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 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; } }
void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) { ivec4_t dstBox, srcBox; vec2_t srcTexScale; vec4_t color; vec4_t quadVerts[4]; vec2_t texCoords[4]; vec2_t invTexRes; FBO_t *oldFbo = glState.currentFBO; mat4_t projection; int width, height; if (!src) return; if (inSrcBox) { VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]); } else { VectorSet4(srcBox, 0, 0, src->width, src->height); } // framebuffers are 0 bottom, Y up. if (inDstBox) { if (dst) { dstBox[0] = inDstBox[0]; dstBox[1] = dst->height - inDstBox[1] - inDstBox[3]; dstBox[2] = inDstBox[0] + inDstBox[2]; dstBox[3] = dst->height - inDstBox[1]; } else { dstBox[0] = inDstBox[0]; dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3]; dstBox[2] = inDstBox[0] + inDstBox[2]; dstBox[3] = glConfig.vidHeight - inDstBox[1]; } } else if (dst) { VectorSet4(dstBox, 0, dst->height, dst->width, 0); } else { VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0); } if (inSrcTexScale) { VectorCopy2(inSrcTexScale, srcTexScale); } else { srcTexScale[0] = srcTexScale[1] = 1.0f; } if (inColor) { VectorCopy4(inColor, color); } else { VectorCopy4(colorWhite, color); } if (!shaderProgram) { shaderProgram = &tr.textureColorShader; } FBO_Bind(dst); if (glState.currentFBO) { width = glState.currentFBO->width; height = glState.currentFBO->height; } else { width = glConfig.vidWidth; height = glConfig.vidHeight; } qglViewport( 0, 0, width, height ); qglScissor( 0, 0, width, height ); Mat4Ortho(0, width, height, 0, 0, 1, projection); qglDisable( GL_CULL_FACE ); GL_BindToTMU(src, TB_COLORMAP); VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1); VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1); VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1); VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1); texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height; texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height; texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height; texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height; invTexRes[0] = 1.0f / src->width * srcTexScale[0]; invTexRes[1] = 1.0f / src->height * srcTexScale[1]; GL_State( blend ); GLSL_BindProgram(shaderProgram); GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection); GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color); GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes); GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); FBO_Bind(oldFbo); }
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; } }
void FBO_BlitFromTexture(struct image_s *src, vec4_t inSrcTexCorners, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend) { ivec4_t dstBox; vec4_t color; vec4_t quadVerts[4]; vec2_t texCoords[4]; vec2_t invTexRes; FBO_t *oldFbo = glState.currentFBO; mat4_t projection; int width, height; if (!src) { ri.Printf(PRINT_WARNING, "Tried to blit from a NULL texture!\n"); return; } width = dst ? dst->width : glConfig.vidWidth; height = dst ? dst->height : glConfig.vidHeight; if (inSrcTexCorners) { VectorSet2(texCoords[0], inSrcTexCorners[0], inSrcTexCorners[1]); VectorSet2(texCoords[1], inSrcTexCorners[2], inSrcTexCorners[1]); VectorSet2(texCoords[2], inSrcTexCorners[2], inSrcTexCorners[3]); VectorSet2(texCoords[3], inSrcTexCorners[0], inSrcTexCorners[3]); } else { VectorSet2(texCoords[0], 0.0f, 1.0f); VectorSet2(texCoords[1], 1.0f, 1.0f); VectorSet2(texCoords[2], 1.0f, 0.0f); VectorSet2(texCoords[3], 0.0f, 0.0f); } // framebuffers are 0 bottom, Y up. if (inDstBox) { dstBox[0] = inDstBox[0]; dstBox[1] = height - inDstBox[1] - inDstBox[3]; dstBox[2] = inDstBox[0] + inDstBox[2]; dstBox[3] = height - inDstBox[1]; } else { VectorSet4(dstBox, 0, height, width, 0); } if (inSrcTexScale) { VectorCopy2(inSrcTexScale, invTexRes); } else { VectorSet2(invTexRes, 1.0f, 1.0f); } if (inColor) { VectorCopy4(inColor, color); } else { VectorCopy4(colorWhite, color); } if (!shaderProgram) { shaderProgram = &tr.textureColorShader; } FBO_Bind(dst); qglViewport( 0, 0, width, height ); qglScissor( 0, 0, width, height ); Mat4Ortho(0, width, height, 0, 0, 1, projection); GL_Cull( CT_TWO_SIDED ); GL_BindToTMU(src, TB_COLORMAP); VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0.0f, 1.0f); VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0.0f, 1.0f); VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0.0f, 1.0f); VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0.0f, 1.0f); invTexRes[0] /= src->width; invTexRes[1] /= src->height; GL_State( blend ); GLSL_BindProgram(shaderProgram); GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection); GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color); GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes); GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax); GLSL_SetUniformVec3(shaderProgram, UNIFORM_TONEMINAVGMAXLINEAR, tr.refdef.toneMinAvgMaxLinear); RB_InstantQuad2(quadVerts, texCoords); FBO_Bind(oldFbo); }