Пример #1
0
/*
** RB_IterateStagesGeneric
*/
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
	int stage;

	for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
	{
		shaderStage_t *pStage = tess.xstages[stage];

		if ( !pStage )
		{
			break;
		}

		ComputeColors( pStage );
		ComputeTexCoords( pStage );

		if ( !setArraysOnce )
		{
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
		}

		//
		// do multitexture
		//
		if ( pStage->bundle[1].image[0] != 0 )
		{
			DrawMultitextured( input, stage );
		}
		else
		{
			if ( !setArraysOnce )
			{
				qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
			}

			//
			// set state
			//
			if ( pStage->bundle[0].vertexLightmap && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
			{
				GL_Bind( tr.whiteImage );
			}
			else 
				R_BindAnimatedImage( &pStage->bundle[0] );

			GL_State( pStage->stateBits );

			//
			// draw
			//
			R_DrawElements( input->numIndexes, input->indexes );
		}
		// allow skipping out to show just lightmaps during development
		if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
		{
			break;
		}
	}
}
Пример #2
0
/*
================
DrawTris

Draws triangle outlines for debugging
================
*/
static void DrawTris (shaderCommands_t *input) {
	GL_Bind( tr.whiteImage );
	qglColor3f (1,1,1);

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

	qglDisableClientState (GL_COLOR_ARRAY);
	qglDisableClientState (GL_TEXTURE_COORD_ARRAY);

	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD

	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	#ifdef HAVE_GLES
	qglDrawElements( GL_LINE_STRIP, 
					input->numIndexes,
					GL_INDEX_TYPE,
					input->indexes );
	#else
	R_DrawElements( input->numIndexes, input->indexes );
	#endif

	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
	qglDepthRange( 0, 1 );
}
Пример #3
0
/*
================
DrawBBoxes

Draws bounding box outlines for debugging
================
*/
static void DrawBBoxes (shaderCommands_t *input) {
	GL_Bind( tr.whiteImage );
//	qglColor3f (1,1,1);
	qglColor4f ( 0, 0, 0, 0.5f );

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

	qglDisableClientState (GL_COLOR_ARRAY);
	qglDisableClientState (GL_TEXTURE_COORD_ARRAY);

	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD

	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
	qglDepthRange( 0, 1 );
}
Пример #4
0
/*
===================
RB_FogPass

Blends a fog texture on top of everything else
===================
*/
static void RB_FogPass( void ) {
	fog_t		*fog;
	int			i;

	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
	qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );

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

	for ( i = 0; i < tess.numVertexes; i++ ) {
		* ( int * )&tess.svars.colors[i] = fog->colorInt;
	}

	RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );

	GL_Bind( tr.fogImage );

	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 );
	}

	R_DrawElements( tess.numIndexes, tess.indexes );
}
Пример #5
0
/*
===================
DrawMultitextured

output = t0 * t1 or t0 + t1

t0 = most upstream according to spec
t1 = most downstream according to spec
===================
*/
static void DrawMultitextured( shaderCommands_t *input, int stage ) {
	shaderStage_t   *pStage;

	pStage = tess.xstages[stage];

	// Ridah
	if ( tess.shader->noFog && pStage->isFogged ) {
		R_FogOn();
	} else if ( tess.shader->noFog && !pStage->isFogged ) {
		R_FogOff(); // turn it back off
	} else {    // make sure it's on
		R_FogOn();
	}
	// done.

	GL_State( pStage->stateBits );

	// this is an ugly hack to work around a GeForce driver
	// bug with multitexture and clip planes
#ifndef USE_OPENGLES
	if ( backEnd.viewParms.isPortal ) {
		qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
	}
#endif

	//
	// base
	//
	GL_SelectTexture( 0 );
	qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
	R_BindAnimatedImage( &pStage->bundle[0] );

	//
	// lightmap/secondary pass
	//
	GL_SelectTexture( 1 );
	qglEnable( GL_TEXTURE_2D );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );

	if ( r_lightmap->integer ) {
		GL_TexEnv( GL_REPLACE );
	} else {
		GL_TexEnv( tess.shader->multitextureEnv );
	}

	qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );

	R_BindAnimatedImage( &pStage->bundle[1] );

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	//qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	qglDisable( GL_TEXTURE_2D );

	GL_SelectTexture( 0 );
}
Пример #6
0
/*
===================
DrawMultitextured

output = t0 * t1 or t0 + t1

t0 = most upstream according to spec
t1 = most downstream according to spec
===================
*/
static void DrawMultitextured( shaderCommands_t *input, int stage ) {
	shaderStage_t	*pStage;

	pStage = tess.xstages[stage];

	GL_State( pStage->stateBits );

	// this is an ugly hack to work around a GeForce driver
	// bug with multitexture and clip planes
	if ( backEnd.viewParms.isPortal ) {
		// This is not yet available in the current platform. Removing:
		//qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
	}

	//
	// base
	//
	GX_SelectTexture( 0 );
	// *********************** This call is not needed for the current implementation. Disabling:
	//qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
	R_BindAnimatedImage( &pStage->bundle[0] );

	//
	// lightmap/secondary pass
	//
	GX_SelectTexture( 1 );
	qgxEnableTexStage1();
	// *********************** This call is not needed for the current implementation. Disabling:
	//qglEnableClientState( GL_TEXTURE_COORD_ARRAY );

	if ( r_lightmap->integer ) {
		GX_TexEnv( GX_REPLACE );
	} else {
		GX_TexEnv( tess.shader->multitextureEnv );
	}

	// *********************** This call is not needed for the current implementation. Disabling:
	//qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] );

	R_BindAnimatedImage( &pStage->bundle[1] );

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	//qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
	qgxDisableTexStage1();

	GX_SelectTexture( 0 );
}
Пример #7
0
/*
===================
RB_FogPass

Blends a fog texture on top of everything else
===================
*/
static void RB_FogPass(void)
{
	fog_t          *fog;
	int             i;


	// no fog pass in snooper
	if(tr.refdef.rdflags & RDF_SNOOPERVIEW || tess.shader->noFog || !r_wolffog->integer)
	{
		return;
	}

	// ydnar: no world, no fogging
	if(backEnd.refdef.rdflags & RDF_NOWORLDMODEL)
	{
		return;
	}

	glEnableClientState(GL_COLOR_ARRAY);
	glColorPointer(4, GL_UNSIGNED_BYTE, 0, tess.svars.colors);

	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glTexCoordPointer(2, GL_FLOAT, 0, tess.svars.texcoords[0]);

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

	for(i = 0; i < tess.numVertexes; i++)
	{
		*(int *)&tess.svars.colors[i] = fog->shader->fogParms.colorInt;
	}

	RB_CalcFogTexCoords((float *)tess.svars.texcoords[0]);

	GL_Bind(tr.fogImage);

	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);
	}

	R_DrawElements(tess.numIndexes, tess.indexes);
}
Пример #8
0
/*
===================
RB_OutlinesPass

Draws outlines on surfaces with shader.hasOutlines set
===================
*/
static void RB_OutlinesPass( void ) {	

	int		outlines;
	float	outlinesAlpha;

	outlines		= r_outlines->value;
	outlinesAlpha	= r_outlinesAlpha->value;

	if ( !tess.shader->hasOutlines )
		return;	

	if ( !r_outlines->integer )
		return;

	GL_Bind( tr.whiteImage );
	qglColor4f( 0, 0, 0, outlinesAlpha );
		
	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	qglPolygonMode( GL_BACK, GL_LINE );
	qglLineWidth( outlines + 1 );
			
	qglCullFace( GL_BACK );
		
	qglDisableClientState( GL_COLOR_ARRAY );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	qglVertexPointer (3, GL_FLOAT, 16, tess.xyz);	// padded for SIMD
			
	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, tess.numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}
	
	R_DrawElements( tess.numIndexes, tess.indexes );
		
	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}

	// FIX: Must reset these manually or renderer will b0rk!
	qglCullFace( GL_FRONT ); 
	qglLineWidth( 1 );
}
Пример #9
0
/*
================
DrawTris

Draws triangle outlines for debugging
================
*/
static void DrawTris (shaderCommands_t *input) {
	gxu_cur_vertex_format = GX_VTXFMT0;
	qgxDisableTexture();
	GX_Bind( tr.whiteImage );
	gxu_cur_r = 255;
	gxu_cur_g = 255;
	gxu_cur_b = 255;
	gxu_cur_a = 255;

	GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
	c_islines = qtrue;
	gxu_depth_min = 0.0;
	gxu_depth_max = 0.0;
	qgxSetViewport (gxu_viewport_x, gxu_viewport_y, gxu_viewport_width, gxu_viewport_height, gxu_depth_min, gxu_depth_max);

	// These calls are not needed for the current implementation. Disabling:
	/*
	qglDisableClientState (GL_COLOR_ARRAY);
	qglDisableClientState (GL_TEXTURE_COORD_ARRAY);

	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);	// padded for SIMD

	if (qglLockArraysEXT) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}
	*/
	R_DrawElements( input->numIndexes, input->indexes );

	// Neither are these. Disabling:
	/*
	if (qglUnlockArraysEXT) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
	*/
	gxu_depth_min = 0.0;
	gxu_depth_max = 1.0;
	qgxSetViewport (gxu_viewport_x, gxu_viewport_y, gxu_viewport_width, gxu_viewport_height, gxu_depth_min, gxu_depth_max);
	c_islines = qfalse;
	gxu_cur_vertex_format = GX_VTXFMT1;
	qgxEnableTexture();
}
Пример #10
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;

	RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);

	R_DrawElements(tess.numIndexes, tess.firstIndex);

	tess.numIndexes = 0;
	tess.numVertexes = 0;
	tess.firstIndex = 0;
}
Пример #11
0
/*
===================
RB_HazePass

Blends a fog texture on top of everything but the skybox
===================
*/
static void RB_HazePass( void ) {
	int			i;
	unsigned int color[3], colorInt;

	// TODO; Get color from worlspawn. Use black for now.
	color[0] = 0;
	color[1] = 0;
	color[2] = 0;
	
	colorInt = ColorBytes4( color[0] * tr.identityLight, color[1] * tr.identityLight, color[2] * tr.identityLight, 1.0 );

	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
	qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );

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

	for ( i = 0; i < tess.numVertexes; i++ ) {
		* ( int * )&tess.svars.colors[i] = colorInt;
	}


	RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );

	GL_Bind( tr.fogImage );

	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 );
	}

	R_DrawElements( tess.numIndexes, tess.indexes );
}
Пример #12
0
static void DynamicLightPass( void ) {
	int i, l, a, b, c, color, *intColors;
	vec3_t origin;
	byte        *colors;
	unsigned hitIndexes[ SHADER_MAX_INDEXES ];
	int numIndexes;
	float radius, radiusInverseCubed;
	float intensity, remainder, modulate;
	vec3_t floatColor, dir;
	dlight_t    *dl;


	// early out
	if ( backEnd.refdef.num_dlights == 0 ) {
		return;
	}

	// walk light list
	for ( l = 0; l < backEnd.refdef.num_dlights; l++ )
	{
		// early out
		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
			continue;
		}

		// clear colors
		Com_Memset( tess.svars.colors, 0, sizeof( tess.svars.colors ) );

		// setup
		dl = &backEnd.refdef.dlights[ l ];
		VectorCopy( dl->transformed, origin );
		radius = dl->radius;
		radiusInverseCubed = dl->radiusInverseCubed;
		intensity = dl->intensity;
		floatColor[ 0 ] = dl->color[ 0 ] * 255.0f;
		floatColor[ 1 ] = dl->color[ 1 ] * 255.0f;
		floatColor[ 2 ] = dl->color[ 2 ] * 255.0f;

		// directional lights have max intensity and washout remainder intensity
		if ( dl->flags & REF_DIRECTED_DLIGHT ) {
			remainder = intensity * 0.125;
		} else {
			remainder = 0.0f;
		}

		// illuminate vertexes
		colors = tess.svars.colors[ 0 ];
		for ( i = 0; i < tess.numVertexes; i++, colors += 4 )
		{
			backEnd.pc.c_dlightVertexes++;

			// directional dlight, origin is a directional normal
			if ( dl->flags & REF_DIRECTED_DLIGHT ) {
				// twosided surfaces use absolute value of the calculated lighting
				modulate = intensity * DotProduct( dl->origin, tess.normal[ i ].v );
				if ( tess.shader->cullType == CT_TWO_SIDED ) {
					modulate = fabs( modulate );
				}
				modulate += remainder;
			}
			// ball dlight
			else
			{
				dir[ 0 ] = radius - fabs( origin[ 0 ] - tess.xyz[ i ].v[ 0 ] );
				if ( dir[ 0 ] <= 0.0f ) {
					continue;
				}
				dir[ 1 ] = radius - fabs( origin[ 1 ] - tess.xyz[ i ].v[ 1 ] );
				if ( dir[ 1 ] <= 0.0f ) {
					continue;
				}
				dir[ 2 ] = radius - fabs( origin[ 2 ] - tess.xyz[ i ].v[ 2 ] );
				if ( dir[ 2 ] <= 0.0f ) {
					continue;
				}

				modulate = intensity * dir[ 0 ] * dir[ 1 ] * dir[ 2 ] * radiusInverseCubed;
			}

			// optimizations
			if ( modulate < ( 1.0f / 128.0f ) ) {
				continue;
			} else if ( modulate > 1.0f ) {
				modulate = 1.0f;
			}

