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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- #include "tr_local.h"
- /*
- ==================
- RB_RenderInteraction
- backEnd.vLight
- backEnd.lightScale
- backEnd.depthFunc must be equal for alpha tested surfaces to work right,
- it is set to lessThan for blended transparent surfaces
- This expects a bumpmap stage before a diffuse stage before a specular stage
- The material code is responsible for guaranteeing that, but conditional stages
- can still make it invalid.
- you can't blend two bumpmaps, but you can change bump maps between
- blended diffuse / specular maps to get the same effect
- ==================
- */
- static void RB_RenderInteraction( const drawSurf_t *surf ) {
- const idMaterial *surfaceShader = surf->material;
- const float *surfaceRegs = surf->shaderRegisters;
- const viewLight_t *vLight = backEnd.vLight;
- const idMaterial *lightShader = vLight->lightShader;
- const float *lightRegs = vLight->shaderRegisters;
- static idPlane lightProject[4]; // reused across function calls
- const srfTriangles_t *tri = surf->geo;
- const shaderStage_t *lastBumpStage = NULL;
- RB_LogComment( "---------- RB_RenderInteraction %s on %s ----------\n",
- lightShader->GetName(), surfaceShader->GetName() );
- // change the matrix and light projection vectors if needed
- if ( surf->space != backEnd.currentSpace ) {
- backEnd.currentSpace = surf->space;
- qglLoadMatrixf( surf->space->modelViewMatrix );
- for ( int i = 0 ; i < 4 ; i++ ) {
- R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
- }
- }
- // change the scissor if needed
- if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
- backEnd.currentScissor = surf->scissorRect;
- qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
- backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
- backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
- backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
- }
- // hack depth range if needed
- if ( surf->space->weaponDepthHack ) {
- RB_EnterWeaponDepthHack();
- }
- if ( surf->space->modelDepthHack != 0.0f ) {
- RB_EnterModelDepthHack( surf->space->modelDepthHack );
- }
- // set the vertex arrays, which may not all be enabled on a given pass
- idDrawVert *ac = (idDrawVert *)vertexCache.Position(tri->ambientCache);
- qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
- GL_SelectTexture( 0 );
- qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
- qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
- // go through the individual stages
- for ( int i = 0 ; i < surfaceShader->GetNumStages() ; i++ ) {
- const shaderStage_t *surfaceStage = surfaceShader->GetStage( i );
- // ignore ambient stages while drawing interactions
- if ( surfaceStage->lighting == SL_AMBIENT ) {
- continue;
- }
- // ignore stages that fail the condition
- if ( !surfaceRegs[ surfaceStage->conditionRegister ] ) {
- continue;
- }
- //-----------------------------------------------------
- //
- // bump / falloff
- //
- //-----------------------------------------------------
- if ( surfaceStage->lighting == SL_BUMP ) {
- // render light falloff * bumpmap lighting
- if ( surfaceStage->vertexColor != SVC_IGNORE ) {
- common->Printf( "shader %s: vertexColor on a bump stage\n",
- surfaceShader->GetName() );
- }
- // check for RGBA modulations in the stage, which are also illegal?
