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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_BakeTextureMatrixIntoTexgen
- =====================
- */
- void RB_BakeTextureMatrixIntoTexgen( idPlane lightProject[3], const float *textureMatrix ) {
- float genMatrix[16];
- float final[16];
- genMatrix[0] = lightProject[0][0];
- genMatrix[4] = lightProject[0][1];
- genMatrix[8] = lightProject[0][2];
- genMatrix[12] = lightProject[0][3];
- genMatrix[1] = lightProject[1][0];
- genMatrix[5] = lightProject[1][1];
- genMatrix[9] = lightProject[1][2];
- genMatrix[13] = lightProject[1][3];
- genMatrix[2] = 0;
- genMatrix[6] = 0;
- genMatrix[10] = 0;
- genMatrix[14] = 0;
- genMatrix[3] = lightProject[2][0];
- genMatrix[7] = lightProject[2][1];
- genMatrix[11] = lightProject[2][2];
- genMatrix[15] = lightProject[2][3];
- myGlMultMatrix( genMatrix, backEnd.lightTextureMatrix, final );
- lightProject[0][0] = final[0];
- lightProject[0][1] = final[4];
- lightProject[0][2] = final[8];
- lightProject[0][3] = final[12];
- lightProject[1][0] = final[1];
- lightProject[1][1] = final[5];
- lightProject[1][2] = final[9];
- lightProject[1][3] = final[13];
- }
- /*
- ================
- RB_PrepareStageTexturing
- ================
- */
- void RB_PrepareStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) {
- // set privatePolygonOffset if necessary
- if ( pStage->privatePolygonOffset ) {
- qglEnable( GL_POLYGON_OFFSET_FILL );
- qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset );
- }
- // set the texture matrix if needed
- if ( pStage->texture.hasMatrix ) {
- RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
- }
- // texgens
- if ( pStage->texture.texgen == TG_DIFFUSE_CUBE ) {
- qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
- }
- if ( pStage->texture.texgen == TG_SKYBOX_CUBE || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
- qglTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) );
- }
- if ( pStage->texture.texgen == TG_SCREEN ) {
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- qglEnable( GL_TEXTURE_GEN_Q );
- float mat[16], plane[4];
- myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
- plane[0] = mat[0];
- plane[1] = mat[4];
- plane[2] = mat[8];
- plane[3] = mat[12];
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
- plane[0] = mat[1];
- plane[1] = mat[5];
- plane[2] = mat[9];
- plane[3] = mat[13];
- qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
- plane[0] = mat[3];
- plane[1] = mat[7];
- plane[2] = mat[11];
- plane[3] = mat[15];
- qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
- }
- if ( pStage->texture.texgen == TG_SCREEN2 ) {
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- qglEnable( GL_TEXTURE_GEN_Q );
- float mat[16], plane[4];
- myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
- plane[0] = mat[0];
- plane[1] = mat[4];
- plane[2] = mat[8];
- plane[3] = mat[12];
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
- plane[0] = mat[1];
- plane[1] = mat[5];
- plane[2] = mat[9];
- plane[3] = mat[13];
- qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
- plane[0] = mat[3];
- plane[1] = mat[7];
- plane[2] = mat[11];
- plane[3] = mat[15];
- qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
- }
- if ( pStage->texture.texgen == TG_GLASSWARP ) {
- if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
- qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP );
- qglEnable( GL_FRAGMENT_PROGRAM_ARB );
- GL_SelectTexture( 2 );
- globalImages->scratchImage->Bind();
- GL_SelectTexture( 1 );
- globalImages->scratchImage2->Bind();
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- qglEnable( GL_TEXTURE_GEN_Q );
- float mat[16], plane[4];
- myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat );
- plane[0] = mat[0];
- plane[1] = mat[4];
- plane[2] = mat[8];
- plane[3] = mat[12];
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane );
- plane[0] = mat[1];
- plane[1] = mat[5];
- plane[2] = mat[9];
- plane[3] = mat[13];
- qglTexGenfv( GL_T, GL_OBJECT_PLANE, plane );
- plane[0] = mat[3];
- plane[1] = mat[7];
- plane[2] = mat[11];
- plane[3] = mat[15];
- qglTexGenfv( GL_Q, GL_OBJECT_PLANE, plane );
- GL_SelectTexture( 0 );
- }
- }
- if ( pStage->texture.texgen == TG_REFLECT_CUBE ) {
- if ( tr.backEndRenderer == BE_ARB2 ) {
- // see if there is also a bump map specified
- const shaderStage_t *bumpStage = surf->material->GetBumpStage();
- if ( bumpStage ) {
- // per-pixel reflection mapping with bump mapping
- GL_SelectTexture( 1 );
- bumpStage->texture.image->Bind();
- GL_SelectTexture( 0 );
- qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
- qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
- qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
- qglEnableVertexAttribArrayARB( 9 );
- qglEnableVertexAttribArrayARB( 10 );
- qglEnableClientState( GL_NORMAL_ARRAY );
- // Program env 5, 6, 7, 8 have been set in RB_SetProgramEnvironmentSpace
- qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT );
- qglEnable( GL_FRAGMENT_PROGRAM_ARB );
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT );
- qglEnable( GL_VERTEX_PROGRAM_ARB );
- } else {
- // per-pixel reflection mapping without a normal map
- qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
- qglEnableClientState( GL_NORMAL_ARRAY );
- qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT );
- qglEnable( GL_FRAGMENT_PROGRAM_ARB );
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT );
- qglEnable( GL_VERTEX_PROGRAM_ARB );
- }
- } else {
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- qglEnable( GL_TEXTURE_GEN_R );
- qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
- qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
- qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT );
- qglEnableClientState( GL_NORMAL_ARRAY );
- qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
- qglMatrixMode( GL_TEXTURE );
- float mat[16];
- R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat );
- qglLoadMatrixf( mat );
- qglMatrixMode( GL_MODELVIEW );
- }
- }
- }
- /*
- ================
- RB_FinishStageTexturing
- ================
- */
- void RB_FinishStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) {
- // unset privatePolygonOffset if necessary
- if ( pStage->privatePolygonOffset && !surf->material->TestMaterialFlag(MF_POLYGONOFFSET) ) {
- qglDisable( GL_POLYGON_OFFSET_FILL );
- }
- if ( pStage->texture.texgen == TG_DIFFUSE_CUBE || pStage->texture.texgen == TG_SKYBOX_CUBE
- || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) {
- qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st );
- }
- if ( pStage->texture.texgen == TG_SCREEN ) {
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- qglDisable( GL_TEXTURE_GEN_Q );
- }
- if ( pStage->texture.texgen == TG_SCREEN2 ) {
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- qglDisable( GL_TEXTURE_GEN_Q );
- }
- if ( pStage->texture.texgen == TG_GLASSWARP ) {
- if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) {
- GL_SelectTexture( 2 );
- globalImages->BindNull();
- GL_SelectTexture( 1 );
