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Diffstat (limited to 'src/renderergl2/tr_shade.cpp')
-rw-r--r-- | src/renderergl2/tr_shade.cpp | 1634 |
1 files changed, 1634 insertions, 0 deletions
diff --git a/src/renderergl2/tr_shade.cpp b/src/renderergl2/tr_shade.cpp new file mode 100644 index 0000000..8f9e871 --- /dev/null +++ b/src/renderergl2/tr_shade.cpp @@ -0,0 +1,1634 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2013 Darklegion Development +Copyright (C) 2015-2019 GrangerHub + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, see <https://www.gnu.org/licenses/> + +=========================================================================== +*/ +// tr_shade.c + +#include "tr_local.h" +#if idppc_altivec && !defined(__APPLE__) +#include <altivec.h> +#endif + +/* + + THIS ENTIRE FILE IS BACK END + + This file deals with applying shaders to surface data in the tess struct. +*/ + + +/* +================== +R_DrawElements + +================== +*/ + +void R_DrawElements( int numIndexes, glIndex_t firstIndex) +{ + qglDrawElements(GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, BUFFER_OFFSET(firstIndex * sizeof(glIndex_t))); +} + + +/* +============================================================= + +SURFACE SHADERS + +============================================================= +*/ + +shaderCommands_t tess; + + +/* +================= +R_BindAnimatedImageToTMU + +================= +*/ +static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) { + + if ( bundle->isVideoMap ) { + ri.CIN_RunCinematic(bundle->videoMapHandle); + ri.CIN_UploadCinematic(bundle->videoMapHandle); + GL_BindToTMU(tr.scratchImage[bundle->videoMapHandle], tmu); + return; + } + + if ( bundle->numImageAnimations <= 1 ) { + GL_BindToTMU( bundle->image[0], tmu); + return; + } + + // it is necessary to do this messy calc to make sure animations line up + // exactly with waveforms of the same frequency + int i = static_cast<int>(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE) >> FUNCTABLE_SIZE2; + + if ( i < 0 ) + { + i = 0; // may happen with shader time offsets + } + i %= bundle->numImageAnimations; + + GL_BindToTMU( bundle->image[ i ], tmu ); +} + + +/* +================ +DrawTris + +Draws triangle outlines for debugging +================ +*/ +static void DrawTris (shaderCommands_t *input) { + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + + GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE ); + qglDepthRange( 0, 0 ); + + { + shaderProgram_t *sp = &tr.textureColorShader; + vec4_t color; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + VectorSet4(color, 1, 1, 1, 1); + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + R_DrawElements(input->numIndexes, input->firstIndex); + } + + qglDepthRange( 0, 1 ); +} + + +/* +================ +DrawNormals + +Draws vertex normals for debugging +================ +*/ +static void DrawNormals (shaderCommands_t *input) { + //FIXME: implement this +} + +/* +============== +RB_BeginSurface + +We must set some things up before beginning any tesselation, +because a surface may be forced to perform a RB_End due +to overflow. +============== +*/ +void RB_BeginSurface( shader_t *shader, int fogNum, int cubemapIndex ) { + + shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader; + + tess.numIndexes = 0; + tess.firstIndex = 0; + tess.numVertexes = 0; + tess.shader = state; + tess.fogNum = fogNum; + tess.cubemapIndex = cubemapIndex; + tess.dlightBits = 0; // will be OR'd in by surface functions + tess.pshadowBits = 0; // will be OR'd in by surface functions + tess.xstages = state->stages; + tess.numPasses = state->numUnfoggedPasses; + tess.currentStageIteratorFunc = state->optimalStageIteratorFunc; + tess.useInternalVao = true; + tess.useCacheVao = false; + + tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) { + tess.shaderTime = tess.shader->clampTime; + } + + if (backEnd.viewParms.flags & VPF_SHADOWMAP) + { + tess.currentStageIteratorFunc = RB_StageIteratorGeneric; + } +} + + + +extern float EvalWaveForm( const waveForm_t *wf ); +extern float EvalWaveFormClamped( const waveForm_t *wf ); + + +static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatrix, float *outOffTurb) +{ + int tm; + float matrix[6], currentmatrix[6]; + textureBundle_t *bundle = &pStage->bundle[bundleNum]; + + matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f; + matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f; + + currentmatrix[0] = 1.0f; currentmatrix[2] = 0.0f; currentmatrix[4] = 0.0f; + currentmatrix[1] = 0.0f; currentmatrix[3] = 1.0f; currentmatrix[5] = 0.0f; + + outMatrix[0] = 1.0f; outMatrix[2] = 0.0f; + outMatrix[1] = 0.0f; outMatrix[3] = 1.0f; + + outOffTurb[0] = 0.0f; outOffTurb[1] = 0.0f; outOffTurb[2] = 0.0f; outOffTurb[3] = 0.0f; + + for ( tm = 0; tm < bundle->numTexMods ; tm++ ) { + switch ( bundle->texMods[tm].type ) + { + + case TMOD_NONE: + tm = TR_MAX_TEXMODS; // break out of for loop + break; + + case TMOD_TURBULENT: + RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &outOffTurb[2], &outOffTurb[3]); + break; + + case TMOD_ENTITY_TRANSLATE: + RB_CalcScrollTexMatrix( backEnd.currentEntity->e.shaderTexCoord, matrix ); + break; + + case TMOD_SCROLL: + RB_CalcScrollTexMatrix( bundle->texMods[tm].scroll, + matrix ); + break; + + case TMOD_SCALE: + RB_CalcScaleTexMatrix( bundle->texMods[tm].scale, + matrix ); + break; + + case TMOD_STRETCH: + RB_CalcStretchTexMatrix( &bundle->texMods[tm].wave, + matrix ); + break; + + case TMOD_TRANSFORM: + RB_CalcTransformTexMatrix( &bundle->texMods[tm], + matrix ); + break; + + case TMOD_ROTATE: + RB_CalcRotateTexMatrix( bundle->texMods[tm].rotateSpeed, + matrix ); + break; + + default: + ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name ); + break; + } + + switch ( bundle->texMods[tm].type ) + { + case TMOD_NONE: + case TMOD_TURBULENT: + default: + break; + + case TMOD_ENTITY_TRANSLATE: + case TMOD_SCROLL: + case TMOD_SCALE: + case TMOD_STRETCH: + case TMOD_TRANSFORM: + case TMOD_ROTATE: + outMatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1]; + outMatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1]; + + outMatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3]; + outMatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3]; + + outOffTurb[0] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4]; + outOffTurb[1] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5]; + + currentmatrix[0] = outMatrix[0]; + currentmatrix[1] = outMatrix[1]; + currentmatrix[2] = outMatrix[2]; + currentmatrix[3] = outMatrix[3]; + currentmatrix[4] = outOffTurb[0]; + currentmatrix[5] = outOffTurb[1]; + break; + } + } +} + + +static void ComputeDeformValues(int *deformGen, vec5_t deformParams) +{ + // u_DeformGen + *deformGen = DGEN_NONE; + if(!ShaderRequiresCPUDeforms(tess.shader)) + { + deformStage_t *ds; + + // only support the first one + ds = &tess.shader->deforms[0]; + + switch (ds->deformation) + { + case DEFORM_WAVE: + *deformGen = ds->deformationWave.func; + + deformParams[0] = ds->deformationWave.base; + deformParams[1] = ds->deformationWave.amplitude; + deformParams[2] = ds->deformationWave.phase; + deformParams[3] = ds->deformationWave.frequency; + deformParams[4] = ds->deformationSpread; + break; + + case DEFORM_BULGE: + *deformGen = DGEN_BULGE; + + deformParams[0] = 0; + deformParams[1] = ds->bulgeHeight; // amplitude + deformParams[2] = ds->bulgeWidth; // phase + deformParams[3] = ds->bulgeSpeed; // frequency + deformParams[4] = 0; + break; + + default: + break; + } + } +} + + +static void ProjectDlightTexture( void ) { + int l; + vec3_t origin; + float scale; + float radius; + int deformGen; + vec5_t deformParams; + + if ( !backEnd.refdef.num_dlights ) { + return; + } + + ComputeDeformValues(&deformGen, deformParams); + + for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { + dlight_t *dl; + shaderProgram_t *sp; + vec4_t vector; + + if ( !( tess.dlightBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this light + } + + dl = &backEnd.refdef.dlights[l]; + VectorCopy( dl->transformed, origin ); + radius = dl->radius; + scale = 1.0f / radius; + + sp = &tr.dlightShader[deformGen == DGEN_NONE ? 0 : 1]; + + backEnd.pc.c_dlightDraws++; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + vector[0] = dl->color[0]; + vector[1] = dl->color[1]; + vector[2] = dl->color[2]; + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, vector); + + vector[0] = origin[0]; + vector[1] = origin[1]; + vector[2] = origin[2]; + vector[3] = scale; + GLSL_SetUniformVec4(sp, UNIFORM_DLIGHTINFO, vector); + + GL_BindToTMU( tr.dlightImage, TB_COLORMAP ); + + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + if ( dl->additive ) { + GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + else { + GL_State( GLS_ATEST_GT_0 | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 1); + + R_DrawElements(tess.numIndexes, tess.firstIndex); + + backEnd.pc.c_totalIndexes += tess.numIndexes; + backEnd.pc.c_dlightIndexes += tess.numIndexes; + backEnd.pc.c_dlightVertexes += tess.numVertexes; + } +} + + +static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t vertColor, int blend ) +{ + bool isBlend = ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR) + || ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR) + || ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR) + || ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR); + + bool is2DDraw = backEnd.currentEntity == &backEnd.entity2D; + + float overbright = (isBlend || is2DDraw) ? 1.0f : (float)(1 << tr.overbrightBits); + + fog_t *fog; + + baseColor[0] = + baseColor[1] = + baseColor[2] = + baseColor[3] = 1.