			// set color
			color = myftol( floatColor[ 0 ] * modulate );
			colors[ 0 ] = color > 255 ? 255 : color;
			color = myftol( floatColor[ 1 ] * modulate );
			colors[ 1 ] = color > 255 ? 255 : color;
			color = myftol( floatColor[ 2 ] * modulate );
			colors[ 2 ] = color > 255 ? 255 : color;
		}

		// build a list of triangles that need light
		intColors = (int*) tess.svars.colors;
		numIndexes = 0;
		for ( i = 0; i < tess.numIndexes; i += 3 )
		{
			a = tess.indexes[ i ];
			b = tess.indexes[ i + 1 ];
			c = tess.indexes[ i + 2 ];
			if ( !( intColors[ a ] | intColors[ b ] | intColors[ c ] ) ) {
				continue;
			}
			hitIndexes[ numIndexes++ ] = a;
			hitIndexes[ numIndexes++ ] = b;
			hitIndexes[ numIndexes++ ] = c;
		}

		if ( numIndexes == 0 ) {
			continue;
		}

		// debug code (fixme, there's a bug in this function!)
		//%	for( i = 0; i < numIndexes; i++ )
		//%		intColors[ hitIndexes[ i ] ] = 0x000000FF;

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

		R_FogOff();
		GL_Bind( tr.whiteImage );
		GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		R_DrawElements( numIndexes, hitIndexes );
		backEnd.pc.c_totalIndexes += numIndexes;
		backEnd.pc.c_dlightIndexes += numIndexes;
		R_FogOn();
	}
}
Пример #13
0
/*
================
DrawTris

Draws triangle outlines for debugging
================
*/
static void DrawTris( shaderCommands_t *input ) {
	char            *s = r_trisColor->string;
	vec4_t trisColor = { 1, 1, 1, 1 };
	unsigned int stateBits = 0;

	GL_Bind( tr.whiteImage );

	if ( *s == '0' && ( *( s + 1 ) == 'x' || *( s + 1 ) == 'X' ) ) {
		s += 2;
		if ( Q_IsHexColorString( s ) ) {
			trisColor[0] = ( (float)( gethex( *( s ) ) * 16 + gethex( *( s + 1 ) ) ) ) / 255.00;
			trisColor[1] = ( (float)( gethex( *( s + 2 ) ) * 16 + gethex( *( s + 3 ) ) ) ) / 255.00;
			trisColor[2] = ( (float)( gethex( *( s + 4 ) ) * 16 + gethex( *( s + 5 ) ) ) ) / 255.00;

			if ( Q_HexColorStringHasAlpha( s ) ) {
				trisColor[3] = ( (float)( gethex( *( s + 6 ) ) * 16 + gethex( *( s + 7 ) ) ) ) / 255.00;
			}
		}
	} else {
		int i;
		char    *token;

		for ( i = 0 ; i < 4 ; i++ ) {
			token = COM_Parse( &s );
			if ( token ) {
				trisColor[i] = atof( token );
			} else {
				trisColor[i] = 1.f;
			}
		}

		if ( !trisColor[3] ) {
			trisColor[3] = 1.f;
		}
	}

	if ( trisColor[3] < 1.f ) {
		stateBits |= ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
	}

	qglColor4fv( trisColor );

	// ydnar r_showtris 2
	if ( r_showtris->integer == 2 ) {
		stateBits |= ( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
		GL_State( stateBits );
		qglDepthRange( 0, 0 );
	}
	#ifdef CELSHADING_HACK
	else if ( r_showtris->integer == 3 ) {
		stateBits |= ( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE );
		GL_State( stateBits );
		qglEnable( GL_POLYGON_OFFSET_LINE );
		qglPolygonOffset( 4.0, 0.5 );
		qglLineWidth( 5.0 );
	}
	#endif
	else
	{
		stateBits |= ( GLS_POLYMODE_LINE );
		GL_State( stateBits );
		qglEnable( GL_POLYGON_OFFSET_LINE );
		qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
	}

	qglDisableClientState( GL_COLOR_ARRAY );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz ); // padded for SIMD

	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
	qglDepthRange( 0, 1 );
	qglDisable( GL_POLYGON_OFFSET_LINE );
}
Пример #14
0
void RB_StageIteratorLightmappedMultitexture( void ) {
	shaderCommands_t *input;

	input = &tess;

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va( "--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name ) );
	}

	// set GL fog
	SetIteratorFog();

	//
	// set face culling appropriately
	//
	GL_Cull( input->shader->cullType );

	//
	// set color, pointers, and lock
	//
	GL_State( GLS_DEFAULT );
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );

#ifdef REPLACE_MODE
	qglDisableClientState( GL_COLOR_ARRAY );
	qglColor3f( 1, 1, 1 );
	qglShadeModel( GL_FLAT );
#else
	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
#endif

	//
	// select base stage
	//
	GL_SelectTexture( 0 );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	qglTexCoordPointer( 2, GL_FLOAT, 8, tess.texCoords0 );

	//
	// configure second stage
	//
	GL_SelectTexture( 1 );
	qglEnable( GL_TEXTURE_2D );
	if ( r_lightmap->integer ) {
		GL_TexEnv( GL_REPLACE );
	} else {
		GL_TexEnv( GL_MODULATE );
	}

//----(SA)	modified for snooper
	if ( tess.xstages[0]->bundle[1].isLightmap && ( backEnd.refdef.rdflags & RDF_SNOOPERVIEW ) ) {
		GL_Bind( tr.whiteImage );
	} else {
		R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
	}

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 8, tess.texCoords1 );

	//
	// lock arrays
	//
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT( 0, input->numVertexes );
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	qglDisable( GL_TEXTURE_2D );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	GL_SelectTexture( 0 );
#ifdef REPLACE_MODE
	GL_TexEnv( GL_MODULATE );
	qglShadeModel( GL_SMOOTH );
#endif

	//
	// now do any dynamic lighting needed
	//
	//%	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE )
	if ( tess.dlightBits && tess.shader->fogPass &&
		 !( tess.shader->surfaceFlags & ( SURF_NODLIGHT | SURF_SKY ) ) ) {
		if ( r_dynamiclight->integer == 2 ) {
			DynamicLightPass();
		} else {
			DynamicLightSinglePass();
		}
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	//
	// unlock arrays
	//
	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
}
Пример #15
0
/*
** RB_IterateStagesGeneric
*/
static void RB_IterateStagesGeneric( shaderCommands_t *input ) {
	int stage;

	for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
	{
		shaderStage_t *pStage = tess.xstages[stage];

		if ( !pStage ) {
			break;
		}

		ComputeColors( pStage );
		ComputeTexCoords( pStage );

		if ( !setArraysOnce ) {
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
		}

		//
		// do multitexture
		//
		if ( pStage->bundle[1].image[0] != 0 ) {
			DrawMultitextured( input, stage );
		} else
		{
			int fadeStart, fadeEnd;

			if ( !setArraysOnce ) {
				qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
			}

			//
			// set state
			//
			R_BindAnimatedImage( &pStage->bundle[0] );

			// Ridah, per stage fogging (detail textures)
			if ( tess.shader->noFog && pStage->isFogged ) {
				R_FogOn();
			} else if ( tess.shader->noFog && !pStage->isFogged ) {
				R_FogOff(); // turn it back off
			} else {    // make sure it's on
				R_FogOn();
			}
			// done.

			//----(SA)	fading model stuff
			fadeStart = backEnd.currentEntity->e.fadeStartTime;

			if ( fadeStart ) {
				fadeEnd = backEnd.currentEntity->e.fadeEndTime;
				if ( fadeStart > tr.refdef.time ) {       // has not started to fade yet
					GL_State( pStage->stateBits );
				} else
				{
					int i;
					unsigned int tempState;
					float alphaval;

					if ( fadeEnd < tr.refdef.time ) {     // entity faded out completely
						continue;
					}

					alphaval = (float)( fadeEnd - tr.refdef.time ) / (float)( fadeEnd - fadeStart );

					tempState = pStage->stateBits;
					// remove the current blend, and don't write to Z buffer
					tempState &= ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS | GLS_DEPTHMASK_TRUE );
					// set the blend to src_alpha, dst_one_minus_src_alpha
					tempState |= ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
					GL_State( tempState );
					GL_Cull( CT_FRONT_SIDED );
					// modulate the alpha component of each vertex in the render list
					for ( i = 0; i < tess.numVertexes; i++ ) {
						tess.svars.colors[i][0] *= alphaval;
						tess.svars.colors[i][1] *= alphaval;
						tess.svars.colors[i][2] *= alphaval;
						tess.svars.colors[i][3] *= alphaval;
					}
				}
			}
			//----(SA)	end
			// ydnar: lightmap stages should be GL_ONE GL_ZERO so they can be seen
			else if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap ) ) {
				unsigned int stateBits;


				stateBits = ( pStage->stateBits & ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) |
							( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
				GL_State( stateBits );
			} else {
				GL_State( pStage->stateBits );
			}

			//
			// draw
			//
			R_DrawElements( input->numIndexes, input->indexes );
		}

		// allow skipping out to show just lightmaps during development
		if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap ) ) {
			break;
		}
	}
}
Пример #16
0
static void ProjectDlightTexture_scalar( void ) {
	int		i, l;
	vec3_t	origin;
	float	*texCoords;
	byte	*colors;
	int		*intColors;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte	colorArray[SHADER_MAX_VERTEXES][4];
	glIndex_t	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	scale;
	float	radius;
	float	radiusInverseCubed;
	float	intensity, remainder;
	vec3_t	floatColor;
	float	modulate = 0.0f;
	qboolean vertexLight;

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

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

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

		// clear colors
		Com_Memset( colorArray, 0, sizeof( colorArray ) );

		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		VectorCopy( dl->transformed, origin );
		radius = dl->radius;
		scale = 1.0f / radius;
		radiusInverseCubed = dl->radiusInverseCubed;
		intensity = dl->intensity;

		vertexLight = ( ( dl->flags & REF_DIRECTED_DLIGHT ) || ( dl->flags & REF_VERTEX_DLIGHT ) );

		// directional lights have max intensity and washout remainder intensity
		if ( dl->flags & REF_DIRECTED_DLIGHT ) {
			remainder = intensity * 0.125;
		} else {
			remainder = 0.0f;
		}

		if(r_greyscale->integer)
		{
			float luminance;

			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
		}
		else if(r_greyscale->value)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
		}
		else
		{
			floatColor[0] = dl->color[0] * 255.0f;
			floatColor[1] = dl->color[1] * 255.0f;
			floatColor[2] = dl->color[2] * 255.0f;
		}

		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			int		clip = 0;
			vec3_t	dist;
			
			VectorSubtract( origin, tess.xyz[i], dist );

			backEnd.pc.c_dlightVertexes++;

			// directional dlight, origin is a directional normal
			if ( dl->flags & REF_DIRECTED_DLIGHT ) {
				// twosided surfaces use absolute value of the calculated lighting
				modulate = intensity * DotProduct( dl->origin, tess.normal[ i ] );
				if ( tess.shader->cullType == CT_TWO_SIDED ) {
					modulate = fabs( modulate );
				}
				modulate += remainder;
			}
			// spherical vertex lit dlight
			else if ( dl->flags & REF_VERTEX_DLIGHT )
			{
				vec3_t	dir;

				dir[ 0 ] = radius - fabs( dist[ 0 ] );
				if ( dir[ 0 ] <= 0.0f ) {
					continue;
				}
				dir[ 1 ] = radius - fabs( dist[ 1 ] );
				if ( dir[ 1 ] <= 0.0f ) {
					continue;
				}
				dir[ 2 ] = radius - fabs( dist[ 2 ] );
				if ( dir[ 2 ] <= 0.0f ) {
					continue;
				}

				modulate = intensity * dir[ 0 ] * dir[ 1 ] * dir[ 2 ] * radiusInverseCubed;
			}
			// vertical cylinder dlight
			else
			{
				texCoords[0] = 0.5f + dist[0] * scale;
				texCoords[1] = 0.5f + dist[1] * scale;

				if( !r_dlightBacks->integer &&
						// dist . tess.normal[i]
						( dist[0] * tess.normal[i][0] +
						dist[1] * tess.normal[i][1] +
						dist[2] * tess.normal[i][2] ) < 0.0f ) {
					clip = 63;
				} else {
					if ( texCoords[0] < 0.0f ) {
						clip |= 1;
					} else if ( texCoords[0] > 1.0f ) {
						clip |= 2;
					}
					if ( texCoords[1] < 0.0f ) {
						clip |= 4;
					} else if ( texCoords[1] > 1.0f ) {
						clip |= 8;
					}
					texCoords[0] = texCoords[0];
					texCoords[1] = texCoords[1];

					// modulate the strength based on the height and color
					if ( dist[2] > radius ) {
						clip |= 16;
						modulate = 0.0f;
					} else if ( dist[2] < -radius ) {
						clip |= 32;
						modulate = 0.0f;
					} else {
						dist[2] = Q_fabs(dist[2]);
						if ( dist[2] < radius * 0.5f ) {
							modulate = intensity;
						} else {
							modulate = intensity * 2.0f * (radius - dist[2]) * scale;
						}
					}
				}
			}