- if ( pStage->texture.hasMatrix ) {
- RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture );
- }
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- qglDisable( GL_TEXTURE_GEN_Q );
- qglDisable( GL_FRAGMENT_PROGRAM_ARB );
- globalImages->BindNull();
- GL_SelectTexture( 0 );
- }
- }
- if ( pStage->texture.texgen == TG_REFLECT_CUBE ) {
- if ( tr.backEndRenderer == BE_ARB2 ) {
- // see if there is also a bump map specified
- const shaderStage_t *bumpStage = surf->material->GetBumpStage();
- if ( bumpStage ) {
- // per-pixel reflection mapping with bump mapping
- GL_SelectTexture( 1 );
- globalImages->BindNull();
- GL_SelectTexture( 0 );
- qglDisableVertexAttribArrayARB( 9 );
- qglDisableVertexAttribArrayARB( 10 );
- } else {
- // per-pixel reflection mapping without bump mapping
- }
- qglDisableClientState( GL_NORMAL_ARRAY );
- qglDisable( GL_FRAGMENT_PROGRAM_ARB );
- qglDisable( GL_VERTEX_PROGRAM_ARB );
- // Fixme: Hack to get around an apparent bug in ATI drivers. Should remove as soon as it gets fixed.
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 );
- } else {
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- qglDisable( GL_TEXTURE_GEN_R );
- qglTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
- qglTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
- qglTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR );
- qglDisableClientState( GL_NORMAL_ARRAY );
- qglMatrixMode( GL_TEXTURE );
- qglLoadIdentity();
- qglMatrixMode( GL_MODELVIEW );
- }
- }
- if ( pStage->texture.hasMatrix ) {
- qglMatrixMode( GL_TEXTURE );
- qglLoadIdentity();
- qglMatrixMode( GL_MODELVIEW );
- }
- }
- /*
- =============================================================================================
- FILL DEPTH BUFFER
- =============================================================================================
- */
- /*
- ==================
- RB_T_FillDepthBuffer
- ==================
- */
- void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
- int stage;
- const idMaterial *shader;
- const shaderStage_t *pStage;
- const float *regs;
- float color[4];
- const srfTriangles_t *tri;
- tri = surf->geo;
- shader = surf->material;
- // update the clip plane if needed
- if ( backEnd.viewDef->numClipPlanes && surf->space != backEnd.currentSpace ) {
- GL_SelectTexture( 1 );
-
- idPlane plane;
- R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.viewDef->clipPlanes[0], plane );
- plane[3] += 0.5; // the notch is in the middle
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, plane.ToFloatPtr() );
- GL_SelectTexture( 0 );
- }
- if ( !shader->IsDrawn() ) {
- return;
- }
- // some deforms may disable themselves by setting numIndexes = 0
- if ( !tri->numIndexes ) {
- return;
- }
- // translucent surfaces don't put anything in the depth buffer and don't
- // test against it, which makes them fail the mirror clip plane operation
- if ( shader->Coverage() == MC_TRANSLUCENT ) {
- return;
- }
- if ( !tri->ambientCache ) {
- common->Printf( "RB_T_FillDepthBuffer: !tri->ambientCache\n" );
- return;
- }
- // get the expressions for conditionals / color / texcoords
- regs = surf->shaderRegisters;
- // if all stages of a material have been conditioned off, don't do anything
- for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
- pStage = shader->GetStage(stage);
- // check the stage enable condition
- if ( regs[ pStage->conditionRegister ] != 0 ) {
- break;
- }
- }
- if ( stage == shader->GetNumStages() ) {
- return;
- }
- // set polygon offset if necessary
- if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
- qglEnable( GL_POLYGON_OFFSET_FILL );
- qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
- }
- // subviews will just down-modulate the color buffer by overbright
- if ( shader->GetSort() == SS_SUBVIEW ) {
- GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS );
- color[0] =
- color[1] =
- color[2] = ( 1.0 / backEnd.overBright );
- color[3] = 1;
- } else {
- // others just draw black
- color[0] = 0;
- color[1] = 0;
- color[2] = 0;
- color[3] = 1;
- }
- idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
- qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
- qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );
- bool drawSolid = false;
- if ( shader->Coverage() == MC_OPAQUE ) {
- drawSolid = true;
- }
- // we may have multiple alpha tested stages
- if ( shader->Coverage() == MC_PERFORATED ) {
- // if the only alpha tested stages are condition register omitted,
- // draw a normal opaque surface
- bool didDraw = false;
- qglEnable( GL_ALPHA_TEST );
- // perforated surfaces may have multiple alpha tested stages
- for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
- pStage = shader->GetStage(stage);
- if ( !pStage->hasAlphaTest ) {
- continue;
- }
- // check the stage enable condition
- if ( regs[ pStage->conditionRegister ] == 0 ) {
- continue;
- }
- // if we at least tried to draw an alpha tested stage,
- // we won't draw the opaque surface
- didDraw = true;
- // set the alpha modulate
- color[3] = regs[ pStage->color.registers[3] ];
- // skip the entire stage if alpha would be black
- if ( color[3] <= 0 ) {
- continue;
- }
- qglColor4fv( color );
- qglAlphaFunc( GL_GREATER, regs[ pStage->alphaTestRegister ] );
- // bind the texture
- pStage->texture.image->Bind();
- // set texture matrix and texGens
- RB_PrepareStageTexturing( pStage, surf, ac );
- // draw it
- RB_DrawElementsWithCounters( tri );
- RB_FinishStageTexturing( pStage, surf, ac );
- }
- qglDisable( GL_ALPHA_TEST );
- if ( !didDraw ) {
- drawSolid = true;
- }
- }
- // draw the entire surface solid
- if ( drawSolid ) {
- qglColor4fv( color );
- globalImages->whiteImage->Bind();
- // draw it
- RB_DrawElementsWithCounters( tri );
- }
- // reset polygon offset
- if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
- qglDisable( GL_POLYGON_OFFSET_FILL );
- }
- // reset blending
- if ( shader->GetSort() == SS_SUBVIEW ) {
- GL_State( GLS_DEPTHFUNC_LESS );
- }
- }
- /*
- =====================
- RB_STD_FillDepthBuffer
- If we are rendering a subview with a near clip plane, use a second texture
- to force the alpha test to fail when behind that clip plane
- =====================
- */
- void RB_STD_FillDepthBuffer( drawSurf_t **drawSurfs, int numDrawSurfs ) {
- // if we are just doing 2D rendering, no need to fill the depth buffer
- if ( !backEnd.viewDef->viewEntitys ) {
- return;
- }
- RB_LogComment( "---------- RB_STD_FillDepthBuffer ----------\n" );
- // enable the second texture for mirror plane clipping if needed
- if ( backEnd.viewDef->numClipPlanes ) {
- GL_SelectTexture( 1 );
- globalImages->alphaNotchImage->Bind();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglEnable( GL_TEXTURE_GEN_S );
- qglTexCoord2f( 1, 0.5 );
- }
- // the first texture will be used for alpha tested surfaces
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- // decal surfaces may enable polygon offset
- qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() );
- GL_State( GLS_DEPTHFUNC_LESS );
- // Enable stencil test if we are going to be using it for shadows.
