Exemplo n.º 1
0
/*
====================
BindForViewOrigin
====================
*/
void idMegaTexture::BindForViewOrigin( const idVec3 viewOrigin ) {

	SetViewOrigin( viewOrigin );

	// borderClamp image goes in texture 0
	GL_SelectTexture( 0 );
	globalImages->borderClampImage->Bind();

	// level images in higher textures, blurriest first
	for ( int i = 0 ; i < 7 ; i++ ) {
		GL_SelectTexture( 1+i );

		if ( i >= numLevels ) {
			globalImages->whiteImage->Bind();

			static float	parms[4] = { -2, -2, 0, 1 };	// no contribution
			qglProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, parms );
		} else {
			idTextureLevel	*level = &levels[ numLevels-1-i ];
			
			if ( r_showMegaTexture.GetBool() ) {
				if ( i & 1 ) {
					globalImages->blackImage->Bind();
				} else {
					globalImages->whiteImage->Bind();
				}
			} else {
				level->image->Bind();
			}
			qglProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, level->parms );
		}
	}

	float	parms[4];
	parms[0] = 0;
	parms[1] = 0;
	parms[2] = 0;
	parms[3] = 1;
	qglProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 7, parms );

	parms[0] = 1;
	parms[1] = 1;
	parms[2] = r_terrainScale.GetFloat();
	parms[3] = 1;
	qglProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 8, parms );
}
Exemplo n.º 2
0
/*
==================
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();
	}
}