			// optimizations
			if ( vertexLight && modulate < ( 1.0f / 128.0f ) ) {
				continue;
			} else if ( modulate > 1.0f ) {
				modulate = 1.0f;
			}

			clipBits[i] = clip;
			colors[0] = Com_Clamp( 0, 255, ri.ftol(floatColor[0] * modulate) );
			colors[1] = Com_Clamp( 0, 255, ri.ftol(floatColor[1] * modulate) );
			colors[2] = Com_Clamp( 0, 255, ri.ftol(floatColor[2] * modulate) );
			colors[3] = 255;
		}

		// build a list of triangles that need light
		intColors = (int*) colorArray;
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( vertexLight ) {
				if ( !( intColors[ a ] | intColors[ b ] | intColors[ c ] ) ) {
					continue;
				}
			} else {
				if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
					continue;	// not lighted
				}
			}
			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes+1] = b;
			hitIndexes[numIndexes+2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		if ( !vertexLight ) {
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
		} else {
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
		}

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

		if ( dl->dlshader ) {
			shader_t *dls = dl->dlshader;

			for ( i = 0; i < dls->numUnfoggedPasses; i++ ) {
				shaderStage_t *stage = dls->stages[i];
				R_BindAnimatedImage( &dls->stages[i]->bundle[0] );
				GL_State( stage->stateBits | GLS_DEPTHFUNC_EQUAL );
				R_DrawElements( numIndexes, hitIndexes );
				backEnd.pc.c_totalIndexes += numIndexes;
				backEnd.pc.c_dlightIndexes += numIndexes;
			}
		} else {
			R_FogOff();
			if ( !vertexLight ) {
				GL_Bind( tr.dlightImage );
			} else {
				GL_Bind( tr.whiteImage );
			}
			// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
			// where they aren't rendered
			if ( dl->flags & REF_ADDITIVE_DLIGHT ) {
				GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			else {
				GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			R_DrawElements( numIndexes, hitIndexes );
			backEnd.pc.c_totalIndexes += numIndexes;
			backEnd.pc.c_dlightIndexes += numIndexes;
			RB_FogOn();
		}
	}
}
Пример #17
0
static void ProjectDlightTexture_scalar( void ) {
	int		i, l;
	vec3_t	origin;
	float	*texCoords;
	byte	*colors;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte	colorArray[SHADER_MAX_VERTEXES][4];
	glIndex_t	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	scale;
	float	radius;
	vec3_t	floatColor;
	float	modulate = 0.0f;

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

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

		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
			continue;	// this surface definately doesn't have any of this light
		}
		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		VectorCopy( dl->transformed, origin );
		radius = dl->radius;
		scale = 1.0f / radius;

		if(r_greyscale->integer)
		{
			float luminance;

			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
		}
		else if(r_greyscale->value)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
		}
		else
		{
			floatColor[0] = dl->color[0] * 255.0f;
			floatColor[1] = dl->color[1] * 255.0f;
			floatColor[2] = dl->color[2] * 255.0f;
		}

		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			int		clip = 0;
			vec3_t	dist;
			
			VectorSubtract( origin, tess.xyz[i], dist );

			backEnd.pc.c_dlightVertexes++;

			texCoords[0] = 0.5f + dist[0] * scale;
			texCoords[1] = 0.5f + dist[1] * scale;

			if( !r_dlightBacks->integer &&
					// dist . tess.normal[i]
					( dist[0] * tess.normal[i][0] +
					dist[1] * tess.normal[i][1] +
					dist[2] * tess.normal[i][2] ) < 0.0f ) {
				clip = 63;
			} else {
				if ( texCoords[0] < 0.0f ) {
					clip |= 1;
				} else if ( texCoords[0] > 1.0f ) {
					clip |= 2;
				}
				if ( texCoords[1] < 0.0f ) {
					clip |= 4;
				} else if ( texCoords[1] > 1.0f ) {
					clip |= 8;
				}
				texCoords[0] = texCoords[0];
				texCoords[1] = texCoords[1];

				// modulate the strength based on the height and color
				if ( dist[2] > radius ) {
					clip |= 16;
					modulate = 0.0f;
				} else if ( dist[2] < -radius ) {
					clip |= 32;
					modulate = 0.0f;
				} else {
					dist[2] = Q_fabs(dist[2]);
					if ( dist[2] < radius * 0.5f ) {
						modulate = 1.0f;
					} else {
						modulate = 2.0f * (radius - dist[2]) * scale;
					}
				}
			}
			clipBits[i] = clip;
			colors[0] = ri.ftol(floatColor[0] * modulate);
			colors[1] = ri.ftol(floatColor[1] * modulate);
			colors[2] = ri.ftol(floatColor[2] * modulate);
			colors[3] = 255;
		}

		// build a list of triangles that need light
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
				continue;	// not lighted
			}
			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes+1] = b;
			hitIndexes[numIndexes+2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

		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_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}
		else {
			GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}
		R_DrawElements( numIndexes, hitIndexes );
		backEnd.pc.c_totalIndexes += numIndexes;
		backEnd.pc.c_dlightIndexes += numIndexes;
	}
}
Пример #18
0
static void ProjectDlightTexture( void ) {
	int		i, l;
	vec3_t	origin;
	float	*texCoords;
	byte	*colors;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte	colorArray[SHADER_MAX_VERTEXES][4];
	glIndex_t	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	scale;
	float	radius;
	int		fogging;
	vec3_t	floatColor;
	shaderStage_t *dStage;

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

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

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

		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		VectorCopy( dl->transformed, origin );
		radius = dl->radius;
		scale = 1.0f / radius;

		floatColor[0] = dl->color[0] * 255.0f;
		floatColor[1] = dl->color[1] * 255.0f;
		floatColor[2] = dl->color[2] * 255.0f;

		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			vec3_t	dist;
			int		clip;
			float	modulate;

			backEnd.pc.c_dlightVertexes++;

			VectorSubtract( origin, tess.xyz[i], dist );

			int l = 1;
			int bestIndex = 0;
			float greatest = tess.normal[i][0];
			if (greatest < 0.0f)
			{
				greatest = -greatest;
			}

			if (VectorCompare(tess.normal[i], vec3_origin))
			{ //damn you terrain!
				bestIndex = 2;
			}
			else
			{
				while (l < 3)
				{
					if ((tess.normal[i][l] > greatest && tess.normal[i][l] > 0.0f) ||
						(tess.normal[i][l] < -greatest && tess.normal[i][l] < 0.0f))
					{
						greatest = tess.normal[i][l];
						if (greatest < 0.0f)
						{
							greatest = -greatest;
						}
						bestIndex = l;
					}
					l++;
				}
			}

			float dUse = 0.0f;
			const float maxScale = 1.5f;
			const float maxGroundScale = 1.4f;
			const float lightScaleTolerance = 0.1f;

			if (bestIndex == 2)
			{
				dUse = origin[2]-tess.xyz[i][2];
				if (dUse < 0.0f)
				{
					dUse = -dUse;
				}
				dUse = (radius*0.5f)/dUse;
				if (dUse > maxGroundScale)
				{
					dUse = maxGroundScale;
				}
				else if (dUse < 0.1f)
				{
					dUse = 0.1f;
				}

				if (VectorCompare(tess.normal[i], vec3_origin) ||
					tess.normal[i][0] > lightScaleTolerance ||
					tess.normal[i][0] < -lightScaleTolerance ||
					tess.normal[i][1] > lightScaleTolerance ||
					tess.normal[i][1] < -lightScaleTolerance)
				{ //if not perfectly flat, we must use a constant dist
					scale = 1.0f / radius;
				}
				else
				{
					scale = 1.0f / (radius*dUse);
				}

				texCoords[0] = 0.5f + dist[0] * scale;
				texCoords[1] = 0.5f + dist[1] * scale;
			}
			else if (bestIndex == 1)
			{
				dUse = origin[1]-tess.xyz[i][1];
				if (dUse < 0.0f)
				{
					dUse = -dUse;
				}
				dUse = (radius*0.5f)/dUse;
				if (dUse > maxScale)
				{
					dUse = maxScale;
				}
				else if (dUse < 0.1f)
				{
					dUse = 0.1f;
				}
				if (tess.normal[i][0] > lightScaleTolerance ||
					tess.normal[i][0] < -lightScaleTolerance ||
					tess.normal[i][2] > lightScaleTolerance ||
					tess.normal[i][2] < -lightScaleTolerance)
				{ //if not perfectly flat, we must use a constant dist
					scale = 1.0f / radius;
				}
				else
				{
					scale = 1.0f / (radius*dUse);
				}

				texCoords[0] = 0.5f + dist[0] * scale;
				texCoords[1] = 0.5f + dist[2] * scale;
			}
			else
			{
				dUse = origin[0]-tess.xyz[i][0];
				if (dUse < 0.0f)
				{
					dUse = -dUse;
				}
				dUse = (radius*0.5f)/dUse;
				if (dUse > maxScale)
				{
					dUse = maxScale;
				}
				else if (dUse < 0.1f)
				{
					dUse = 0.1f;
				}
				if (tess.normal[i][2] > lightScaleTolerance ||
					tess.normal[i][2] < -lightScaleTolerance ||
					tess.normal[i][1] > lightScaleTolerance ||
					tess.normal[i][1] < -lightScaleTolerance)
				{ //if not perfectly flat, we must use a constant dist
					scale = 1.0f / radius;
				}
				else
				{
					scale = 1.0f / (radius*dUse);
				}

				texCoords[0] = 0.5f + dist[1] * scale;
				texCoords[1] = 0.5f + dist[2] * scale;
			}

			clip = 0;
			if ( texCoords[0] < 0.0f ) {
				clip |= 1;
			} else if ( texCoords[0] > 1.0f ) {
				clip |= 2;
			}
			if ( texCoords[1] < 0.0f ) {
				clip |= 4;
			} else if ( texCoords[1] > 1.0f ) {
				clip |= 8;
			}
			// modulate the strength based on the height and color
			if ( dist[bestIndex] > radius ) {
				clip |= 16;
				modulate = 0.0f;
			} else if ( dist[bestIndex] < -radius ) {
				clip |= 32;
				modulate = 0.0f;
			} else {
				dist[bestIndex] = Q_fabs(dist[bestIndex]);
				if ( dist[bestIndex] < radius * 0.5f ) {
					modulate = 1.0f;
				} else {
					modulate = 2.0f * (radius - dist[bestIndex]) * scale;
				}
			}
			clipBits[i] = clip;

			colors[0] = Q_ftol(floatColor[0] * modulate);
			colors[1] = Q_ftol(floatColor[1] * modulate);
			colors[2] = Q_ftol(floatColor[2] * modulate);
			colors[3] = 255;
		}

		// build a list of triangles that need light
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
				continue;	// not lighted
			}
			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes+1] = b;
			hitIndexes[numIndexes+2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		//don't have fog enabled when we redraw with alpha test, or it will double over
		//and screw the tri up -rww
		if (r_drawfog->value == 2 &&
			tr.world &&
			(tess.fogNum == tr.world->globalFog || tess.fogNum == tr.world->numfogs))
		{
			fogging = qglIsEnabled(GL_FOG);

			if (fogging)
			{
				qglDisable(GL_FOG);
			}
		}
		else
		{
			fogging = 0;
		}


		dStage = NULL;
		if (tess.shader && qglActiveTextureARB)
		{
			int i = 0;
			while (i < tess.shader->numUnfoggedPasses)
			{
				const int blendBits = (GLS_SRCBLEND_BITS+GLS_DSTBLEND_BITS);
				if (((tess.shader->stages[i].bundle[0].image && !tess.shader->stages[i].bundle[0].isLightmap && !tess.shader->stages[i].bundle[0].numTexMods) ||
					 (tess.shader->stages[i].bundle[1].image && !tess.shader->stages[i].bundle[1].isLightmap && !tess.shader->stages[i].bundle[1].numTexMods)) &&
					(tess.shader->stages[i].stateBits & blendBits) == 0 )
				{ //only use non-lightmap opaque stages
                    dStage = &tess.shader->stages[i];
					break;
				}
				i++;
			}
		}

		if (dStage)
		{
			GL_SelectTexture( 0 );
			GL_State(0);
			qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );
			if (dStage->bundle[0].image && !dStage->bundle[0].isLightmap && !dStage->bundle[0].numTexMods)
			{
				R_BindAnimatedImage( &dStage->bundle[0] );
			}
			else
			{
				R_BindAnimatedImage( &dStage->bundle[1] );
			}

			GL_SelectTexture( 1 );
			qglEnable( GL_TEXTURE_2D );
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
			GL_Bind( tr.dlightImage );
			GL_TexEnv( GL_MODULATE );

			GL_State(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL);// | GLS_ATEST_GT_0);

			R_DrawElements( numIndexes, hitIndexes );

			qglDisable( GL_TEXTURE_2D );
			GL_SelectTexture(0);
		}
		else
		{
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );

			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

			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_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			else {
				GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}

			R_DrawElements( numIndexes, hitIndexes );
		}

		if (fogging)
		{
			qglEnable(GL_FOG);
		}

		backEnd.pc.c_totalIndexes += numIndexes;
		backEnd.pc.c_dlightIndexes += numIndexes;
	}
}
Пример #19
0
/*
** RB_StageIteratorVertexLitTexture
*/
void RB_StageIteratorVertexLitTexture( void )
{
	shaderCommands_t *input;
	shader_t		*shader;

	input = &tess;
	shader = input->shader;

	//
	// compute colors
	//
	RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors );

	//
	// log this call
	//
	if ( r_logFile->integer ) 
	{
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va("--- RB_StageIteratorVertexLitTexturedUnfogged( %s ) ---\n", tess.shader->name) );
	}

