diff options
Diffstat (limited to 'ioq3-r437/src/renderer/tr_shade.c')
-rw-r--r-- | ioq3-r437/src/renderer/tr_shade.c | 1462 |
1 files changed, 1462 insertions, 0 deletions
diff --git a/ioq3-r437/src/renderer/tr_shade.c b/ioq3-r437/src/renderer/tr_shade.c new file mode 100644 index 00000000..6f22b7c2 --- /dev/null +++ b/ioq3-r437/src/renderer/tr_shade.c @@ -0,0 +1,1462 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena 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 2 of the License, +or (at your option) any later version. + +Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// tr_shade.c + +#include "tr_local.h" +#if idppc_altivec && !defined(MACOS_X) +#include <altivec.h> +#endif + +/* + + THIS ENTIRE FILE IS BACK END + + This file deals with applying shaders to surface data in the tess struct. +*/ + +/* +================ +R_ArrayElementDiscrete + +This is just for OpenGL conformance testing, it should never be the fastest +================ +*/ +static void APIENTRY R_ArrayElementDiscrete( GLint index ) { + qglColor4ubv( tess.svars.colors[ index ] ); + if ( glState.currenttmu ) { + qglMultiTexCoord2fARB( 0, tess.svars.texcoords[ 0 ][ index ][0], tess.svars.texcoords[ 0 ][ index ][1] ); + qglMultiTexCoord2fARB( 1, tess.svars.texcoords[ 1 ][ index ][0], tess.svars.texcoords[ 1 ][ index ][1] ); + } else { + qglTexCoord2fv( tess.svars.texcoords[ 0 ][ index ] ); + } + qglVertex3fv( tess.xyz[ index ] ); +} + +/* +=================== +R_DrawStripElements + +=================== +*/ +static int c_vertexes; // for seeing how long our average strips are +static int c_begins; +static void R_DrawStripElements( int numIndexes, const glIndex_t *indexes, void ( APIENTRY *element )(GLint) ) { + int i; + int last[3] = { -1, -1, -1 }; + qboolean even; + + c_begins++; + + if ( numIndexes <= 0 ) { + return; + } + + qglBegin( GL_TRIANGLE_STRIP ); + + // prime the strip + element( indexes[0] ); + element( indexes[1] ); + element( indexes[2] ); + c_vertexes += 3; + + last[0] = indexes[0]; + last[1] = indexes[1]; + last[2] = indexes[2]; + + even = qfalse; + + for ( i = 3; i < numIndexes; i += 3 ) + { + // odd numbered triangle in potential strip + if ( !even ) + { + // check previous triangle to see if we're continuing a strip + if ( ( indexes[i+0] == last[2] ) && ( indexes[i+1] == last[1] ) ) + { + element( indexes[i+2] ); + c_vertexes++; + assert( indexes[i+2] < tess.numVertexes ); + even = qtrue; + } + // otherwise we're done with this strip so finish it and start + // a new one + else + { + qglEnd(); + + qglBegin( GL_TRIANGLE_STRIP ); + c_begins++; + + element( indexes[i+0] ); + element( indexes[i+1] ); + element( indexes[i+2] ); + + c_vertexes += 3; + + even = qfalse; + } + } + else + { + // check previous triangle to see if we're continuing a strip + if ( ( last[2] == indexes[i+1] ) && ( last[0] == indexes[i+0] ) ) + { + element( indexes[i+2] ); + c_vertexes++; + + even = qfalse; + } + // otherwise we're done with this strip so finish it and start + // a new one + else + { + qglEnd(); + + qglBegin( GL_TRIANGLE_STRIP ); + c_begins++; + + element( indexes[i+0] ); + element( indexes[i+1] ); + element( indexes[i+2] ); + c_vertexes += 3; + + even = qfalse; + } + } + + // cache the last three vertices + last[0] = indexes[i+0]; + last[1] = indexes[i+1]; + last[2] = indexes[i+2]; + } + + qglEnd(); +} + + + +/* +================== +R_DrawElements + +Optionally performs our own glDrawElements that looks for strip conditions +instead of using the single glDrawElements call that may be inefficient +without compiled vertex arrays. +================== +*/ +static void R_DrawElements( int numIndexes, const glIndex_t *indexes ) { + int primitives; + + primitives = r_primitives->integer; + + // default is to use triangles if compiled vertex arrays are present + if ( primitives == 0 ) { + if ( qglLockArraysEXT ) { + primitives = 2; + } else { + primitives = 1; + } + } + + + if ( primitives == 2 ) { + qglDrawElements( GL_TRIANGLES, + numIndexes, + GL_INDEX_TYPE, + indexes ); + return; + } + + if ( primitives == 1 ) { + R_DrawStripElements( numIndexes, indexes, qglArrayElement ); + return; + } + + if ( primitives == 3 ) { + R_DrawStripElements( numIndexes, indexes, R_ArrayElementDiscrete ); + return; + } + + // anything else will cause no drawing +} + + +/* +============================================================= + +SURFACE SHADERS + +============================================================= +*/ + +shaderCommands_t tess; +static qboolean setArraysOnce; + +/* +================= +R_BindAnimatedImage + +================= +*/ +static void R_BindAnimatedImage( textureBundle_t *bundle ) { + int index; + + if ( bundle->isVideoMap ) { + ri.CIN_RunCinematic(bundle->videoMapHandle); + ri.CIN_UploadCinematic(bundle->videoMapHandle); + return; + } + + if ( bundle->numImageAnimations <= 1 ) { + GL_Bind( bundle->image[0] ); + return; + } + + // it is necessary to do this messy calc to make sure animations line up + // exactly with waveforms of the same frequency + index = myftol( tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE ); + index >>= FUNCTABLE_SIZE2; + + if ( index < 0 ) { + index = 0; // may happen with shader time offsets + } + index %= bundle->numImageAnimations; + + GL_Bind( bundle->image[ index ] ); +} + +/* +================ +DrawTris + +Draws triangle outlines for debugging +================ +*/ +static void DrawTris (shaderCommands_t *input) { + GL_Bind( tr.whiteImage ); + qglColor3f (1,1,1); + + GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE ); + qglDepthRange( 0, 0 ); + + qglDisableClientState (GL_COLOR_ARRAY); + qglDisableClientState (GL_TEXTURE_COORD_ARRAY); + + qglVertexPointer (3, GL_FLOAT, 16, input->xyz); // padded for SIMD + + if (qglLockArraysEXT) { + qglLockArraysEXT(0, input->numVertexes); + GLimp_LogComment( "glLockArraysEXT\n" ); + } + + R_DrawElements( input->numIndexes, input->indexes ); + + if (qglUnlockArraysEXT) { + qglUnlockArraysEXT(); + GLimp_LogComment( "glUnlockArraysEXT\n" ); + } + qglDepthRange( 0, 1 ); +} + + +/* +================ +DrawNormals + +Draws vertex normals for debugging +================ +*/ +static void DrawNormals (shaderCommands_t *input) { + int i; + vec3_t temp; + + GL_Bind( tr.whiteImage ); + qglColor3f (1,1,1); + qglDepthRange( 0, 0 ); // never occluded + GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE ); + + qglBegin (GL_LINES); + for (i = 0 ; i < input->numVertexes ; i++) { + qglVertex3fv (input->xyz[i]); + VectorMA (input->xyz[i], 2, input->normal[i], temp); + qglVertex3fv (temp); + } + qglEnd (); + + qglDepthRange( 0, 1 ); +} + +/* +============== +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 ) { + + shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader; + + tess.numIndexes = 0; + tess.numVertexes = 0; + tess.shader = state; + tess.fogNum = fogNum; + tess.dlightBits = 0; // will be OR'd in by surface functions + tess.xstages = state->stages; + tess.numPasses = state->numUnfoggedPasses; + tess.currentStageIteratorFunc = state->optimalStageIteratorFunc; + + tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + if (tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime) { + tess.shaderTime = tess.shader->clampTime; + } + + +} + +/* +=================== +DrawMultitextured + +output = t0 * t1 or t0 + t1 + +t0 = most upstream according to spec +t1 = most downstream according to spec +=================== +*/ +static void DrawMultitextured( shaderCommands_t *input, int stage ) { + shaderStage_t *pStage; + + pStage = tess.xstages[stage]; + + GL_State( pStage->stateBits ); + + // this is an ugly hack to work around a GeForce driver + // bug with multitexture and clip planes + if ( backEnd.viewParms.isPortal ) { + qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); + } + + // + // base + // + GL_SelectTexture( 0 ); + qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] ); + R_BindAnimatedImage( &pStage->bundle[0] ); + + // + // lightmap/secondary pass + // + GL_SelectTexture( 1 ); + qglEnable( GL_TEXTURE_2D ); + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + + if ( r_lightmap->integer ) { + GL_TexEnv( GL_REPLACE ); + } else { + GL_TexEnv( tess.shader->multitextureEnv ); + } + + qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[1] ); + + R_BindAnimatedImage( &pStage->bundle[1] ); + + R_DrawElements( input->numIndexes, input->indexes ); + + // + // disable texturing on TEXTURE1, then select TEXTURE0 + // + //qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); + qglDisable( GL_TEXTURE_2D ); + + GL_SelectTexture( 0 ); +} + + + +/* +=================== +ProjectDlightTexture + +Perform dynamic lighting with another rendering pass +=================== +*/ +#if idppc_altivec +static void ProjectDlightTexture_altivec( void ) { + int i, l; + vec_t origin0, origin1, origin2; + float texCoords0, texCoords1; + vector float floatColorVec0, floatColorVec1; + vector float modulateVec, colorVec, zero; + vector short colorShort; + vector signed int colorInt; + vector unsigned char floatColorVecPerm, modulatePerm, colorChar; + vector unsigned char vSel = VECCONST_UINT8(0x00, 0x00, 0x00, 0xff, + 0x00, 0x00, 0x00, 0xff, + 0x00, 0x00, 0x00, 0xff, + 0x00, 0x00, 0x00, 0xff); + float *texCoords; + byte *colors; + byte clipBits[SHADER_MAX_VERTEXES]; + float texCoordsArray[SHADER_MAX_VERTEXES][2]; + byte colorArray[SHADER_MAX_VERTEXES][4]; + unsigned hitIndexes[SHADER_MAX_INDEXES]; + int numIndexes; + float scale; + float radius; + vec3_t floatColor; + float modulate = 0.0f; + + if ( !backEnd.refdef.num_dlights ) { + return; + } + + // There has to be a better way to do this so that floatColor + // and/or modulate are already 16-byte aligned. + floatColorVecPerm = vec_lvsl(0,(float *)floatColor); + modulatePerm = vec_lvsl(0,(float *)&modulate); + modulatePerm = (vector unsigned char)vec_splat((vector unsigned int)modulatePerm,0); + zero = (vector float)vec_splat_s8(0); + + for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { + dlight_t *dl; + + if ( !( tess.dlightBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this light + } + texCoords = texCoordsArray[0]; + colors = colorArray[0]; + + dl = &backEnd.refdef.dlights[l]; + origin0 = dl->transformed[0]; + origin1 = dl->transformed[1]; + origin2 = dl->transformed[2]; + radius = dl->radius; + scale = 1.0f / radius; + + floatColor[0] = dl->color[0] * 255.0f; + floatColor[1] = dl->color[1] * 255.0f; + floatColor[2] = dl->color[2] * 255.0f; + floatColorVec0 = vec_ld(0, floatColor); + floatColorVec1 = vec_ld(11, floatColor); + floatColorVec0 = vec_perm(floatColorVec0,floatColorVec0,floatColorVecPerm); + for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) { + int clip = 0; + vec_t dist0, dist1, dist2; + + dist0 = origin0 - tess.xyz[i][0]; + dist1 = origin1 - tess.xyz[i][1]; + dist2 = origin2 - tess.xyz[i][2]; + + backEnd.pc.c_dlightVertexes++; + + texCoords0 = 0.5f + dist0 * scale; + texCoords1 = 0.5f + dist1 * scale; + + if( !r_dlightBacks->integer && + // dist . tess.normal[i] + ( dist0 * tess.normal[i][0] + + dist1 * tess.normal[i][1] + + dist2 * tess.normal[i][2] ) < 0.0f ) { + clip = 63; + } else { + if ( texCoords0 < 0.0f ) { + clip |= 1; + } else if ( texCoords0 > 1.0f ) { + clip |= 2; + } + if ( texCoords1 < 0.0f ) { + clip |= 4; + } else if ( texCoords1 > 1.0f ) { + clip |= 8; + } + texCoords[0] = texCoords0; + texCoords[1] = texCoords1; + + // modulate the strength based on the height and color + if ( dist2 > radius ) { + clip |= 16; + modulate = 0.0f; + } else if ( dist2 < -radius ) { + clip |= 32; + modulate = 0.0f; + } else { + dist2 = Q_fabs(dist2); + if ( dist2 < radius * 0.5f ) { + modulate = 1.0f; + } else { + modulate = 2.0f * (radius - dist2) * scale; + } + } + } + clipBits[i] = clip; + + modulateVec = vec_ld(0,(float *)&modulate); + modulateVec = vec_perm(modulateVec,modulateVec,modulatePerm); + colorVec = vec_madd(floatColorVec0,modulateVec,zero); + colorInt = vec_cts(colorVec,0); // RGBx + colorShort = vec_pack(colorInt,colorInt); // RGBxRGBx + colorChar = vec_packsu(colorShort,colorShort); // RGBxRGBxRGBxRGBx + colorChar = vec_sel(colorChar,vSel,vSel); // RGBARGBARGBARGBA replace alpha with 255 + vec_ste((vector unsigned int)colorChar,0,(unsigned int *)colors); // store color + } + + // build a list of triangles that need