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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"
- typedef enum {
- FPROG_BUMP_AND_LIGHT,
- FPROG_DIFFUSE_COLOR,
- FPROG_SPECULAR_COLOR,
- FPROG_DIFFUSE_AND_SPECULAR_COLOR,
- FPROG_NUM_FRAGMENT_PROGRAMS
- } fragmentProgram_t;
- GLuint fragmentDisplayListBase; // FPROG_NUM_FRAGMENT_PROGRAMS lists
- void RB_NV20_DependentSpecularPass( const drawInteraction_t *din );
- void RB_NV20_DependentAmbientPass( void );
- /*
- =========================================================================================
- GENERAL INTERACTION RENDERING
- =========================================================================================
- */
- /*
- ====================
- GL_SelectTextureNoClient
- ====================
- */
- void GL_SelectTextureNoClient( int unit ) {
- backEnd.glState.currenttmu = unit;
- qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
- RB_LogComment( "glActiveTextureARB( %i )\n", unit );
- }
- /*
- ==================
- RB_NV20_BumpAndLightFragment
- ==================
- */
- static void RB_NV20_BumpAndLightFragment( void ) {
- if ( r_useCombinerDisplayLists.GetBool() ) {
- qglCallList( fragmentDisplayListBase + FPROG_BUMP_AND_LIGHT );
- return;
- }
- // program the nvidia register combiners
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 3 );
- // 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 );
- // stage 1 rgb multiplies texture 2 and 3 together
- // SPARE1 = TEXTURE2 * TEXTURE3
- qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB,
- GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // stage 1 alpha does nohing
- // stage 2 color multiplies spare0 * spare 1 just for debugging
- // SPARE0 = SPARE0 * SPARE1
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER2_NV, GL_RGB,
- GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // stage 2 alpha multiples spare0 * spare 1
- // SPARE0 = SPARE0 * SPARE1
- qglCombinerInputNV( GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_A_NV,
- GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_B_NV,
- GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE );
- qglCombinerOutputNV( GL_COMBINER2_NV, GL_ALPHA,
- GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // final combiner
- qglFinalCombinerInputNV( GL_VARIABLE_D_NV, GL_SPARE0_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_SPARE0_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- }
- /*
- ==================
- RB_NV20_DI_BumpAndLightPass
- We are going to write alpha as light falloff * ( bump dot light ) * lightProjection
- If the light isn't a monoLightShader, the lightProjection will be skipped, because
- it will have to be done on an itterated basis
- ==================
- */
- static void RB_NV20_DI_BumpAndLightPass( const drawInteraction_t *din, bool monoLightShader ) {
- RB_LogComment( "---------- RB_NV_BumpAndLightPass ----------\n" );
- GL_State( GLS_COLORMASK | GLS_DEPTHMASK | backEnd.depthFunc );
- // texture 0 is the normalization cube map
- // GL_TEXTURE0_ARB will be the normalized vector
- // towards the light source
- #ifdef MACOS_X
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 0 );
- #endif
- if ( din->ambientLight ) {
- globalImages->ambientNormalMap->Bind();
- } else {
- globalImages->normalCubeMapImage->Bind();
- }
- // texture 1 will be the per-surface bump map
- #ifdef MACOS_X
- GL_SelectTexture( 1 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 1 );
- #endif
- din->bumpImage->Bind();
- // texture 2 will be the light falloff texture
- #ifdef MACOS_X
- GL_SelectTexture( 2 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 2 );
- #endif
- din->lightFalloffImage->Bind();
- // texture 3 will be the light projection texture
- #ifdef MACOS_X
- GL_SelectTexture( 3 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 3 );
- #endif
- if ( monoLightShader ) {
- din->lightImage->Bind();
- } else {
- // if the projected texture is multi-colored, we
- // will need to do it in subsequent passes
- globalImages->whiteImage->Bind();
- }
- // bind our "fragment program"
- RB_NV20_BumpAndLightFragment();
- // draw it
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_NV20_BUMP_AND_LIGHT );
- RB_DrawElementsWithCounters( din->surf->geo );
- }
- /*
- ==================
- RB_NV20_DiffuseColorFragment
- ==================
- */
- static void RB_NV20_DiffuseColorFragment( void ) {
- if ( r_useCombinerDisplayLists.GetBool() ) {
- qglCallList( fragmentDisplayListBase + FPROG_DIFFUSE_COLOR );