	//
	// set face culling appropriately
	//
	GL_Cull( shader->cullType );

	//
	// set arrays and lock
	//
	qglEnableClientState( GL_COLOR_ARRAY);
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);

	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );
	qglVertexPointer (3, GL_FLOAT, 16, input->xyz);

	if ( qglLockArraysEXT )
	{
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	//
	// call special shade routine
	//
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	GL_State( tess.xstages[0]->stateBits );
	R_DrawElements( input->numIndexes, input->indexes );

	// 
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	// 
	// unlock arrays
	//
	if (qglUnlockArraysEXT) 
	{
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
}
Пример #20
0
/*
===================
ProjectDlightTexture

Perform dynamic lighting with another rendering pass
===================
*/
static void ProjectDlightTexture2( void ) {
	int		i, l;
	vec3_t	origin;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	float	oldTexCoordsArray[SHADER_MAX_VERTEXES][2];
	float	vertCoordsArray[SHADER_MAX_VERTEXES][4];
	unsigned int		colorArray[SHADER_MAX_VERTEXES];
	glIndex_t	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	radius;
	int		fogging;
	shaderStage_t *dStage;
	vec3_t	posa;
	vec3_t	posb;
	vec3_t	posc;
	vec3_t	dist;
	vec3_t	e1;
	vec3_t	e2;
	vec3_t	normal;
	float	fac,modulate;
	vec3_t	floatColor;
	byte colorTemp[4];

	int		needResetVerts=0;

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

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

		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;

		int		clipall = 63;
		for ( i = 0 ; i < tess.numVertexes ; i++)
		{
			int		clip;
			VectorSubtract( origin, tess.xyz[i], dist );

			clip = 0;
			if (  dist[0] < -radius )
			{
				clip |= 1;
			}
			else if ( dist[0] > radius )
			{
				clip |= 2;
			}
			if (  dist[1] < -radius )
			{
				clip |= 4;
			}
			else if ( dist[1] > radius )
			{
				clip |= 8;
			}
			if (  dist[2] < -radius )
			{
				clip |= 16;
			}
			else if ( dist[2] > radius )
			{
				clip |= 32;
			}

			clipBits[i] = clip;
			clipall &= clip;
		}
		if ( clipall )
		{
			continue;	// this surface doesn't have any of this light
		}
		floatColor[0] = dl->color[0] * 255.0f;
		floatColor[1] = dl->color[1] * 255.0f;
		floatColor[2] = dl->color[2] * 255.0f;

		// build a list of triangles that need light
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 )
		{
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( clipBits[a] & clipBits[b] & clipBits[c] )
			{
				continue;	// not lighted
			}

			// copy the vertex positions
			VectorCopy(tess.xyz[a],posa);
			VectorCopy(tess.xyz[b],posb);
			VectorCopy(tess.xyz[c],posc);

			VectorSubtract( posa, posb,e1);
			VectorSubtract( posc, posb,e2);
			CrossProduct(e1,e2,normal);
// rjr - removed for hacking 			if ( (!r_dlightBacks->integer && DotProduct(normal,origin)-DotProduct(normal,posa) <= 0.0f) || // backface
			if ( DotProduct(normal,origin)-DotProduct(normal,posa) <= 0.0f || // backface
				DotProduct(normal,normal) < 1E-8f) // junk triangle
			{
				continue;
			}
			VectorNormalize(normal);
			fac=DotProduct(normal,origin)-DotProduct(normal,posa);
			if (fac >= radius)  // out of range
			{
				continue;
			}
			modulate = 1.0f-((fac*fac) / (radius*radius));
			fac = 0.5f/sqrtf(radius*radius - fac*fac);

			// save the verts
			VectorCopy(posa,vertCoordsArray[numIndexes]);
			VectorCopy(posb,vertCoordsArray[numIndexes+1]);
			VectorCopy(posc,vertCoordsArray[numIndexes+2]);

			// now we need e1 and e2 to be an orthonormal basis
			if (DotProduct(e1,e1) > DotProduct(e2,e2))
			{
				VectorNormalize(e1);
				CrossProduct(e1,normal,e2);
			}
			else
			{
				VectorNormalize(e2);
				CrossProduct(normal,e2,e1);
			}
			VectorScale(e1,fac,e1);
			VectorScale(e2,fac,e2);

			VectorSubtract( posa, origin,dist);
			texCoordsArray[numIndexes][0]=DotProduct(dist,e1)+0.5f;
			texCoordsArray[numIndexes][1]=DotProduct(dist,e2)+0.5f;

			VectorSubtract( posb, origin,dist);
			texCoordsArray[numIndexes+1][0]=DotProduct(dist,e1)+0.5f;
			texCoordsArray[numIndexes+1][1]=DotProduct(dist,e2)+0.5f;

			VectorSubtract( posc, origin,dist);
			texCoordsArray[numIndexes+2][0]=DotProduct(dist,e1)+0.5f;
			texCoordsArray[numIndexes+2][1]=DotProduct(dist,e2)+0.5f;

			if ((texCoordsArray[numIndexes][0] < 0.0f && texCoordsArray[numIndexes+1][0] < 0.0f && texCoordsArray[numIndexes+2][0] < 0.0f) ||
				(texCoordsArray[numIndexes][0] > 1.0f && texCoordsArray[numIndexes+1][0] > 1.0f && texCoordsArray[numIndexes+2][0] > 1.0f) ||
				(texCoordsArray[numIndexes][1] < 0.0f && texCoordsArray[numIndexes+1][1] < 0.0f && texCoordsArray[numIndexes+2][1] < 0.0f) ||
				(texCoordsArray[numIndexes][1] > 1.0f && texCoordsArray[numIndexes+1][1] > 1.0f && texCoordsArray[numIndexes+2][1] > 1.0f) )
			{
				continue; // didn't end up hitting this tri
			}
			/* old code, get from the svars = wrong
			oldTexCoordsArray[numIndexes][0]=tess.svars.texcoords[0][a][0];
			oldTexCoordsArray[numIndexes][1]=tess.svars.texcoords[0][a][1];
			oldTexCoordsArray[numIndexes+1][0]=tess.svars.texcoords[0][b][0];
			oldTexCoordsArray[numIndexes+1][1]=tess.svars.texcoords[0][b][1];
			oldTexCoordsArray[numIndexes+2][0]=tess.svars.texcoords[0][c][0];
			oldTexCoordsArray[numIndexes+2][1]=tess.svars.texcoords[0][c][1];
			*/
			oldTexCoordsArray[numIndexes][0]=tess.texCoords[a][0][0];
			oldTexCoordsArray[numIndexes][1]=tess.texCoords[a][0][1];
			oldTexCoordsArray[numIndexes+1][0]=tess.texCoords[b][0][0];
			oldTexCoordsArray[numIndexes+1][1]=tess.texCoords[b][0][1];
			oldTexCoordsArray[numIndexes+2][0]=tess.texCoords[c][0][0];
			oldTexCoordsArray[numIndexes+2][1]=tess.texCoords[c][0][1];

			colorTemp[0] = Q_ftol(floatColor[0] * modulate);
			colorTemp[1] = Q_ftol(floatColor[1] * modulate);
			colorTemp[2] = Q_ftol(floatColor[2] * modulate);
			colorTemp[3] = 255;

			byteAlias_t *ba = (byteAlias_t *)&colorTemp;
			colorArray[numIndexes + 0] = ba->ui;
			colorArray[numIndexes + 1] = ba->ui;
			colorArray[numIndexes + 2] = ba->ui;

			hitIndexes[numIndexes] = numIndexes;
			hitIndexes[numIndexes+1] = numIndexes+1;
			hitIndexes[numIndexes+2] = numIndexes+2;
			numIndexes += 3;

			if (numIndexes>=SHADER_MAX_VERTEXES-3)
			{
				break; // we are out of space, so we are done :)
			}
		}

		if ( !numIndexes ) {
			continue;
		}

		//don't have fog enabled when we redraw with alpha test, or it will double over
		//and screw the tri up -rww
		if (r_drawfog->value == 2 &&
			tr.world &&
			(tess.fogNum == tr.world->globalFog || tess.fogNum == tr.world->numfogs))
		{
			fogging = qglIsEnabled(GL_FOG);

			if (fogging)
			{
				qglDisable(GL_FOG);
			}
		}
		else
		{
			fogging = 0;
		}


		dStage = NULL;
		if (tess.shader && qglActiveTextureARB)
		{
			int i = 0;
			while (i < tess.shader->numUnfoggedPasses)
			{
				const int blendBits = (GLS_SRCBLEND_BITS+GLS_DSTBLEND_BITS);
				if (((tess.shader->stages[i].bundle[0].image && !tess.shader->stages[i].bundle[0].isLightmap && !tess.shader->stages[i].bundle[0].numTexMods && tess.shader->stages[i].bundle[0].tcGen != TCGEN_ENVIRONMENT_MAPPED && tess.shader->stages[i].bundle[0].tcGen != TCGEN_FOG) ||
					 (tess.shader->stages[i].bundle[1].image && !tess.shader->stages[i].bundle[1].isLightmap && !tess.shader->stages[i].bundle[1].numTexMods && tess.shader->stages[i].bundle[1].tcGen != TCGEN_ENVIRONMENT_MAPPED && tess.shader->stages[i].bundle[1].tcGen != TCGEN_FOG)) &&
					(tess.shader->stages[i].stateBits & blendBits) == 0 )
				{ //only use non-lightmap opaque stages
                    dStage = &tess.shader->stages[i];
					break;
				}
				i++;
			}
		}
		if (!needResetVerts)
		{
			needResetVerts=1;
			if (qglUnlockArraysEXT)
			{
				qglUnlockArraysEXT();
				GLimp_LogComment( "glUnlockArraysEXT\n" );
			}
		}
		qglVertexPointer (3, GL_FLOAT, 16, vertCoordsArray);	// padded for SIMD

		if (dStage)
		{
			GL_SelectTexture( 0 );
			GL_State(0);
			qglTexCoordPointer( 2, GL_FLOAT, 0, oldTexCoordsArray[0] );
			if (dStage->bundle[0].image && !dStage->bundle[0].isLightmap && !dStage->bundle[0].numTexMods && dStage->bundle[0].tcGen != TCGEN_ENVIRONMENT_MAPPED && dStage->bundle[0].tcGen != TCGEN_FOG)
			{
				R_BindAnimatedImage( &dStage->bundle[0] );
			}
			else
			{
				R_BindAnimatedImage( &dStage->bundle[1] );
			}

			GL_SelectTexture( 1 );
			qglEnable( GL_TEXTURE_2D );
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
			GL_Bind( tr.dlightImage );
			GL_TexEnv( GL_MODULATE );


			GL_State(GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL);// | GLS_ATEST_GT_0);

			R_DrawElements( numIndexes, hitIndexes );

			qglDisable( GL_TEXTURE_2D );
			GL_SelectTexture(0);
		}
		else
		{
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );

			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

			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_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			else {
				GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}

			R_DrawElements( numIndexes, hitIndexes );
		}

		if (fogging)
		{
			qglEnable(GL_FOG);
		}

		backEnd.pc.c_totalIndexes += numIndexes;
		backEnd.pc.c_dlightIndexes += numIndexes;
	}
	if (needResetVerts)
	{
		qglVertexPointer (3, GL_FLOAT, 16, tess.xyz);	// padded for SIMD
		if (qglLockArraysEXT)
		{
			qglLockArraysEXT(0, tess.numVertexes);
			GLimp_LogComment( "glLockArraysEXT\n" );
		}
	}
}
Пример #21
0
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
	int stage;
	bool	UseGLFog = false;
	bool	FogColorChange = false;
	fog_t	*fog = NULL;

	if (tess.fogNum && tess.shader->fogPass && (tess.fogNum == tr.world->globalFog || tess.fogNum == tr.world->numfogs)
		&& r_drawfog->value == 2)
	{	// only gl fog global fog and the "special fog"
		fog = tr.world->fogs + tess.fogNum;

		if (tr.rangedFog)
		{ //ranged fog, used for sniper scope
			float fStart = fog->parms.depthForOpaque;

			if (tr.rangedFog < 0.0f)
			{ //special designer override
				fStart = -tr.rangedFog;
			}
			else
			{
				//the greater tr.rangedFog is, the more fog we will get between the view point and cull distance
				if ((tr.distanceCull-fStart) < tr.rangedFog)
				{ //assure a minimum range between fog beginning and cutoff distance
					fStart = tr.distanceCull-tr.rangedFog;

					if (fStart < 16.0f)
					{
						fStart = 16.0f;
					}
				}
			}

			qglFogi(GL_FOG_MODE, GL_LINEAR);

			qglFogf(GL_FOG_START, fStart);
			qglFogf(GL_FOG_END, tr.distanceCull);
		}
		else
		{
			qglFogi(GL_FOG_MODE, GL_EXP2);
			qglFogf(GL_FOG_DENSITY, logtestExp2 / fog->parms.depthForOpaque);
		}
		if ( g_bRenderGlowingObjects )
		{
			const float fogColor[3] = { 0.0f, 0.0f, 0.0f };
			qglFogfv(GL_FOG_COLOR, fogColor );
		}
		else
		{
			qglFogfv(GL_FOG_COLOR, fog->parms.color);
		}
		qglEnable(GL_FOG);
		UseGLFog = true;
	}

	for ( stage = 0; stage < input->shader->numUnfoggedPasses; stage++ )
	{
		shaderStage_t *pStage = &tess.xstages[stage];
		int forceRGBGen = 0;
		int stateBits = 0;

		if ( !pStage->active )
		{
			break;
		}

		// Reject this stage if it's not a glow stage but we are doing a glow pass.
		if ( g_bRenderGlowingObjects && !pStage->glow )
		{
			continue;
		}

		if ( stage && r_lightmap->integer && !( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
		{
			break;
		}

		stateBits = pStage->stateBits;

		if ( backEnd.currentEntity )
		{
			assert(backEnd.currentEntity->e.renderfx >= 0);

			if ( backEnd.currentEntity->e.renderfx & RF_DISINTEGRATE1 )
			{
				// we want to be able to rip a hole in the thing being disintegrated, and by doing the depth-testing it avoids some kinds of artefacts, but will probably introduce others?
				stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHMASK_TRUE | GLS_ATEST_GE_C0;
			}

			if ( backEnd.currentEntity->e.renderfx & RF_RGB_TINT )
			{//want to use RGBGen from ent
				forceRGBGen = CGEN_ENTITY;
			}
		}

		if (pStage->ss && pStage->ss->surfaceSpriteType)
		{
			// We check for surfacesprites AFTER drawing everything else
			continue;
		}

		if (UseGLFog)
		{
			if (pStage->mGLFogColorOverride)
			{
				qglFogfv(GL_FOG_COLOR, GLFogOverrideColors[pStage->mGLFogColorOverride]);
				FogColorChange = true;
			}
			else if (FogColorChange && fog)
			{
				FogColorChange = false;
				qglFogfv(GL_FOG_COLOR, fog->parms.color);
			}
		}

		if (!input->fading)
		{ //this means ignore this, while we do a fade-out
			ComputeColors( pStage, forceRGBGen );
		}
		ComputeTexCoords( pStage );

		if ( !setArraysOnce )
		{
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
		}

