/* ============== RB_InstantQuad based on Tess_InstantQuad from xreal ============== */ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]) { GLimp_LogComment("--- RB_InstantQuad2 ---\n"); tess.numVertexes = 0; tess.numIndexes = 0; tess.firstIndex = 0; VectorCopy4(quadVerts[0], tess.xyz[tess.numVertexes]); VectorCopy2(texCoords[0], tess.texCoords[tess.numVertexes]); tess.numVertexes++; VectorCopy4(quadVerts[1], tess.xyz[tess.numVertexes]); VectorCopy2(texCoords[1], tess.texCoords[tess.numVertexes]); tess.numVertexes++; VectorCopy4(quadVerts[2], tess.xyz[tess.numVertexes]); VectorCopy2(texCoords[2], tess.texCoords[tess.numVertexes]); tess.numVertexes++; VectorCopy4(quadVerts[3], tess.xyz[tess.numVertexes]); VectorCopy2(texCoords[3], tess.texCoords[tess.numVertexes]); tess.numVertexes++; tess.indexes[tess.numIndexes++] = 0; tess.indexes[tess.numIndexes++] = 1; tess.indexes[tess.numIndexes++] = 2; tess.indexes[tess.numIndexes++] = 0; tess.indexes[tess.numIndexes++] = 2; tess.indexes[tess.numIndexes++] = 3; tess.minIndex = 0; tess.maxIndex = 3; RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD); R_DrawElementsVao(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex); tess.numIndexes = 0; tess.numVertexes = 0; tess.firstIndex = 0; tess.minIndex = 0; tess.maxIndex = 0; }
/* ** RB_StageIteratorGeneric */ void RB_StageIteratorGeneric( void ) { shaderCommands_t *input; unsigned int vertexAttribs = 0; input = &tess; if (!input->numVertexes || !input->numIndexes) { return; } if (tess.useInternalVao) { RB_DeformTessGeometry(); } vertexAttribs = RB_CalcShaderVertexAttribs( input ); if (tess.useInternalVao) { RB_UpdateTessVao(vertexAttribs); } else { backEnd.pc.c_staticVaoDraws++; } // // log this call // if ( r_logFile->integer ) { // don't just call LogComment, or we will get // a call to va() every frame! GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) ); } // // set face culling appropriately // if ((backEnd.viewParms.flags & VPF_DEPTHSHADOW)) { //GL_Cull( CT_TWO_SIDED ); if (input->shader->cullType == CT_TWO_SIDED) GL_Cull( CT_TWO_SIDED ); else if (input->shader->cullType == CT_FRONT_SIDED) GL_Cull( CT_BACK_SIDED ); else GL_Cull( CT_FRONT_SIDED ); } else GL_Cull( input->shader->cullType ); // set polygon offset if necessary if ( input->shader->polygonOffset ) { qglEnable( GL_POLYGON_OFFSET_FILL ); } // // render depth if in depthfill mode // if (backEnd.depthFill) { RB_IterateStagesGeneric( input ); // // reset polygon offset // if ( input->shader->polygonOffset ) { qglDisable( GL_POLYGON_OFFSET_FILL ); } return; } // // render shadowmap if in shadowmap mode // if (backEnd.viewParms.flags & VPF_SHADOWMAP) { if ( input->shader->sort == SS_OPAQUE ) { RB_RenderShadowmap( input ); } // // reset polygon offset // if ( input->shader->polygonOffset ) { qglDisable( GL_POLYGON_OFFSET_FILL ); } return; } // // // call shader function // RB_IterateStagesGeneric( input ); // // pshadows! // if (glRefConfig.framebufferObject && r_shadows->integer == 4 && tess.pshadowBits && tess.shader->sort <= SS_OPAQUE && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { ProjectPshadowVBOGLSL(); } // // now do any dynamic lighting needed // if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader && (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer) { ForwardDlight(); } else { ProjectDlightTexture(); } } // // now do fog // if ( tess.fogNum && tess.shader->fogPass ) { RB_FogPass(); } // // reset polygon offset // if ( input->shader->polygonOffset ) { qglDisable( GL_POLYGON_OFFSET_FILL ); } }
/* ============== RB_SurfaceBeam ============== */ static void RB_SurfaceBeam( void ) { #define NUM_BEAM_SEGS 6 refEntity_t *e; shaderProgram_t *sp = &tr.textureColorShader; int i; vec3_t perpvec; vec3_t direction, normalized_direction; vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS]; vec3_t oldorigin, origin; e = &backEnd.currentEntity->e; oldorigin[0] = e->oldorigin[0]; oldorigin[1] = e->oldorigin[1]; oldorigin[2] = e->oldorigin[2]; origin[0] = e->origin[0]; origin[1] = e->origin[1]; origin[2] = e->origin[2]; normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; if ( VectorNormalize( normalized_direction ) == 0 ) return; PerpendicularVector( perpvec, normalized_direction ); VectorScale( perpvec, 