- return;
- }
- // program the nvidia register combiners
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 1 );
- // stage 0 is free, so we always do the multiply of the vertex color
- // when the vertex color is inverted, qglCombinerInputNV(GL_VARIABLE_B_NV) will be changed
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER0_NV, GL_RGB,
- GL_TEXTURE0_ARB, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- 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 );
- // for GL_CONSTANT_COLOR0_NV * TEXTURE0 * TEXTURE1
- qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_CONSTANT_COLOR0_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_E_TIMES_F_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_E_NV, GL_TEXTURE0_ARB,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_F_NV, GL_TEXTURE1_ARB,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- }
- /*
- ==================
- RB_NV20_DI_DiffuseColorPass
- ==================
- */
- static void RB_NV20_DI_DiffuseColorPass( const drawInteraction_t *din ) {
- RB_LogComment( "---------- RB_NV20_DiffuseColorPass ----------\n" );
- GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_ALPHAMASK
- | backEnd.depthFunc );
- // texture 0 will be the per-surface diffuse map
- #ifdef MACOS_X
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 0 );
- #endif
- din->diffuseImage->Bind();
- // texture 1 will be the light projected texture
- #ifdef MACOS_X
- GL_SelectTexture( 1 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 1 );
- #endif
- din->lightImage->Bind();
- // texture 2 is disabled
- #ifdef MACOS_X
- GL_SelectTexture( 2 );
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 2 );
- #endif
- globalImages->BindNull();
- // texture 3 is disabled
- #ifdef MACOS_X
- GL_SelectTexture( 3 );
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 3 );
- #endif
- globalImages->BindNull();
- // bind our "fragment program"
- RB_NV20_DiffuseColorFragment();
- // override one parameter for inverted vertex color
- if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
- qglCombinerInputNV( GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_INVERT_NV, GL_RGB );
- }
- // draw it
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_NV20_DIFFUSE_COLOR );
- RB_DrawElementsWithCounters( din->surf->geo );
- }
- /*
- ==================
- RB_NV20_SpecularColorFragment
- ==================
- */
- static void RB_NV20_SpecularColorFragment( void ) {
- if ( r_useCombinerDisplayLists.GetBool() ) {
- qglCallList( fragmentDisplayListBase + FPROG_SPECULAR_COLOR );
- return;
- }
- // program the nvidia register combiners
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 4 );
- // we want GL_CONSTANT_COLOR1_NV * PRIMARY_COLOR * TEXTURE2 * TEXTURE3 * specular( TEXTURE0 * TEXTURE1 )
- // stage 0 rgb performs the dot product
- // GL_SPARE0_NV = ( TEXTURE0 dot TEXTURE1 - 0.5 ) * 2
- // TEXTURE2 = TEXTURE2 * PRIMARY_COLOR
- // 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_SPARE0_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
- // stage 1 color takes bump * bump
- // GL_SPARE0_NV = ( GL_SPARE0_NV * GL_SPARE0_NV - 0.5 ) * 2
- // the scale and bias steepen the specular curve
- qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB,
- GL_SPARE0_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 );
- // stage 1 alpha does nothing
- // stage 2 color
- // GL_SPARE0_NV = GL_SPARE0_NV * TEXTURE3
- // SECONDARY_COLOR = CONSTANT_COLOR * TEXTURE2
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_C_NV,
- GL_CONSTANT_COLOR1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_D_NV,
- GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER2_NV, GL_RGB,
- GL_SPARE0_NV, GL_SECONDARY_COLOR_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // stage 2 alpha does nothing
- // stage 3 scales the texture by the vertex color
- qglCombinerInputNV( GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER3_NV, GL_RGB,
- GL_SECONDARY_COLOR_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // stage 3 alpha does nothing
- // final combiner = GL_SPARE0_NV * SECONDARY_COLOR + PRIMARY_COLOR * SECONDARY_COLOR
- qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_SPARE0_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_SECONDARY_COLOR_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_E_TIMES_F_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_E_NV, GL_SPARE0_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_F_NV, GL_SECONDARY_COLOR_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- }