		//
		// do multitexture
		//
		if ( pStage->bundle[1].image != 0 )
		{
			DrawMultitextured( input, stage );
		}
		else
		{
			static bool lStencilled = false;

			if ( !setArraysOnce )
			{
				qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
			}

			//
			// set state
			//
			if ( (tess.shader == tr.distortionShader) ||
				 (backEnd.currentEntity && (backEnd.currentEntity->e.renderfx & RF_DISTORTION)) )
			{ //special distortion effect -rww
				//tr.screenImage should have been set for this specific entity before we got in here.
				GL_Bind( tr.screenImage );
				GL_Cull(CT_TWO_SIDED);
			}
			else if ( pStage->bundle[0].vertexLightmap && ( r_vertexLight->integer && !r_uiFullScreen->integer ) && r_lightmap->integer )
			{
				GL_Bind( tr.whiteImage );
			}
			else
				R_BindAnimatedImage( &pStage->bundle[0] );

			if (tess.shader == tr.distortionShader &&
				glConfig.stencilBits >= 4)
			{ //draw it to the stencil buffer!
				tr_stencilled = true;
				lStencilled = true;
				qglEnable(GL_STENCIL_TEST);
				qglStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
				qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
				qglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

				//don't depthmask, don't blend.. don't do anything
				GL_State(0);
			}
			else if (backEnd.currentEntity && (backEnd.currentEntity->e.renderfx & RF_FORCE_ENT_ALPHA))
			{
				ForceAlpha((unsigned char *) tess.svars.colors, backEnd.currentEntity->e.shaderRGBA[3]);
				if (backEnd.currentEntity->e.renderfx & RF_ALPHA_DEPTH)
				{ //depth write, so faces through the model will be stomped over by nearer ones. this works because
					//we draw RF_FORCE_ENT_ALPHA stuff after everything else, including standard alpha surfs.
					GL_State(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHMASK_TRUE);
				}
				else
				{
					GL_State(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
				}
			}
			else
			{
				GL_State( stateBits );
			}

			//
			// draw
			//
			R_DrawElements( input->numIndexes, input->indexes );

			if (lStencilled)
			{ //re-enable the color buffer, disable stencil test
				lStencilled = false;
				qglDisable(GL_STENCIL_TEST);
				qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
			}
		}
	}
	if (FogColorChange)
	{
		qglFogfv(GL_FOG_COLOR, fog->parms.color);
	}
}
Пример #22
0
/*
 * @brief Main entry point for drawing the scene (world and entities).
 */
void R_DrawView(void) {

	R_UpdateFrustum();

	R_UpdateVis();

	R_MarkBspSurfaces();

	R_EnableFog(true);

	R_DrawSkyBox();

	// wait for the client to fully populate the scene
	Thread_Wait(r_view.thread);

	// dispatch threads to cull entities and sort elements while we draw the world
	thread_t *cull_entities = Thread_Create(R_CullEntities, NULL);
	thread_t *sort_elements = Thread_Create(R_SortElements, NULL);

	R_MarkLights();

	const r_sorted_bsp_surfaces_t *surfs = r_model_state.world->bsp->sorted_surfaces;

	R_DrawOpaqueBspSurfaces(&surfs->opaque);

	R_DrawOpaqueWarpBspSurfaces(&surfs->opaque_warp);

	R_DrawAlphaTestBspSurfaces(&surfs->alpha_test);

	R_EnableBlend(true);

	R_DrawBackBspSurfaces(&surfs->back);

	R_DrawMaterialBspSurfaces(&surfs->material);

	R_DrawFlareBspSurfaces(&surfs->flare);

	R_EnableBlend(false);

	// wait for entity culling to complete
	Thread_Wait(cull_entities);

	R_DrawEntities();

	R_EnableBlend(true);

	// wait for element sorting to complete
	Thread_Wait(sort_elements);

	R_DrawElements();

	R_EnableFog(false);

	R_DrawDeveloperTools();

	R_DrawCoronas();

	R_EnableBlend(false);

	R_ResetArrayState();

#if 0
	vec3_t tmp;
	VectorMA(r_view.origin, MAX_WORLD_DIST, r_view.forward, tmp);

	cm_trace_t tr = Cl_Trace(r_view.origin, tmp, NULL, NULL, cl.client_num + 1, MASK_SOLID);
	if (tr.fraction > 0.0 && tr.fraction < 1.0) {
		Com_Print("%s: %d: %s\n", tr.surface->name, tr.plane.num, vtos(tr.plane.normal));
	}

#endif
}
Пример #23
0
/*
===================
ProjectDlightTexture

Perform dynamic lighting with another rendering pass
===================
*/
static void ProjectDlightTexture( void ) {
	int i, l;
	vec3_t origin;
	float   *texCoords;
	byte    *colors;
	byte clipBits[SHADER_MAX_VERTEXES];
	MAC_STATIC float texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte colorArray[SHADER_MAX_VERTEXES][4];
	glIndex_t hitIndexes[SHADER_MAX_INDEXES];
	int numIndexes;
	float scale;
	float radius;
	vec3_t floatColor;

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


	if ( backEnd.refdef.rdflags & RDF_SNOOPERVIEW ) {  // no dlights for snooper
		return;
	}


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

		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
			continue;   // this surface definately doesn't have any of this light
		}
		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		VectorCopy( dl->transformed, origin );
		radius = dl->radius;
		scale = 1.0f / radius;
		floatColor[0] = dl->color[0] * 255.0f;
		floatColor[1] = dl->color[1] * 255.0f;
		floatColor[2] = dl->color[2] * 255.0f;

		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			vec3_t dist;
			int clip;
			float modulate;

			if ( 0 ) {
				clipBits[i] = 255;  // definately not dlighted
				continue;
			}

			VectorSubtract( origin, tess.xyz[i], dist );

//			if(!r_dlightBacks->integer) {
//				vec3_t	dir;
//				VectorNormalize2(dist, dir);
//				if( DotProduct( tess.normal[i], dir) < 0) {
//					clipBits[i] = 255;	// not lighted (backface)
//					continue;
//				}
//			}

			backEnd.pc.c_dlightVertexes++;

			texCoords[0] = 0.5f + dist[0] * scale;
			texCoords[1] = 0.5f + dist[1] * scale;

			clip = 0;
			if ( texCoords[0] < 0.0f ) {
				clip |= 1;
			} else if ( texCoords[0] > 1.0f ) {
				clip |= 2;
			}
			if ( texCoords[1] < 0.0f ) {
				clip |= 4;
			} else if ( texCoords[1] > 1.0f ) {
				clip |= 8;
			}
			// modulate the strength based on the height and color
			if ( dist[2] > radius ) {
				clip |= 16;
				modulate = 0.0f;
			} else if ( dist[2] < -radius ) {
				clip |= 32;
				modulate = 0.0f;
			} else {
				modulate = dist[2] * scale;
				modulate = 1 - modulate * modulate;
			}
			clipBits[i] = clip;

			colors[0] = myftol( floatColor[0] * modulate );
			colors[1] = myftol( floatColor[1] * modulate );
			colors[2] = myftol( floatColor[2] * modulate );
			colors[3] = 255;
		}

		// build a list of triangles that need light
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			glIndex_t a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i + 1];
			c = tess.indexes[i + 2];
			if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
				continue;   // not lighted
			}

//			if(!r_dlightBacks->integer) {
//				vec3_t	dir;
//				VectorSubtract( origin, tess.xyz[a], dir );
//				VectorNormalize(dir);
//				if( DotProduct( tess.normal[i], dir) < 0) {
//					continue;	// not lighted (backface)
//				}
//			}

			vec3_t  va,vb,vc,vx;
			VectorSubtract( origin, tess.xyz[a], va );
			VectorSubtract( tess.xyz[a], tess.xyz[b], vb );
			VectorSubtract( tess.xyz[a], tess.xyz[c], vc );
			CrossProduct(vb,vc,vx);
			if (DotProduct( vx, va ) > 0) continue;

			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes + 1] = b;
			hitIndexes[numIndexes + 2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

		//----(SA) creating dlight shader to allow for special blends or alternate dlight texture
		{
			shader_t *dls = dl->dlshader;
			if ( dls ) {
//				if (!qglActiveTextureARB || dls->numUnfoggedPasses < 2) {
				for ( i = 0; i < dls->numUnfoggedPasses; i++ )
				{
					shaderStage_t *stage = dls->stages[i];
					R_BindAnimatedImage( &dls->stages[i]->bundle[0] );
					GL_State( stage->stateBits | GLS_DEPTHFUNC_EQUAL );
					R_DrawElements( numIndexes, hitIndexes );
					backEnd.pc.c_totalIndexes += numIndexes;
					backEnd.pc.c_dlightIndexes += numIndexes;
				}
/*
				} else {	// optimize for multitexture

					for(i=0;i<dls->numUnfoggedPasses;)
					{
						shaderStage_t *stage = dls->stages[i];

						GL_State(stage->stateBits | GLS_DEPTHFUNC_EQUAL);

						// setup each TMU
						for (tmu=0; tmu<glConfig.maxActiveTextures && i<dls->numUnfoggedPasses; tmu++, i++) {

							GL_SelectTexture( tmu );

							if (tmu) {
								qglEnable( GL_TEXTURE_2D );
							}

							R_BindAnimatedImage( &dls->stages[i]->bundle[0] );
						}

						// draw the elements
						R_DrawElements( numIndexes, hitIndexes );
						backEnd.pc.c_totalIndexes += numIndexes;
						backEnd.pc.c_dlightIndexes += numIndexes;
					}

					// turn off unused TMU's
					for (tmu=1; tmu<glConfig.maxActiveTextures; tmu++) {
						// set back to default state
						GL_SelectTexture( tmu );
						qglDisable( GL_TEXTURE_2D );
					}

					// return to TEXTURE0
					GL_SelectTexture( 0 );
				}
*/
			} else
			{
				R_FogOff();

//				if (!dl->overdraw || !qglActiveTextureARB) {
				GL_Bind( tr.dlightImage );
				// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
				// where they aren't rendered
				GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
				R_DrawElements( numIndexes, hitIndexes );
				backEnd.pc.c_totalIndexes += numIndexes;
				backEnd.pc.c_dlightIndexes += numIndexes;

				// Ridah, overdraw lights several times, rather than sending
				//	multiple lights through
				for ( i = 0; i < dl->overdraw; i++ ) {
					R_DrawElements( numIndexes, hitIndexes );
					backEnd.pc.c_totalIndexes += numIndexes;
					backEnd.pc.c_dlightIndexes += numIndexes;
				}
/*
				} else {	// optimize for multitexture

					GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );

					// setup each TMU (use all available TMU's)
					for (tmu=0; tmu<glConfig.maxActiveTextures && tmu<(dl->overdraw+1); tmu++) {
						GL_SelectTexture( tmu );
						if (tmu) {
							qglEnable( GL_TEXTURE_2D );
							GL_TexEnv( GL_ADD );
							GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
							qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
							qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
							qglEnableClientState( GL_COLOR_ARRAY );
							qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );
						}
						GL_Bind( tr.dlightImage );
					}

					// draw each bundle
					for(i=0; i<(dl->overdraw+1); i+=glConfig.maxActiveTextures)
					{
						// make sure we dont draw with too many TMU's
						if (i+glConfig.maxActiveTextures>(dl->overdraw+1)) {
							for (tmu=0; tmu<glConfig.maxActiveTextures; tmu++) {
								if (tmu+i>=(dl->overdraw+1)) {
									GL_SelectTexture( tmu );
									qglDisable( GL_TEXTURE_2D );
								}
							}
						}
						// draw the elements
						R_DrawElements( numIndexes, hitIndexes );
						backEnd.pc.c_totalIndexes += numIndexes;
						backEnd.pc.c_dlightIndexes += numIndexes;
					}

