Exemplo n.º 1
0
void gr_opengl_start_instance_matrix(const vec3d *offset, const matrix *rotation)
{
	Assert( GL_htl_projection_matrix_set );
	Assert( GL_htl_view_matrix_set );

	if (offset == NULL) {
		offset = &vmd_zero_vector;
	}

	if (rotation == NULL) {
		rotation = &vmd_identity_matrix;	
	}

	GL_CHECK_FOR_ERRORS("start of start_instance_matrix()");

	vec3d axis;
	float ang;
	vm_matrix_to_rot_axis_and_angle(rotation, &ang, &axis);

	GL_model_matrix_stack.push(offset, rotation);

	matrix4 model_matrix = GL_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix);

	GL_CHECK_FOR_ERRORS("end of start_instance_matrix()");

	GL_modelview_matrix_depth++;
}
Exemplo n.º 2
0
void gr_end_instance_matrix()
{
	Assert(htl_view_matrix_set);

	gr_model_matrix_stack.pop();

	auto model_matrix = gr_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix);

	modelview_matrix_depth--;
}
Exemplo n.º 3
0
void gr_opengl_end_instance_matrix()
{
	Assert(GL_htl_projection_matrix_set);
	Assert(GL_htl_view_matrix_set);

	GL_model_matrix_stack.pop();

	matrix4 model_matrix = GL_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix);

	GL_modelview_matrix_depth--;
}
Exemplo n.º 4
0
void gr_pop_scale_matrix()
{
	if (!scale_matrix_set)
		return;

	gr_model_matrix_stack.pop();

	auto model_matrix = gr_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix);

	modelview_matrix_depth--;
	scale_matrix_set = false;
}
Exemplo n.º 5
0
void gr_opengl_pop_scale_matrix()
{
	if (!GL_scale_matrix_set) 
		return;

	GL_model_matrix_stack.pop();

	matrix4 model_matrix = GL_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix);

	GL_modelview_matrix_depth--;
	GL_scale_matrix_set = false;
}
Exemplo n.º 6
0
void gr_push_scale_matrix(const vec3d *scale_factor)
{
	if ( (scale_factor->xyz.x == 1) && (scale_factor->xyz.y == 1) && (scale_factor->xyz.z == 1) )
		return;

	scale_matrix_set = true;

	modelview_matrix_depth++;

	gr_model_matrix_stack.push(NULL, NULL, scale_factor);

	auto model_matrix = gr_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix);
}
Exemplo n.º 7
0
void gr_opengl_push_scale_matrix(const vec3d *scale_factor)
{
	if ( (scale_factor->xyz.x == 1) && (scale_factor->xyz.y == 1) && (scale_factor->xyz.z == 1) )
		return;

	GL_scale_matrix_set = true;

	GL_modelview_matrix_depth++;

	GL_model_matrix_stack.push(NULL, NULL, scale_factor);

	matrix4 model_matrix = GL_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix);
}
Exemplo n.º 8
0
void gr_set_view_matrix(const vec3d *pos, const matrix *orient)
{
	Assert(modelview_matrix_depth == 1);

	gr_view_matrix = create_view_matrix(pos, orient);

	gr_model_matrix_stack.clear();
	gr_model_view_matrix = gr_view_matrix;

	if (Cmdline_env) {
		gr_env_texture_matrix_set = true;

		// setup the texture matrix which will make the the envmap keep lined
		// up properly with the environment

		// r.xyz  <--  r.x, u.x, f.x
		gr_env_texture_matrix.a1d[0] = gr_model_view_matrix.a1d[0];
		gr_env_texture_matrix.a1d[1] = gr_model_view_matrix.a1d[4];
		gr_env_texture_matrix.a1d[2] = gr_model_view_matrix.a1d[8];
		// u.xyz  <--  r.y, u.y, f.y
		gr_env_texture_matrix.a1d[4] = gr_model_view_matrix.a1d[1];
		gr_env_texture_matrix.a1d[5] = gr_model_view_matrix.a1d[5];
		gr_env_texture_matrix.a1d[6] = gr_model_view_matrix.a1d[9];
		// f.xyz  <--  r.z, u.z, f.z
		gr_env_texture_matrix.a1d[8] = gr_model_view_matrix.a1d[2];
		gr_env_texture_matrix.a1d[9] = gr_model_view_matrix.a1d[6];
		gr_env_texture_matrix.a1d[10] = gr_model_view_matrix.a1d[10];

		gr_env_texture_matrix.a1d[15] = 1.0f;
	}

	modelview_matrix_depth = 2;
	htl_view_matrix_set = true;
}
Exemplo n.º 9
0
// set a view and projection matrix for a 2D element
// TODO: this probably needs to accept values
void gr_set_2d_matrix(/*int x, int y, int w, int h*/)
{
	// don't bother with this if we aren't even going to need it
	if (!gr_htl_projection_matrix_set) {
		return;
	}