- // If we didn't do this, it would be legal behavior to get z fighting
- // from the ambient pass and the light passes.
- qglEnable( GL_STENCIL_TEST );
- qglStencilFunc( GL_ALWAYS, 1, 255 );
- RB_RenderDrawSurfListWithFunction( drawSurfs, numDrawSurfs, RB_T_FillDepthBuffer );
- if ( backEnd.viewDef->numClipPlanes ) {
- GL_SelectTexture( 1 );
- globalImages->BindNull();
- qglDisable( GL_TEXTURE_GEN_S );
- GL_SelectTexture( 0 );
- }
- }
- /*
- =============================================================================================
- SHADER PASSES
- =============================================================================================
- */
- /*
- ==================
- RB_SetProgramEnvironment
- Sets variables that can be used by all vertex programs
- ==================
- */
- void RB_SetProgramEnvironment( void ) {
- float parm[4];
- int pot;
- if ( !glConfig.ARBVertexProgramAvailable ) {
- return;
- }
- #if 0
- // screen power of two correction factor, one pixel in so we don't get a bilerp
- // of an uncopied pixel
- int w = backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1;
- pot = globalImages->currentRenderImage->uploadWidth;
- if ( w == pot ) {
- parm[0] = 1.0;
- } else {
- parm[0] = (float)(w-1) / pot;
- }
- int h = backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1;
- pot = globalImages->currentRenderImage->uploadHeight;
- if ( h == pot ) {
- parm[1] = 1.0;
- } else {
- parm[1] = (float)(h-1) / pot;
- }
- parm[2] = 0;
- parm[3] = 1;
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 0, parm );
- #else
- // screen power of two correction factor, assuming the copy to _currentRender
- // also copied an extra row and column for the bilerp
- int w = backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1;
- pot = globalImages->currentRenderImage->uploadWidth;
- parm[0] = (float)w / pot;
- int h = backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1;
- pot = globalImages->currentRenderImage->uploadHeight;
- parm[1] = (float)h / pot;
- parm[2] = 0;
- parm[3] = 1;
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 0, parm );
- #endif
- qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, parm );
- // window coord to 0.0 to 1.0 conversion
- parm[0] = 1.0 / w;
- parm[1] = 1.0 / h;
- parm[2] = 0;
- parm[3] = 1;
- qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, parm );
- //
- // set eye position in global space
- //
- parm[0] = backEnd.viewDef->renderView.vieworg[0];
- parm[1] = backEnd.viewDef->renderView.vieworg[1];
- parm[2] = backEnd.viewDef->renderView.vieworg[2];
- parm[3] = 1.0;
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 1, parm );
- }
- /*
- ==================
- RB_SetProgramEnvironmentSpace
- Sets variables related to the current space that can be used by all vertex programs
- ==================
- */
- void RB_SetProgramEnvironmentSpace( void ) {
- if ( !glConfig.ARBVertexProgramAvailable ) {
- return;
- }
- const struct viewEntity_s *space = backEnd.currentSpace;
- float parm[4];
- // set eye position in local space
- R_GlobalPointToLocal( space->modelMatrix, backEnd.viewDef->renderView.vieworg, *(idVec3 *)parm );
- parm[3] = 1.0;
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 5, parm );
- // we need the model matrix without it being combined with the view matrix
- // so we can transform local vectors to global coordinates
- parm[0] = space->modelMatrix[0];
- parm[1] = space->modelMatrix[4];
- parm[2] = space->modelMatrix[8];
- parm[3] = space->modelMatrix[12];
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 6, parm );
- parm[0] = space->modelMatrix[1];
- parm[1] = space->modelMatrix[5];
- parm[2] = space->modelMatrix[9];
- parm[3] = space->modelMatrix[13];
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 7, parm );
- parm[0] = space->modelMatrix[2];
- parm[1] = space->modelMatrix[6];
- parm[2] = space->modelMatrix[10];
- parm[3] = space->modelMatrix[14];
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 8, parm );
- }
- /*
- ==================
- RB_STD_T_RenderShaderPasses
- This is also called for the generated 2D rendering
- ==================
- */
- void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
- int stage;
- const idMaterial *shader;
- const shaderStage_t *pStage;
- const float *regs;
- float color[4];
- const srfTriangles_t *tri;
- tri = surf->geo;
- shader = surf->material;
- if ( !shader->HasAmbient() ) {
- return;
- }
- if ( shader->IsPortalSky() ) {
- return;
- }
- // change the matrix if needed
- if ( surf->space != backEnd.currentSpace ) {
- qglLoadMatrixf( surf->space->modelViewMatrix );
- backEnd.currentSpace = surf->space;
- RB_SetProgramEnvironmentSpace();
- }
- // change the scissor if needed
- if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) {
- backEnd.currentScissor = surf->scissorRect;
- qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
- backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
- backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
- backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
- }
- // some deforms may disable themselves by setting numIndexes = 0
- if ( !tri->numIndexes ) {
- return;
- }
- if ( !tri->ambientCache ) {
- common->Printf( "RB_T_RenderShaderPasses: !tri->ambientCache\n" );
- return;
- }
- // get the expressions for conditionals / color / texcoords
- regs = surf->shaderRegisters;
- // set face culling appropriately
- GL_Cull( shader->GetCullType() );
- // set polygon offset if necessary
- if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
- qglEnable( GL_POLYGON_OFFSET_FILL );
- qglPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() );
- }
-