					// turn off unused TMU's
					for (tmu=1; tmu<glConfig.maxActiveTextures; tmu++) {
						// set back to default state
						GL_SelectTexture( tmu );
						qglDisable( GL_TEXTURE_2D );
					}

					// return to TEXTURE0
					GL_SelectTexture( 0 );
				}
*/
				//R_FogOn();
			}
		}
	}
}
Пример #24
0
/*
===================
RB_FogPass

Blends a fog texture on top of everything else
===================
*/
static void RB_FogPass( void ) {
	fog_t		*fog;
	unsigned	colorInt;
	fogType_t	fogType;
	int			i;

	// no world, no fogging
	if ( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) {
		return;
	}

	if ( r_useGlFog->integer ) {
		return;
	}

	if ( tess.shader->isSky ) {
		fogType = tr.skyFogType;
		colorInt = tr.skyFogColorInt;
	} else {
		fog = tr.world->fogs + tess.fogNum;

		// Global fog
		if ( fog->originalBrushNumber < 0 ) {
			fogType = backEnd.refdef.fogType;
			colorInt = backEnd.refdef.fogColorInt;
		} else {
			fogType = fog->shader->fogParms.fogType;
			colorInt = fog->colorInt;
		}
	}

	if ( fogType == FT_NONE ) {
		return;
	}

	// check if any stage is fogged
	if ( tess.shader->noFog ) {
		int i;

		for ( i = 0 ; i < MAX_SHADER_STAGES; i++ ) {
			shaderStage_t *pStage = tess.xstages[i];

			if ( !pStage ) {
				return;
			}

			if ( pStage->isFogged ) {
				break;
			}
		}
	}

	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY);
	qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] );

	for ( i = 0; i < tess.numVertexes; i++ ) {
		* ( int * )&tess.svars.colors[i] = colorInt;
	}

	RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] );

	if ( fogType == FT_LINEAR ) {
		GL_Bind( tr.linearFogImage );
	} else {
		GL_Bind( tr.fogImage );
	}

	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 );
	}

	R_DrawElements( tess.numIndexes, tess.indexes );
}
Пример #25
0
void RB_StageIteratorLightmappedMultitexture( void ) {
	shaderCommands_t *input;
	shader_t		*shader;

	input = &tess;
	shader = input->shader;

	//
	// log this call
	//
	if ( r_logFile->integer ) {
		// don't just call LogComment, or we will get
		// a call to va() every frame!
		GLimp_LogComment( va("--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name) );
	}

	//
	// set face culling appropriately
	//
	GL_Cull( shader->cullType );

	//
	// set color, pointers, and lock
	//
	GL_State( GLS_DEFAULT );
	qglVertexPointer( 3, GL_FLOAT, 16, input->xyz );

#ifdef REPLACE_MODE
	qglDisableClientState( GL_COLOR_ARRAY );
	qglColor3f( 1, 1, 1 );
	qglShadeModel( GL_FLAT );
#else
	qglEnableClientState( GL_COLOR_ARRAY );
	qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 );
#endif

	//
	// select base stage
	//
	GL_SelectTexture( 0 );

	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	R_BindAnimatedImage( &tess.xstages[0]->bundle[0] );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] );

	//
	// configure second stage
	//
	GL_SelectTexture( 1 );
	qglEnable( GL_TEXTURE_2D );
	if ( r_lightmap->integer ) {
		GL_TexEnv( GL_REPLACE );
	} else {
		GL_TexEnv( GL_MODULATE );
	}
	R_BindAnimatedImage( &tess.xstages[0]->bundle[1] );
	qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
	qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][1] );

	//
	// lock arrays
	//
	if ( qglLockArraysEXT ) {
		qglLockArraysEXT(0, input->numVertexes);
		GLimp_LogComment( "glLockArraysEXT\n" );
	}

	R_DrawElements( input->numIndexes, input->indexes );

	//
	// disable texturing on TEXTURE1, then select TEXTURE0
	//
	qglDisable( GL_TEXTURE_2D );
	qglDisableClientState( GL_TEXTURE_COORD_ARRAY );

	GL_SelectTexture( 0 );
#ifdef REPLACE_MODE
	GL_TexEnv( GL_MODULATE );
	qglShadeModel( GL_SMOOTH );
#endif

	// 
	// now do any dynamic lighting needed
	//
	if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) {
		ProjectDlightTexture();
	}

	//
	// now do fog
	//
	if ( tess.fogNum && tess.shader->fogPass ) {
		RB_FogPass();
	}

	//
	// unlock arrays
	//
	if ( qglUnlockArraysEXT ) {
		qglUnlockArraysEXT();
		GLimp_LogComment( "glUnlockArraysEXT\n" );
	}
}
Пример #26
0
/*
** RB_IterateStagesGeneric
*/
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
/*	MODVIEWREM
	int stage;

	for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
	{
		shaderStage_t *pStage = tess.xstages[stage];

		if ( !pStage )
		{
			break;
		}

		ComputeColors( pStage );
		ComputeTexCoords( pStage );

		if ( !setArraysOnce )
		{
			qglEnableClientState( GL_COLOR_ARRAY );
			qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
		}

		//
		// do multitexture
		//
		if ( pStage->bundle[1].image[0] != 0 )
		{
			DrawMultitextured( input, stage );
		}
		else
		{

			if ( !setArraysOnce )
			{
				qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
			}

			//
			// set state
			//
			if ( pStage->bundle[0].vertexLightmap && ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
			{
				GL_Bind( tr.whiteImage );
			}
			else 
				R_BindAnimatedImage( &pStage->bundle[0] );

			GL_State( pStage->stateBits );

			//
			// draw
			//
			R_DrawElements( input->numIndexes, input->indexes );
		}

		// allow skipping out to show just lightmaps during development
		if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
		{
			break;
		}
	}
*/		
	glBindTexture( GL_TEXTURE_2D, input->gluiTextureBind );


		
	
	{// note additional loop I put here for overriding polys to be wireframe - Ste.

		glPushAttrib(GL_ENABLE_BIT | GL_POLYGON_BIT);	// preserves GL_CULL_FACE, GL_CULL_FACE_MODE, GL_POLYGON_MODE
		{
			if (!input->bSurfaceIsG2Tag			// don't draw G2 surface tags
				|| AppVars.bShowTagSurfaces		// ... unless you really want to
				)
			{
				bool bSurfaceIsUnshadowable =	AppVars.bShowUnshadowableSurfaces && (input->numVertexes > (SHADER_MAX_VERTEXES/2));
				bool bSurfaceIsHighlighted =	AppVars.bSurfaceHighlight &&
												input->hModel == AppVars.hModelToHighLight &&
												(
													(AppVars.iSurfaceNumToHighlight == iITEMHIGHLIGHT_ALL)
													||
													(AppVars.iSurfaceNumToHighlight == iITEMHIGHLIGHT_ALL_TAGSURFACES && input->bSurfaceIsG2Tag)
													||
													(AppVars.iSurfaceNumToHighlight == input->iSurfaceNum)
												);				
				bool bSpecialCaseHighlightSoNoYellowNumberClash = (AppVars.bVertIndexes && AppVars.bVertWeighting && AppVars.iSurfaceNumToHighlight < 0);

				if (bSurfaceIsHighlighted && !bSpecialCaseHighlightSoNoYellowNumberClash)
					glLineWidth(2);
				else
					glLineWidth(1);
				bool b2PassForWire = AppVars.bWireFrame || (AppVars.bWireFrame && bSurfaceIsHighlighted);

				if (b2PassForWire)
				{
					if (AppVars.bShowPolysAsDoubleSided && !AppVars.bForceWhite)
					{
						glEnable(GL_CULL_FACE);	
					}
				}
		
		//		for (int iPass=0; iPass<(AppVars.bWireFrame?2:1); iPass++)
				for (int iPass=0; iPass<(b2PassForWire?2:1); iPass++)
				{
					if (b2PassForWire)
					{
						if (!iPass)
						{
							glCullFace(GL_BACK);

							if (bSurfaceIsHighlighted && !bSpecialCaseHighlightSoNoYellowNumberClash)
								glColor3f(0.5,0.5,0.0);	// dim yellow
							else
								glColor3f(0.5,0.5,0.5);	// dim white
						}
						else
						{
							glCullFace(GL_FRONT);
							if (bSurfaceIsHighlighted && !bSpecialCaseHighlightSoNoYellowNumberClash)
								glColor3f( 1,1,0);		// yellow
							else
								glColor3f( 1,1,1);		// white
						}
					}
					
					R_DrawElements( input->numIndexes, input->indexes );	// the standard surface draw code
				}

				if (b2PassForWire)
				{						
					if (AppVars.bShowPolysAsDoubleSided && !AppVars.bForceWhite)
					{
						glDisable(GL_CULL_FACE);
					}
				}


				glLineWidth(1);

				// draw surface-highlights?...  (2 types, so do 2 passes to keep code down)
				//
				if (!AppVars.bWireFrame && bSurfaceIsHighlighted && !bSpecialCaseHighlightSoNoYellowNumberClash)
				{
					// do these 3 in case we're not already in wireframe...
					//
					glDisable(GL_TEXTURE_2D);
					glDisable(GL_BLEND);
					glDisable(GL_LIGHTING);					

					glLineWidth(2);
					glColor3f(1,1,0);	// yellow
					
					if (AppVars.iSurfaceNumToHighlight > 0)
					{					
						SurfaceOnOff_t eOnOff = Model_GLMSurface_GetStatus( input->hModel, input->iSurfaceNum );
						if (eOnOff != SURF_ON)
						{
							// then we must be ON only because of highlighting an OFF surface in the treeview,
							//	so show it dimmer (particualrly if they've just turned it off and wonder why they
							//	can still see it...
							//
							glColor3f(0.5,0.5,0);	// dim yellow
						}
					}

					for (int iVert = 0; iVert<input->numIndexes; iVert+=3)
					{
						glBegin(GL_LINE_LOOP);
						{
							glVertex3fv( input->xyz[input->indexes[iVert+0]] );
							glVertex3fv( input->xyz[input->indexes[iVert+1]] );
							glVertex3fv( input->xyz[input->indexes[iVert+2]] );
						}
						glEnd();
					}
					
					glLineWidth(1);
				}

				// draw unshadowable surfaces...
				//
				if (bSurfaceIsUnshadowable)
				{
					// do these 3 in case we're not already in wireframe...
					//
					glDisable(GL_TEXTURE_2D);
					glDisable(GL_BLEND);
					glDisable(GL_LIGHTING);					

					glLineStipple( 8, 0xAAAA);
					glEnable(GL_LINE_STIPPLE);
					glColor3f(1,0,0);	// red

					if (bSurfaceIsHighlighted)
					{
						glLineWidth(4);	// ... or it won't stand out much over the existing yellow highlights
					}

					for (int iVert = 0; iVert<input->numIndexes; iVert+=3)
					{
						glBegin(GL_LINE_LOOP);
						{
							glVertex3fv( input->xyz[input->indexes[iVert+0]] );
							glVertex3fv( input->xyz[input->indexes[iVert+1]] );
							glVertex3fv( input->xyz[input->indexes[iVert+2]] );
						}
						glEnd();
					}
					
					glDisable(GL_LINE_STIPPLE);

					if (bSurfaceIsHighlighted)
					{
						glLineWidth(1);
					}
				}

				if (AppVars.bCrackHighlight && bSurfaceIsHighlighted)
				{
					extern ModelContainer_t* gpContainerBeingRendered;
					if (gpContainerBeingRendered)	// arrrghhh!!!!
					{
						int iCappedLOD = Model_EnsureGenerated_VertEdgeInfo(gpContainerBeingRendered, AppVars.iLOD);

						SurfaceEdgeVertBools_t &SurfaceEdgeVertBools = gpContainerBeingRendered->SurfaceEdgeInfoPerLOD[iCappedLOD];
						SurfaceEdgeVertBools_t::iterator it = SurfaceEdgeVertBools.find(input->iSurfaceNum);
						if (it != SurfaceEdgeVertBools.end())
						{
							VertIsEdge_t &vrVertIsEdge = (*it).second;

							// highlight the edge verts...
							//
							for (int iIndex=0; iIndex<input->numIndexes; iIndex++)
							{
								int iVert = input->indexes[iIndex];
								if (vrVertIsEdge[iVert])
								{										
									Text_Display("*",input->xyz[iVert],0,255,0);					
								}
							}
						}
					}
				}

/*
				if (1)
				{
					extern int g_iScreenWidth;
					extern int g_iScreenHeight;
					extern int g_iViewAreaMouseX;
					extern int g_iViewAreaMouseY;

					// Header: Declared in Glu.h.
					// Library: Use Glu32.lib.