	Assert( htl_2d_matrix_set == 0 );
	Assert( htl_2d_matrix_depth == 0 );

	// the viewport needs to be the full screen size since glOrtho() is relative to it
	gr_set_viewport(0, 0, gr_screen.max_w, gr_screen.max_h);

	gr_last_projection_matrix = gr_projection_matrix;

	// the top and bottom positions are reversed on purpose, but RTT needs them the other way
	if (gr_screen.rendering_to_texture != -1) {
		create_orthographic_projection_matrix(&gr_projection_matrix, 0, i2fl(gr_screen.max_w), 0, i2fl(gr_screen.max_h), -1, 1);
	} else {
		create_orthographic_projection_matrix(&gr_projection_matrix, 0, i2fl(gr_screen.max_w), i2fl(gr_screen.max_h), 0, -1, 1);
	}

	matrix4 identity_mat;
	vm_matrix4_set_identity(&identity_mat);

	gr_model_matrix_stack.push_and_replace(identity_mat);

	gr_last_view_matrix = gr_view_matrix;
	gr_view_matrix = identity_mat;

	vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &identity_mat);

	htl_2d_matrix_set = true;
	htl_2d_matrix_depth++;
}
Exemplo n.º 10
0
void gr_reset_matrices() {
	vm_matrix4_set_identity(&gr_projection_matrix);
	vm_matrix4_set_identity(&gr_last_projection_matrix);

	vm_matrix4_set_identity(&gr_view_matrix);
	vm_matrix4_set_identity(&gr_last_view_matrix);

	vm_matrix4_set_identity(&gr_model_view_matrix);
	gr_model_matrix_stack.clear();
}
Exemplo n.º 11
0
void gr_end_view_matrix()
{
	Assert(modelview_matrix_depth == 2);

	gr_model_matrix_stack.clear();
	vm_matrix4_set_identity(&gr_view_matrix);
	vm_matrix4_set_identity(&gr_model_view_matrix);

	modelview_matrix_depth = 1;
	htl_view_matrix_set = false;
	gr_env_texture_matrix_set = false;
}
Exemplo n.º 12
0
void gr_opengl_end_view_matrix()
{
	Assert(GL_modelview_matrix_depth == 2);

	GL_model_matrix_stack.clear();
	vm_matrix4_set_identity(&GL_view_matrix);
	vm_matrix4_set_identity(&GL_model_view_matrix);

	GL_modelview_matrix_depth = 1;
	GL_htl_view_matrix_set = 0;
	GL_env_texture_matrix_set = false;
}
Exemplo n.º 13
0
// ends a previously set 2d view and projection matrix
void gr_end_2d_matrix()
{
	if (!htl_2d_matrix_set)
		return;

	Assert( htl_2d_matrix_depth == 1 );

	// reset viewport to what it was originally set to by the proj matrix
	gr_set_viewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);

	gr_projection_matrix = gr_last_projection_matrix;

	gr_model_matrix_stack.pop();

	gr_view_matrix = gr_last_view_matrix;

	auto model_matrix = gr_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix);

	htl_2d_matrix_set = false;
	htl_2d_matrix_depth = 0;
}
Exemplo n.º 14
0
// ends a previously set 2d view and projection matrix
void gr_opengl_end_2d_matrix()
{
	if (!GL_htl_2d_matrix_set)
		return;

	Assert( GL_htl_2d_matrix_depth == 1 );

	// reset viewport to what it was originally set to by the proj matrix
	glViewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);

	GL_projection_matrix = GL_last_projection_matrix;
		
	GL_model_matrix_stack.pop();

	GL_view_matrix = GL_last_view_matrix;

	matrix4 model_matrix = GL_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix);