- if ( surf->space->weaponDepthHack ) {
- RB_EnterWeaponDepthHack();
- }
- if ( surf->space->modelDepthHack != 0.0f ) {
- RB_EnterModelDepthHack( surf->space->modelDepthHack );
- }
- idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
- qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
- qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );
- for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
- pStage = shader->GetStage(stage);
- // check the enable condition
- if ( regs[ pStage->conditionRegister ] == 0 ) {
- continue;
- }
- // skip the stages involved in lighting
- if ( pStage->lighting != SL_AMBIENT ) {
- continue;
- }
- // skip if the stage is ( GL_ZERO, GL_ONE ), which is used for some alpha masks
- if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE ) ) {
- continue;
- }
- // see if we are a new-style stage
- newShaderStage_t *newStage = pStage->newStage;
- if ( newStage ) {
- //--------------------------
- //
- // new style stages
- //
- //--------------------------
- // completely skip the stage if we don't have the capability
- if ( tr.backEndRenderer != BE_ARB2 ) {
- continue;
- }
- if ( r_skipNewAmbient.GetBool() ) {
- continue;
- }
- qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
- qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
- qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
- qglNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
- qglEnableClientState( GL_COLOR_ARRAY );
- qglEnableVertexAttribArrayARB( 9 );
- qglEnableVertexAttribArrayARB( 10 );
- qglEnableClientState( GL_NORMAL_ARRAY );
- GL_State( pStage->drawStateBits );
-
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, newStage->vertexProgram );
- qglEnable( GL_VERTEX_PROGRAM_ARB );
- // megaTextures bind a lot of images and set a lot of parameters
- if ( newStage->megaTexture ) {
- newStage->megaTexture->SetMappingForSurface( tri );
- idVec3 localViewer;
- R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewer );
- newStage->megaTexture->BindForViewOrigin( localViewer );
- }
- for ( int i = 0 ; i < newStage->numVertexParms ; i++ ) {
- float parm[4];
- parm[0] = regs[ newStage->vertexParms[i][0] ];
- parm[1] = regs[ newStage->vertexParms[i][1] ];
- parm[2] = regs[ newStage->vertexParms[i][2] ];
- parm[3] = regs[ newStage->vertexParms[i][3] ];
- qglProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, parm );
- }
- for ( int i = 0 ; i < newStage->numFragmentProgramImages ; i++ ) {
- if ( newStage->fragmentProgramImages[i] ) {
- GL_SelectTexture( i );
- newStage->fragmentProgramImages[i]->Bind();
- }
- }
- qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, newStage->fragmentProgram );
- qglEnable( GL_FRAGMENT_PROGRAM_ARB );
- // draw it
- RB_DrawElementsWithCounters( tri );
- for ( int i = 1 ; i < newStage->numFragmentProgramImages ; i++ ) {
- if ( newStage->fragmentProgramImages[i] ) {
- GL_SelectTexture( i );
- globalImages->BindNull();
- }
- }
- if ( newStage->megaTexture ) {
- newStage->megaTexture->Unbind();
- }
- GL_SelectTexture( 0 );
- qglDisable( GL_VERTEX_PROGRAM_ARB );
- qglDisable( GL_FRAGMENT_PROGRAM_ARB );
- // Fixme: Hack to get around an apparent bug in ATI drivers. Should remove as soon as it gets fixed.
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 );
- qglDisableClientState( GL_COLOR_ARRAY );
- qglDisableVertexAttribArrayARB( 9 );
- qglDisableVertexAttribArrayARB( 10 );
- qglDisableClientState( GL_NORMAL_ARRAY );
- continue;
- }
- //--------------------------
- //
- // old style stages
- //
- //--------------------------
- // set the color
- color[0] = regs[ pStage->color.registers[0] ];
- color[1] = regs[ pStage->color.registers[1] ];
- color[2] = regs[ pStage->color.registers[2] ];
- color[3] = regs[ pStage->color.registers[3] ];
- // skip the entire stage if an add would be black
- if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE )
- && color[0] <= 0 && color[1] <= 0 && color[2] <= 0 ) {
- continue;
- }
- // skip the entire stage if a blend would be completely transparent
- if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA )
- && color[3] <= 0 ) {
- continue;
- }
- // select the vertex color source
- if ( pStage->vertexColor == SVC_IGNORE ) {
- qglColor4fv( color );
- } else {
- qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color );
- qglEnableClientState( GL_COLOR_ARRAY );
- if ( pStage->vertexColor == SVC_INVERSE_MODULATE ) {
- GL_TexEnv( GL_COMBINE_ARB );
- qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
- qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
- qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
- qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
- qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR );
- qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
- }
- // for vertex color and modulated color, we need to enable a second
- // texture stage
- if ( color[0] != 1 || color[1] != 1 || color[2] != 1 || color[3] != 1 ) {
- GL_SelectTexture( 1 );
- globalImages->whiteImage->Bind();
- GL_TexEnv( GL_COMBINE_ARB );
- qglTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
- qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
- qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB );
- qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB );
- qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
- qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
- qglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 );
- qglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE );
- qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
- qglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB );
- qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA );
- qglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA );
- qglTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 );
- GL_SelectTexture( 0 );
- }
- }
- // bind the texture
- RB_BindVariableStageImage( &pStage->texture, regs );
- // set the state
- GL_State( pStage->drawStateBits );
-
- RB_PrepareStageTexturing( pStage, surf, ac );
- // draw it
- RB_DrawElementsWithCounters( tri );
- RB_FinishStageTexturing( pStage, surf, ac );
-
- if ( pStage->vertexColor != SVC_IGNORE ) {
- qglDisableClientState( GL_COLOR_ARRAY );
- GL_SelectTexture( 1 );
- GL_TexEnv( GL_MODULATE );
- globalImages->BindNull();
- GL_SelectTexture( 0 );
- GL_TexEnv( GL_MODULATE );
- }
- }
- // reset polygon offset
- if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) {
- qglDisable( GL_POLYGON_OFFSET_FILL );
- }
- if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
- RB_LeaveDepthHack();
- }
- }
- /*
- =====================
- RB_STD_DrawShaderPasses
- Draw non-light dependent passes
- =====================
- */
- int RB_STD_DrawShaderPasses( drawSurf_t **drawSurfs, int numDrawSurfs ) {
- int i;
- // only obey skipAmbient if we are rendering a view
- if ( backEnd.viewDef->viewEntitys && r_skipAmbient.GetBool() ) {
- return numDrawSurfs;
- }
- RB_LogComment( "---------- RB_STD_DrawShaderPasses ----------\n" );
- // if we are about to draw the first surface that needs
- // the rendering in a texture, copy it over
- if ( drawSurfs[0]->material->GetSort() >= SS_POST_PROCESS ) {
- if ( r_skipPostProcess.GetBool() ) {
- return 0;
- }
- // only dump if in a 3d view
- if ( backEnd.viewDef->viewEntitys && tr.backEndRenderer == BE_ARB2 ) {
- globalImages->currentRenderImage->CopyFramebuffer( backEnd.viewDef->viewport.x1,
- backEnd.viewDef->viewport.y1, backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1,
- backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1, true );
- }
- backEnd.currentRenderCopied = true;
- }
- GL_SelectTexture( 1 );
- globalImages->BindNull();
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- RB_SetProgramEnvironment();
- // we don't use RB_RenderDrawSurfListWithFunction()
- // because we want to defer the matrix load because many
- // surfaces won't draw any ambient passes
- backEnd.currentSpace = NULL;
- for (i = 0 ; i < numDrawSurfs ; i++ ) {
- if ( drawSurfs[i]->material->SuppressInSubview() ) {
- continue;
- }
- if ( backEnd.viewDef->isXraySubview && drawSurfs[i]->space->entityDef ) {
- if ( drawSurfs[i]->space->entityDef->parms.xrayIndex != 2 ) {
- continue;
- }
- }
- // we need to draw the post process shaders after we have drawn the fog lights
- if ( drawSurfs[i]->material->GetSort() >= SS_POST_PROCESS
- && !backEnd.currentRenderCopied ) {
- break;
- }
- RB_STD_T_RenderShaderPasses( drawSurfs[i] );
- }
- GL_Cull( CT_FRONT_SIDED );
- qglColor3f( 1, 1, 1 );
- return i;
- }
- /*
- ==============================================================================
- BACK END RENDERING OF STENCIL SHADOWS
- ==============================================================================
- */
- /*
- =====================
- RB_T_Shadow
- the shadow volumes face INSIDE
- =====================
- */
- static void RB_T_Shadow( const drawSurf_t *surf ) {
- const srfTriangles_t *tri;
- // set the light position if we are using a vertex program to project the rear surfaces
- if ( tr.backEndRendererHasVertexPrograms && r_useShadowVertexProgram.GetBool()
- && surf->space != backEnd.currentSpace ) {
- idVec4 localLight;
- R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.vLight->globalLightOrigin, localLight.ToVec3() );
- localLight.w = 0.0f;
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, localLight.ToFloatPtr() );
- }
- tri = surf->geo;
- if ( !tri->shadowCache ) {
- return;
- }
- qglVertexPointer( 4, GL_FLOAT, sizeof( shadowCache_t ), vertexCache.Position(tri->shadowCache) );
- // we always draw the sil planes, but we may not need to draw the front or rear caps
- int numIndexes;
- bool external = false;
- if ( !r_useExternalShadows.GetInteger() ) {
- numIndexes = tri->numIndexes;
- } else if ( r_useExternalShadows.GetInteger() == 2 ) { // force to no caps for testing
- numIndexes = tri->numShadowIndexesNoCaps;
- } else if ( !(surf->dsFlags & DSF_VIEW_INSIDE_SHADOW) ) {
- // if we aren't inside the shadow projection, no caps are ever needed needed
- numIndexes = tri->numShadowIndexesNoCaps;
- external = true;
- } else if ( !backEnd.vLight->viewInsideLight && !(surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE) ) {
- // if we are inside the shadow projection, but outside the light, and drawing
- // a non-infinite shadow, we can skip some caps
- if ( backEnd.vLight->viewSeesShadowPlaneBits & surf->geo->shadowCapPlaneBits ) {
- // we can see through a rear cap, so we need to draw it, but we can skip the
- // caps on the actual surface
- numIndexes = tri->numShadowIndexesNoFrontCaps;
- } else {
- // we don't need to draw any caps
- numIndexes = tri->numShadowIndexesNoCaps;
- }
- external = true;
- } else {
- // must draw everything
- numIndexes = tri->numIndexes;
- }
- // set depth bounds
- if( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) {
- qglDepthBoundsEXT( surf->scissorRect.zmin, surf->scissorRect.zmax );
- }
- // debug visualization
- if ( r_showShadows.GetInteger() ) {
- if ( r_showShadows.GetInteger() == 3 ) {
- if ( external ) {
- qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
- } else {
- // these are the surfaces that require the reverse
- qglColor3f( 1/backEnd.overBright, 0.1/backEnd.overBright, 0.1/backEnd.overBright );
- }
- } else {
- // draw different color for turboshadows