4, perpvec ); for ( i = 0; i < NUM_BEAM_SEGS ; i++ ) { RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); // VectorAdd( start_points[i], origin, start_points[i] ); VectorAdd( start_points[i], direction, end_points[i] ); } GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ); // FIXME: Quake3 doesn't use this, so I never tested it tess.numVertexes = 0; tess.numIndexes = 0; tess.firstIndex = 0; for ( i = 0; i <= NUM_BEAM_SEGS; i++ ) { VectorCopy(start_points[ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]); VectorCopy(end_points [ i % NUM_BEAM_SEGS ], tess.xyz[tess.numVertexes++]); } for ( i = 0; i < NUM_BEAM_SEGS; i++ ) { tess.indexes[tess.numIndexes++] = i * 2; tess.indexes[tess.numIndexes++] = (i + 1) * 2; tess.indexes[tess.numIndexes++] = 1 + i * 2; tess.indexes[tess.numIndexes++] = 1 + i * 2; tess.indexes[tess.numIndexes++] = (i + 1) * 2; tess.indexes[tess.numIndexes++] = 1 + (i + 1) * 2; } // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function RB_UpdateTessVao(ATTR_POSITION); GLSL_BindProgram(sp); GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed); GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); R_DrawElements(tess.numIndexes, tess.firstIndex); tess.numIndexes = 0; tess.numVertexes = 0; tess.firstIndex = 0; }
static void DrawSkySideInner( struct image_s *image, const int mins[2], const int maxs[2] ) { int s, t; int firstVertex = tess.numVertexes; //int firstIndex = tess.numIndexes; int minIndex = tess.minIndex; int maxIndex = tess.maxIndex; vec4_t color; //tess.numVertexes = 0; //tess.numIndexes = 0; tess.firstIndex = tess.numIndexes; GL_Bind( image ); GL_Cull( CT_TWO_SIDED ); for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ ) { for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ ) { tess.xyz[tess.numVertexes][0] = s_skyPoints[t][s][0]; tess.xyz[tess.numVertexes][1] = s_skyPoints[t][s][1]; tess.xyz[tess.numVertexes][2] = s_skyPoints[t][s][2]; tess.xyz[tess.numVertexes][3] = 1.0; tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0]; tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1]; tess.numVertexes++; if(tess.numVertexes >= SHADER_MAX_VERTEXES) { ri.Error(ERR_DROP, "SHADER_MAX_VERTEXES hit in DrawSkySideVBO()\n"); } } } for ( t = 0; t < maxs[1] - mins[1]; t++ ) { for ( s = 0; s < maxs[0] - mins[0]; s++ ) { if (tess.numIndexes + 6 >= SHADER_MAX_INDEXES) { ri.Error(ERR_DROP, "SHADER_MAX_INDEXES hit in DrawSkySideVBO()\n"); } tess.indexes[tess.numIndexes++] = s + t * (maxs[0] - mins[0] + 1) + firstVertex; tess.indexes[tess.numIndexes++] = s + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex; tess.indexes[tess.numIndexes++] = (s + 1) + t * (maxs[0] - mins[0] + 1) + firstVertex; tess.indexes[tess.numIndexes++] = (s + 1) + t * (maxs[0] - mins[0] + 1) + firstVertex; tess.indexes[tess.numIndexes++] = s + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex; tess.indexes[tess.numIndexes++] = (s + 1) + (t + 1) * (maxs[0] - mins[0] + 1) + firstVertex; } } tess.minIndex = firstVertex; tess.maxIndex = tess.numVertexes; // FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD); /* { shaderProgram_t *sp = &tr.textureColorShader; GLSL_BindProgram(sp); GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); color[0] = color[1] = color[2] = tr.identityLight; color[3] = 1.0f; GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); } */ { shaderProgram_t *sp = &tr.lightallShader[0]; vec4_t vector; GLSL_BindProgram(sp); GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); color[0] = color[1] = color[2] = backEnd.refdef.colorScale; color[3] = 1.0f; GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color); color[0] = color[1] = color[2] = color[3] = 0.0f; GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, color); VectorSet4(vector, 1.0, 0.0, 0.0, 1.0); GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector); VectorSet4(vector, 0.0, 0.0, 0.0, 0.0); GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector); } R_DrawElementsVao(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex); //qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(glIndex_t))); //R_BindNullVBO(); //R_BindNullIBO(); tess.numIndexes = tess.firstIndex; tess.numVertexes = firstVertex; tess.firstIndex = 0; tess.minIndex = minIndex; tess.maxIndex = maxIndex; }