	GL_htl_2d_matrix_set = 0;
	GL_htl_2d_matrix_depth = 0;
}
Exemplo n.º 15
0
void gr_start_instance_matrix(const vec3d *offset, const matrix *rotation)
{
	Assert( htl_view_matrix_set );

	if (offset == NULL) {
		offset = &vmd_zero_vector;
	}

	if (rotation == NULL) {
		rotation = &vmd_identity_matrix;
	}

	vec3d axis;
	float ang;
	vm_matrix_to_rot_axis_and_angle(rotation, &ang, &axis);

	gr_model_matrix_stack.push(offset, rotation);

	auto model_matrix = gr_model_matrix_stack.get_transform();
	vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix);

	modelview_matrix_depth++;
}
Exemplo n.º 16
0
void gr_opengl_set_view_matrix(const vec3d *pos, const matrix *orient)
{
	Assert(GL_htl_projection_matrix_set);
	Assert(GL_modelview_matrix_depth == 1);

	GL_CHECK_FOR_ERRORS("start of set_view_matrix()");

	opengl_create_view_matrix(&GL_view_matrix, pos, orient);
	
	GL_model_matrix_stack.clear();
	GL_model_view_matrix = GL_view_matrix;

	if (Cmdline_env) {
		GL_env_texture_matrix_set = true;

		// setup the texture matrix which will make the the envmap keep lined
		// up properly with the environment

		// r.xyz  <--  r.x, u.x, f.x
		GL_env_texture_matrix[0] = GL_model_view_matrix.a1d[0];
		GL_env_texture_matrix[1] = GL_model_view_matrix.a1d[4];
		GL_env_texture_matrix[2] = GL_model_view_matrix.a1d[8];
		// u.xyz  <--  r.y, u.y, f.y
		GL_env_texture_matrix[4] = GL_model_view_matrix.a1d[1];
		GL_env_texture_matrix[5] = GL_model_view_matrix.a1d[5];
		GL_env_texture_matrix[6] = GL_model_view_matrix.a1d[9];
		// f.xyz  <--  r.z, u.z, f.z
		GL_env_texture_matrix[8] = GL_model_view_matrix.a1d[2];
		GL_env_texture_matrix[9] = GL_model_view_matrix.a1d[6];
		GL_env_texture_matrix[10] = GL_model_view_matrix.a1d[10];

		GL_env_texture_matrix[15] = 1.0f;
	}

	GL_CHECK_FOR_ERRORS("end of set_view_matrix()");

	GL_modelview_matrix_depth = 2;
	GL_htl_view_matrix_set = 1;
}
Exemplo n.º 17
0
void opengl_tnl_set_model_material(model_material *material_info)
{
	float u_scale, v_scale;
	int render_pass = 0;

	opengl_tnl_set_material(material_info, false);

	if ( GL_state.CullFace() ) {
		GL_state.FrontFaceValue(GL_CW);
	}
	
	gr_opengl_set_center_alpha(material_info->get_center_alpha());

	Assert( Current_shader->shader == SDR_TYPE_MODEL );

	GL_state.Texture.SetShaderMode(GL_TRUE);
	
	Current_shader->program->Uniforms.setUniformMatrix4f("modelViewMatrix", GL_model_view_matrix);
	Current_shader->program->Uniforms.setUniformMatrix4f("modelMatrix", GL_model_matrix_stack.get_transform());
	Current_shader->program->Uniforms.setUniformMatrix4f("viewMatrix", GL_view_matrix);
	Current_shader->program->Uniforms.setUniformMatrix4f("projMatrix", GL_projection_matrix);
	Current_shader->program->Uniforms.setUniformMatrix4f("textureMatrix", GL_texture_matrix);

	vec4 clr = material_info->get_color();
	Current_shader->program->Uniforms.setUniform4f("color", clr);

	if ( Current_shader->flags & SDR_FLAG_MODEL_ANIMATED ) {
		Current_shader->program->Uniforms.setUniformf("anim_timer", material_info->get_animated_effect_time());
		Current_shader->program->Uniforms.setUniformi("effect_num", material_info->get_animated_effect());
		Current_shader->program->Uniforms.setUniformf("vpwidth", 1.0f / gr_screen.max_w);
		Current_shader->program->Uniforms.setUniformf("vpheight", 1.0f / gr_screen.max_h);
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_CLIP ) {
		bool clip = material_info->is_clipped();

		if ( clip ) {
			material::clip_plane &clip_info = material_info->get_clip_plane();
			