- /*
- ==================
- RB_NV20_DI_SpecularColorPass
- ==================
- */
- static void RB_NV20_DI_SpecularColorPass( const drawInteraction_t *din ) {
- RB_LogComment( "---------- RB_NV20_SpecularColorPass ----------\n" );
- GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | GLS_ALPHAMASK
- | backEnd.depthFunc );
- // texture 0 is the normalization cube map for the half angle
- #ifdef MACOS_X
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 0 );
- #endif
- globalImages->normalCubeMapImage->Bind();
- // texture 1 will be the per-surface bump map
- #ifdef MACOS_X
- GL_SelectTexture( 1 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 1 );
- #endif
- din->bumpImage->Bind();
- // texture 2 will be the per-surface specular map
- #ifdef MACOS_X
- GL_SelectTexture( 2 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 2 );
- #endif
- din->specularImage->Bind();
- // texture 3 will be the light projected texture
- #ifdef MACOS_X
- GL_SelectTexture( 3 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 3 );
- #endif
- din->lightImage->Bind();
- // bind our "fragment program"
- RB_NV20_SpecularColorFragment();
- // override one parameter for inverted vertex color
- if ( din->vertexColor == SVC_INVERSE_MODULATE ) {
- qglCombinerInputNV( GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_PRIMARY_COLOR_NV, GL_UNSIGNED_INVERT_NV, GL_RGB );
- }
- // draw it
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_NV20_SPECULAR_COLOR );
- RB_DrawElementsWithCounters( din->surf->geo );
- }
- /*
- ==================
- RB_NV20_DiffuseAndSpecularColorFragment
- ==================
- */
- static void RB_NV20_DiffuseAndSpecularColorFragment( void ) {
- if ( r_useCombinerDisplayLists.GetBool() ) {
- qglCallList( fragmentDisplayListBase + FPROG_DIFFUSE_AND_SPECULAR_COLOR );
- return;
- }
- // program the nvidia register combiners
- qglCombinerParameteriNV( GL_NUM_GENERAL_COMBINERS_NV, 3 );
- // GL_CONSTANT_COLOR0_NV will be the diffuse color
- // GL_CONSTANT_COLOR1_NV will be the specular color
- // stage 0 rgb performs the dot product
- // GL_SECONDARY_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_SECONDARY_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
- // stage 1 color takes bump * bump
- // PRIMARY_COLOR = ( GL_SECONDARY_COLOR_NV * GL_SECONDARY_COLOR_NV - 0.5 ) * 2
- // the scale and bias steepen the specular curve
- qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER1_NV, GL_RGB,
- GL_SECONDARY_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 );
- // stage 1 alpha does nothing
- // stage 2 color
- // PRIMARY_COLOR = ( PRIMARY_COLOR * TEXTURE3 ) * 2
- // SPARE0 = 1.0 * 1.0 (needed for final combiner)
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV,
- GL_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV,
- GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_C_NV,
- GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
- qglCombinerInputNV( GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_D_NV,
- GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB );
- qglCombinerOutputNV( GL_COMBINER2_NV, GL_RGB,
- GL_SECONDARY_COLOR_NV, GL_SPARE0_NV, GL_DISCARD_NV,
- GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE );
- // stage 2 alpha does nothing
- // final combiner = TEXTURE2_ARB * CONSTANT_COLOR0_NV + PRIMARY_COLOR_NV * CONSTANT_COLOR1_NV
- // alpha = GL_ZERO
- qglFinalCombinerInputNV( GL_VARIABLE_A_NV, GL_CONSTANT_COLOR1_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_B_NV, GL_SECONDARY_COLOR_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_E_TIMES_F_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_E_NV, GL_TEXTURE2_ARB,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_F_NV, GL_CONSTANT_COLOR0_NV,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB );
- qglFinalCombinerInputNV( GL_VARIABLE_G_NV, GL_ZERO,
- GL_UNSIGNED_IDENTITY_NV, GL_ALPHA );
- }
- /*
- ==================
- RB_NV20_DI_DiffuseAndSpecularColorPass
- ==================
- */
- static void RB_NV20_DI_DiffuseAndSpecularColorPass( const drawInteraction_t *din ) {
- RB_LogComment( "---------- RB_NV20_DI_DiffuseAndSpecularColorPass ----------\n" );
- GL_State( GLS_SRCBLEND_DST_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );
- // texture 0 is the normalization cube map for the half angle
- // still bound from RB_NV_BumpAndLightPass
- // GL_SelectTextureNoClient( 0 );
- // GL_Bind( tr.normalCubeMapImage );
