コード例 #1
0
/*
======================
RB_BindStageTexture
======================
*/
void RB_BindStageTexture( const float *shaderRegisters, const textureStage_t *texture, const drawSurf_t *surf ) {
	// image
	RB_BindVariableStageImage( texture, shaderRegisters );

	// texgens
	if ( texture->texgen == TG_DIFFUSE_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );
	}
	if ( texture->texgen == TG_SKYBOX_CUBE || texture->texgen == TG_WOBBLESKY_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
	}
	if ( texture->texgen == TG_REFLECT_CUBE ) {
		qglEnable( GL_TEXTURE_GEN_S );
		qglEnable( GL_TEXTURE_GEN_T );
		qglEnable( GL_TEXTURE_GEN_R );
		qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
		qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
		qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
		qglEnableClientState( GL_NORMAL_ARRAY );
		qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ((idDrawVert *)vertexCache.Position( surf->geo->ambientCache ))->normal.ToFloatPtr() );

		qglMatrixMode( GL_TEXTURE );
		float	mat[16];

		R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );

		qglLoadMatrixf( mat );
		qglMatrixMode( GL_MODELVIEW );
	}

	// matrix
	if ( texture->hasMatrix ) {
		RB_LoadShaderTextureMatrix( shaderRegisters, texture );
	}
}
コード例 #2
0
ファイル: draw_common.cpp プロジェクト: BielBdeLuna/dhewm3
/*
================
RB_PrepareStageTexturing
================
*/
void RB_PrepareStageTexturing( const shaderStage_t *pStage,  const drawSurf_t *surf, idDrawVert *ac ) {
	// set privatePolygonOffset if necessary
	if ( pStage->privatePolygonOffset ) {
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
	}

	// set the texture matrix if needed
	if ( pStage->texture.hasMatrix ) {
		RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
	}

	// texgens
	if ( pStage->texture.texgen == TG_DIFFUSE_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
	}
	if ( pStage->texture.texgen == TG_SKYBOX_CUBE || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
		qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
	}
	if ( pStage->texture.texgen == TG_SCREEN ) {
		qglEnable( GL_TEXTURE_GEN_S );
		qglEnable( GL_TEXTURE_GEN_T );
		qglEnable( GL_TEXTURE_GEN_Q );

		float	mat[16], plane[4];
		myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );

		plane[0] = mat[0];
		plane[1] = mat[4];
		plane[2] = mat[8];
		plane[3] = mat[12];
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );

		plane[0] = mat[1];
		plane[1] = mat[5];
		plane[2] = mat[9];
		plane[3] = mat[13];
		qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );

		plane[0] = mat[3];
		plane[1] = mat[7];
		plane[2] = mat[11];
		plane[3] = mat[15];
		qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
	}

	if ( pStage->texture.texgen == TG_SCREEN2 ) {
		qglEnable( GL_TEXTURE_GEN_S );
		qglEnable( GL_TEXTURE_GEN_T );
		qglEnable( GL_TEXTURE_GEN_Q );

		float	mat[16], plane[4];
		myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );

		plane[0] = mat[0];
		plane[1] = mat[4];
		plane[2] = mat[8];
		plane[3] = mat[12];
		qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );

		plane[0] = mat[1];
		plane[1] = mat[5];
		plane[2] = mat[9];
		plane[3] = mat[13];
		qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );

		plane[0] = mat[3];
		plane[1] = mat[7];
		plane[2] = mat[11];
		plane[3] = mat[15];
		qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
	}

	if ( pStage->texture.texgen == TG_GLASSWARP ) {
		if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
			qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP );
			qglEnable( GL_FRAGMENT_PROGRAM_ARB );

			GL_SelectTexture( 2 );
			globalImages->scratchImage->Bind();

			GL_SelectTexture( 1 );
			globalImages->scratchImage2->Bind();

			qglEnable( GL_TEXTURE_GEN_S );
			qglEnable( GL_TEXTURE_GEN_T );
			qglEnable( GL_TEXTURE_GEN_Q );

			float	mat[16], plane[4];
			myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );

			plane[0] = mat[0];
			plane[1] = mat[4];
			plane[2] = mat[8];
			plane[3] = mat[12];
			qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );

			plane[0] = mat[1];
			plane[1] = mat[5];
			plane[2] = mat[9];
			plane[3] = mat[13];
			qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );

			plane[0] = mat[3];
			plane[1] = mat[7];
			plane[2] = mat[11];
			plane[3] = mat[15];
			qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );

			GL_SelectTexture( 0 );
		}
	}

	if ( pStage->texture.texgen == TG_REFLECT_CUBE ) {
		if ( tr.backEndRenderer == BE_ARB2 ) {
			// see if there is also a bump map specified
			const shaderStage_t *bumpStage = surf->material->GetBumpStage();
			if ( bumpStage ) {
				// per-pixel reflection mapping with bump mapping
				GL_SelectTexture( 1 );
				bumpStage->texture.image->Bind();
				GL_SelectTexture( 0 );

				qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
				qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
				qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );

				qglEnableVertexAttribArrayARB( 9 );
				qglEnableVertexAttribArrayARB( 10 );
				qglEnableClientState( GL_NORMAL_ARRAY );