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = + vertColor[3] = 0.0f; + + // + // rgbGen + // + switch ( pStage->rgbGen ) + { + case CGEN_EXACT_VERTEX: + case CGEN_EXACT_VERTEX_LIT: + baseColor[0] = + baseColor[1] = + baseColor[2] = + baseColor[3] = 0.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = overbright; + vertColor[3] = 1.0f; + break; + case CGEN_CONST: + baseColor[0] = pStage->constantColor[0] / 255.0f; + baseColor[1] = pStage->constantColor[1] / 255.0f; + baseColor[2] = pStage->constantColor[2] / 255.0f; + baseColor[3] = pStage->constantColor[3] / 255.0f; + break; + case CGEN_VERTEX: + case CGEN_VERTEX_LIT: + baseColor[0] = + baseColor[1] = + baseColor[2] = + baseColor[3] = 0.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = + vertColor[3] = 1.0f; + break; + case CGEN_ONE_MINUS_VERTEX: + baseColor[0] = + baseColor[1] = + baseColor[2] = 1.0f; + + vertColor[0] = + vertColor[1] = + vertColor[2] = -1.0f; + break; + case CGEN_FOG: + fog = tr.world->fogs + tess.fogNum; + + baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f; + baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f; + baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f; + baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f; + break; + case CGEN_WAVEFORM: + baseColor[0] = + baseColor[1] = + baseColor[2] = RB_CalcWaveColorSingle( &pStage->rgbWave ); + break; + case CGEN_ENTITY: + if (backEnd.currentEntity) + { + baseColor[0] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f; + baseColor[1] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f; + baseColor[2] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f; + baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + break; + case CGEN_ONE_MINUS_ENTITY: + if (backEnd.currentEntity) + { + baseColor[0] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[0] / 255.0f; + baseColor[1] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[1] / 255.0f; + baseColor[2] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[2] / 255.0f; + baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + break; + case CGEN_IDENTITY: + case CGEN_LIGHTING_DIFFUSE: + baseColor[0] = + baseColor[1] = + baseColor[2] = overbright; + break; + case CGEN_IDENTITY_LIGHTING: + case CGEN_BAD: + break; + } + + // + // alphaGen + // + switch ( pStage->alphaGen ) + { + case AGEN_SKIP: + break; + case AGEN_CONST: + baseColor[3] = pStage->constantColor[3] / 255.0f; + vertColor[3] = 0.0f; + break; + case AGEN_WAVEFORM: + baseColor[3] = RB_CalcWaveAlphaSingle( &pStage->alphaWave ); + vertColor[3] = 0.0f; + break; + case AGEN_ENTITY: + if (backEnd.currentEntity) + { + baseColor[3] = ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + vertColor[3] = 0.0f; + break; + case AGEN_ONE_MINUS_ENTITY: + if (backEnd.currentEntity) + { + baseColor[3] = 1.0f - ((unsigned char *)backEnd.currentEntity->e.shaderRGBA)[3] / 255.0f; + } + vertColor[3] = 0.0f; + break; + case AGEN_VERTEX: + baseColor[3] = 0.0f; + vertColor[3] = 1.0f; + break; + case AGEN_ONE_MINUS_VERTEX: + baseColor[3] = 1.0f; + vertColor[3] = -1.0f; + break; + case AGEN_IDENTITY: + case AGEN_LIGHTING_SPECULAR: + case AGEN_PORTAL: + // Done entirely in vertex program + baseColor[3] = 1.0f; + vertColor[3] = 0.0f; + break; + } + + // FIXME: find some way to implement this. +#if 0 + // if in greyscale rendering mode turn all color values into greyscale. + if(r_greyscale->integer) + { + int scale; + + for(i = 0; i < tess.numVertexes; i++) + { + scale = (tess.svars.colors[i][0] + tess.svars.colors[i][1] + tess.svars.colors[i][2]) / 3; + tess.svars.colors[i][0] = tess.svars.colors[i][1] = tess.svars.colors[i][2] = scale; + } + } +#endif +} + + +static void ComputeFogValues(vec4_t fogDistanceVector, vec4_t fogDepthVector, float *eyeT) +{ + // from RB_CalcFogTexCoords() + fog_t *fog; + vec3_t local; + + if (!tess.fogNum) + return; + + fog = tr.world->fogs + tess.fogNum; + + VectorSubtract( backEnd.orientation.origin, backEnd.viewParms.orientation.origin, local ); + fogDistanceVector[0] = -backEnd.orientation.modelMatrix[2]; + fogDistanceVector[1] = -backEnd.orientation.modelMatrix[6]; + fogDistanceVector[2] = -backEnd.orientation.modelMatrix[10]; + fogDistanceVector[3] = DotProduct( local, backEnd.viewParms.orientation.axis[0] ); + + // scale the fog vectors based on the fog's thickness + VectorScale4(fogDistanceVector, fog->tcScale, fogDistanceVector); + + // rotate the gradient vector for this orientation + if ( fog->hasSurface ) { + fogDepthVector[0] = fog->surface[0] * backEnd.orientation.axis[0][0] + + fog->surface[1] * backEnd.orientation.axis[0][1] + fog->surface[2] * backEnd.orientation.axis[0][2]; + fogDepthVector[1] = fog->surface[0] * backEnd.orientation.axis[1][0] + + fog->surface[1] * backEnd.orientation.axis[1][1] + fog->surface[2] * backEnd.orientation.axis[1][2]; + fogDepthVector[2] = fog->surface[0] * backEnd.orientation.axis[2][0] + + fog->surface[1] * backEnd.orientation.axis[2][1] + fog->surface[2] * backEnd.orientation.axis[2][2]; + fogDepthVector[3] = -fog->surface[3] + DotProduct( backEnd.orientation.origin, fog->surface ); + + *eyeT = DotProduct( backEnd.orientation.viewOrigin, fogDepthVector ) + fogDepthVector[3]; + } else { + *eyeT = 1; // non-surface fog always has eye inside + } +} + + +static void ComputeFogColorMask( shaderStage_t *pStage, vec4_t fogColorMask ) +{ + switch(pStage->adjustColorsForFog) + { + case ACFF_MODULATE_RGB: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = 1.0f; + fogColorMask[3] = 0.0f; + break; + case ACFF_MODULATE_ALPHA: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = 0.0f; + fogColorMask[3] = 1.0f; + break; + case ACFF_MODULATE_RGBA: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = + fogColorMask[3] = 1.0f; + break; + default: + fogColorMask[0] = + fogColorMask[1] = + fogColorMask[2] = + fogColorMask[3] = 0.0f; + break; + } +} + + +static void ForwardDlight( void ) { + int l; + //vec3_t origin; + //float scale; + float radius; + + int deformGen; + vec5_t deformParams; + + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + float eyeT = 0; + + shaderCommands_t *input = &tess; + shaderStage_t *pStage = tess.xstages[0]; + + if ( !backEnd.refdef.num_dlights ) { + return; + } + + ComputeDeformValues(&deformGen, deformParams); + + ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT); + + for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { + dlight_t *dl; + shaderProgram_t *sp; + vec4_t vector; + vec4_t texMatrix; + vec4_t texOffTurb; + + if ( !( tess.dlightBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this light + } + + dl = &backEnd.refdef.dlights[l]; + //VectorCopy( dl->transformed, origin ); + radius = dl->radius; + //scale = 1.0f / radius; + + //if (pStage->glslShaderGroup == tr.lightallShader) + { + int index = pStage->glslShaderIndex; + + index &= ~LIGHTDEF_LIGHTTYPE_MASK; + index |= LIGHTDEF_USE_LIGHT_VECTOR; + + sp = &tr.lightallShader[index]; + } + + backEnd.pc.c_lightallDraws++; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.orientation.origin); + GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.orientation.viewOrigin); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + if ( input->fogNum ) { + vec4_t fogColorMask; + + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); + + ComputeFogColorMask(pStage, fogColorMask); + + GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask); + } + + { + vec4_t baseColor; + vec4_t vertColor; + + ComputeShaderColors(pStage, baseColor, vertColor, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE); + + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor); + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor); + } + + if (pStage->alphaGen == AGEN_PORTAL) + { + GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange); + } + + GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen); + GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen); + + GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, dl->color); + + VectorSet(vector, 0, 0, 0); + GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vector); + + VectorCopy(dl->origin, vector); + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); + + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius); + + GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale); + GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale); + + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.orientation.transformMatrix); + + if (pStage->bundle[TB_DIFFUSEMAP].image[0]) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); + + // bind textures that are sampled and used in the glsl shader, and + // bind whiteImage to textures that are sampled but zeroed in the glsl shader + // + // alternatives: + // - use the last bound texture + // -> costs more to sample a higher res texture then throw out the result + // - disable texture sampling in glsl shader with #ifdefs, as before + // -> increases the number of shaders that must be compiled + // + + if (pStage->bundle[TB_NORMALMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP); + } + else if (r_normalMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_NORMALMAP ); + + if (pStage->bundle[TB_SPECULARMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP); + } + else if (r_specularMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP ); + + { + vec4_t enableTextures; + + VectorSet4(enableTextures, 0.0f, 0.0f, 0.0f, 0.0f); + GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures); + } + + if (r_dlightMode->integer >= 2) + GL_BindToTMU(tr.shadowCubemaps[l], TB_SHADOWMAP); + + ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb ); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb); + + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen); + + // + // draw + // + + R_DrawElements(input->numIndexes, input->firstIndex); + + backEnd.pc.c_totalIndexes += tess.numIndexes; + backEnd.pc.c_dlightIndexes += tess.numIndexes; + backEnd.pc.c_dlightVertexes += tess.numVertexes; + } +} + + +static void ProjectPshadowVBOGLSL( void ) { + int l; + vec3_t origin; + float radius; + + int deformGen; + vec5_t deformParams; + + shaderCommands_t *input = &tess; + + if ( !backEnd.refdef.num_pshadows ) { + return; + } + + ComputeDeformValues(&deformGen, deformParams); + + for ( l = 0 ; l < backEnd.refdef.num_pshadows ; l++ ) { + pshadow_t *ps; + shaderProgram_t *sp; + vec4_t vector; + + if ( !( tess.pshadowBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this shadow + } + + ps = &backEnd.refdef.pshadows[l]; + VectorCopy( ps->lightOrigin, origin ); + radius = ps->lightRadius; + + sp = &tr.pshadowShader; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + VectorCopy(origin, vector); + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); + + VectorScale(ps->lightViewAxis[0], 1.0f / ps->viewRadius, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTFORWARD, vector); + + VectorScale(ps->lightViewAxis[1], 1.0f / ps->viewRadius, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTRIGHT, vector); + + VectorScale(ps->lightViewAxis[2], 1.0f / ps->viewRadius, vector); + GLSL_SetUniformVec3(sp, UNIFORM_LIGHTUP, vector); + + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius); + + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + GL_BindToTMU( tr.pshadowMaps[l], TB_DIFFUSEMAP ); + + // + // draw + // + + R_DrawElements(input->numIndexes, input->firstIndex); + + backEnd.pc.c_totalIndexes += tess.numIndexes; + //backEnd.pc.c_dlightIndexes += tess.numIndexes; + } +} + + + +/* +=================== +RB_FogPass + +Blends a fog texture on top of everything else +=================== +*/ +static void RB_FogPass( void ) { + fog_t *fog; + vec4_t color; + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + float eyeT = 0; + shaderProgram_t *sp; + + int deformGen; + vec5_t deformParams; + + ComputeDeformValues(&deformGen, deformParams); + + { + int index = 0; + + if (deformGen != DGEN_NONE) + index |= FOGDEF_USE_DEFORM_VERTEXES; + + if (glState.vertexAnimation) + index |= FOGDEF_USE_VERTEX_ANIMATION; + + sp = &tr.fogShader[index]; + } + + backEnd.pc.c_fogDraws++; + + GLSL_BindProgram(sp); + + fog = tr.world->fogs + tess.fogNum; + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + color[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f; + color[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f; + color[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f; + color[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f; + GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color); + + ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT); + + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); + + if ( tess.shader->fogPass == FP_EQUAL ) { + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); + } else { + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); + } + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + R_DrawElements(tess.numIndexes, tess.firstIndex); +} + + +static unsigned int RB_CalcShaderVertexAttribs( shaderCommands_t *input ) +{ + unsigned int vertexAttribs = input->shader->vertexAttribs; + + if(glState.vertexAnimation) + { + vertexAttribs |= ATTR_POSITION2; + if (vertexAttribs & ATTR_NORMAL) + { + vertexAttribs |= ATTR_NORMAL2; + vertexAttribs |= ATTR_TANGENT2; + } + } + + return vertexAttribs; +} + +static void RB_IterateStagesGeneric( shaderCommands_t *input ) +{ + int stage; + + vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0}; + float eyeT = 0; + + int deformGen; + vec5_t deformParams; + + bool renderToCubemap = tr.renderCubeFbo && glState.currentFBO == tr.renderCubeFbo; + + ComputeDeformValues(&deformGen, deformParams); + + ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT); + + for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) + { + shaderStage_t *pStage = input->xstages[stage]; + shaderProgram_t *sp; + vec4_t texMatrix; + vec4_t texOffTurb; + + if ( !pStage ) + { + break; + } + + if (backEnd.depthFill) + { + if (pStage->glslShaderGroup == tr.lightallShader) + { + int index = 0; + + if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity) + { + index |= LIGHTDEF_ENTITY; + } + + if (pStage->stateBits & GLS_ATEST_BITS) + { + index |= LIGHTDEF_USE_TCGEN_AND_TCMOD; + } + + sp = &pStage->glslShaderGroup[index]; + } + else + { + int shaderAttribs = 0; + + if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader)) + { + shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES; + } + + if (glState.vertexAnimation) + { + shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION; + } + + if (pStage->stateBits & GLS_ATEST_BITS) + { + shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; + } + + sp = &tr.genericShader[shaderAttribs]; + } + } + else if (pStage->glslShaderGroup == tr.lightallShader) + { + int index = pStage->glslShaderIndex; + + if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity) + { + index |= LIGHTDEF_ENTITY; + } + + if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (index & LIGHTDEF_LIGHTTYPE_MASK)) + { + index |= LIGHTDEF_USE_SHADOWMAP; + } + + if (r_lightmap->integer && ((index & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP)) + { + index = LIGHTDEF_USE_TCGEN_AND_TCMOD; + } + + sp = &pStage->glslShaderGroup[index]; + + backEnd.pc.c_lightallDraws++; + } + else + { + sp = GLSL_GetGenericShaderProgram(stage); + + backEnd.pc.c_genericDraws++; + } + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.orientation.origin); + GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.orientation.viewOrigin); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + if ( input->fogNum ) { + GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector); + GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector); + GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT); + } + + GL_State( pStage->stateBits ); + if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_GT_0) + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 1); + } + else if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_LT_80) + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 2); + } + else if ((pStage->stateBits & GLS_ATEST_BITS) == GLS_ATEST_GE_80) + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 3); + } + else + { + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + } + + + { + vec4_t baseColor; + vec4_t vertColor; + + ComputeShaderColors(pStage, baseColor, vertColor, pStage->stateBits); + + GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor); + GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor); + } + + if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE) + { + vec4_t vec; + + VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec); + GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec); + + VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec); + GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec); + + VectorCopy(backEnd.currentEntity->lightDir, vec); + vec[3] = 0.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec); + GLSL_SetUniformVec3(sp, UNIFORM_MODELLIGHTDIR, backEnd.currentEntity->modelLightDir); + + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 0.0f); + } + + if (pStage->alphaGen == AGEN_PORTAL) + { + GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange); + } + + GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen); + GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen); + + if ( input->fogNum ) + { + vec4_t fogColorMask; + + ComputeFogColorMask(pStage, fogColorMask); + + GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask); + } + + if (r_lightmap->integer) + { + vec4_t v; + VectorSet4(v, 1.0f, 0.0f, 0.0f, 1.0f); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, v); + VectorSet4(v, 0.0f, 0.0f, 0.0f, 0.0f); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, v); + + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, TCGEN_LIGHTMAP); + } + else + { + ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix); + GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb); + + GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen); + if (pStage->bundle[0].tcGen == TCGEN_VECTOR) + { + vec3_t vec; + + VectorCopy(pStage->bundle[0].tcGenVectors[0], vec); + GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR0, vec); + VectorCopy(pStage->bundle[0].tcGenVectors[1], vec); + GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec); + } + } + + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.orientation.transformMatrix); + + GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale); + + { + vec4_t specularScale; + Vector4Copy(pStage->specularScale, specularScale); + + if (renderToCubemap) + { + // force specular to nonmetal if rendering cubemaps + if (r_pbr->integer) + specularScale[1] = 0.0f; + } + + GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, specularScale); + } + + //GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale); + + // + // do multitexture + // + if ( backEnd.depthFill ) + { + if (!