			Current_shader->program->Uniforms.setUniformi("use_clip_plane", 1);
			Current_shader->program->Uniforms.setUniform3f("clip_normal", clip_info.normal);
			Current_shader->program->Uniforms.setUniform3f("clip_position", clip_info.position);
		} else {
			Current_shader->program->Uniforms.setUniformi("use_clip_plane", 0);
		}
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_LIGHT ) {
		int num_lights = MIN(Num_active_gl_lights, GL_max_lights) - 1;
		float light_factor = material_info->get_light_factor();
		Current_shader->program->Uniforms.setUniformi("n_lights", num_lights);
		Current_shader->program->Uniforms.setUniform4fv("lightPosition", GL_max_lights, opengl_light_uniforms.Position);
		Current_shader->program->Uniforms.setUniform3fv("lightDirection", GL_max_lights, opengl_light_uniforms.Direction);
		Current_shader->program->Uniforms.setUniform3fv("lightDiffuseColor", GL_max_lights, opengl_light_uniforms.Diffuse_color);
		Current_shader->program->Uniforms.setUniform3fv("lightSpecColor", GL_max_lights, opengl_light_uniforms.Spec_color);
		Current_shader->program->Uniforms.setUniform1iv("lightType", GL_max_lights, opengl_light_uniforms.Light_type);
		Current_shader->program->Uniforms.setUniform1fv("lightAttenuation", GL_max_lights, opengl_light_uniforms.Attenuation);

		if ( !material_info->get_center_alpha() ) {
			Current_shader->program->Uniforms.setUniform3f("diffuseFactor", GL_light_color[0] * light_factor, GL_light_color[1] * light_factor, GL_light_color[2] * light_factor);
			Current_shader->program->Uniforms.setUniform3f("ambientFactor", GL_light_ambient[0], GL_light_ambient[1], GL_light_ambient[2]);
		} else {
			//Current_shader->program->Uniforms.setUniform3f("diffuseFactor", GL_light_true_zero[0], GL_light_true_zero[1], GL_light_true_zero[2]);
			//Current_shader->program->Uniforms.setUniform3f("ambientFactor", GL_light_true_zero[0], GL_light_true_zero[1], GL_light_true_zero[2]);
			Current_shader->program->Uniforms.setUniform3f("diffuseFactor", GL_light_color[0] * light_factor, GL_light_color[1] * light_factor, GL_light_color[2] * light_factor);
			Current_shader->program->Uniforms.setUniform3f("ambientFactor", GL_light_ambient[0], GL_light_ambient[1], GL_light_ambient[2]);
		}

		if ( material_info->get_light_factor() > 0.25f && !Cmdline_no_emissive ) {
			Current_shader->program->Uniforms.setUniform3f("emissionFactor", GL_light_emission[0], GL_light_emission[1], GL_light_emission[2]);
		} else {
			Current_shader->program->Uniforms.setUniform3f("emissionFactor", GL_light_zero[0], GL_light_zero[1], GL_light_zero[2]);
		}

		Current_shader->program->Uniforms.setUniformf("specPower", Cmdline_ogl_spec);

		if ( Gloss_override_set ) {
			Current_shader->program->Uniforms.setUniformf("defaultGloss", Gloss_override);
		} else {
			Current_shader->program->Uniforms.setUniformf("defaultGloss", 0.6f); // add user configurable default gloss in the command line later
		}
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_DIFFUSE_MAP ) {
		Current_shader->program->Uniforms.setUniformi("sBasemap", render_pass);

		if ( material_info->is_desaturated() ) {
			Current_shader->program->Uniforms.setUniformi("desaturate", 1);
		} else {
			Current_shader->program->Uniforms.setUniformi("desaturate", 0);
		}

		if ( Basemap_color_override_set ) {
			Current_shader->program->Uniforms.setUniformi("overrideDiffuse", 1);
			Current_shader->program->Uniforms.setUniform3f("diffuseClr", Basemap_color_override[0], Basemap_color_override[1], Basemap_color_override[2]);
		} else {
			Current_shader->program->Uniforms.setUniformi("overrideDiffuse", 0);
		}

		switch ( material_info->get_blend_mode() ) {
		case ALPHA_BLEND_PREMULTIPLIED:
			Current_shader->program->Uniforms.setUniformi("blend_alpha", 1);
			break;
		case ALPHA_BLEND_ADDITIVE:
			Current_shader->program->Uniforms.setUniformi("blend_alpha", 2);
			break;
		default:
			Current_shader->program->Uniforms.setUniformi("blend_alpha", 0);
			break;
		}

		gr_opengl_tcache_set(material_info->get_texture_map(TM_BASE_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);
		
