shaderProgram_t *GLSL_GetGenericShaderProgram(int stage) { shaderStage_t *pStage = tess.xstages[stage]; int shaderAttribs = 0; if (tess.fogNum && pStage->adjustColorsForFog) { shaderAttribs |= GENERICDEF_USE_FOG; } if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv) { shaderAttribs |= GENERICDEF_USE_LIGHTMAP; } switch (pStage->rgbGen) { case CGEN_LIGHTING_DIFFUSE: shaderAttribs |= GENERICDEF_USE_RGBAGEN; break; default: break; } switch (pStage->alphaGen) { case AGEN_LIGHTING_SPECULAR: case AGEN_PORTAL: shaderAttribs |= GENERICDEF_USE_RGBAGEN; break; default: break; } if (pStage->bundle[0].tcGen != TCGEN_TEXTURE) { shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; } if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader)) { shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES; } if (glState.vertexAnimation) { shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION; } if (pStage->bundle[0].numTexMods) { shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; } return &tr.genericShader[shaderAttribs]; }
static qboolean RB_SurfaceVaoCached(int numVerts, srfVert_t *verts, int numIndexes, glIndex_t *indexes, int dlightBits, int pshadowBits) { qboolean recycleVertexBuffer = qfalse; qboolean recycleIndexBuffer = qfalse; qboolean endSurface = qfalse; if (!(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal)) return qfalse; if (!numIndexes || !numVerts) return qfalse; VaoCache_BindVao(); tess.dlightBits |= dlightBits; tess.pshadowBits |= pshadowBits; VaoCache_CheckAdd(&endSurface, &recycleVertexBuffer, &recycleIndexBuffer, numVerts, numIndexes); if (endSurface) { RB_EndSurface(); RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex); } if (recycleVertexBuffer) VaoCache_RecycleVertexBuffer(); if (recycleIndexBuffer) VaoCache_RecycleIndexBuffer(); if (!tess.numVertexes) VaoCache_InitQueue(); VaoCache_AddSurface(verts, numVerts, indexes, numIndexes); tess.numIndexes += numIndexes; tess.numVertexes += numVerts; tess.useInternalVao = qfalse; tess.useCacheVao = qtrue; return qtrue; }
static void ComputeDeformValues(int *deformGen, vec5_t deformParams) { // u_DeformGen *deformGen = DGEN_NONE; if(!ShaderRequiresCPUDeforms(tess.shader)) { deformStage_t *ds; // only support the first one ds = &tess.shader->deforms[0]; switch (ds->deformation) { case DEFORM_WAVE: *deformGen = ds->deformationWave.func; deformParams[0] = ds->deformationWave.base; deformParams[1] = ds->deformationWave.amplitude; deformParams[2] = ds->deformationWave.phase; deformParams[3] = ds->deformationWave.frequency; deformParams[4] = ds->deformationSpread; break; case DEFORM_BULGE: *deformGen = DGEN_BULGE; deformParams[0] = 0; deformParams[1] = ds->bulgeHeight; // amplitude deformParams[2] = ds->bulgeWidth; // phase deformParams[3] = ds->bulgeSpeed; // frequency deformParams[4] = 0; break; default: break; } } }
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; } }
static void RB_IterateStagesGeneric( shaderCommands_t *input ) { int stage; 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; vec4_t texMatrix; vec4_t texOffTurb; if ( !pStage ) { break; } if (backEnd.depthFill) { if (pStage->glslShaderGroup == tr.lightallShader) { 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.vertexAnimation) { 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 == tr.lightallShader) { int index = pStage->glslShaderIndex; if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity) { index |= LIGHTDEF_ENTITY; } if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (index & LIGHTDEF_LIGHTTYPE_MASK)) { index |= LIGHTDEF_USE_SHADOWMAP; } if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP) { index = LIGHTDEF_USE_LIGHTMAP; } sp = &pStage->glslShaderGroup[index]; backEnd.pc.c_lightallDraws++; } else { sp = GLSL_GetGenericShaderProgram(stage); backEnd.pc.c_genericDraws++; } GLSL_BindProgram(sp); GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin); GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin); 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; ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits); if ((backEnd.refdef.colorScale != 1.0f) && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL)) { // 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_SetUniformVec3(sp, UNIFORM_MODELLIGHTDIR, backEnd.currentEntity->modelLightDir); GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 0.0f); } 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); } ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb ); GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix); GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb); 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_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix); GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale); GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale); //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 == tr.lightallShader ) { int i; vec4_t enableTextures; if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)) { GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP); GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol); GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol); GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir); } VectorSet4(enableTextures, 0, 0, 0, 0); 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[TB_LIGHTMAP], i); else 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 GL_BindToTMU( tr.whiteImage, i ); } } else { qboolean light = (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) != 0; qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer); if (pStage->bundle[TB_DIFFUSEMAP].image[0]) R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); if (pStage->bundle[TB_LIGHTMAP].image[0]) R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], TB_LIGHTMAP); // bind textures that are sampled and used in the glsl shader, and // bind whiteImage to textures that are sampled but zeroed in the glsl shader // // alternatives: // - use the last bound texture // -> costs more to sample a higher res texture then throw out the result // - disable texture sampling in glsl shader with #ifdefs, as before // -> increases the number of shaders that must be compiled // if (light && !fastLight) { if (pStage->bundle[TB_NORMALMAP].image[0]) { R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP); enableTextures[0] = 1.0f; } else if (r_normalMapping->integer) GL_BindToTMU( tr.whiteImage, TB_NORMALMAP ); if (pStage->bundle[TB_DELUXEMAP].image[0]) { R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], TB_DELUXEMAP); enableTextures[1] = 1.0f; } else if (r_deluxeMapping->integer) GL_BindToTMU( tr.whiteImage, TB_DELUXEMAP ); if (pStage->bundle[TB_SPECULARMAP].image[0]) { R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP); enableTextures[2] = 1.0f; } else if (r_specularMapping->integer) GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP ); } enableTextures[3] = (r_cubeMapping->integer && !(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex) ? 1.0f : 0.0f; } GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures); } else if ( pStage->bundle[1].image[0] != 0 ) { R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 ); R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 ); } else { // // set state // R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 ); } // // testing cube map // if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex && r_cubeMapping->integer) { vec4_t vec; GL_BindToTMU( tr.cubemaps[input->cubemapIndex - 1], TB_CUBEMAP); vec[0] = tr.cubemapOrigins[input->cubemapIndex - 1][0] - backEnd.viewParms.or.origin[0]; vec[1] = tr.cubemapOrigins[input->cubemapIndex - 1][1] - backEnd.viewParms.or.origin[1]; vec[2] = tr.cubemapOrigins[input->cubemapIndex - 1][2] - backEnd.viewParms.or.origin[2]; vec[3] = 1.0f; VectorScale4(vec, 1.0f / 1000.0f, vec); GLSL_SetUniformVec4(sp, UNIFORM_CUBEMAPINFO, vec); } // // draw // if (input->multiDrawPrimitives) { R_DrawMultiElementsVao(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex); } else { R_DrawElementsVao(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 ) ) { break; } if (backEnd.depthFill) break; } }
void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface) { //mdvModel_t *mdvModel; //mdvSurface_t *mdvSurface; refEntity_t *refEnt; GLimp_LogComment("--- RB_SurfaceVaoMdvMesh ---\n"); if (ShaderRequiresCPUDeforms(tess.shader)) { RB_SurfaceMesh(surface->mdvSurface); return; } if(!surface->vao) return; //RB_CheckVao(surface->vao); RB_EndSurface(); RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex); R_BindVao(surface->vao); tess.useInternalVao = qfalse; tess.numIndexes = surface->numIndexes; tess.numVertexes = surface->numVerts; //mdvModel = surface->mdvModel; //mdvSurface = surface->mdvSurface; refEnt = &backEnd.currentEntity->e; glState.vertexAttribsInterpolation = (refEnt->oldframe == refEnt->frame) ? 