Exemplo n.º 1
0
/*
================
DrawTris

Draws triangle outlines for debugging
================
*/
static void DrawTris (shaderCommands_t *input) {
	GL_Bind( tr.whiteImage );

	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
	qglDepthRange( 0, 0 );

	{
		shaderProgram_t *sp = &tr.textureColorShader;
		vec4_t color;

		GLSL_BindProgram(sp);
		
		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
		VectorSet4(color, 1, 1, 1, 1);
		GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);

		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);
		}
	}

	qglDepthRange( 0, 1 );
}
Exemplo n.º 2
0
static void RB_RenderShadowmap( shaderCommands_t *input )
{
	int deformGen;
	vec5_t deformParams;

	ComputeDeformValues(&deformGen, deformParams);

	{
		shaderProgram_t *sp = &tr.shadowmapShader;

		vec4_t vector;

		GLSL_BindProgram(sp);

		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);

		GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);

		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);
		}

		VectorCopy(backEnd.viewParms.or.origin, vector);
		vector[3] = 1.0f;
		GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);
		GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar);

		GL_State( 0 );

		//
		// do multitexture
		//
		//if ( pStage->glslShaderGroup )
		{
			//
			// 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);
			}
		}
	}
}
Exemplo n.º 3
0
/*
==============
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;
}
Exemplo n.º 4
0
/*
===================
RB_FogPass

Blends a fog texture on top of everything else
===================
*/
static void RB_FogPass( void ) {
	fog_t		*fog;
	vec4_t  color;
	vec4_t	fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
	float	eyeT = 0;
	shaderProgram_t *sp;

	int deformGen;
	vec5_t deformParams;

	ComputeDeformValues(&deformGen, deformParams);

	{
		int index = 0;

		if (deformGen != DGEN_NONE)
			index |= FOGDEF_USE_DEFORM_VERTEXES;

		if (glState.vertexAnimation)
			index |= FOGDEF_USE_VERTEX_ANIMATION;
		
		sp = &tr.fogShader[index];
	}

	backEnd.pc.c_fogDraws++;

	GLSL_BindProgram(sp);

	fog = tr.world->fogs + tess.fogNum;

	GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);

	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);
	}

	color[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
	color[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
	color[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
	color[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
	GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);

	ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);

	GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
	GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
	GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);

	if ( tess.shader->fogPass == FP_EQUAL ) {
		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
	} else {
		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	}

	if (tess.multiDrawPrimitives)
	{
		shaderCommands_t *input = &tess;
		R_DrawMultiElementsVao(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
	}
	else
	{
		R_DrawElementsVao(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
	}
}
Exemplo n.º 5
0
static void ProjectPshadowVBOGLSL( void ) {
	int		l;
	vec3_t	origin;
	float	radius;

	int deformGen;
	vec5_t deformParams;

	shaderCommands_t *input = &tess;

	if ( !backEnd.refdef.num_pshadows ) {
		return;
	}
	
	ComputeDeformValues(&deformGen, deformParams);

	for ( l = 0 ; l < backEnd.refdef.num_pshadows ; l++ ) {
		pshadow_t	*ps;
		shaderProgram_t *sp;
		vec4_t vector;

		if ( !( tess.pshadowBits & ( 1 << l ) ) ) {
			continue;	// this surface definately doesn't have any of this shadow
		}

		ps = &backEnd.refdef.pshadows[l];
		VectorCopy( ps->lightOrigin, origin );
		radius = ps->lightRadius;

		sp = &tr.pshadowShader;

		GLSL_BindProgram(sp);

		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);

		VectorCopy(origin, vector);
		vector[3] = 1.0f;
		GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector);

		VectorScale(ps->lightViewAxis[0], 1.0f / ps->viewRadius, vector);
		GLSL_SetUniformVec3(sp, UNIFORM_LIGHTFORWARD, vector);

		VectorScale(ps->lightViewAxis[1], 1.0f / ps->viewRadius, vector);
		GLSL_SetUniformVec3(sp, UNIFORM_LIGHTRIGHT, vector);