		++render_pass;
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_GLOW_MAP ) {
		Current_shader->program->Uniforms.setUniformi("sGlowmap", render_pass);

		if ( Glowmap_color_override_set ) {
			Current_shader->program->Uniforms.setUniformi("overrideGlow", 1);
			Current_shader->program->Uniforms.setUniform3f("glowClr", Glowmap_color_override[0], Glowmap_color_override[1], Glowmap_color_override[2]);
		} else {
			Current_shader->program->Uniforms.setUniformi("overrideGlow", 0);
		}

		gr_opengl_tcache_set(material_info->get_texture_map(TM_GLOW_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);

		++render_pass;
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_SPEC_MAP ) {
		Current_shader->program->Uniforms.setUniformi("sSpecmap", render_pass);

		if ( Specmap_color_override_set ) {
			Current_shader->program->Uniforms.setUniformi("overrideSpec", 1);
			Current_shader->program->Uniforms.setUniform3f("specClr", Specmap_color_override[0], Specmap_color_override[1], Specmap_color_override[2]);
		} else {
			Current_shader->program->Uniforms.setUniformi("overrideSpec", 0);
		}

		if ( material_info->get_texture_map(TM_SPEC_GLOSS_TYPE) > 0 ) {
			gr_opengl_tcache_set(material_info->get_texture_map(TM_SPEC_GLOSS_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);

			Current_shader->program->Uniforms.setUniformi("gammaSpec", 1);

			if ( Gloss_override_set ) {
				Current_shader->program->Uniforms.setUniformi("alphaGloss", 0);
			} else {
				Current_shader->program->Uniforms.setUniformi("alphaGloss", 1);
			}
		} else {
			gr_opengl_tcache_set(material_info->get_texture_map(TM_SPECULAR_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);

			Current_shader->program->Uniforms.setUniformi("gammaSpec", 0);
			Current_shader->program->Uniforms.setUniformi("alphaGloss", 0);
		}
		
		++render_pass;

		if ( Current_shader->flags & SDR_FLAG_MODEL_ENV_MAP ) {
			matrix4 texture_mat;

			for ( int i = 0; i < 16; ++i ) {
				texture_mat.a1d[i] = GL_env_texture_matrix[i];
			}

			if ( material_info->get_texture_map(TM_SPEC_GLOSS_TYPE) > 0 || Gloss_override_set ) {
				Current_shader->program->Uniforms.setUniformi("envGloss", 1);
			} else {
				Current_shader->program->Uniforms.setUniformi("envGloss", 0);
			}

			Current_shader->program->Uniforms.setUniformMatrix4f("envMatrix", texture_mat);
			Current_shader->program->Uniforms.setUniformi("sEnvmap", render_pass);

			gr_opengl_tcache_set(ENVMAP, TCACHE_TYPE_CUBEMAP, &u_scale, &v_scale, render_pass);

			++render_pass;
		}
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_NORMAL_MAP ) {
		Current_shader->program->Uniforms.setUniformi("sNormalmap", render_pass);

		gr_opengl_tcache_set(material_info->get_texture_map(TM_NORMAL_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);

		++render_pass;
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_HEIGHT_MAP ) {
		Current_shader->program->Uniforms.setUniformi("sHeightmap", render_pass);

		gr_opengl_tcache_set(material_info->get_texture_map(TM_HEIGHT_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);

		++render_pass;
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_AMBIENT_MAP ) {
		Current_shader->program->Uniforms.setUniformi("sAmbientmap", render_pass);

		gr_opengl_tcache_set(material_info->get_texture_map(TM_AMBIENT_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);

		++render_pass;
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_MISC_MAP ) {
		Current_shader->program->Uniforms.setUniformi("sMiscmap", render_pass);

		gr_opengl_tcache_set(material_info->get_texture_map(TM_MISC_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass);

		++render_pass;
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_SHADOWS ) {
		Current_shader->program->Uniforms.setUniformMatrix4f("shadow_mv_matrix", Shadow_view_matrix);
		Current_shader->program->Uniforms.setUniformMatrix4fv("shadow_proj_matrix", MAX_SHADOW_CASCADES, Shadow_proj_matrix);
		Current_shader->program->Uniforms.setUniformf("veryneardist", Shadow_cascade_distances[0]);
		Current_shader->program->Uniforms.setUniformf("neardist", Shadow_cascade_distances[1]);
		Current_shader->program->Uniforms.setUniformf("middist", Shadow_cascade_distances[2]);
		Current_shader->program->Uniforms.setUniformf("fardist", Shadow_cascade_distances[3]);
		Current_shader->program->Uniforms.setUniformi("shadow_map", render_pass);