- if ( surf->geo->shadowCapPlaneBits & SHADOW_CAP_INFINITE ) {
- if ( numIndexes == tri->numIndexes ) {
- qglColor3f( 1/backEnd.overBright, 0.1/backEnd.overBright, 0.1/backEnd.overBright );
- } else {
- qglColor3f( 1/backEnd.overBright, 0.4/backEnd.overBright, 0.1/backEnd.overBright );
- }
- } else {
- if ( numIndexes == tri->numIndexes ) {
- qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
- } else if ( numIndexes == tri->numShadowIndexesNoFrontCaps ) {
- qglColor3f( 0.1/backEnd.overBright, 1/backEnd.overBright, 0.6/backEnd.overBright );
- } else {
- qglColor3f( 0.6/backEnd.overBright, 1/backEnd.overBright, 0.1/backEnd.overBright );
- }
- }
- }
- qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- qglDisable( GL_STENCIL_TEST );
- GL_Cull( CT_TWO_SIDED );
- RB_DrawShadowElementsWithCounters( tri, numIndexes );
- GL_Cull( CT_FRONT_SIDED );
- qglEnable( GL_STENCIL_TEST );
- return;
- }
- // patent-free work around
- if ( !external ) {
- // "preload" the stencil buffer with the number of volumes
- // that get clipped by the near or far clip plane
- qglStencilOp( GL_KEEP, tr.stencilDecr, tr.stencilDecr );
- GL_Cull( CT_FRONT_SIDED );
- RB_DrawShadowElementsWithCounters( tri, numIndexes );
- qglStencilOp( GL_KEEP, tr.stencilIncr, tr.stencilIncr );
- GL_Cull( CT_BACK_SIDED );
- RB_DrawShadowElementsWithCounters( tri, numIndexes );
- }
- // traditional depth-pass stencil shadows
- qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilIncr );
- GL_Cull( CT_FRONT_SIDED );
- RB_DrawShadowElementsWithCounters( tri, numIndexes );
- qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilDecr );
- GL_Cull( CT_BACK_SIDED );
- RB_DrawShadowElementsWithCounters( tri, numIndexes );
- }
- /*
- =====================
- RB_StencilShadowPass
- Stencil test should already be enabled, and the stencil buffer should have
- been set to 128 on any surfaces that might receive shadows
- =====================
- */
- void RB_StencilShadowPass( const drawSurf_t *drawSurfs ) {
- if ( !r_shadows.GetBool() ) {
- return;
- }
- if ( !drawSurfs ) {
- return;
- }
- RB_LogComment( "---------- RB_StencilShadowPass ----------\n" );
- globalImages->BindNull();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- // for visualizing the shadows
- if ( r_showShadows.GetInteger() ) {
- if ( r_showShadows.GetInteger() == 2 ) {
- // draw filled in
- GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_LESS );
- } else {
- // draw as lines, filling the depth buffer
- GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO | GLS_POLYMODE_LINE | GLS_DEPTHFUNC_ALWAYS );
- }
- } else {
- // don't write to the color buffer, just the stencil buffer
- GL_State( GLS_DEPTHMASK | GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHFUNC_LESS );
- }
- if ( r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat() ) {
- qglPolygonOffset( r_shadowPolygonFactor.GetFloat(), -r_shadowPolygonOffset.GetFloat() );
- qglEnable( GL_POLYGON_OFFSET_FILL );
- }
- qglStencilFunc( GL_ALWAYS, 1, 255 );
- if ( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) {
- qglEnable( GL_DEPTH_BOUNDS_TEST_EXT );
- }
- RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_Shadow );
- GL_Cull( CT_FRONT_SIDED );
- if ( r_shadowPolygonFactor.GetFloat() || r_shadowPolygonOffset.GetFloat() ) {
- qglDisable( GL_POLYGON_OFFSET_FILL );
- }
- if ( glConfig.depthBoundsTestAvailable && r_useDepthBoundsTest.GetBool() ) {
- qglDisable( GL_DEPTH_BOUNDS_TEST_EXT );
- }
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- qglStencilFunc( GL_GEQUAL, 128, 255 );
- qglStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
- }
- /*
- =============================================================================================
- BLEND LIGHT PROJECTION
- =============================================================================================
- */
- /*
- =====================
- RB_T_BlendLight
- =====================
- */
- static void RB_T_BlendLight( const drawSurf_t *surf ) {
- const srfTriangles_t *tri;
- tri = surf->geo;
- if ( backEnd.currentSpace != surf->space ) {
- idPlane lightProject[4];
- int i;
- for ( i = 0 ; i < 4 ; i++ ) {
- R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] );
- }
- GL_SelectTexture( 0 );
- 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() );
- GL_SelectTexture( 1 );
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() );
- }
- // this gets used for both blend lights and shadow draws
- if ( tri->ambientCache ) {
- idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache );
- qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
- } else if ( tri->shadowCache ) {
- shadowCache_t *sc = (shadowCache_t *)vertexCache.Position( tri->shadowCache );
- qglVertexPointer( 3, GL_FLOAT, sizeof( shadowCache_t ), sc->xyz.ToFloatPtr() );
- }
- RB_DrawElementsWithCounters( tri );
- }
- /*
- =====================
- RB_BlendLight
- Dual texture together the falloff and projection texture with a blend
- mode to the framebuffer, instead of interacting with the surface texture
- =====================
- */
- static void RB_BlendLight( const drawSurf_t *drawSurfs, const drawSurf_t *drawSurfs2 ) {
- const idMaterial *lightShader;
- const shaderStage_t *stage;
- int i;
- const float *regs;
- if ( !drawSurfs ) {
- return;
- }
- if ( r_skipBlendLights.GetBool() ) {
- return;
- }
- RB_LogComment( "---------- RB_BlendLight ----------\n" );
- lightShader = backEnd.vLight->lightShader;
- regs = backEnd.vLight->shaderRegisters;
- // texture 1 will get the falloff texture
- GL_SelectTexture( 1 );
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglEnable( GL_TEXTURE_GEN_S );
- qglTexCoord2f( 0, 0.5 );
- backEnd.vLight->falloffImage->Bind();