(pStage->stateBits & GLS_ATEST_BITS)) + GL_BindToTMU( tr.whiteImage, TB_COLORMAP ); + else if ( pStage->bundle[TB_COLORMAP].image[0] != 0 ) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_COLORMAP], TB_COLORMAP ); + } + else if ( pStage->glslShaderGroup == tr.lightallShader ) + { + int i; + vec4_t enableTextures; + + if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK)) + { + // FIXME: screenShadowImage is NULL if no framebuffers + if (tr.screenShadowImage) + GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP); + GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol); + if (r_pbr->integer) + { + vec3_t color; + + color[0] = backEnd.refdef.sunCol[0] * backEnd.refdef.sunCol[0]; + color[1] = backEnd.refdef.sunCol[1] * backEnd.refdef.sunCol[1]; + color[2] = backEnd.refdef.sunCol[2] * backEnd.refdef.sunCol[2]; + GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, color); + } + else + { + GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol); + } + GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir); + } + + VectorSet4(enableTextures, 0, 0, 0, 0); + if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0]) + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + if (i == TB_COLORMAP) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i); + else + GL_BindToTMU( tr.whiteImage, i ); + } + } + else if (r_lightmap->integer == 3 && pStage->bundle[TB_DELUXEMAP].image[0]) + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + if (i == TB_COLORMAP) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i); + else + GL_BindToTMU( tr.whiteImage, i ); + } + } + else + { + bool light = (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) != 0; + bool fastLight = !(r_normalMapping->integer || r_specularMapping->integer); + + if (pStage->bundle[TB_DIFFUSEMAP].image[0]) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP); + + if (pStage->bundle[TB_LIGHTMAP].image[0]) + R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], TB_LIGHTMAP); + + // bind textures that are sampled and used in the glsl shader, and + // bind whiteImage to textures that are sampled but zeroed in the glsl shader + // + // alternatives: + // - use the last bound texture + // -> costs more to sample a higher res texture then throw out the result + // - disable texture sampling in glsl shader with #ifdefs, as before + // -> increases the number of shaders that must be compiled + // + if (light && !fastLight) + { + if (pStage->bundle[TB_NORMALMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP); + enableTextures[0] = 1.0f; + } + else if (r_normalMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_NORMALMAP ); + + if (pStage->bundle[TB_DELUXEMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], TB_DELUXEMAP); + enableTextures[1] = 1.0f; + } + else if (r_deluxeMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_DELUXEMAP ); + + if (pStage->bundle[TB_SPECULARMAP].image[0]) + { + R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP); + enableTextures[2] = 1.0f; + } + else if (r_specularMapping->integer) + GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP ); + } + + enableTextures[3] = (r_cubeMapping->integer && !(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex) ? 1.0f : 0.0f; + } + + GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures); + } + else if ( pStage->bundle[1].image[0] != 0 ) + { + R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 ); + R_BindAnimatedImageToTMU( &pStage->bundle[1], 1 ); + } + else + { + // + // set state + // + R_BindAnimatedImageToTMU( &pStage->bundle[0], 0 ); + } + + // + // testing cube map + // + if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex && r_cubeMapping->integer) + { + vec4_t vec; + cubemap_t *cubemap = &tr.cubemaps[input->cubemapIndex - 1]; + + // FIXME: cubemap image could be NULL if cubemap isn't renderer or loaded + if (cubemap->image) + GL_BindToTMU( cubemap->image, TB_CUBEMAP); + + VectorSubtract(cubemap->origin, backEnd.viewParms.orientation.origin, vec); + vec[3] = 1.0f; + + VectorScale4(vec, 1.0f / cubemap->parallaxRadius, vec); + + GLSL_SetUniformVec4(sp, UNIFORM_CUBEMAPINFO, vec); + } + + // + // draw + // + R_DrawElements(input->numIndexes, input->firstIndex); + + // allow skipping out to show just lightmaps during development + if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap ) ) + { + break; + } + + if (backEnd.depthFill) + break; + } +} + + +static void RB_RenderShadowmap( shaderCommands_t *input ) +{ + int deformGen; + vec5_t deformParams; + + ComputeDeformValues(&deformGen, deformParams); + + { + shaderProgram_t *sp = &tr.shadowmapShader; + + vec4_t vector; + + GLSL_BindProgram(sp); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection); + + GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.orientation.transformMatrix); + + GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation); + + GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen); + if (deformGen != DGEN_NONE) + { + GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams); + GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime); + } + + VectorCopy(backEnd.viewParms.orientation.origin, vector); + vector[3] = 1.0f; + GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vector); + GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, backEnd.viewParms.zFar); + + GL_State( 0 ); + GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0); + + // + // do multitexture + // + //if ( pStage->glslShaderGroup ) + { + // + // draw + // + + R_DrawElements(input->numIndexes, input->firstIndex); + } + } +} + + + +/* +** RB_StageIteratorGeneric +*/ +void RB_StageIteratorGeneric( void ) +{ + shaderCommands_t *input; + unsigned int vertexAttribs = 0; + + input = &tess; + + if (!input->numVertexes || !input->numIndexes) + { + return; + } + + if (tess.useInternalVao) + { + RB_DeformTessGeometry(); + } + + vertexAttribs = RB_CalcShaderVertexAttribs( input ); + + if (tess.useInternalVao) + { + RB_UpdateTessVao(vertexAttribs); + } + else + { + backEnd.pc.c_staticVaoDraws++; + } + + // + // log this call + // + if ( r_logFile->integer ) + { + // don't just call LogComment, or we will get + // a call to va() every frame! + GLimp_LogComment( (char*)va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) ); + } + + // + // set face culling appropriately + // + if (input->shader->cullType == CT_TWO_SIDED) + { + GL_Cull( CT_TWO_SIDED ); + } + else + { + bool cullFront = (input->shader->cullType == CT_FRONT_SIDED); + + if ( backEnd.viewParms.flags & VPF_DEPTHSHADOW ) + cullFront = !cullFront; + + if ( backEnd.viewParms.isMirror ) + cullFront = !cullFront; + + if ( backEnd.currentEntity && backEnd.currentEntity->mirrored ) + cullFront = !cullFront; + + if (cullFront) + GL_Cull( CT_FRONT_SIDED ); + else + GL_Cull( CT_BACK_SIDED ); + } + + // set polygon offset if necessary + if ( input->shader->polygonOffset ) + { + qglEnable( GL_POLYGON_OFFSET_FILL ); + } + + // + // render depth if in depthfill mode + // + if (backEnd.depthFill) + { + RB_IterateStagesGeneric( input ); + + // + // reset polygon offset + // + if ( input->shader->polygonOffset ) + { + qglDisable( GL_POLYGON_OFFSET_FILL ); + } + + return; + } + + // + // render shadowmap if in shadowmap mode + // + if (backEnd.viewParms.flags & VPF_SHADOWMAP) + { + if ( input->shader->sort == SS_OPAQUE ) + { + RB_RenderShadowmap( input ); + } + // + // reset polygon offset + // + if ( input->shader->polygonOffset ) + { + qglDisable( GL_POLYGON_OFFSET_FILL ); + } + + return; + } + + // + // + // call shader function + // + RB_IterateStagesGeneric( input ); + + // + // pshadows! + // + if (glRefConfig.framebufferObject && r_shadows->integer == 4 && tess.pshadowBits + && tess.shader->sort <= SS_OPAQUE && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { + ProjectPshadowVBOGLSL(); + } + + + // + // now do any dynamic lighting needed + // + if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE && r_lightmap->integer == 0 + && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { + if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader + && (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer) + { + ForwardDlight(); + } + else + { + ProjectDlightTexture(); + } + } + + // + // now do fog + // + if ( tess.fogNum && tess.shader->fogPass ) { + RB_FogPass(); + } + + // + // reset polygon offset + // + if ( input->shader->polygonOffset ) + { + qglDisable( GL_POLYGON_OFFSET_FILL ); + } +} + +/* +** RB_EndSurface +*/ +void RB_EndSurface( void ) { + shaderCommands_t *input; + + input = &tess; + + if (input->numIndexes == 0 || input->numVertexes == 0) { + return; + } + + if (input->indexes[SHADER_MAX_INDEXES-1] != 0) { + ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit"); + } + if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) { + ri.Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit"); + } + + if ( tess.shader == tr.shadowShader ) { + RB_ShadowTessEnd(); + return; + } + + // for debugging of sort order issues, stop rendering after a given sort value + if ( r_debugSort->integer && r_debugSort->integer < tess.shader->sort ) { + return; + } + + if (tess.useCacheVao) + { + // upload indexes now + VaoCache_Commit(); + } + + // + // update performance counters + // + backEnd.pc.c_shaders++; + backEnd.pc.c_vertexes += tess.numVertexes; + backEnd.pc.c_indexes += tess.numIndexes; + backEnd.pc.c_totalIndexes += tess.numIndexes * tess.numPasses; + + // + // call off to shader specific tess end function + // + tess.currentStageIteratorFunc(); + + // + // draw debugging stuff + // + if ( r_showtris->integer ) { + DrawTris (input); + } + if ( r_shownormals->integer ) { + DrawNormals (input); + } + // clear shader so we can tell we don't have any unclosed surfaces + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.firstIndex = 0; + + GLimp_LogComment( "----------\n" ); +} |