- // save the bump map stage for the specular calculation and diffuse
- // error checking
- lastBumpStage = surfaceStage;
- //
- // ambient lights combine non-directional bump and falloff
- // and write to the alpha channel
- //
- if ( lightShader->IsAmbientLight() ) {
- GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
- // texture 0 will be the per-surface bump map
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
- // development aid
- if ( r_skipBump.GetBool() ) {
- globalImages->flatNormalMap->Bind();
- }
- // texture 1 will be the light falloff
- GL_SelectTexture( 1 );
- qglEnable( GL_TEXTURE_GEN_S );
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
- qglTexCoord2f( 0, 0.5 );
- vLight->falloffImage->Bind();
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
- // set the constant color to a bit of an angle
- qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, tr.ambientLightVector.ToFloatPtr() );
- // stage 0 sets primary_color = bump dot constant color
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_CONSTANT_COLOR0_NV, GL_EXPAND_NORMAL_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
- GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
- // stage 1 alpha sets primary_color = primary_color * falloff
- qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
- qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
- GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
- GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // final combiner takes the result for the alpha channel
- qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- // draw it
- RB_DrawElementsWithCounters( tri );
- globalImages->BindNull();
- qglDisable( GL_TEXTURE_GEN_S );
- GL_SelectTexture( 0 );
- RB_FinishStageTexture( &surfaceStage->texture, surf );
- continue;
- }
- //
- // draw light falloff to the alpha channel
- //
- GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglDisableClientState( GL_COLOR_ARRAY );
- qglEnable( GL_TEXTURE_GEN_S );
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
- qglTexCoord2f( 0, 0.5 );
- vLight->falloffImage->Bind();
- // make sure a combiner output doesn't step on the texture
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
- qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
- GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // final combiner
- qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_TEXTURE0_ARB,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- // draw it
- RB_DrawElementsWithCounters( tri );
- qglDisable( GL_TEXTURE_GEN_S );
- //
- // draw the bump map result onto the alpha channel
- //
- GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ZERO | GLS_COLORMASK | GLS_DEPTHMASK
- | backEnd.depthFunc );
- // texture 0 will be the per-surface bump map
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
- // texture 1 is the normalization cube map
- // the texccords are the non-normalized vector towards the light origin
- GL_SelectTexture( 1 );
- globalImages->normalCubeMapImage->Bind();
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- qglTexCoordPointer( 3, GL_FLOAT, sizeof( lightingCache_t ), ((lightingCache_t *)vertexCache.Position(tri->lightingCache))->localLightVector.ToFloatPtr() );
- qglDisableClientState( GL_COLOR_ARRAY );
- // program the nvidia register combiners
- // I just want alpha = Dot( texture0, texture1 )
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
- // stage 0 rgb performs the dot product
- // SPARE0 = TEXTURE0 dot TEXTURE1
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
- GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE );
- // final combiner just takes the dot result and puts it in alpha
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_SPARE0_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
- // draw it
- RB_DrawElementsWithCounters( tri );
- globalImages->BindNull();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- GL_SelectTexture( 0 );
- RB_FinishStageTexture( &surfaceStage->texture, surf );
- continue;
- }
- if ( surfaceStage->lighting == SL_DIFFUSE ) {
- if ( !lastBumpStage ) {
- common->Printf( "shader %s: diffuse stage without a preceeding bumpmap stage\n",
- surfaceShader->GetName() );
- continue;
- }
- }
- //-----------------------------------------------------
- //
- // specular exponent modification of the bump / falloff
- //
- //-----------------------------------------------------
- if ( surfaceStage->lighting == SL_SPECULAR ) {
- // put specular bump map into alpha channel, then treat as a diffuse
- // allow the specular to be skipped as a user speed optimization
- if ( r_skipSpecular.GetBool() ) {
- continue;
- }
- // ambient lights don't have specular
- if ( lightShader->IsAmbientLight() ) {