0.0f : refEnt->backlerp; if (surface->mdvModel->numFrames > 1) { int frameOffset, attribIndex; vaoAttrib_t *vAtb; glState.vertexAnimation = qtrue; if (glRefConfig.vertexArrayObject) { qglBindBuffer(GL_ARRAY_BUFFER, surface->vao->vertexesVBO); } frameOffset = refEnt->frame * surface->vao->frameSize; attribIndex = ATTR_INDEX_POSITION; vAtb = &surface->vao->attribs[attribIndex]; qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); attribIndex = ATTR_INDEX_NORMAL; vAtb = &surface->vao->attribs[attribIndex]; qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); attribIndex = ATTR_INDEX_TANGENT; vAtb = &surface->vao->attribs[attribIndex]; qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); frameOffset = refEnt->oldframe * surface->vao->frameSize; attribIndex = ATTR_INDEX_POSITION2; vAtb = &surface->vao->attribs[attribIndex]; qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); attribIndex = ATTR_INDEX_NORMAL2; vAtb = &surface->vao->attribs[attribIndex]; qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); attribIndex = ATTR_INDEX_TANGENT2; vAtb = &surface->vao->attribs[attribIndex]; qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset + frameOffset)); if (!glRefConfig.vertexArrayObject) { attribIndex = ATTR_INDEX_TEXCOORD; vAtb = &surface->vao->attribs[attribIndex]; qglVertexAttribPointer(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset)); } } RB_EndSurface(); // So we don't lerp surfaces that shouldn't be lerped glState.vertexAnimation = qfalse; }
static qboolean RB_SurfaceVao(vao_t *vao, int numVerts, int numIndexes, int firstIndex, int minIndex, int maxIndex, int dlightBits, int pshadowBits, qboolean shaderCheck) { int i, mergeForward, mergeBack; GLvoid *firstIndexOffset, *lastIndexOffset; if (!vao) { return qfalse; } if (shaderCheck && !(!ShaderRequiresCPUDeforms(tess.shader) && !tess.shader->isSky && !tess.shader->isPortal)) { return qfalse; } RB_CheckVao(vao); tess.dlightBits |= dlightBits; tess.pshadowBits |= pshadowBits; // merge this into any existing multidraw primitives mergeForward = -1; mergeBack = -1; firstIndexOffset = BUFFER_OFFSET(firstIndex * sizeof(glIndex_t)); lastIndexOffset = BUFFER_OFFSET((firstIndex + numIndexes) * sizeof(glIndex_t)); if (tess.multiDrawPrimitives && r_mergeMultidraws->integer) { i = 0; if (r_mergeMultidraws->integer == 1) { // lazy merge, only check the last primitive i = tess.multiDrawPrimitives - 1; } for (; i < tess.multiDrawPrimitives; i++) { if (firstIndexOffset == tess.multiDrawFirstIndex[i] + tess.multiDrawNumIndexes[i]) { mergeBack = i; if (mergeForward != -1) break; } if (lastIndexOffset == tess.multiDrawFirstIndex[i]) { mergeForward = i; if (mergeBack != -1) break; } } } if (mergeBack != -1 && mergeForward == -1) { tess.multiDrawNumIndexes[mergeBack] += numIndexes; tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], minIndex); tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], maxIndex); backEnd.pc.c_multidrawsMerged++; } else if (mergeBack == -1 && mergeForward != -1) { tess.multiDrawNumIndexes[mergeForward] += numIndexes; tess.multiDrawFirstIndex[mergeForward] = firstIndexOffset; tess.multiDrawMinIndex[mergeForward] = MIN(tess.multiDrawMinIndex[mergeForward], minIndex); tess.multiDrawMaxIndex[mergeForward] = MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex); backEnd.pc.c_multidrawsMerged++; } else if (mergeBack != -1 && mergeForward != -1) { tess.multiDrawNumIndexes[mergeBack] += numIndexes + tess.multiDrawNumIndexes[mergeForward]; tess.multiDrawMinIndex[mergeBack] = MIN(tess.multiDrawMinIndex[mergeBack], MIN(tess.multiDrawMinIndex[mergeForward], minIndex)); tess.multiDrawMaxIndex[mergeBack] = MAX(tess.multiDrawMaxIndex[mergeBack], MAX(tess.multiDrawMaxIndex[mergeForward], maxIndex)); tess.multiDrawPrimitives--; if (mergeForward != tess.multiDrawPrimitives) { tess.multiDrawNumIndexes[mergeForward] = tess.multiDrawNumIndexes[tess.multiDrawPrimitives]; tess.multiDrawFirstIndex[mergeForward] = tess.multiDrawFirstIndex[tess.multiDrawPrimitives]; tess.multiDrawMinIndex[mergeForward] = tess.multiDrawMinIndex[tess.multiDrawPrimitives]; tess.multiDrawMaxIndex[mergeForward] = tess.multiDrawMaxIndex[tess.multiDrawPrimitives]; } backEnd.pc.c_multidrawsMerged += 2; } else //if (mergeBack == -1 && mergeForward == -1) { tess.multiDrawNumIndexes[tess.multiDrawPrimitives] = numIndexes; tess.multiDrawFirstIndex[tess.multiDrawPrimitives] = firstIndexOffset; tess.multiDrawMinIndex[tess.multiDrawPrimitives] = minIndex; tess.multiDrawMaxIndex[tess.multiDrawPrimitives] = maxIndex; tess.multiDrawPrimitives++; } backEnd.pc.c_multidraws++; tess.numIndexes += numIndexes; tess.numVertexes += numVerts; return qtrue; }