		VectorScale(ps->lightViewAxis[2], 1.0f / ps->viewRadius, vector);
		GLSL_SetUniformVec3(sp, UNIFORM_LIGHTUP, vector);

		GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
	  
		// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
		// where they aren't rendered
		GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );

		GL_BindToTMU( tr.pshadowMaps[l], TB_DIFFUSEMAP );

		//
		// 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);
		}

		backEnd.pc.c_totalIndexes += tess.numIndexes;
		//backEnd.pc.c_dlightIndexes += tess.numIndexes;
	}
}
Exemplo n.º 6
0
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;
		vec4_t texMatrix;
		vec4_t texOffTurb;

		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;
			index |= LIGHTDEF_USE_LIGHT_VECTOR;

			sp = &tr.lightallShader[index];
		}

		backEnd.pc.c_lightallDraws++;

		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 ) {
			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, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);

			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_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
		GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
		
		// 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_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);

		if (pStage->bundle[TB_DIFFUSEMAP].image[0])
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);

		// 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 (pStage->bundle[TB_NORMALMAP].image[0])
		{
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
		}
		else if (r_normalMapping->integer)
			GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );

		if (pStage->bundle[TB_SPECULARMAP].image[0])
		{
			R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
		}
		else if (r_specularMapping->integer)
			GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );

		{
			vec4_t enableTextures;

			VectorSet4(enableTextures, 0.0f, 0.0f, 0.0f, 0.0f);
			GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
		}

		if (r_dlightMode->integer >= 2)
		{
			GL_SelectTexture(TB_SHADOWMAP);
			GL_Bind(tr.shadowCubemaps[l]);
			GL_SelectTexture(0);
		}

		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);

		//
		// 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);
		}

		backEnd.pc.c_totalIndexes += tess.numIndexes;
		backEnd.pc.c_dlightIndexes += tess.numIndexes;
		backEnd.pc.c_dlightVertexes += tess.numVertexes;
	}
}
Exemplo n.º 7
0
static void ProjectDlightTexture( void ) {
	int		l;
	vec3_t	origin;
	float	scale;
	float	radius;
	int deformGen;
	vec5_t deformParams;

	if ( !backEnd.refdef.num_dlights ) {
		return;
	}

	ComputeDeformValues(&deformGen, deformParams);

	for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) {
		dlight_t	*dl;
		shaderProgram_t *sp;
		vec4_t vector;

		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;

		sp = &tr.dlightShader[deformGen == DGEN_NONE ? 0 : 1];

		backEnd.pc.c_dlightDraws++;

		GLSL_BindProgram(sp);

		GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);

		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);
		}

		vector[0] = dl->color[0];
		vector[1] = dl->color[1];
		vector[2] = dl->color[2];
		vector[3] = 1.0f;
		GLSL_SetUniformVec4(sp, UNIFORM_COLOR, vector);

		vector[0] = origin[0];
		vector[1] = origin[1];
		vector[2] = origin[2];
		vector[3] = scale;
		GLSL_SetUniformVec4(sp, UNIFORM_DLIGHTINFO, vector);
	  
		GL_Bind( tr.dlightImage );

		// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
		// where they aren't rendered
		if ( dl->additive ) {
			GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}
		else {
			GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}

		if (tess.multiDrawPrimitives)
		{
			shaderCommands_t *input = &tess;
			R_DrawMultiElementsVao(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
		}
		else
		{
			R_DrawElementsVao(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
		}

		backEnd.pc.c_totalIndexes += tess.numIndexes;
		backEnd.pc.c_dlightIndexes += tess.numIndexes;
		backEnd.pc.c_dlightVertexes += tess.numVertexes;
	}
}
Exemplo n.º 8
0
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;
	}
}
Exemplo n.º 9
0
/*
==============
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;
	tess.minIndex = 0;
	tess.maxIndex = 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;
	}

	tess.minIndex = 0;
	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);
	
	GLSL_BindProgram(sp);
		
	GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
					
	GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);

	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;
}
Exemplo n.º 10
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;
}