light + numIndexes = 0; + for ( i = 0 ; i < tess.numIndexes ; i += 3 ) { + int a, b, c; + + a = tess.indexes[i]; + b = tess.indexes[i+1]; + c = tess.indexes[i+2]; + if ( clipBits[a] & clipBits[b] & clipBits[c] ) { + continue; // not lighted + } + hitIndexes[numIndexes] = a; + hitIndexes[numIndexes+1] = b; + hitIndexes[numIndexes+2] = c; + numIndexes += 3; + } + + if ( !numIndexes ) { + continue; + } + + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] ); + + qglEnableClientState( GL_COLOR_ARRAY ); + qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray ); + + GL_Bind( tr.dlightImage ); + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + if ( dl->additive ) { + GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + else { + GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + R_DrawElements( numIndexes, hitIndexes ); + backEnd.pc.c_totalIndexes += numIndexes; + backEnd.pc.c_dlightIndexes += numIndexes; + } +} +#endif + + +static void ProjectDlightTexture_scalar( void ) { + int i, l; + vec3_t origin; + float *texCoords; + byte *colors; + byte clipBits[SHADER_MAX_VERTEXES]; + float texCoordsArray[SHADER_MAX_VERTEXES][2]; + byte colorArray[SHADER_MAX_VERTEXES][4]; + unsigned hitIndexes[SHADER_MAX_INDEXES]; + int numIndexes; + float scale; + float radius; + vec3_t floatColor; + float modulate = 0.0f; + + if ( !backEnd.refdef.num_dlights ) { + return; + } + + for ( l = 0 ; l < backEnd.refdef.num_dlights ; l++ ) { + dlight_t *dl; + + if ( !( tess.dlightBits & ( 1 << l ) ) ) { + continue; // this surface definately doesn't have any of this light + } + texCoords = texCoordsArray[0]; + colors = colorArray[0]; + + dl = &backEnd.refdef.dlights[l]; + VectorCopy( dl->transformed, origin ); + radius = dl->radius; + scale = 1.0f / radius; + + floatColor[0] = dl->color[0] * 255.0f; + floatColor[1] = dl->color[1] * 255.0f; + floatColor[2] = dl->color[2] * 255.0f; + for ( i = 0 ; i < tess.numVertexes ; i++, texCoords += 2, colors += 4 ) { + int clip = 0; + vec3_t dist; + + VectorSubtract( origin, tess.xyz[i], dist ); + + backEnd.pc.c_dlightVertexes++; + + texCoords[0] = 0.5f + dist[0] * scale; + texCoords[1] = 0.5f + dist[1] * scale; + + if( !r_dlightBacks->integer && + // dist . tess.normal[i] + ( dist[0] * tess.normal[i][0] + + dist[1] * tess.normal[i][1] + + dist[2] * tess.normal[i][2] ) < 0.0f ) { + clip = 63; + } else { + if ( texCoords[0] < 0.0f ) { + clip |= 1; + } else if ( texCoords[0] > 1.0f ) { + clip |= 2; + } + if ( texCoords[1] < 0.0f ) { + clip |= 4; + } else if ( texCoords[1] > 1.0f ) { + clip |= 8; + } + texCoords[0] = texCoords[0]; + texCoords[1] = texCoords[1]; + + // modulate the strength based on the height and color + if ( dist[2] > radius ) { + clip |= 16; + modulate = 0.0f; + } else if ( dist[2] < -radius ) { + clip |= 32; + modulate = 0.0f; + } else { + dist[2] = Q_fabs(dist[2]); + if ( dist[2] < radius * 0.5f ) { + modulate = 1.0f; + } else { + modulate = 2.0f * (radius - dist[2]) * scale; + } + } + } + clipBits[i] = clip; + colors[0] = myftol(floatColor[0] * modulate); + colors[1] = myftol(floatColor[1] * modulate); + colors[2] = myftol(floatColor[2] * modulate); + colors[3] = 255; + } + + // build a list of triangles that need light + numIndexes = 0; + for ( i = 0 ; i < tess.numIndexes ; i += 3 ) { + int a, b, c; + + a = tess.indexes[i]; + b = tess.indexes[i+1]; + c = tess.indexes[i+2]; + if ( clipBits[a] & clipBits[b] & clipBits[c] ) { + continue; // not lighted + } + hitIndexes[numIndexes] = a; + hitIndexes[numIndexes+1] = b; + hitIndexes[numIndexes+2] = c; + numIndexes += 3; + } + + if ( !numIndexes ) { + continue; + } + + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + qglTexCoordPointer( 2, GL_FLOAT, 0, texCoordsArray[0] ); + + qglEnableClientState( GL_COLOR_ARRAY ); + qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, colorArray ); + + GL_Bind( tr.dlightImage ); + // include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light + // where they aren't rendered + if ( dl->additive ) { + GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + else { + GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL ); + } + R_DrawElements( numIndexes, hitIndexes ); + backEnd.pc.c_totalIndexes += numIndexes; + backEnd.pc.c_dlightIndexes += numIndexes; + } +} + +static void ProjectDlightTexture( void ) { +#if idppc_altivec + if (com_altivec->integer) { + // must be in a seperate function or G3 systems will crash. + ProjectDlightTexture_altivec(); + return; + } +#endif + ProjectDlightTexture_scalar(); +} + + +/* +=================== +RB_FogPass + +Blends a fog texture on top of everything else +=================== +*/ +static void RB_FogPass( void ) { + fog_t *fog; + int i; + + qglEnableClientState( GL_COLOR_ARRAY ); + qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors ); + + qglEnableClientState( GL_TEXTURE_COORD_ARRAY); + qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] ); + + fog = tr.world->fogs + tess.fogNum; + + for ( i = 0; i < tess.numVertexes; i++ ) { + * ( int * )&tess.svars.colors[i] = fog->colorInt; + } + + RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] ); + + GL_Bind( tr.fogImage ); + + if ( tess.shader->fogPass == FP_EQUAL ) { + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); + } else { + GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); + } + + R_DrawElements( tess.numIndexes, tess.indexes ); +} + +/* +=============== +ComputeColors +=============== +*/ +static void ComputeColors( shaderStage_t *pStage ) +{ + int i; + + // + // rgbGen + // + switch ( pStage->rgbGen ) + { + case CGEN_IDENTITY: + Com_Memset( tess.svars.colors, 0xff, tess.numVertexes * 4 ); + break; + default: + case CGEN_IDENTITY_LIGHTING: + Com_Memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 ); + break; + case CGEN_LIGHTING_DIFFUSE: + RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors ); + break; + case CGEN_EXACT_VERTEX: + Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) ); + break; + case CGEN_CONST: + for ( i = 0; i < tess.numVertexes; i++ ) { + *(int *)tess.svars.colors[i] = *(int *)pStage->constantColor; + } + break; + case CGEN_VERTEX: + if ( tr.identityLight == 1 ) + { + Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) ); + } + else + { + for ( i = 0; i < tess.numVertexes; i++ ) + { + tess.svars.colors[i][0] = tess.vertexColors[i][0] * tr.identityLight; + tess.svars.colors[i][1] = tess.vertexColors[i][1] * tr.identityLight; + tess.svars.colors[i][2] = tess.vertexColors[i][2] * tr.identityLight; + tess.svars.colors[i][3] = tess.vertexColors[i][3]; + } + } + break; + case CGEN_ONE_MINUS_VERTEX: + if ( tr.identityLight == 1 ) + { + for ( i = 0; i < tess.numVertexes; i++ ) + { + tess.svars.colors[i][0] = 255 - tess.vertexColors[i][0]; + tess.svars.colors[i][1] = 255 - tess.vertexColors[i][1]; + tess.svars.colors[i][2] = 255 - tess.vertexColors[i][2]; + } + } + else + { + for ( i = 0; i < tess.numVertexes; i++ ) + { + tess.svars.colors[i][0] = ( 255 - tess.vertexColors[i][0] ) * tr.identityLight; + tess.svars.colors[i][1] = ( 255 - tess.vertexColors[i][1] ) * tr.identityLight; + tess.svars.colors[i][2] = ( 255 - tess.vertexColors[i][2] ) * tr.identityLight; + } + } + break; + case CGEN_FOG: + { + fog_t *fog; + + fog = tr.world->fogs + tess.fogNum; + + for ( i = 0; i < tess.numVertexes; i++ ) { + * ( int * )&tess.svars.colors[i] = fog->colorInt; + } + } + break; + case CGEN_WAVEFORM: + RB_CalcWaveColor( &pStage->rgbWave, ( unsigned char * ) tess.svars.colors ); + break; + case CGEN_ENTITY: + RB_CalcColorFromEntity( ( unsigned char * ) tess.svars.colors ); + break; + case CGEN_ONE_MINUS_ENTITY: + RB_CalcColorFromOneMinusEntity( ( unsigned char * ) tess.svars.colors ); + break; + } + + // + // alphaGen + // + switch ( pStage->alphaGen ) + { + case AGEN_SKIP: + break; + case AGEN_IDENTITY: + if ( pStage->rgbGen != CGEN_IDENTITY ) { + if ( ( pStage->rgbGen == CGEN_VERTEX && tr.identityLight != 1 ) || + pStage->rgbGen != CGEN_VERTEX ) { + for ( i = 0; i < tess.numVertexes; i++ ) { + tess.svars.colors[i][3] = 0xff; + } + } + } + break; + case AGEN_CONST: + if ( pStage->rgbGen != CGEN_CONST ) { + for ( i = 0; i < tess.numVertexes; i++ ) { + tess.svars.colors[i][3] = pStage->constantColor[3]; + } + } + break; + case