- // texture 1 is the per-surface bump map
- // still bound from RB_NV_BumpAndLightPass
- // GL_SelectTextureNoClient( 1 );
- // GL_Bind( din->bumpImage );
- // texture 2 is the per-surface diffuse map
- #ifdef MACOS_X
- GL_SelectTexture( 2 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 2 );
- #endif
- din->diffuseImage->Bind();
- // texture 3 is the per-surface specular map
- #ifdef MACOS_X
- GL_SelectTexture( 3 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 3 );
- #endif
- din->specularImage->Bind();
- // bind our "fragment program"
- RB_NV20_DiffuseAndSpecularColorFragment();
- // draw it
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_NV20_DIFFUSE_AND_SPECULAR_COLOR );
- RB_DrawElementsWithCounters( din->surf->geo );
- }
- /*
- ==================
- RB_NV20_DrawInteraction
- ==================
- */
- static void RB_NV20_DrawInteraction( const drawInteraction_t *din ) {
- const drawSurf_t *surf = din->surf;
- // load all the vertex program parameters
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, din->localLightOrigin.ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_VIEW_ORIGIN, din->localViewOrigin.ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_S, din->lightProjection[0].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_T, din->lightProjection[1].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_Q, din->lightProjection[2].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_FALLOFF_S, din->lightProjection[3].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_S, din->specularMatrix[0].ToFloatPtr() );
- qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_T, din->specularMatrix[1].ToFloatPtr() );
- // set the constant colors
- qglCombinerParameterfvNV( GL_CONSTANT_COLOR0_NV, din->diffuseColor.ToFloatPtr() );
- qglCombinerParameterfvNV( GL_CONSTANT_COLOR1_NV, din->specularColor.ToFloatPtr() );
- // vertex color passes should be pretty rare (cross-faded bump map surfaces), so always
- // run them down as three-passes
- if ( din->vertexColor != SVC_IGNORE ) {
- qglEnableClientState( GL_COLOR_ARRAY );
- RB_NV20_DI_BumpAndLightPass( din, false );
- RB_NV20_DI_DiffuseColorPass( din );
- RB_NV20_DI_SpecularColorPass( din );
- qglDisableClientState( GL_COLOR_ARRAY );
- return;
- }
- qglColor3f( 1, 1, 1 );
- // on an ideal card, we would now just bind the textures and call a
- // single pass vertex / fragment program, but
- // on NV20, we need to decide which single / dual / tripple pass set of programs to use
- // ambient light could be done as a single pass if we want to optimize for it
- // monochrome light is two passes
- int internalFormat = din->lightImage->internalFormat;
- if ( ( r_useNV20MonoLights.GetInteger() == 2 ) ||
- ( din->lightImage->isMonochrome && r_useNV20MonoLights.GetInteger() ) ) {
- // do a two-pass rendering
- RB_NV20_DI_BumpAndLightPass( din, true );
- RB_NV20_DI_DiffuseAndSpecularColorPass( din );
- } else {
- // general case is three passes
- // ( bump dot lightDir ) * lightFalloff
- // diffuse * lightProject
- // specular * ( bump dot halfAngle extended ) * lightProject
- RB_NV20_DI_BumpAndLightPass( din, false );
- RB_NV20_DI_DiffuseColorPass( din );
- RB_NV20_DI_SpecularColorPass( din );
- }
- }
- /*
- =============
- RB_NV20_CreateDrawInteractions
- =============
- */
- static void RB_NV20_CreateDrawInteractions( const drawSurf_t *surf ) {
- if ( !surf ) {
- return;
- }
- qglEnable( GL_VERTEX_PROGRAM_ARB );
- qglEnable( GL_REGISTER_COMBINERS_NV );
- #ifdef MACOS_X
- GL_SelectTexture(0);
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- qglEnableVertexAttribArrayARB( 8 );
- qglEnableVertexAttribArrayARB( 9 );
- qglEnableVertexAttribArrayARB( 10 );
- qglEnableVertexAttribArrayARB( 11 );
- #endif
- for ( ; surf ; surf=surf->nextOnLight ) {
- // set the vertex pointers
- idDrawVert *ac = (idDrawVert *)vertexCache.Position( surf->geo->ambientCache );
- qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
- #ifdef MACOS_X
- GL_SelectTexture( 0 );
- qglTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
- GL_SelectTexture( 1 );
- qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
- GL_SelectTexture( 2 );
- qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
- GL_SelectTexture( 3 );
- qglTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
- GL_SelectTexture( 0 );
- #else
- qglVertexAttribPointerARB( 11, 3, GL_FLOAT, false, 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() );
