
	}

	if ( currententity->flags & ( RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE | RF_SHELL_DOUBLE | RF_SHELL_HALF_DAM ) )
	{
		qglEnable( GL_TEXTURE_2D );
	}
}
Example #15
0
/*
===================
ProjectDlightTexture

Perform dynamic lighting with another rendering pass
===================
*/
static void ProjectDlightTexture2( void ) {
	int		i, l;
	vec3_t	origin;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	float	oldTexCoordsArray[SHADER_MAX_VERTEXES][2];
	float	vertCoordsArray[SHADER_MAX_VERTEXES][4];
	unsigned int		colorArray[SHADER_MAX_VERTEXES];
	glIndex_t	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	radius;
	int		fogging;
	shaderStage_t *dStage;
	vec3_t	posa;
	vec3_t	posb;
	vec3_t	posc;
	vec3_t	dist;
	vec3_t	e1;
	vec3_t	e2;
	vec3_t	normal;
	float	fac,modulate;
	vec3_t	floatColor;
	byte colorTemp[4];

	int		needResetVerts=0;

	if ( !backEnd.refdef.num_dlights )
	{
		return;
	}

	for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ )
	{
		dlight_t	*dl;

		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;

		int		clipall = 63;
		for ( i = 0 ; i < tess.numVertexes ; i++)
		{
			int		clip;
			VectorSubtract( origin, tess.xyz[i], dist );

			clip = 0;
			if (  dist[0] < -radius )
			{
				clip |= 1;
			}
			else if ( dist[0] > radius )
			{
				clip |= 2;
			}
			if (  dist[1] < -radius )
			{
				clip |= 4;
			}
			else if ( dist[1] > radius )
			{
				clip |= 8;
			}
			if (  dist[2] < -radius )
			{
				clip |= 16;
			}
			else if ( dist[2] > radius )
			{
				clip |= 32;
			}

			clipBits[i] = clip;
			clipall &= clip;
		}
		if ( clipall )
		{
			continue;	// this surface doesn't have any of this light
		}
		floatColor[0] = dl->color[0] * 255.0f;
		floatColor[1] = dl->color[1] * 255.0f;
		floatColor[2] = dl->color[2] * 255.0f;

		// build a list of triangles that need light
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 )
		{
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( clipBits[a] & clipBits[b] & clipBits[c] )
			{
				continue;	// not lighted
			}

			// copy the vertex positions
			VectorCopy(tess.xyz[a],posa);
			VectorCopy(tess.xyz[b],posb);
			VectorCopy(tess.xyz[c],posc);

			VectorSubtract( posa, posb,e1);
			VectorSubtract( posc, posb,e2);
			CrossProduct(e1,e2,normal);
// rjr - removed for hacking 			if ( (!r_dlightBacks->integer && DotProduct(normal,origin)-DotProduct(normal,posa) <= 0.0f) || // backface
			if ( DotProduct(normal,origin)-DotProduct(normal,posa) <= 0.0f || // backface
				DotProduct(normal,normal) < 1E-8f) // junk triangle
			{
				continue;
			}
			VectorNormalize(normal);
			fac=DotProduct(normal,origin)-DotProduct(normal,posa);
			if (fac >= radius)  // out of range
			{
				continue;
			}
			modulate = 1.0f-((fac*fac) / (radius*radius));
			fac = 0.5f/sqrtf(radius*radius - fac*fac);

			// save the verts
			VectorCopy(posa,vertCoordsArray[numIndexes]);
			VectorCopy(posb,vertCoordsArray[numIndexes+1]);
			VectorCopy(posc,vertCoordsArray[numIndexes+2]);

			// now we need e1 and e2 to be an orthonormal basis
			if (DotProduct(e1,e1) > DotProduct(e2,e2))
			{
				VectorNormalize(e1);
				CrossProduct(e1,normal,e2);
			}
			else
			{
				VectorNormalize(e2);
				CrossProduct(normal,e2,e1);
			}
			VectorScale(e1,fac,e1);
			VectorScale(e2,fac,e2);

			VectorSubtract( posa, origin,dist);
			texCoordsArray[numIndexes][0]=DotProduct(dist,e1)+0.5f;
			texCoordsArray[numIndexes][1]=DotProduct(dist,e2)+0.5f;