				// Program env 5, 6, 7, 8 have been set in RB_SetProgramEnvironmentSpace

				qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT );
				qglEnable( GL_FRAGMENT_PROGRAM_ARB );
				qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT );
				qglEnable( GL_VERTEX_PROGRAM_ARB );
			} else {
				// per-pixel reflection mapping without a normal map
				qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
				qglEnableClientState( GL_NORMAL_ARRAY );

				qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT );
				qglEnable( GL_FRAGMENT_PROGRAM_ARB );
				qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT );
				qglEnable( GL_VERTEX_PROGRAM_ARB );
			}
		} else {
			qglEnable( GL_TEXTURE_GEN_S );
			qglEnable( GL_TEXTURE_GEN_T );
			qglEnable( GL_TEXTURE_GEN_R );
			qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
			qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
			qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
			qglEnableClientState( GL_NORMAL_ARRAY );
			qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );

			qglMatrixMode( GL_TEXTURE );
			float	mat[16];

			R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );

			qglLoadMatrixf( mat );
			qglMatrixMode( GL_MODELVIEW );
		}
	}
}
コード例 #3
0
ファイル: draw_common.cpp プロジェクト: BielBdeLuna/dhewm3
/*
==================
RB_STD_T_RenderShaderPasses

This is also called for the generated 2D rendering
==================
*/
void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
	int			stage;
	const idMaterial	*shader;
	const shaderStage_t *pStage;
	const float	*regs;
	float		color[4];
	const srfTriangles_t	*tri;

	tri = surf->geo;
	shader = surf->material;

	if ( !shader->HasAmbient() ) {
		return;
	}

	if ( shader->IsPortalSky() ) {
		return;
	}

	// change the matrix if needed
	if ( surf->space != backEnd.currentSpace ) {
		qglLoadMatrixf( surf->space->modelViewMatrix );
		backEnd.currentSpace = surf->space;
		RB_SetProgramEnvironmentSpace();
	}

	// 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 );
	}

	// some deforms may disable themselves by setting numIndexes = 0
	if ( !tri->numIndexes ) {
		return;
	}

	if ( !tri->ambientCache ) {
		common->Printf( "RB_T_RenderShaderPasses: !tri->ambientCache\n" );
		return;
	}

	// get the expressions for conditionals / color / texcoords
	regs = surf->shaderRegisters;

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

	// set polygon offset if necessary
	if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
		qglEnable( GL_POLYGON_OFFSET_FILL );
		qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
	}

	if ( surf->space->weaponDepthHack ) {
		RB_EnterWeaponDepthHack();
	}

	if ( surf->space->modelDepthHack != 0.0f ) {
		RB_EnterModelDepthHack( surf->space->modelDepthHack );
	}

	idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
	qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
	qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );

	for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
		pStage = shader->GetStage(stage);

		// check the enable condition
		if ( regs[ pStage->conditionRegister ] == 0 ) {
			continue;
		}

		// skip the stages involved in lighting
		if ( pStage->lighting != SL_AMBIENT ) {
			continue;
		}

		// skip if the stage is ( GL_ZERO, GL_ONE ), which is used for some alpha masks
		if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE ) ) {
			continue;
		}

		// see if we are a new-style stage
		newShaderStage_t *newStage = pStage->newStage;
		if ( newStage ) {
			//--------------------------
			//
			// new style stages
			//
			//--------------------------

			// completely skip the stage if we don't have the capability
			if ( tr.backEndRenderer != BE_ARB2 ) {
				continue;
			}
			if ( r_skipNewAmbient.GetBool() ) {
				continue;
			}
			qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
			qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
			qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
			qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );

			qglEnableClientState( GL_COLOR_ARRAY );
			qglEnableVertexAttribArrayARB( 9 );
			qglEnableVertexAttribArrayARB( 10 );
			qglEnableClientState( GL_NORMAL_ARRAY );

			GL_State( pStage->drawStateBits );

			qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, newStage->vertexProgram );
			qglEnable( GL_VERTEX_PROGRAM_ARB );

			// megaTextures bind a lot of images and set a lot of parameters
			if ( newStage->megaTexture ) {
				newStage->megaTexture->SetMappingForSurface( tri );
				idVec3	localViewer;
				R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewer );
				newStage->megaTexture->BindForViewOrigin( localViewer );
			}

			for ( int i = 0 ; i < newStage->numVertexParms ; i++ ) {
				float	parm[4];
				parm[0] = regs[ newStage->vertexParms[i][0] ];
				parm[1] = regs[ newStage->vertexParms[i][1] ];
				parm[2] = regs[ newStage->vertexParms[i][2] ];
				parm[3] = regs[ newStage->vertexParms[i][3] ];
				qglProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, parm );
			}

			for ( int i = 0 ; i < newStage->numFragmentProgramImages ; i++ ) {
				if ( newStage->fragmentProgramImages[i] ) {
					GL_SelectTexture( i );
					newStage->fragmentProgramImages[i]->Bind();
				}
			}
			qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, newStage->fragmentProgram );
			qglEnable( GL_FRAGMENT_PROGRAM_ARB );

