/* ================ R_ArrayElementDiscrete This is just for OpenGL conformance testing, it should never be the fastest ================ */ static void APIENTRY R_ArrayElementDiscrete( GLint index ) { qglColor4ubv( tess.svars.colors[ index ] ); if ( glState.currenttmu ) { qglMultiTexCoord2fARB( 0, tess.svars.texcoords[ 0 ][ index ][0], tess.svars.texcoords[ 0 ][ index ][1] ); qglMultiTexCoord2fARB( 1, tess.svars.texcoords[ 1 ][ index ][0], tess.svars.texcoords[ 1 ][ index ][1] ); } else { qglTexCoord2fv( tess.svars.texcoords[ 0 ][ index ] ); } qglVertex3fv( tess.xyz[ index ].v ); }
/* ================= EmitSkyPolysMtex EXPERIMENTAL: use multitexture on sky... ================= */ void EmitSkyPolysMtex(msurface_t *fa) { glpoly_t *p; float *v; int i; float s, t; vec3_t dir; float length; for (p = fa->polys; p; p = p->next) { glBegin(GL_POLYGON); for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) { VectorSubtract(v, r_origin, dir); dir[2] *= 3; // flatten the sphere length = DotProduct(dir, dir); length = sqrt(length); length = 6 * 63 / length; dir[0] *= length; dir[1] *= length; s = (speedscale + dir[0]) * (1.0 / 128); t = (speedscale + dir[1]) * (1.0 / 128); qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, s, t); s = (speedscale2 + dir[0]) * (1.0 / 128); t = (speedscale2 + dir[1]) * (1.0 / 128); qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, s, t); glVertex3fv(v); } glEnd(); } }
static inline void RB_BlurGlowTexture() { qglDisable (GL_CLIP_PLANE0); GL_Cull( CT_TWO_SIDED ); // Go into orthographic 2d mode. qglMatrixMode(GL_PROJECTION); qglPushMatrix(); qglLoadIdentity(); qglOrtho(0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight, 0, -1, 1); qglMatrixMode(GL_MODELVIEW); qglPushMatrix(); qglLoadIdentity(); GL_State(GLS_DEPTHTEST_DISABLE); ///////////////////////////////////////////////////////// // Setup vertex and pixel programs. ///////////////////////////////////////////////////////// // NOTE: The 0.25 is because we're blending 4 textures (so = 1.0) and we want a relatively normalized pixel // intensity distribution, but this won't happen anyways if intensity is higher than 1.0. float fBlurDistribution = r_DynamicGlowIntensity->value * 0.25f; float fBlurWeight[4] = { fBlurDistribution, fBlurDistribution, fBlurDistribution, 1.0f }; // Enable and set the Vertex Program. qglEnable( GL_VERTEX_PROGRAM_ARB ); qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, tr.glowVShader ); // Apply Pixel Shaders. if ( qglCombinerParameterfvNV ) { BeginPixelShader( GL_REGISTER_COMBINERS_NV, tr.glowPShader ); // Pass the blur weight to the regcom. qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, (float*)&fBlurWeight ); } else if ( qglProgramEnvParameter4fARB ) { BeginPixelShader( GL_FRAGMENT_PROGRAM_ARB, tr.glowPShader ); // Pass the blur weight to the Fragment Program. qglProgramEnvParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, fBlurWeight[0], fBlurWeight[1], fBlurWeight[2], fBlurWeight[3] ); } ///////////////////////////////////////////////////////// // Set the blur texture to the 4 texture stages. ///////////////////////////////////////////////////////// // How much to offset each texel by. float fTexelWidthOffset = 0.1f, fTexelHeightOffset = 0.1f; GLuint uiTex = tr.screenGlow; qglActiveTextureARB( GL_TEXTURE3_ARB ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE2_ARB ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE1_ARB ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); ///////////////////////////////////////////////////////// // Draw the blur passes (each pass blurs it more, increasing the blur radius ). ///////////////////////////////////////////////////////// //int iTexWidth = backEnd.viewParms.viewportWidth, iTexHeight = backEnd.viewParms.viewportHeight; int iTexWidth = glConfig.vidWidth, iTexHeight = glConfig.vidHeight; for ( int iNumBlurPasses = 0; iNumBlurPasses < r_DynamicGlowPasses->integer; iNumBlurPasses++ ) { // Load the Texel Offsets into the Vertex Program. qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 0, -fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f ); qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 1, -fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f ); qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 2, fTexelWidthOffset, -fTexelWidthOffset, 0.0f, 0.0f ); qglProgramEnvParameter4fARB( GL_VERTEX_PROGRAM_ARB, 3, fTexelWidthOffset, fTexelWidthOffset, 0.0f, 0.0f ); // After first pass put the tex coords to the viewport size. if ( iNumBlurPasses == 1 ) { if ( !g_bTextureRectangleHack ) { iTexWidth = backEnd.viewParms.viewportWidth; iTexHeight = backEnd.viewParms.viewportHeight; } uiTex = tr.blurImage; qglActiveTextureARB( GL_TEXTURE3_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE2_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB( GL_TEXTURE1_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_EXT ); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); // Copy the current image over. qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, uiTex ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); } // Draw the fullscreen quad. qglBegin( GL_QUADS ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, iTexHeight ); qglVertex2f( 0, 0 ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, 0, 0 ); qglVertex2f( 0, backEnd.viewParms.viewportHeight ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, 0 ); qglVertex2f( backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); qglMultiTexCoord2fARB( GL_TEXTURE0_ARB, iTexWidth, iTexHeight ); qglVertex2f( backEnd.viewParms.viewportWidth, 0 ); qglEnd(); qglBindTexture( GL_TEXTURE_RECTANGLE_EXT, tr.blurImage ); qglCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, 0, 0, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight ); // Increase the texel offsets. // NOTE: This is possibly the most important input to the effect. Even by using an exponential function I've been able to // make it look better (at a much higher cost of course). This is cheap though and still looks pretty great. In the future // I might want to use an actual gaussian equation to correctly calculate the pixel coefficients and attenuates, texel // offsets, gaussian amplitude and radius... fTexelWidthOffset += r_DynamicGlowDelta->value; fTexelHeightOffset += r_DynamicGlowDelta->value; } // Disable multi-texturing. qglActiveTextureARB( GL_TEXTURE3_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglActiveTextureARB( GL_TEXTURE2_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglActiveTextureARB( GL_TEXTURE1_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglActiveTextureARB(GL_TEXTURE0_ARB ); qglDisable( GL_TEXTURE_RECTANGLE_EXT ); qglEnable( GL_TEXTURE_2D ); qglDisable( GL_VERTEX_PROGRAM_ARB ); EndPixelShader(); qglMatrixMode(GL_PROJECTION); qglPopMatrix(); qglMatrixMode(GL_MODELVIEW); qglPopMatrix(); qglDisable( GL_BLEND ); glState.currenttmu = 0; //this matches the last one we activated }