AGEN_WAVEFORM: + RB_CalcWaveAlpha( &pStage->alphaWave, ( unsigned char * ) tess.svars.colors ); + break; + case AGEN_LIGHTING_SPECULAR: + RB_CalcSpecularAlpha( ( unsigned char * ) tess.svars.colors ); + break; + case AGEN_ENTITY: + RB_CalcAlphaFromEntity( ( unsigned char * ) tess.svars.colors ); + break; + case AGEN_ONE_MINUS_ENTITY: + RB_CalcAlphaFromOneMinusEntity( ( unsigned char * ) tess.svars.colors ); + break; + case AGEN_VERTEX: + if ( pStage->rgbGen != CGEN_VERTEX ) { + for ( i = 0; i < tess.numVertexes; i++ ) { + tess.svars.colors[i][3] = tess.vertexColors[i][3]; + } + } + break; + case AGEN_ONE_MINUS_VERTEX: + for ( i = 0; i < tess.numVertexes; i++ ) + { + tess.svars.colors[i][3] = 255 - tess.vertexColors[i][3]; + } + break; + case AGEN_PORTAL: + { + unsigned char alpha; + + for ( i = 0; i < tess.numVertexes; i++ ) + { + float len; + vec3_t v; + + VectorSubtract( tess.xyz[i], backEnd.viewParms.or.origin, v ); + len = VectorLength( v ); + + len /= tess.shader->portalRange; + + if ( len < 0 ) + { + alpha = 0; + } + else if ( len > 1 ) + { + alpha = 0xff; + } + else + { + alpha = len * 0xff; + } + + tess.svars.colors[i][3] = alpha; + } + } + break; + } + + // + // fog adjustment for colors to fade out as fog increases + // + if ( tess.fogNum ) + { + switch ( pStage->adjustColorsForFog ) + { + case ACFF_MODULATE_RGB: + RB_CalcModulateColorsByFog( ( unsigned char * ) tess.svars.colors ); + break; + case ACFF_MODULATE_ALPHA: + RB_CalcModulateAlphasByFog( ( unsigned char * ) tess.svars.colors ); + break; + case ACFF_MODULATE_RGBA: + RB_CalcModulateRGBAsByFog( ( unsigned char * ) tess.svars.colors ); + break; + case ACFF_NONE: + break; + } + } +} + +/* +=============== +ComputeTexCoords +=============== +*/ +static void ComputeTexCoords( shaderStage_t *pStage ) { + int i; + int b; + + for ( b = 0; b < NUM_TEXTURE_BUNDLES; b++ ) { + int tm; + + // + // generate the texture coordinates + // + switch ( pStage->bundle[b].tcGen ) + { + case TCGEN_IDENTITY: + Com_Memset( tess.svars.texcoords[b], 0, sizeof( float ) * 2 * tess.numVertexes ); + break; + case TCGEN_TEXTURE: + for ( i = 0 ; i < tess.numVertexes ; i++ ) { + tess.svars.texcoords[b][i][0] = tess.texCoords[i][0][0]; + tess.svars.texcoords[b][i][1] = tess.texCoords[i][0][1]; + } + break; + case TCGEN_LIGHTMAP: + for ( i = 0 ; i < tess.numVertexes ; i++ ) { + tess.svars.texcoords[b][i][0] = tess.texCoords[i][1][0]; + tess.svars.texcoords[b][i][1] = tess.texCoords[i][1][1]; + } + break; + case TCGEN_VECTOR: + for ( i = 0 ; i < tess.numVertexes ; i++ ) { + tess.svars.texcoords[b][i][0] = DotProduct( tess.xyz[i], pStage->bundle[b].tcGenVectors[0] ); + tess.svars.texcoords[b][i][1] = DotProduct( tess.xyz[i], pStage->bundle[b].tcGenVectors[1] ); + } + break; + case TCGEN_FOG: + RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[b] ); + break; + case TCGEN_ENVIRONMENT_MAPPED: + RB_CalcEnvironmentTexCoords( ( float * ) tess.svars.texcoords[b] ); + break; + case TCGEN_BAD: + return; + } + + // + // alter texture coordinates + // + for ( tm = 0; tm < pStage->bundle[b].numTexMods ; tm++ ) { + switch ( pStage->bundle[b].texMods[tm].type ) + { + case TMOD_NONE: + tm = TR_MAX_TEXMODS; // break out of for loop + break; + + case TMOD_TURBULENT: + RB_CalcTurbulentTexCoords( &pStage->bundle[b].texMods[tm].wave, + ( float * ) tess.svars.texcoords[b] ); + break; + + case TMOD_ENTITY_TRANSLATE: + RB_CalcScrollTexCoords( backEnd.currentEntity->e.shaderTexCoord, + ( float * ) tess.svars.texcoords[b] ); + break; + + case TMOD_SCROLL: + RB_CalcScrollTexCoords( pStage->bundle[b].texMods[tm].scroll, + ( float * ) tess.svars.texcoords[b] ); + break; + + case TMOD_SCALE: + RB_CalcScaleTexCoords( pStage->bundle[b].texMods[tm].scale, + ( float * ) tess.svars.texcoords[b] ); + break; + + case TMOD_STRETCH: + RB_CalcStretchTexCoords( &pStage->bundle[b].texMods[tm].wave, + ( float * ) tess.svars.texcoords[b] ); + break; + + case TMOD_TRANSFORM: + RB_CalcTransformTexCoords( &pStage->bundle[b].texMods[tm], + ( float * ) tess.svars.texcoords[b] ); + break; + + case