		GL_state.Texture.SetActiveUnit(render_pass);
		GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY);
		GL_state.Texture.Enable(Shadow_map_texture);

		++render_pass; // bump!
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_SHADOW_MAP ) {
		Current_shader->program->Uniforms.setUniformMatrix4fv("shadow_proj_matrix", MAX_SHADOW_CASCADES, Shadow_proj_matrix);
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_ANIMATED ) {
		Current_shader->program->Uniforms.setUniformi("sFramebuffer", render_pass);

		GL_state.Texture.SetActiveUnit(render_pass);
		GL_state.Texture.SetTarget(GL_TEXTURE_2D);

		if ( Scene_framebuffer_in_frame ) {
			GL_state.Texture.Enable(Scene_effect_texture);
			glDrawBuffer(GL_COLOR_ATTACHMENT0);
		} else {
			GL_state.Texture.Enable(Framebuffer_fallback_texture_id);
		}

		++render_pass;
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_TRANSFORM ) {
		Current_shader->program->Uniforms.setUniformi("transform_tex", render_pass);
		Current_shader->program->Uniforms.setUniformi("buffer_matrix_offset", (int)GL_transform_buffer_offset);
		
		GL_state.Texture.SetActiveUnit(render_pass);
		GL_state.Texture.SetTarget(GL_TEXTURE_BUFFER);
		GL_state.Texture.Enable(opengl_get_transform_buffer_texture());

		++render_pass;
	}

	// Team colors are passed to the shader here, but the shader needs to handle their application.
	// By default, this is handled through the r and g channels of the misc map, but this can be changed
	// in the shader; test versions of this used the normal map r and b channels
	if ( Current_shader->flags & SDR_FLAG_MODEL_TEAMCOLOR ) {
		team_color &tm_clr = material_info->get_team_color();
		vec3d stripe_color;
		vec3d base_color;

		stripe_color.xyz.x = tm_clr.stripe.r;
		stripe_color.xyz.y = tm_clr.stripe.g;
		stripe_color.xyz.z = tm_clr.stripe.b;

		base_color.xyz.x = tm_clr.base.r;
		base_color.xyz.y = tm_clr.base.g;
		base_color.xyz.z = tm_clr.base.b;

		Current_shader->program->Uniforms.setUniform3f("stripe_color", stripe_color);
		Current_shader->program->Uniforms.setUniform3f("base_color", base_color);

		if ( bm_has_alpha_channel(material_info->get_texture_map(TM_MISC_TYPE)) ) {
			Current_shader->program->Uniforms.setUniformi("team_glow_enabled", 1);
		} else {
			Current_shader->program->Uniforms.setUniformi("team_glow_enabled", 0);
		}
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_THRUSTER ) {
		Current_shader->program->Uniforms.setUniformf("thruster_scale", material_info->get_thrust_scale());
	}

	
	if ( Current_shader->flags & SDR_FLAG_MODEL_FOG ) {
		material::fog fog_params = material_info->get_fog();

		if ( fog_params.enabled ) {
			Current_shader->program->Uniforms.setUniformf("fogStart", fog_params.dist_near);
			Current_shader->program->Uniforms.setUniformf("fogScale", 1.0f / (fog_params.dist_far - fog_params.dist_near));
			Current_shader->program->Uniforms.setUniform4f("fogColor", i2fl(fog_params.r) / 255.0f, i2fl(fog_params.g) / 255.0f, i2fl(fog_params.b) / 255.0f, 1.0f);
		}
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_NORMAL_ALPHA ) {
		Current_shader->program->Uniforms.setUniform2f("normalAlphaMinMax", material_info->get_normal_alpha_min(), material_info->get_normal_alpha_max());
	}

	if ( Current_shader->flags & SDR_FLAG_MODEL_NORMAL_EXTRUDE ) {
		Current_shader->program->Uniforms.setUniformf("extrudeWidth", material_info->get_normal_extrude_width());
	}

	if ( Deferred_lighting ) {
		// don't blend if we're drawing to the g-buffers
		GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
	}
}