- continue;
- }
- if ( !lastBumpStage ) {
- common->Printf( "shader %s: specular stage without a preceeding bumpmap stage\n",
- surfaceShader->GetName() );
- continue;
- }
- GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_SRC_ALPHA | GLS_COLORMASK | GLS_DEPTHMASK
- | backEnd.depthFunc );
- // texture 0 will be the per-surface bump map
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- RB_BindStageTexture( surfaceRegs, &lastBumpStage->texture, surf );
- // development aid
- if ( r_skipBump.GetBool() ) {
- globalImages->flatNormalMap->Bind();
- }
- // texture 1 is the normalization cube map
- // indexed by the dynamic halfangle texcoords
- GL_SelectTexture( 1 );
- globalImages->normalCubeMapImage->Bind();
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- qglTexCoordPointer( 4, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
- // program the nvidia register combiners
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 2 );
- // stage 0 rgb performs the dot product
- // GL_PRIMARY_COLOR_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2
- // the scale and bias steepen the specular curve
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
- GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_TRUE, GL_FALSE, GL_FALSE );
- // stage 0 alpha does nothing
- qglCombinerOutputNV( GL_COMBINER0_NV, GL_ALPHA,
- GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // stage 1 rgb does nothing
- qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB,
- GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // stage 1 alpha takes bump * bump
- // PRIMARY_COLOR = ( GL_PRIMARY_COLOR_NV * GL_PRIMARY_COLOR_NV - 0.5 ) * 2
- // the scale and bias steepen the specular curve
- qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
- qglCombinerInputNV( GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
- qglCombinerOutputNV( GL_COMBINER1_NV, GL_ALPHA,
- GL_PRIMARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE );
- // final combiner
- qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_PRIMARY_COLOR_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_PRIMARY_COLOR_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- // draw it
- RB_DrawElementsWithCounters( tri );
- globalImages->BindNull();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- GL_SelectTexture( 0 );
- RB_FinishStageTexture( &lastBumpStage->texture, surf );
- // the bump map in the alpha channel is now corrupted, so a normal diffuse
- // map can't be drawn unless a new bumpmap is put down
- lastBumpStage = NULL;
- // fall through to the common handling of diffuse and specular projected lighting
- }
- //-----------------------------------------------------
- //
- // projected light / surface color for diffuse and specular maps
- //
- //-----------------------------------------------------
- if ( surfaceStage->lighting == SL_DIFFUSE || surfaceStage->lighting == SL_SPECULAR ) {
- // don't trash alpha
- GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_ALPHAMASK | GLS_DEPTHMASK
- | backEnd.depthFunc );
- // texture 0 will get the surface color texture
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- RB_BindStageTexture( surfaceRegs, &surfaceStage->texture, surf );
- // development aid
- if ( ( surfaceStage->lighting == SL_DIFFUSE && r_skipDiffuse.GetBool() )
- || ( surfaceStage->lighting == SL_SPECULAR && r_skipSpecular.GetBool() ) ) {
- globalImages->blackImage->Bind();
- }
- // texture 1 will get the light projected texture
- GL_SelectTexture( 1 );
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- qglEnable( GL_TEXTURE_GEN_Q );
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() );
- qglTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() );
- qglTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() );
- // texture0 * texture1 * primaryColor * constantColor
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
- // SPARE0 = TEXTURE0 * PRIMARY_COLOR
- // SPARE1 = TEXTURE1 * CONSTANT_COLOR
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- // variable B will be overriden based on the stage vertexColor option
- if ( surfaceStage->vertexColor == SVC_MODULATE ) {
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglEnableClientState( GL_COLOR_ARRAY );
- } else if ( surfaceStage->vertexColor == SVC_INVERSE_MODULATE ) {
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_INVERT_NV, GL_RGB );
- qglEnableClientState( GL_COLOR_ARRAY );
- } else { // SVC_IGNORE
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
- qglDisableClientState( GL_COLOR_ARRAY );
- }
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
- GL_TEXTURE1_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
- GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
- GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // final combiner
- qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE1_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_SPARE0_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_C_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- // for all light stages, multiply the projected color by the surface
- // color, and blend with the framebuffer
- for ( int j = 0 ; j < lightShader->GetNumStages() ; j++ ) {
- const shaderStage_t *lightStage = lightShader->GetStage( j );
- float color[4];
- // ignore stages that fail the condition
- if ( !lightRegs[ lightStage->conditionRegister ] ) {
- continue;
- }
- // set the color to the light color times the surface color
- color[0] = backEnd.lightScale
- * lightRegs[ lightStage->color.registers[0] ]
- * surfaceRegs[ surfaceStage->color.registers[0] ];
- color[1] = backEnd.lightScale
- * lightRegs[ lightStage->color.registers[1] ]
- * surfaceRegs[ surfaceStage->color.registers[1] ];
- color[2] = backEnd.lightScale
- * lightRegs[ lightStage->color.registers[2] ]
- * surfaceRegs[ surfaceStage->color.registers[2] ];
- color[3] = 1;
- // don't draw if it would be all black
- if ( color[0] == 0 && color[1] == 0 && color[2] == 0 ) {
- continue;
- }
- qglCombinerParameterfvNV( GL_CONSTANT_COLOR1_NV, color );
- RB_BindStageTexture( lightRegs, &lightStage->texture, surf );
- RB_DrawElementsWithCounters( tri );
- RB_FinishStageTexture( &lightStage->texture, surf );
- }
- if ( surfaceStage->vertexColor != SVC_IGNORE ) {
- qglDisableClientState( GL_COLOR_ARRAY );
- }
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- qglDisable( GL_TEXTURE_GEN_Q );
- globalImages->BindNull();
- GL_SelectTexture( 0 );
- RB_FinishStageTexture( &surfaceStage->texture, surf );
- continue;
- }
- }
- // unhack depth range if needed
- if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
- RB_LeaveDepthHack();
- }
- }
- /*
- ==================
- RB_RenderInteractionList
- ==================
- */
- static void RB_RenderInteractionList( const drawSurf_t *surf ) {
- if ( !surf ) {
- return;
- }
- qglEnable( GL_REGISTER_COMBINERS_NV );
- // force a space calculation for light vectors
- backEnd.currentSpace = NULL;
- for ( const drawSurf_t *s = surf ; s ; s = s->nextOnLight ) {
- RB_RenderInteraction( s );
- }
- qglDisable( GL_REGISTER_COMBINERS_NV );
- }
- /*
- ==================
- RB_RenderViewLight
- ==================
- */
- static void RB_RenderViewLight( viewLight_t *vLight ) {
- backEnd.vLight = vLight;
- // do fogging later
- if ( vLight->lightShader->IsFogLight() ) {
- return;
- }
- if ( vLight->lightShader->IsBlendLight() ) {
- return;
- }
- RB_LogComment( "---------- RB_RenderViewLight 0x%p ----------\n", vLight );
- // clear the stencil buffer if needed
- if ( vLight->globalShadows || vLight->localShadows ) {
- backEnd.currentScissor = vLight->scissorRect;
- if ( r_useScissor.GetBool() ) {
- qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
- backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
- backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
- backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
- }
- qglClear( GL_STENCIL_BUFFER_BIT );
- } else {
- // no shadows, so no need to read or write the stencil buffer
- // we might in theory want to use GL_ALWAYS instead of disabling
- // completely, to satisfy the invarience rules
- qglStencilFunc( GL_ALWAYS, 128, 255 );
- }
- backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
- RB_StencilShadowPass( vLight->globalShadows );
- RB_RenderInteractionList( vLight->localInteractions );
- RB_StencilShadowPass( vLight->localShadows );
- RB_RenderInteractionList( vLight->globalInteractions );
- if ( r_skipTranslucent.GetBool() ) {
- return;
- }
- // disable stencil testing for translucent interactions, because
- // the shadow isn't calculated at their point, and the shadow
- // behind them may be depth fighting with a back side, so there
- // isn't any reasonable thing to do
- qglStencilFunc( GL_ALWAYS, 128, 255 );
- backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
- RB_RenderInteractionList( vLight->translucentInteractions );
- }
- /*
- ==================
- RB_NV10_DrawInteractions
- ==================
- */
- void RB_NV10_DrawInteractions( void ) {
- qglEnable( GL_STENCIL_TEST );
- for ( viewLight_t *vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
- RB_RenderViewLight( vLight );
- }
- }
- /*
- ==================
- R_NV10_Init
- ==================
- */
- void R_NV10_Init( void ) {
- glConfig.allowNV10Path = false;
- if ( !glConfig.registerCombinersAvailable ) {
- return;
- }
- glConfig.allowNV10Path = true;
- }
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