					GLdouble	modelMatrix[16];
					GLdouble	projMatrix[16];
					GLint		viewPort[4];
					int			iOpenGLMouseX = g_iViewAreaMouseX;
					int			iOpenGLMouseY = (g_iScreenHeight - g_iViewAreaMouseY)-1;

					glGetDoublev	( GL_MODELVIEW_MATRIX,  modelMatrix);
					glGetDoublev	( GL_PROJECTION_MATRIX, projMatrix);
					glGetIntegerv	( GL_VIEWPORT,			viewPort);

					for (int iVert = 0; iVert<input->numIndexes; iVert+=3)
					{						
						GLdouble dX[3],dY[3],dZ[3];

						int iSuccess = 0;
						for (int i=0; i<3; i++)
						{
							iSuccess += gluProject(	input->xyz[input->indexes[iVert+i]][0],	// GLdouble objx,
													input->xyz[input->indexes[iVert+i]][1],	// GLdouble objy,
													input->xyz[input->indexes[iVert+i]][2],	// GLdouble objz,
													modelMatrix,							// const GLdouble modelMatrix[16],
													projMatrix,								// const GLdouble projMatrix[16],
													viewPort,								// const GLint viewport[4],
													&dX[i],&dY[i],&dZ[i]
													);
						}

						if (iSuccess == i)
						{
							// got the 3 vert coords as screen coords, now see if the mouse is within this poly
							//
							if (MouseOverTri(dX[0],dX[1],dX[2],dY[0],dY[1],dY[2], iOpenGLMouseX, iOpenGLMouseY))
							{
								AppVars.iSurfaceNumToHighlight = input->iSurfaceNum;
								OutputDebugString(va("Over surface %d\n",input->iSurfaceNum));
								break;
							}
						}
					}
				}
*/
				// draw normals?...
				//
				if (AppVars.bVertexNormals)
				{
					// do these 3 in case we're doing normals but not wireframe...
					//
					glDisable(GL_TEXTURE_2D);
					glDisable(GL_BLEND);
					glDisable(GL_LIGHTING);

					for (int iNormal = 0; iNormal<input->numVertexes/*numIndexes*/; iNormal++)
					{
						glColor3f(1,0.5,1);	// purple
						glBegin(GL_LINES);
						{
							glVertex3fv(	input->xyz[iNormal] );
							glVertex3f (	input->xyz[iNormal][0] + input->normal[iNormal][0],
											input->xyz[iNormal][1] + input->normal[iNormal][1],
											input->xyz[iNormal][2] + input->normal[iNormal][2]
										);
						}				
						glEnd();				
					}
				}

				// show vertex indexes?...
				//
				if (AppVars.bVertIndexes && bSurfaceIsHighlighted && 
						(
						(AppVars.iSurfaceNumToHighlight != iITEMHIGHLIGHT_ALL || AppVars.bVertWeighting)	// or it drops the framerate through the floor!
						&&
						AppVars.iSurfaceNumToHighlight != iITEMHIGHLIGHT_ALL_TAGSURFACES
						)
					)
				{						
					for (int iVert = 0; iVert<input->numIndexes; iVert++)
					{
						byte r=255,g=0,b=0;	// red

						int iNumWeights = 0;

						if (AppVars.bVertWeighting)
						{
							iNumWeights = input->WeightsUsed[input->indexes[iVert]];						

//							if (gpContainerBeingRendered)
//								gpContainerBeingRendered->iRenderedBoneWeightsThisSurface += iNumWeights;

							GetWeightColour(iNumWeights,r,g,b);

							AppVars.bAtleast1VertWeightDisplayed = true;
						}

						if (AppVars.iSurfaceNumToHighlight != iITEMHIGHLIGHT_ALL
							|| iNumWeights>=3
							)
						{
							Text_Display(va(" %d",input->indexes[iVert]),input->xyz[input->indexes[iVert]],r,g,b);					
						}
					}
				}

				// show triangle indexes?...
				//
				if (AppVars.bTriIndexes && bSurfaceIsHighlighted && 
						(
						(AppVars.iSurfaceNumToHighlight != iITEMHIGHLIGHT_ALL)	// or it drops the framerate through the floor!
						&&
						AppVars.iSurfaceNumToHighlight != iITEMHIGHLIGHT_ALL_TAGSURFACES
						)
					)
				{
					for (int iTri = 0; iTri<input->numIndexes; iTri+=3)	// iTri is effectively like stepval 3 for vert parsing
					{
						byte r=0,g=255,b=255;	// magenta

						vec3_t v3TriCentre;

						v3TriCentre[0] =	(
											input->xyz[input->indexes[iTri+0]][0] +
											input->xyz[input->indexes[iTri+1]][0] +
											input->xyz[input->indexes[iTri+2]][0]
											)/3;

						v3TriCentre[1] =	(
											input->xyz[input->indexes[iTri+0]][1] +
											input->xyz[input->indexes[iTri+1]][1] +
											input->xyz[input->indexes[iTri+2]][1]
											)/3;

						v3TriCentre[2] =	(
											input->xyz[input->indexes[iTri+0]][2] +
											input->xyz[input->indexes[iTri+1]][2] +
											input->xyz[input->indexes[iTri+2]][2]
											)/3;

						Text_Display(va("T:%d",iTri/3), v3TriCentre ,r,g,b);					
					}
				}	

				// show vertexes with omitted bone-weights (threshholding)?...
				//
				if (AppVars.bBoneWeightThreshholdingActive && AppVars.bWireFrame)
				{
//					glDisable(GL_TEXTURE_2D);
//					glDisable(GL_BLEND);
//					glDisable(GL_LIGHTING);

//					glLineWidth(9);
					{
//						glColor3f(0,1,0);	// green

//						glBegin(GL_POINTS);
						{
							for (int iVert=0; iVert<input->numIndexes; iVert++)
							{
								if (input->WeightsOmitted[input->indexes[iVert]])
								{										
									Text_Display("*",input->xyz[input->indexes[iVert]],0,255,0);					
								}
							}
						}
//						glEnd();
					}
//					glLineWidth(1);
				}
			}

			// if this is a G2 tag surface, then work out a matrix from it and store for later use...
			//
			if (input->bSurfaceIsG2Tag)
			{
				// not a clever place to do this, but WTF...
				//
				// Anyway, this is some of Jake's mysterious code to turn a one-triangle tag-surface into a matrix...
				//
				vec3_t			axes[3], sides[3];
				float			pTri[3][3], d;

				memcpy(pTri[0],input->xyz[0],sizeof(vec3_t));
				memcpy(pTri[1],input->xyz[1],sizeof(vec3_t));
				memcpy(pTri[2],input->xyz[2],sizeof(vec3_t));

 				// clear out used arrays
 				memset( axes, 0, sizeof( axes ) );
 				memset( sides, 0, sizeof( sides ) );

 				// work out actual sides of the tag triangle
 				for ( int j = 0; j < 3; j++ )
 				{
 					sides[j][0] = pTri[(j+1)%3][0] - pTri[j][0];
 					sides[j][1] = pTri[(j+1)%3][1] - pTri[j][1];
 					sides[j][2] = pTri[(j+1)%3][2] - pTri[j][2];
 				}

 				// do math trig to work out what the matrix will be from this triangle's translated position
 				VectorNormalize2( sides[iG2_TRISIDE_LONGEST], axes[0] );
 				VectorNormalize2( sides[iG2_TRISIDE_SHORTEST], axes[1] );

 				// project shortest side so that it is exactly 90 degrees to the longer side
 				d = DotProduct( axes[0], axes[1] );
 				VectorMA( axes[0], -d, axes[1], axes[0] );
 				VectorNormalize2( axes[0], axes[0] );

 				CrossProduct( sides[iG2_TRISIDE_LONGEST], sides[iG2_TRISIDE_SHORTEST], axes[2] );
 				VectorNormalize2( axes[2], axes[2] );

				//float Jmatrix[3][4];
				mdxaBone_t Jmatrix;

				#define MDX_TAG_ORIGIN 2

 				// set up location in world space of the origin point in out going matrix
 				Jmatrix.matrix[0][3] = pTri[MDX_TAG_ORIGIN][0];
 				Jmatrix.matrix[1][3] = pTri[MDX_TAG_ORIGIN][1];
 				Jmatrix.matrix[2][3] = pTri[MDX_TAG_ORIGIN][2];

 				// copy axis to matrix - do some magic to orient minus Y to positive X and so on so bolt on stuff is oriented correctly
				Jmatrix.matrix[0][0] = axes[1][0];
				Jmatrix.matrix[0][1] = axes[0][0];
				Jmatrix.matrix[0][2] = -axes[2][0];

				Jmatrix.matrix[1][0] = axes[1][1];
				Jmatrix.matrix[1][1] = axes[0][1];
				Jmatrix.matrix[1][2] = -axes[2][1];

				Jmatrix.matrix[2][0] = axes[1][2];
				Jmatrix.matrix[2][1] = axes[0][2];
				Jmatrix.matrix[2][2] = -axes[2][2];				

				input->pRefEnt->pXFormedG2TagSurfs		[input->iSurfaceNum] = Jmatrix;
				input->pRefEnt->pXFormedG2TagSurfsValid	[input->iSurfaceNum] = true;

	//			OutputDebugString(va("Tag surf %d is valid\n",input->iSurfaceNum));
			}
		}
		glPopAttrib();
		glColor3f( 1,1,1);		
	}
}
Пример #27
0
static void ProjectDlightTexture_altivec( void ) {
	int		i, l;
	vec_t	origin0, origin1, origin2;
	float   texCoords0, texCoords1;
	vector float floatColorVec0, floatColorVec1;
	vector float modulateVec, colorVec, zero;
	vector short colorShort;
	vector signed int colorInt;
	vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
	vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff);
	float	*texCoords;
	byte	*colors;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte	colorArray[SHADER_MAX_VERTEXES][4];
	unsigned	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	scale;
	float	radius;
	vec3_t	floatColor;
	float	modulate = 0.0f;

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

	// There has to be a better way to do this so that floatColor
	// and/or modulate are already 16-byte aligned.
	floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
	modulatePerm = vec_lvsl(0,(float *)&modulate);
	modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
	zero = (vector float)vec_splat_s8(0);

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

		if ( !( tess.dlightBits & ( 1 << l ) ) ) {
			continue;	// this surface definately doesn't have any of this light
		}
		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		origin0 = dl->transformed[0];
		origin1 = dl->transformed[1];
		origin2 = dl->transformed[2];
		radius = dl->radius;
		scale = 1.0f / radius;

		if(r_greyscale->integer)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
		}
		else if(r_greyscale->value)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
		}
		else
		{
			floatColor[0] = dl->color[0] * 255.0f;
			floatColor[1] = dl->color[1] * 255.0f;
			floatColor[2] = dl->color[2] * 255.0f;
		}
		floatColorVec0 = vec_ld(0, floatColor);
		floatColorVec1 = vec_ld(11, floatColor);
		floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			int		clip = 0;
			vec_t dist0, dist1, dist2;
			
			dist0 = origin0 - tess.xyz[i][0];
			dist1 = origin1 - tess.xyz[i][1];
			dist2 = origin2 - tess.xyz[i][2];

			backEnd.pc.c_dlightVertexes++;

			texCoords0 = 0.5f + dist0 * scale;
			texCoords1 = 0.5f + dist1 * scale;

			if( !r_dlightBacks->integer &&
					// dist . tess.normal[i]
					( dist0 * tess.normal[i][0] +
					dist1 * tess.normal[i][1] +
					dist2 * tess.normal[i][2] ) < 0.0f ) {
				clip = 63;
			} else {
				if ( texCoords0 < 0.0f ) {
					clip |= 1;
				} else if ( texCoords0 > 1.0f ) {
					clip |= 2;
				}
				if ( texCoords1 < 0.0f ) {
					clip |= 4;
				} else if ( texCoords1 > 1.0f ) {
					clip |= 8;
				}
				texCoords[0] = texCoords0;
				texCoords[1] = texCoords1;

				// modulate the strength based on the height and color
				if ( dist2 > radius ) {
					clip |= 16;
					modulate = 0.0f;
				} else if ( dist2 < -radius ) {
					clip |= 32;
					modulate = 0.0f;
				} else {
					dist2 = Q_fabs(dist2);
					if ( dist2 < radius * 0.5f ) {
						modulate = 1.0f;
					} else {
						modulate = 2.0f * (radius - dist2) * scale;
					}
				}
			}
			clipBits[i] = clip;

			modulateVec = vec_ld(0,(float *)&modulate);
			modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
			colorVec = vec_madd(floatColorVec0,modulateVec,zero);
			colorInt = vec_cts(colorVec,0);	// RGBx
			colorShort = vec_pack(colorInt,colorInt);		// RGBxRGBx
			colorChar = vec_packsu(colorShort,colorShort);	// RGBxRGBxRGBxRGBx
			colorChar = vec_sel(colorChar,vSel,vSel);		// RGBARGBARGBARGBA replace alpha with 255
			vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors);	// store color
		}

		// build a list of triangles that need light
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
				continue;	// not lighted
			}
			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes+1] = b;
			hitIndexes[numIndexes+2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
		qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

		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_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}
		else {
			GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
		}
		R_DrawElements( numIndexes, hitIndexes );
		backEnd.pc.c_totalIndexes += numIndexes;
		backEnd.pc.c_dlightIndexes += numIndexes;
	}
}
Пример #28
0
/*
** RB_IterateStagesGeneric
*/
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
    int stage;
    qboolean overridealpha, overridergb;
    qboolean didanyoverride = qfalse;
    int oldalphaGen = 0, oldrgbGen = 0;

    for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
    {
        shaderStage_t *pStage = tess.xstages[stage];

        if ( !pStage )
        {
            break;
        }

        // Override the shader rgb tint if requested.
        if(backEnd.currentEntity->e.renderfx & RF_RGB_TINT)
        {
            overridergb = qtrue;
            oldrgbGen = pStage->rgbGen;
            pStage->rgbGen = CGEN_ENTITY;
        }
        else
            overridergb = qfalse;