			// draw it
			RB_DrawElementsWithCounters( tri );

			for ( int i = 1 ; i < newStage->numFragmentProgramImages ; i++ ) {
				if ( newStage->fragmentProgramImages[i] ) {
					GL_SelectTexture( i );
					globalImages->BindNull();
				}
			}
			if ( newStage->megaTexture ) {
				newStage->megaTexture->Unbind();
			}

			GL_SelectTexture( 0 );

			qglDisable( GL_VERTEX_PROGRAM_ARB );
			qglDisable( GL_FRAGMENT_PROGRAM_ARB );
			// Fixme: Hack to get around an apparent bug in ATI drivers.  Should remove as soon as it gets fixed.
			qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 );

			qglDisableClientState( GL_COLOR_ARRAY );
			qglDisableVertexAttribArrayARB( 9 );
			qglDisableVertexAttribArrayARB( 10 );
			qglDisableClientState( GL_NORMAL_ARRAY );
			continue;
		}

		//--------------------------
		//
		// old style stages
		//
		//--------------------------

		// set the color
		color[0] = regs[ pStage->color.registers[0] ];
		color[1] = regs[ pStage->color.registers[1] ];
		color[2] = regs[ pStage->color.registers[2] ];
		color[3] = regs[ pStage->color.registers[3] ];

		// skip the entire stage if an add would be black
		if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE )
			&& color[0] <= 0 && color[1] <= 0 && color[2] <= 0 ) {
			continue;
		}

		// skip the entire stage if a blend would be completely transparent
		if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA )
			&& color[3] <= 0 ) {
			continue;
		}

		// select the vertex color source
		if ( pStage->vertexColor == SVC_IGNORE ) {
			qglColor4fv( color );
		} else {
			qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
			qglEnableClientState( GL_COLOR_ARRAY );

			if ( pStage->vertexColor == SVC_INVERSE_MODULATE ) {
				GL_TexEnv( GL_COMBINE_ARB );
				qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
				qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
				qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
				qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
				qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
				qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
			}

			// for vertex color and modulated color, we need to enable a second
			// texture stage
			if ( color[0] != 1 || color[1] != 1 || color[2] != 1 || color[3] != 1 ) {
				GL_SelectTexture( 1 );

				globalImages->whiteImage->Bind();
				GL_TexEnv( GL_COMBINE_ARB );

				qglTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );

				qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
				qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
				qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB );
				qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
				qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
				qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );

				qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE );
				qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
				qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB );
				qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
				qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA );
				qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );

				GL_SelectTexture( 0 );
			}
		}

		// bind the texture
		RB_BindVariableStageImage( &pStage->texture, regs );

		// set the state
		GL_State( pStage->drawStateBits );

		RB_PrepareStageTexturing( pStage, surf, ac );

		// draw it
		RB_DrawElementsWithCounters( tri );

		RB_FinishStageTexturing( pStage, surf, ac );

		if ( pStage->vertexColor != SVC_IGNORE ) {
			qglDisableClientState( GL_COLOR_ARRAY );

			GL_SelectTexture( 1 );
			GL_TexEnv( GL_MODULATE );
			globalImages->BindNull();
			GL_SelectTexture( 0 );
			GL_TexEnv( GL_MODULATE );
		}
	}

	// reset polygon offset
	if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
		qglDisable( GL_POLYGON_OFFSET_FILL );
	}
	if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
		RB_LeaveDepthHack();
	}
}
コード例 #4
0
ファイル: tr_shade.c プロジェクト: redrumrobot/quakeconstruct
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 face culling appropriately
    //
    GL_Cull( input->shader->cullType );

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

#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" );
    }
}
コード例 #5
0
ファイル: tr_shade.c プロジェクト: redrumrobot/quakeconstruct
/*
** 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( input->shader->cullType );

    //
    // set arrays and lock
    //
    qglEnableClientState( GL_COLOR_ARRAY);
    qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
    qglEnableClientState( GL_NORMAL_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);
    qglNormalPointer (GL_FLOAT, 16, input->normal);

    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" );
    }
}
コード例 #6
0
ファイル: tr_shade.c プロジェクト: redrumrobot/quakeconstruct
/*
** 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 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;
        qglEnableClientState  ( GL_NORMAL_ARRAY );
        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] );

        qglEnableClientState( GL_NORMAL_ARRAY );
        qglNormalPointer (GL_FLOAT, 16, tess.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 );
        qglEnableClientState( GL_NORMAL_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 );
    }
}
コード例 #7
0
ファイル: tr_shade.c プロジェクト: burzumishi/dragonballworld
/*
 * 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);
}