			VectorSubtract( posb, origin,dist);
			texCoordsArray[numIndexes+1][0]=DotProduct(dist,e1)+0.5f;
			texCoordsArray[numIndexes+1][1]=DotProduct(dist,e2)+0.5f;

			VectorSubtract( posc, origin,dist);
			texCoordsArray[numIndexes+2][0]=DotProduct(dist,e1)+0.5f;
			texCoordsArray[numIndexes+2][1]=DotProduct(dist,e2)+0.5f;

			if ((texCoordsArray[numIndexes][0] < 0.0f && texCoordsArray[numIndexes+1][0] < 0.0f && texCoordsArray[numIndexes+2][0] < 0.0f) ||
				(texCoordsArray[numIndexes][0] > 1.0f && texCoordsArray[numIndexes+1][0] > 1.0f && texCoordsArray[numIndexes+2][0] > 1.0f) ||
				(texCoordsArray[numIndexes][1] < 0.0f && texCoordsArray[numIndexes+1][1] < 0.0f && texCoordsArray[numIndexes+2][1] < 0.0f) ||
				(texCoordsArray[numIndexes][1] > 1.0f && texCoordsArray[numIndexes+1][1] > 1.0f && texCoordsArray[numIndexes+2][1] > 1.0f) )
			{
				continue; // didn't end up hitting this tri
			}
			/* old code, get from the svars = wrong
			oldTexCoordsArray[numIndexes][0]=tess.svars.texcoords[0][a][0];
			oldTexCoordsArray[numIndexes][1]=tess.svars.texcoords[0][a][1];
			oldTexCoordsArray[numIndexes+1][0]=tess.svars.texcoords[0][b][0];
			oldTexCoordsArray[numIndexes+1][1]=tess.svars.texcoords[0][b][1];
			oldTexCoordsArray[numIndexes+2][0]=tess.svars.texcoords[0][c][0];
			oldTexCoordsArray[numIndexes+2][1]=tess.svars.texcoords[0][c][1];
			*/
			oldTexCoordsArray[numIndexes][0]=tess.texCoords[a][0][0];
			oldTexCoordsArray[numIndexes][1]=tess.texCoords[a][0][1];
			oldTexCoordsArray[numIndexes+1][0]=tess.texCoords[b][0][0];
			oldTexCoordsArray[numIndexes+1][1]=tess.texCoords[b][0][1];
			oldTexCoordsArray[numIndexes+2][0]=tess.texCoords[c][0][0];
			oldTexCoordsArray[numIndexes+2][1]=tess.texCoords[c][0][1];

			colorTemp[0] = Q_ftol(floatColor[0] * modulate);
			colorTemp[1] = Q_ftol(floatColor[1] * modulate);
			colorTemp[2] = Q_ftol(floatColor[2] * modulate);
			colorTemp[3] = 255;

			byteAlias_t *ba = (byteAlias_t *)&colorTemp;
			colorArray[numIndexes + 0] = ba->ui;
			colorArray[numIndexes + 1] = ba->ui;
			colorArray[numIndexes + 2] = ba->ui;

			hitIndexes[numIndexes] = numIndexes;
			hitIndexes[numIndexes+1] = numIndexes+1;
			hitIndexes[numIndexes+2] = numIndexes+2;
			numIndexes += 3;

			if (numIndexes>=SHADER_MAX_VERTEXES-3)
			{
				break; // we are out of space, so we are done :)
			}
		}

		if ( !numIndexes ) {
			continue;
		}

		//don't have fog enabled when we redraw with alpha test, or it will double over
		//and screw the tri up -rww
		if (r_drawfog->value == 2 &&
			tr.world &&
			(tess.fogNum == tr.world->globalFog || tess.fogNum == tr.world->numfogs))
		{
			fogging = qglIsEnabled(GL_FOG);

			if (fogging)
			{
				qglDisable(GL_FOG);
			}
		}
		else
		{
			fogging = 0;
		}