        // Override the shader alpha channel if requested.
        if(backEnd.currentEntity->e.renderfx & RF_FORCE_ENT_ALPHA)
        {
            overridealpha = qtrue;
            oldalphaGen = pStage->alphaGen;
            pStage->alphaGen = AGEN_ENTITY;
        }
        else
            overridealpha = qfalse;

        ComputeColors( pStage );

        if(overridergb)
            pStage->rgbGen = (colorGen_t)oldrgbGen;
        if(overridealpha)
            pStage->alphaGen = (alphaGen_t)oldalphaGen;
        ComputeTexCoords( pStage );

        if ( !setArraysOnce )
        {
            qglEnableClientState( GL_COLOR_ARRAY );
            qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
        }

        //
        // do multitexture
        //
        if ( pStage->bundle[1].image[0] != 0 )
        {
            DrawMultitextured( input, stage );
        }
        else
        {
            if ( !setArraysOnce )
            {
                qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
            }

            //
            // set state
            //
            if ( pStage->bundle[0].vertexLightmap && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig2.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
            {
                GL_Bind( tr.whiteImage );
            }
            else
                R_BindAnimatedImage( &pStage->bundle[0] );

            if(overridealpha && backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
            {
                GL_State((pStage->stateBits & ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS | GLS_ATEST_BITS))  // remove the shader set values.
                         | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_ATEST_GT_0); // Now add the default values.
                didanyoverride = qtrue;
            }

            //if(overridergb && (backEnd.currentEntity->e.shaderRGBA[0] < 0xFF || backEnd.currentEntity->e.shaderRGBA[1] < 0xFF || backEnd.currentEntity->e.shaderRGBA[2] < 0xFF) && !(pStage->stateBits & GLS_ATEST_BITS))
            //{
            //	GL_State((pStage->stateBits & ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS | GLS_ATEST_BITS))  // remove the shader set values.
            //		| GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_ATEST_GT_0); // Now add the default values.
            //	didanyoverride = qtrue;
            //}

            //else
            if(!didanyoverride)
                GL_State( pStage->stateBits );

            //
            // draw
            //
            R_DrawElements( input->numIndexes, input->indexes );
        }
        // allow skipping out to show just lightmaps during development
        if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
        {
            break;
        }
    }
}
Пример #29
0
/*
** RB_IterateStagesGeneric
*/
static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
    int stage;
    int loc;
    GLenum prog;
    char texname[MAX_QPATH];
    shaderStage_t *pStage;

    /*if ( input->shader->GLSL ) {
    	prog = getShaderProgram(input->shader->GLSLName);
    	if(prog == -1) return;

    	for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
    	{
    		pStage = tess.xstages[stage];
    		if(pStage) {

    			ComputeColors( pStage );
    			ComputeTexCoords( pStage );

    			if ( !setArraysOnce )
    			{
    				qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
    				qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
    			}

    			if(pStage->bundle[0].image) {
    				qglActiveTextureARB(GL_TEXTURE0_ARB + stage);
    				qglBindTexture (GL_TEXTURE_2D, pStage->bundle[0].image[0]->texnum);

    				Com_sprintf(texname,sizeof(texname),"texture_%i\n", stage);

    				loc = qglGetUniformLocationARB(prog, texname);
    				qglUniform1iARB(loc, stage);
    			}
    		}
    	}

    	pStage = tess.xstages[0];
    	GL_State( pStage->stateBits );

    	R_DrawElements( input->numIndexes, input->indexes );
    	return;
    }*/

    for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ )
    {
        shaderStage_t *pStage = tess.xstages[stage];

        if ( !pStage )
        {
            break;
        }

        ComputeColors( pStage );
        ComputeTexCoords( pStage );

        if ( !setArraysOnce )
        {
            qglEnableClientState( GL_COLOR_ARRAY );
            qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors );
        }

        //
        // do multitexture
        //
        if ( pStage->bundle[1].image[0] != 0 )
        {
            //Lightmaps and such
            DrawMultitextured( input, stage );
        }
        else
        {
            if ( !setArraysOnce )
            {
                qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] );
            }

            //LOL WTF, I don't need to do this!
            /*if(pStage->clamp) {
            	qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
            	qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
            }*/

            //
            // set state
            //
            if ( pStage->bundle[0].vertexLightmap && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer )
            {
                GL_Bind( tr.whiteImage );
            }
            else
                R_BindAnimatedImage( &pStage->bundle[0] );

            GL_State( pStage->stateBits );

            //
            // draw
            //
            R_DrawElements( input->numIndexes, input->indexes );
        }
        // allow skipping out to show just lightmaps during development
        if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) )
        {
            break;
        }
    }
}
Пример #30
0
static void ProjectDlightTexture_altivec( void ) {
	int		i, l;
	vec_t	origin0, origin1, origin2;
	float   texCoords0, texCoords1;
	vector float floatColorVec0, floatColorVec1;
	vector float modulateVec, colorVec, zero;
	vector short colorShort;
	vector signed int colorInt;
	vector unsigned char floatColorVecPerm, modulatePerm, colorChar;
	vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff,
                                               0x00, 0x00, 0x00, 0xff);
	float	*texCoords;
	byte	*colors;
	int		*intColors;
	byte	clipBits[SHADER_MAX_VERTEXES];
	float	texCoordsArray[SHADER_MAX_VERTEXES][2];
	byte	colorArray[SHADER_MAX_VERTEXES][4];
	glIndex_t	hitIndexes[SHADER_MAX_INDEXES];
	int		numIndexes;
	float	scale;
	float	radius;
	float	radiusInverseCubed;
	float	intensity, remainder;
	vec3_t	floatColor;
	float	modulate = 0.0f;
	qboolean vertexLight;

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

	// There has to be a better way to do this so that floatColor
	// and/or modulate are already 16-byte aligned.
	floatColorVecPerm = vec_lvsl(0,(float *)floatColor);
	modulatePerm = vec_lvsl(0,(float *)&modulate);
	modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0);
	zero = (vector float)vec_splat_s8(0);

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

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

		// clear colors
		Com_Memset( colorArray, 0, sizeof( colorArray ) );

		texCoords = texCoordsArray[0];
		colors = colorArray[0];

		dl = &backEnd.refdef.dlights[l];
		origin0 = dl->transformed[0];
		origin1 = dl->transformed[1];
		origin2 = dl->transformed[2];
		radius = dl->radius;
		scale = 1.0f / radius;
		radiusInverseCubed = dl->radiusInverseCubed;
		intensity = dl->intensity;

		vertexLight = ( ( dl->flags & REF_DIRECTED_DLIGHT ) || ( dl->flags & REF_VERTEX_DLIGHT ) );

		// directional lights have max intensity and washout remainder intensity
		if ( dl->flags & REF_DIRECTED_DLIGHT ) {
			remainder = intensity * 0.125;
		} else {
			remainder = 0.0f;
		}

		if(r_greyscale->integer)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = floatColor[1] = floatColor[2] = luminance;
		}
		else if(r_greyscale->value)
		{
			float luminance;
			
			luminance = LUMA(dl->color[0], dl->color[1], dl->color[2]) * 255.0f;
			floatColor[0] = LERP(dl->color[0] * 255.0f, luminance, r_greyscale->value);
			floatColor[1] = LERP(dl->color[1] * 255.0f, luminance, r_greyscale->value);
			floatColor[2] = LERP(dl->color[2] * 255.0f, luminance, r_greyscale->value);
		}
		else
		{
			floatColor[0] = dl->color[0] * 255.0f;
			floatColor[1] = dl->color[1] * 255.0f;
			floatColor[2] = dl->color[2] * 255.0f;
		}
		floatColorVec0 = vec_ld(0, floatColor);
		floatColorVec1 = vec_ld(11, floatColor);
		floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm);
		for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) {
			int		clip = 0;
			vec_t dist0, dist1, dist2;
			
			dist0 = origin0 - tess.xyz[i][0];
			dist1 = origin1 - tess.xyz[i][1];
			dist2 = origin2 - tess.xyz[i][2];

			backEnd.pc.c_dlightVertexes++;

			// directional dlight, origin is a directional normal
			if ( dl->flags & REF_DIRECTED_DLIGHT ) {
				// twosided surfaces use absolute value of the calculated lighting
				modulate = intensity * DotProduct( dl->origin, tess.normal[ i ] );
				if ( tess.shader->cullType == CT_TWO_SIDED ) {
					modulate = fabs( modulate );
				}
				modulate += remainder;
			}
			// spherical vertex lit dlight
			else if ( dl->flags & REF_VERTEX_DLIGHT )
			{
				vec3_t	dir;

				dir[ 0 ] = radius - fabs( dist0 );
				if ( dir[ 0 ] <= 0.0f ) {
					continue;
				}
				dir[ 1 ] = radius - fabs( dist1 );
				if ( dir[ 1 ] <= 0.0f ) {
					continue;
				}
				dir[ 2 ] = radius - fabs( dist2 );
				if ( dir[ 2 ] <= 0.0f ) {
					continue;
				}

				modulate = intensity * dir[ 0 ] * dir[ 1 ] * dir[ 2 ] * radiusInverseCubed;
			}
			// vertical cylinder dlight
			else
			{
				texCoords0 = 0.5f + dist0 * scale;
				texCoords1 = 0.5f + dist1 * scale;

				if( !r_dlightBacks->integer &&
						// dist . tess.normal[i]
						( dist0 * tess.normal[i][0] +
						dist1 * tess.normal[i][1] +
						dist2 * tess.normal[i][2] ) < 0.0f ) {
					clip = 63;
				} else {
					if ( texCoords0 < 0.0f ) {
						clip |= 1;
					} else if ( texCoords0 > 1.0f ) {
						clip |= 2;
					}
					if ( texCoords1 < 0.0f ) {
						clip |= 4;
					} else if ( texCoords1 > 1.0f ) {
						clip |= 8;
					}
					texCoords[0] = texCoords0;
					texCoords[1] = texCoords1;

					// modulate the strength based on the height and color
					if ( dist2 > radius ) {
						clip |= 16;
						modulate = 0.0f;
					} else if ( dist2 < -radius ) {
						clip |= 32;
						modulate = 0.0f;
					} else {
						dist2 = Q_fabs(dist2);
						if ( dist2 < radius * 0.5f ) {
							modulate = intensity;
						} else {
							modulate = intensity * 2.0f * (radius - dist2) * scale;
						}
					}
				}
			}
			clipBits[i] = clip;

			// optimizations
			if ( vertexLight && modulate < ( 1.0f / 128.0f ) ) {
				continue;
			} else if ( modulate > 1.0f ) {
				modulate = 1.0f;
			}

			// ZTM: FIXME: should probably clamp to 0-255 range before converting to char,
			// but I don't know how to do altvec stuff or if it's even used anymore
			modulateVec = vec_ld(0,(float *)&modulate);
			modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm);
			colorVec = vec_madd(floatColorVec0,modulateVec,zero);
			colorInt = vec_cts(colorVec,0);	// RGBx
			colorShort = vec_pack(colorInt,colorInt);		// RGBxRGBx
			colorChar = vec_packsu(colorShort,colorShort);	// RGBxRGBxRGBxRGBx
			colorChar = vec_sel(colorChar,vSel,vSel);		// RGBARGBARGBARGBA replace alpha with 255
			vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors);	// store color
		}

		// build a list of triangles that need light
		intColors = (int*) colorArray;
		numIndexes = 0;
		for ( i = 0 ; i < tess.numIndexes ; i += 3 ) {
			int		a, b, c;

			a = tess.indexes[i];
			b = tess.indexes[i+1];
			c = tess.indexes[i+2];
			if ( vertexLight ) {
				if ( !( intColors[ a ] | intColors[ b ] | intColors[ c ] ) ) {
					continue;
				}
			} else {
				if ( clipBits[a] & clipBits[b] & clipBits[c] ) {
					continue;	// not lighted
				}
			}
			hitIndexes[numIndexes] = a;
			hitIndexes[numIndexes+1] = b;
			hitIndexes[numIndexes+2] = c;
			numIndexes += 3;
		}

		if ( !numIndexes ) {
			continue;
		}

		if ( !vertexLight ) {
			qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
			qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] );
		} else {
			qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
		}

		qglEnableClientState( GL_COLOR_ARRAY );
		qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray );

		if ( dl->dlshader ) {
			shader_t *dls = dl->dlshader;

			for ( i = 0; i < dls->numUnfoggedPasses; i++ ) {
				shaderStage_t *stage = dls->stages[i];
				R_BindAnimatedImage( &dls->stages[i]->bundle[0] );
				GL_State( stage->stateBits | GLS_DEPTHFUNC_EQUAL );
				R_DrawElements( numIndexes, hitIndexes );
				backEnd.pc.c_totalIndexes += numIndexes;
				backEnd.pc.c_dlightIndexes += numIndexes;
			}
		} else {
			R_FogOff();
			if ( !vertexLight ) {
				GL_Bind( tr.dlightImage );
			} else {
				GL_Bind( tr.whiteImage );
			}
			// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
			// where they aren't rendered
			if ( dl->flags & REF_ADDITIVE_DLIGHT ) {
				GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			else {
				GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
			}
			R_DrawElements( numIndexes, hitIndexes );
			backEnd.pc.c_totalIndexes += numIndexes;
			backEnd.pc.c_dlightIndexes += numIndexes;
			RB_FogOn();
		}
	}
}