- // texture 0 will get the projected texture
- GL_SelectTexture( 0 );
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- qglEnable( GL_TEXTURE_GEN_Q );
- for ( i = 0 ; i < lightShader->GetNumStages() ; i++ ) {
- stage = lightShader->GetStage(i);
- if ( !regs[ stage->conditionRegister ] ) {
- continue;
- }
- GL_State( GLS_DEPTHMASK | stage->drawStateBits | GLS_DEPTHFUNC_EQUAL );
- GL_SelectTexture( 0 );
- stage->texture.image->Bind();
- if ( stage->texture.hasMatrix ) {
- RB_LoadShaderTextureMatrix( regs, &stage->texture );
- }
- // get the modulate values from the light, including alpha, unlike normal lights
- backEnd.lightColor[0] = regs[ stage->color.registers[0] ];
- backEnd.lightColor[1] = regs[ stage->color.registers[1] ];
- backEnd.lightColor[2] = regs[ stage->color.registers[2] ];
- backEnd.lightColor[3] = regs[ stage->color.registers[3] ];
- qglColor4fv( backEnd.lightColor );
- RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_BlendLight );
- RB_RenderDrawSurfChainWithFunction( drawSurfs2, RB_T_BlendLight );
- if ( stage->texture.hasMatrix ) {
- GL_SelectTexture( 0 );
- qglMatrixMode( GL_TEXTURE );
- qglLoadIdentity();
- qglMatrixMode( GL_MODELVIEW );
- }
- }
- GL_SelectTexture( 1 );
- qglDisable( GL_TEXTURE_GEN_S );
- globalImages->BindNull();
- GL_SelectTexture( 0 );
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- qglDisable( GL_TEXTURE_GEN_Q );
- }
- //========================================================================
- static idPlane fogPlanes[4];
- /*
- =====================
- RB_T_BasicFog
- =====================
- */
- static void RB_T_BasicFog( const drawSurf_t *surf ) {
- if ( backEnd.currentSpace != surf->space ) {
- idPlane local;
- GL_SelectTexture( 0 );
- R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[0], local );
- local[3] += 0.5;
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() );
- // R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[1], local );
- // local[3] += 0.5;
- local[0] = local[1] = local[2] = 0; local[3] = 0.5;
- qglTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() );
- GL_SelectTexture( 1 );
- // GL_S is constant per viewer
- R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[2], local );
- local[3] += FOG_ENTER;
- qglTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() );
- R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[3], local );
- qglTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() );
- }
- RB_T_RenderTriangleSurface( surf );
- }
- /*
- ==================
- RB_FogPass
- ==================
- */
- static void RB_FogPass( const drawSurf_t *drawSurfs, const drawSurf_t *drawSurfs2 ) {
- const srfTriangles_t*frustumTris;
- drawSurf_t ds;
- const idMaterial *lightShader;
- const shaderStage_t *stage;
- const float *regs;
- RB_LogComment( "---------- RB_FogPass ----------\n" );
- // create a surface for the light frustom triangles, which are oriented drawn side out
- frustumTris = backEnd.vLight->frustumTris;
- // if we ran out of vertex cache memory, skip it
- if ( !frustumTris->ambientCache ) {
- return;
- }
- memset( &ds, 0, sizeof( ds ) );
- ds.space = &backEnd.viewDef->worldSpace;
- ds.geo = frustumTris;
- ds.scissorRect = backEnd.viewDef->scissor;
- // find the current color and density of the fog
- lightShader = backEnd.vLight->lightShader;
- regs = backEnd.vLight->shaderRegisters;
- // assume fog shaders have only a single stage
- stage = lightShader->GetStage(0);
- backEnd.lightColor[0] = regs[ stage->color.registers[0] ];
- backEnd.lightColor[1] = regs[ stage->color.registers[1] ];
- backEnd.lightColor[2] = regs[ stage->color.registers[2] ];
- backEnd.lightColor[3] = regs[ stage->color.registers[3] ];
- qglColor3fv( backEnd.lightColor );
- // calculate the falloff planes
- float a;
- // if they left the default value on, set a fog distance of 500
- if ( backEnd.lightColor[3] <= 1.0 ) {
- a = -0.5f / DEFAULT_FOG_DISTANCE;
- } else {
- // otherwise, distance = alpha color
- a = -0.5f / backEnd.lightColor[3];
- }
- GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL );
- // texture 0 is the falloff image
- GL_SelectTexture( 0 );
- globalImages->fogImage->Bind();
- //GL_Bind( tr.whiteImage );
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- qglTexCoord2f( 0.5f, 0.5f ); // make sure Q is set
- fogPlanes[0][0] = a * backEnd.viewDef->worldSpace.modelViewMatrix[2];
- fogPlanes[0][1] = a * backEnd.viewDef->worldSpace.modelViewMatrix[6];
- fogPlanes[0][2] = a * backEnd.viewDef->worldSpace.modelViewMatrix[10];
- fogPlanes[0][3] = a * backEnd.viewDef->worldSpace.modelViewMatrix[14];
- fogPlanes[1][0] = a * backEnd.viewDef->worldSpace.modelViewMatrix[0];
- fogPlanes[1][1] = a * backEnd.viewDef->worldSpace.modelViewMatrix[4];
- fogPlanes[1][2] = a * backEnd.viewDef->worldSpace.modelViewMatrix[8];
- fogPlanes[1][3] = a * backEnd.viewDef->worldSpace.modelViewMatrix[12];
- // texture 1 is the entering plane fade correction
- GL_SelectTexture( 1 );
- globalImages->fogEnterImage->Bind();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglEnable( GL_TEXTURE_GEN_S );
- qglEnable( GL_TEXTURE_GEN_T );
- // T will get a texgen for the fade plane, which is always the "top" plane on unrotated lights
- fogPlanes[2][0] = 0.001f * backEnd.vLight->fogPlane[0];
- fogPlanes[2][1] = 0.001f * backEnd.vLight->fogPlane[1];
- fogPlanes[2][2] = 0.001f * backEnd.vLight->fogPlane[2];
- fogPlanes[2][3] = 0.001f * backEnd.vLight->fogPlane[3];
- // S is based on the view origin
- float s = backEnd.viewDef->renderView.vieworg * fogPlanes[2].Normal() + fogPlanes[2][3];
- fogPlanes[3][0] = 0;
- fogPlanes[3][1] = 0;
- fogPlanes[3][2] = 0;
- fogPlanes[3][3] = FOG_ENTER + s;