		dStage = NULL;
		if (tess.shader && qglActiveTextureARB)
		{
			int i = 0;
			while (i < tess.shader->numUnfoggedPasses)
			{
				const int blendBits = (GLS_SRCBLEND_BITS+GLS_DSTBLEND_BITS);
				if (((tess.shader->stages[i].bundle[0].image && !tess.shader->stages[i].bundle[0].isLightmap && !tess.shader->stages[i].bundle[0].numTexMods && tess.shader->stages[i].bundle[0].tcGen != TCGEN_ENVIRONMENT_MAPPED && tess.shader->stages[i].bundle[0].tcGen != TCGEN_FOG) ||
					 (tess.shader->stages[i].bundle[1].image && !tess.shader->stages[i].bundle[1].isLightmap && !tess.shader->stages[i].bundle[1].numTexMods && tess.shader->stages[i].bundle[1].tcGen != TCGEN_ENVIRONMENT_MAPPED && tess.shader->stages[i].bundle[1].tcGen != TCGEN_FOG)) &&
					(tess.shader->stages[i].stateBits & blendBits) == 0 )
				{ //only use non-lightmap opaque stages
                    dStage = &tess.shader->stages[i];
					break;
				}
				i++;
			}
		}
		if (!needResetVerts)
		{
			needResetVerts=1;
			if (qglUnlockArraysEXT)
			{
				qglUnlockArraysEXT();
				GLimp_LogComment( "glUnlockArraysEXT\n" );
			}
		}
		qglVertexPointer (3, GL_FLOAT, 16, vertCoordsArray);	// padded for SIMD

		if (dStage)
		{
			GL_SelectTexture( 0 );
			GL_State(0);
			qglTexCoordPointer( 2, GL_FLOAT, 0, oldTexCoordsArray[0] );
			if (dStage->bundle[0].image && !dStage->bundle[0].isLightmap && !dStage->bundle[0].numTexMods && dStage->bundle[0].tcGen != TCGEN_ENVIRONMENT_MAPPED && dStage->bundle[0].tcGen != TCGEN_FOG)
			{
				R_BindAnimatedImage( &dStage->bundle[0] );
			}
			else
			{
				R_BindAnimatedImage( &dStage->bundle[1] );
			}

			GL_SelectTexture( 1 );
			qglEnable( GL_TEXTURE_2D );
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
			GL_Bind( tr.dlightImage );
			GL_TexEnv( GL_MODULATE );


			GL_State(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL);// | GLS_ATEST_GT_0);

			R_DrawElements( numIndexes, hitIndexes );

			qglDisable( GL_TEXTURE_2D );
			GL_SelectTexture(0);
		}
		else
		{
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );

			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

			GL_Bind( tr.dlightImage );
			// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
			// where they aren't rendered
			if ( dl->additive ) {
				GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			else {
				GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}

			R_DrawElements( numIndexes, hitIndexes );
		}

		if (fogging)
		{
			qglEnable(GL_FOG);
		}

		backEnd.pc.c_totalIndexes += numIndexes;
		backEnd.pc.c_dlightIndexes += numIndexes;
	}
	if (needResetVerts)
	{
		qglVertexPointer (3, GL_FLOAT, 16, tess.xyz);	// padded for SIMD
		if (qglLockArraysEXT)
		{
			qglLockArraysEXT(0, tess.numVertexes);
			GLimp_LogComment( "glLockArraysEXT\n" );
		}
	}
}
Example #16
0
void R_DrawSkyBox (void)
{
	int		i;
	float skyM[16];
	vec_t	*v, *st;

	if (skyrotate)
	{	// check for no sky at all
		for (i = 0; i < 6; i++) {
			if (skymins[0][i] < skymaxs[0][i] && skymins[1][i] < skymaxs[1][i])
				break;
		}
		if (i == 6)
			return;		// nothing visible