- qglVertexAttribPointerARB( 8, 2, GL_FLOAT, false, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
- #endif
- qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
- RB_CreateSingleDrawInteractions( surf, RB_NV20_DrawInteraction );
- }
- #ifndef MACOS_X
- qglDisableVertexAttribArrayARB( 8 );
- qglDisableVertexAttribArrayARB( 9 );
- qglDisableVertexAttribArrayARB( 10 );
- qglDisableVertexAttribArrayARB( 11 );
- #endif
- // disable features
- #ifdef MACOS_X
- GL_SelectTexture( 3 );
- globalImages->BindNull();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
-
- GL_SelectTexture( 2 );
- globalImages->BindNull();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
-
- GL_SelectTexture( 1 );
- globalImages->BindNull();
- qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
- #else
- GL_SelectTextureNoClient( 3 );
- globalImages->BindNull();
- GL_SelectTextureNoClient( 2 );
- globalImages->BindNull();
- GL_SelectTextureNoClient( 1 );
- globalImages->BindNull();
- #endif
- backEnd.glState.currenttmu = -1;
- GL_SelectTexture( 0 );
- qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
- qglDisable( GL_VERTEX_PROGRAM_ARB );
- qglDisable( GL_REGISTER_COMBINERS_NV );
- }
- //======================================================================================
- /*
- ==================
- RB_NV20_DrawInteractions
- ==================
- */
- void RB_NV20_DrawInteractions( void ) {
- viewLight_t *vLight;
- //
- // for each light, perform adding and shadowing
- //
- for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
- // do fogging later
- if ( vLight->lightShader->IsFogLight() ) {
- continue;
- }
- if ( vLight->lightShader->IsBlendLight() ) {
- continue;
- }
- if ( !vLight->localInteractions && !vLight->globalInteractions
- && !vLight->translucentInteractions ) {
- continue;
- }
- backEnd.vLight = vLight;
- 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;
- if ( r_useShadowVertexProgram.GetBool() ) {
- qglEnable( GL_VERTEX_PROGRAM_ARB );
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
- RB_StencilShadowPass( vLight->globalShadows );
- RB_NV20_CreateDrawInteractions( vLight->localInteractions );
- qglEnable( GL_VERTEX_PROGRAM_ARB );
- qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
- RB_StencilShadowPass( vLight->localShadows );
- RB_NV20_CreateDrawInteractions( vLight->globalInteractions );
- qglDisable( GL_VERTEX_PROGRAM_ARB ); // if there weren't any globalInteractions, it would have stayed on
- } else {
- RB_StencilShadowPass( vLight->globalShadows );
- RB_NV20_CreateDrawInteractions( vLight->localInteractions );
- RB_StencilShadowPass( vLight->localShadows );
- RB_NV20_CreateDrawInteractions( vLight->globalInteractions );
- }
- // translucent surfaces never get stencil shadowed
- if ( r_skipTranslucent.GetBool() ) {
- continue;
- }
- qglStencilFunc( GL_ALWAYS, 128, 255 );
- backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
- RB_NV20_CreateDrawInteractions( vLight->translucentInteractions );
- backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
- }
- }
- //=======================================================================
- /*
- ==================
- R_NV20_Init
- ==================
- */
- void R_NV20_Init( void ) {
- glConfig.allowNV20Path = false;
- common->Printf( "---------- R_NV20_Init ----------\n" );
- if ( !glConfig.registerCombinersAvailable || !glConfig.ARBVertexProgramAvailable || glConfig.maxTextureUnits < 4 ) {
- common->Printf( "Not available.\n" );
- return;
- }
- GL_CheckErrors();
- // create our "fragment program" display lists
- fragmentDisplayListBase = qglGenLists( FPROG_NUM_FRAGMENT_PROGRAMS );
- // force them to issue commands to build the list
- bool temp = r_useCombinerDisplayLists.GetBool();
- r_useCombinerDisplayLists.SetBool( false );
- qglNewList( fragmentDisplayListBase + FPROG_BUMP_AND_LIGHT, GL_COMPILE );
- RB_NV20_BumpAndLightFragment();
- qglEndList();
- qglNewList( fragmentDisplayListBase + FPROG_DIFFUSE_COLOR, GL_COMPILE );
- RB_NV20_DiffuseColorFragment();
- qglEndList();
- qglNewList( fragmentDisplayListBase + FPROG_SPECULAR_COLOR, GL_COMPILE );
- RB_NV20_SpecularColorFragment();
- qglEndList();
- qglNewList( fragmentDisplayListBase + FPROG_DIFFUSE_AND_SPECULAR_COLOR, GL_COMPILE );
- RB_NV20_DiffuseAndSpecularColorFragment();
- qglEndList();
- r_useCombinerDisplayLists.SetBool( temp );
- common->Printf( "---------------------------------\n" );
- glConfig.allowNV20Path = true;
- }
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