- qglTexCoord2f( FOG_ENTER + s, FOG_ENTER );
- // draw it
- RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_BasicFog );
- RB_RenderDrawSurfChainWithFunction( drawSurfs2, RB_T_BasicFog );
- // the light frustum bounding planes aren't in the depth buffer, so use depthfunc_less instead
- // of depthfunc_equal
- GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_LESS );
- GL_Cull( CT_BACK_SIDED );
- RB_RenderDrawSurfChainWithFunction( &ds, RB_T_BasicFog );
- GL_Cull( CT_FRONT_SIDED );
- GL_SelectTexture( 1 );
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- globalImages->BindNull();
- GL_SelectTexture( 0 );
- qglDisable( GL_TEXTURE_GEN_S );
- qglDisable( GL_TEXTURE_GEN_T );
- }
- /*
- ==================
- RB_STD_FogAllLights
- ==================
- */
- void RB_STD_FogAllLights( void ) {
- viewLight_t *vLight;
- if ( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0
- || backEnd.viewDef->isXraySubview /* dont fog in xray mode*/
- ) {
- return;
- }
- RB_LogComment( "---------- RB_STD_FogAllLights ----------\n" );
- qglDisable( GL_STENCIL_TEST );
- for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
- backEnd.vLight = vLight;
- if ( !vLight->lightShader->IsFogLight() && !vLight->lightShader->IsBlendLight() ) {
- continue;
- }
- #if 0 // _D3XP disabled that
- if ( r_ignore.GetInteger() ) {
- // we use the stencil buffer to guarantee that no pixels will be
- // double fogged, which happens in some areas that are thousands of
- // units from the origin
- 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 );
- qglEnable( GL_STENCIL_TEST );
- // only pass on the cleared stencil values
- qglStencilFunc( GL_EQUAL, 128, 255 );
- // when we pass the stencil test and depth test and are going to draw,
- // increment the stencil buffer so we don't ever draw on that pixel again
- qglStencilOp( GL_KEEP, GL_KEEP, GL_INCR );
- }
- #endif
- if ( vLight->lightShader->IsFogLight() ) {
- RB_FogPass( vLight->globalInteractions, vLight->localInteractions );
- } else if ( vLight->lightShader->IsBlendLight() ) {
- RB_BlendLight( vLight->globalInteractions, vLight->localInteractions );
- }
- qglDisable( GL_STENCIL_TEST );
- }
- qglEnable( GL_STENCIL_TEST );
- }
- //=========================================================================================
- /*
- ==================
- RB_STD_LightScale
- Perform extra blending passes to multiply the entire buffer by
- a floating point value
- ==================
- */
- void RB_STD_LightScale( void ) {
- float v, f;
- if ( backEnd.overBright == 1.0f ) {
- return;
- }
- if ( r_skipLightScale.GetBool() ) {
- return;
- }
- RB_LogComment( "---------- RB_STD_LightScale ----------\n" );
- // the scissor may be smaller than the viewport for subviews
- if ( r_useScissor.GetBool() ) {
- qglScissor( backEnd.viewDef->viewport.x1 + backEnd.viewDef->scissor.x1,
- backEnd.viewDef->viewport.y1 + backEnd.viewDef->scissor.y1,
- backEnd.viewDef->scissor.x2 - backEnd.viewDef->scissor.x1 + 1,
- backEnd.viewDef->scissor.y2 - backEnd.viewDef->scissor.y1 + 1 );
- backEnd.currentScissor = backEnd.viewDef->scissor;
- }
- // full screen blends
- qglLoadIdentity();
- qglMatrixMode( GL_PROJECTION );
- qglPushMatrix();
- qglLoadIdentity();
- qglOrtho( 0, 1, 0, 1, -1, 1 );
- GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_SRC_COLOR );
- GL_Cull( CT_TWO_SIDED ); // so mirror views also get it
- globalImages->BindNull();
- qglDisable( GL_DEPTH_TEST );
- qglDisable( GL_STENCIL_TEST );
- v = 1;
- while ( idMath::Fabs( v - backEnd.overBright ) > 0.01 ) { // a little extra slop
- f = backEnd.overBright / v;
- f /= 2;
- if ( f > 1 ) {
- f = 1;
- }
- qglColor3f( f, f, f );
- v = v * f * 2;
- qglBegin( GL_QUADS );
- qglVertex2f( 0,0 );
- qglVertex2f( 0,1 );
- qglVertex2f( 1,1 );
- qglVertex2f( 1,0 );
- qglEnd();
- }
- qglPopMatrix();
- qglEnable( GL_DEPTH_TEST );
- qglMatrixMode( GL_MODELVIEW );
- GL_Cull( CT_FRONT_SIDED );
- }
- //=========================================================================================
- /*
- =============
- RB_STD_DrawView
- =============
- */
- void RB_STD_DrawView( void ) {
- drawSurf_t **drawSurfs;
- int numDrawSurfs;
- RB_LogComment( "---------- RB_STD_DrawView ----------\n" );
- backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
- drawSurfs = (drawSurf_t **)&backEnd.viewDef->drawSurfs[0];
- numDrawSurfs = backEnd.viewDef->numDrawSurfs;
- // clear the z buffer, set the projection matrix, etc
- RB_BeginDrawingView();
- // decide how much overbrighting we are going to do
- RB_DetermineLightScale();
- // fill the depth buffer and clear color buffer to black except on
- // subviews
- RB_STD_FillDepthBuffer( drawSurfs, numDrawSurfs );
- // main light renderer
- switch( tr.backEndRenderer ) {
- case BE_ARB:
- RB_ARB_DrawInteractions();
- break;
- case BE_ARB2:
- RB_ARB2_DrawInteractions();
- break;
- case BE_NV20:
- RB_NV20_DrawInteractions();
- break;
- case BE_NV10:
- RB_NV10_DrawInteractions();
- break;
- case BE_R200:
- RB_R200_DrawInteractions();
- break;
- }
- // disable stencil shadow test
- qglStencilFunc( GL_ALWAYS, 128, 255 );
- // uplight the entire screen to crutch up not having better blending range
- RB_STD_LightScale();
- // now draw any non-light dependent shading passes
- int processed = RB_STD_DrawShaderPasses( drawSurfs, numDrawSurfs );
- // fob and blend lights
- RB_STD_FogAllLights();
- // now draw any post-processing effects using _currentRender
- if ( processed < numDrawSurfs ) {
- RB_STD_DrawShaderPasses( drawSurfs+processed, numDrawSurfs-processed );
- }
- RB_RenderDebugTools( drawSurfs, numDrawSurfs );
- }
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