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++; }
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--; }
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--; }
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; }
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; }
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); }
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); }
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; }
// 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++; }
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(); }
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; }
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; }
// 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; }
// 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; }
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++; }
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; }
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); } }