		R_RotateMatrix(skyM, r_WorldViewMatrix, r_newrefdef.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);
	} else {
		skyM[0]  = r_WorldViewMatrix[0];
		skyM[1]  = r_WorldViewMatrix[1];
		skyM[2]  = r_WorldViewMatrix[2];
		skyM[4]  = r_WorldViewMatrix[4];
		skyM[5]  = r_WorldViewMatrix[5];
		skyM[6]  = r_WorldViewMatrix[6];
		skyM[8]  = r_WorldViewMatrix[8];
		skyM[9]  = r_WorldViewMatrix[9];
		skyM[10] = r_WorldViewMatrix[10];
		skyM[3] = skyM[7] = skyM[11] = skyM[12] = skyM[13] = skyM[14] = 0.0f;
		skyM[15] = 1.0f;
	}

	qglLoadMatrixf( skyM );

	qglTexCoordPointer( 2, GL_FLOAT, 0, r_arrays.tcoords );
	for (i = 0; i < 6; i++)
	{
		if (skyrotate)
		{	// hack, forces full sky to draw when rotating
			skymins[0][i] =	skymins[1][i] = -1;
			skymaxs[0][i] =	skymaxs[1][i] = 1;
		}
		else if (skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i])
			continue;

		GL_Bind (sky_images[skytexorder[i]]->texnum);

		st = r_arrays.tcoords[0];
		v = r_arrays.vertices;
		MakeSkyVec (skymins[0][i], skymins[1][i], i, v, st);
		MakeSkyVec (skymins[0][i], skymaxs[1][i], i, v+=3, st+=2);
		MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, v+=3, st+=2);
		MakeSkyVec (skymaxs[0][i], skymins[1][i], i, v+=3, st+=2);
		if(gl_state.compiledVertexArray) {
			qglLockArraysEXT( 0, 4 );
			qglDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_INT, r_arrays.indices );
			qglUnlockArraysEXT ();
		} else {
			qglDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_INT, r_arrays.indices );
		}
	}

	qglLoadMatrixf(r_WorldViewMatrix);
}
Example #17
0
/*
** RB_StageIteratorGeneric
*/
void RB_StageIteratorGeneric( void ) {
	shaderCommands_t *input;

	input = &tess;

	RB_DeformTessGeometry();

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va( "--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name ) );
	}

	// set GL fog
	SetIteratorFog();

	if ( qglPNTrianglesiATI && tess.ATI_tess ) {
		// RF< so we can send the normals as an array
		qglEnableClientState( GL_NORMAL_ARRAY );
#ifdef __MACOS__    //DAJ ATI
		qglPNTrianglesiATI( GL_PN_TRIANGLES_ATI, 1 );
#else
		qglEnable( GL_PN_TRIANGLES_ATI ); // ATI PN-Triangles extension
#endif
	}


	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	// set polygon offset if necessary
	if ( input->shader->polygonOffset ) {
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
	}

	//
	// if there is only a single pass then we can enable color
	// and texture arrays before we compile, otherwise we need
	// to avoid compiling those arrays since they will change
	// during multipass rendering
	//
	if ( tess.numPasses > 1 || input->shader->multitextureEnv ) {
		setArraysOnce = qfalse;
		qglDisableClientState( GL_COLOR_ARRAY );
		qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	} else
	{
		setArraysOnce = qtrue;

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
	}

	// RF, send normals only if required
	// This must be done first, since we can't change the arrays once they have been
	// locked
	if ( qglPNTrianglesiATI && tess.ATI_tess ) {
		qglNormalPointer( GL_FLOAT, 16, input->normal );
	}

	//
	// lock XYZ
	//
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz ); // padded for SIMD
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	//
	// enable color and texcoord arrays after the lock if necessary
	//
	if ( !setArraysOnce ) {
		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglEnableClientState( GL_COLOR_ARRAY );
	}

	//
	// call shader function
	//
	RB_IterateStagesGeneric( input );

	//
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
		 && !( tess.shader->surfaceFlags & ( SURF_NODLIGHT | SURF_SKY ) ) ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	//
	// unlock arrays
	//
	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	//
	// reset polygon offset
	//
	if ( input->shader->polygonOffset ) {
		qglDisable( GL_POLYGON_OFFSET_FILL );
	}

	// turn truform back off
	if ( qglPNTrianglesiATI && tess.ATI_tess ) {
#ifdef __MACOS__    //DAJ ATI
		qglPNTrianglesiATI( GL_PN_TRIANGLES_ATI, 0 );
#else
		qglDisable( GL_PN_TRIANGLES_ATI );    // ATI PN-Triangles extension
#endif
		qglDisableClientState( GL_NORMAL_ARRAY );
	}

}