TMOD_ROTATE: + RB_CalcRotateTexCoords( pStage->bundle[b].texMods[tm].rotateSpeed, + ( float * ) tess.svars.texcoords[b] ); + break; + + default: + ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'\n", pStage->bundle[b].texMods[tm].type, tess.shader->name ); + break; + } + } + } +} + +/* +** RB_IterateStagesGeneric +*/ +static void RB_IterateStagesGeneric( shaderCommands_t *input ) +{ + int stage; + + for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) + { + shaderStage_t *pStage = tess.xstages[stage]; + + if ( !pStage ) + { + break; + } + + ComputeColors( pStage ); + ComputeTexCoords( pStage ); + + if ( !setArraysOnce ) + { + qglEnableClientState( GL_COLOR_ARRAY ); + qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors ); + } + + // + // do multitexture + // + if ( pStage->bundle[1].image[0] != 0 ) + { + DrawMultitextured( input, stage ); + } + else + { + if ( !setArraysOnce ) + { + qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoords[0] ); + } + + // + // set state + // + if ( pStage->bundle[0].vertexLightmap && ( (r_vertexLight->integer && !r_uiFullScreen->integer) || glConfig.hardwareType == GLHW_PERMEDIA2 ) && r_lightmap->integer ) + { + GL_Bind( tr.whiteImage ); + } + else + R_BindAnimatedImage( &pStage->bundle[0] ); + + GL_State( pStage->stateBits ); + + // + // draw + // + R_DrawElements( input->numIndexes, input->indexes ); + } + // allow skipping out to show just lightmaps during development + if ( r_lightmap->integer && ( pStage->bundle[0].isLightmap || pStage->bundle[1].isLightmap || pStage->bundle[0].vertexLightmap ) ) + { + break; + } + } +} + + +/* +** RB_StageIteratorGeneric +*/ +void RB_StageIteratorGeneric( void ) +{ + shaderCommands_t *input; + + input = &tess; + + RB_DeformTessGeometry(); + + // + // log this call + // + if ( r_logFile->integer ) + { + // don't just call LogComment, or we will get + // a call to va() every frame! + GLimp_LogComment( va("--- RB_StageIteratorGeneric( %s ) ---\n", tess.shader->name) ); + } + + // + // set face culling appropriately + // + GL_Cull( input->shader->cullType ); + + // set polygon offset if necessary + if ( input->shader->polygonOffset ) + { + qglEnable( GL_POLYGON_OFFSET_FILL ); + qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value ); + } + + // + // if there is only a single pass then we can enable color + // and texture arrays before we compile, otherwise we need + // to avoid compiling those arrays since they will change + // during multipass rendering + // + if ( tess.numPasses > 1 || input->shader->multitextureEnv ) + { + setArraysOnce = qfalse; + qglDisableClientState (GL_COLOR_ARRAY); + qglDisableClientState (GL_TEXTURE_COORD_ARRAY); + } + else + { + setArraysOnce = qtrue; + + qglEnableClientState( GL_COLOR_ARRAY); + qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors ); + + qglEnableClientState( GL_TEXTURE_COORD_ARRAY); + qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] ); + } + + // + // lock XYZ + // + qglVertexPointer (3, GL_FLOAT, 16, input->xyz); // padded for SIMD + if (qglLockArraysEXT) + { + qglLockArraysEXT(0, input->numVertexes); + GLimp_LogComment( "glLockArraysEXT\n" ); + } + + // + // enable color and texcoord arrays after the lock if necessary + // + if ( !setArraysOnce ) + { + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + qglEnableClientState( GL_COLOR_ARRAY ); + } + + // + // call shader function + // + RB_IterateStagesGeneric( input ); + + // + // now do any dynamic lighting needed + // + if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE + && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) { + ProjectDlightTexture(); + } + + // + // now do fog + // + if ( tess.fogNum && tess.shader->fogPass ) { + RB_FogPass(); + } + + // + // unlock arrays + // + if (qglUnlockArraysEXT) + { + qglUnlockArraysEXT(); + GLimp_LogComment( "glUnlockArraysEXT\n" ); + } + + // + // reset polygon offset + // + if ( input->shader->polygonOffset ) + { + qglDisable( GL_POLYGON_OFFSET_FILL ); + } +} + + +/* +** RB_StageIteratorVertexLitTexture +*/ +void RB_StageIteratorVertexLitTexture( void ) +{ + shaderCommands_t *input; + shader_t *shader; + + input = &tess; + + shader = input->shader; + + // + // compute colors + // + RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors ); + + // + // log this call + // + if ( r_logFile->integer ) + { + // don't just call LogComment, or we will get + // a call to va() every frame! + GLimp_LogComment( va("--- RB_StageIteratorVertexLitTexturedUnfogged( %s ) ---\n", tess.shader->name) ); + } + + // + // set face culling appropriately + // + GL_Cull( input->shader->cullType ); + + // + // set arrays and lock + // + qglEnableClientState( GL_COLOR_ARRAY); + qglEnableClientState( GL_TEXTURE_COORD_ARRAY); + + qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors ); + qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] ); + qglVertexPointer (3, GL_FLOAT, 16, input->xyz); + + if ( qglLockArraysEXT ) + { + qglLockArraysEXT(0, input->numVertexes); + GLimp_LogComment( "glLockArraysEXT\n" ); + } + + // + // call special shade routine + // + R_BindAnimatedImage( &tess.xstages[0]->bundle[0] ); + GL_State( tess.xstages[0]->stateBits ); + R_DrawElements( input->numIndexes, input->indexes ); + + // + // now do any dynamic lighting needed + // + if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) { + ProjectDlightTexture(); + } + + // + // now do fog + // + if ( tess.fogNum && tess.shader->fogPass ) { + RB_FogPass(); + } + + // + // unlock arrays + // + if (qglUnlockArraysEXT) + { + qglUnlockArraysEXT(); + GLimp_LogComment( "glUnlockArraysEXT\n" ); + } +} + +//define REPLACE_MODE + +void RB_StageIteratorLightmappedMultitexture( void ) { + shaderCommands_t *input; + + input = &tess; + + // + // log this call + // + if ( r_logFile->integer ) { + // don't just call LogComment, or we will get + // a call to va() every frame! + GLimp_LogComment( va("--- RB_StageIteratorLightmappedMultitexture( %s ) ---\n", tess.shader->name) ); + } + + // + // set face culling appropriately + // + GL_Cull( input->shader->cullType ); + + // + // set color, pointers, and lock + // + GL_State( GLS_DEFAULT ); + qglVertexPointer( 3, GL_FLOAT, 16, input->xyz ); + +#ifdef REPLACE_MODE + qglDisableClientState( GL_COLOR_ARRAY ); + qglColor3f( 1, 1, 1 ); + qglShadeModel( GL_FLAT ); +#else + qglEnableClientState( GL_COLOR_ARRAY ); + qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.constantColor255 ); +#endif + + // + // select base stage + // + GL_SelectTexture( 0 ); + + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + R_BindAnimatedImage( &tess.xstages[0]->bundle[0] ); + qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][0] ); + + // + // configure second stage + // + GL_SelectTexture( 1 ); + qglEnable( GL_TEXTURE_2D ); + if ( r_lightmap->integer ) { + GL_TexEnv( GL_REPLACE ); + } else { + GL_TexEnv( GL_MODULATE ); + } + R_BindAnimatedImage( &tess.xstages[0]->bundle[1] ); + qglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + qglTexCoordPointer( 2, GL_FLOAT, 16, tess.texCoords[0][1] ); + + // + // lock arrays + // + if ( qglLockArraysEXT ) { + qglLockArraysEXT(0, input->numVertexes); + GLimp_LogComment( "glLockArraysEXT\n" ); + } + + R_DrawElements( input->numIndexes, input->indexes ); + + // + // disable texturing on TEXTURE1, then select TEXTURE0 + // + qglDisable( GL_TEXTURE_2D ); + qglDisableClientState( GL_TEXTURE_COORD_ARRAY ); + + GL_SelectTexture( 0 ); +#ifdef REPLACE_MODE + GL_TexEnv( GL_MODULATE ); + qglShadeModel( GL_SMOOTH ); +#endif + + // + // now do any dynamic lighting needed + // + if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE ) { + ProjectDlightTexture(); + } + + // + // now do fog + // + if ( tess.fogNum && tess.shader->fogPass ) { + RB_FogPass(); + } + + // + // unlock arrays + // + if ( qglUnlockArraysEXT ) { + qglUnlockArraysEXT(); + GLimp_LogComment( "glUnlockArraysEXT\n" ); + } +} + +/* +** RB_EndSurface +*/ +void RB_EndSurface( void ) { + shaderCommands_t *input; + + input = &tess; + + if (input->numIndexes == 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; + } + + // + // 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; + + GLimp_LogComment( "----------\n" ); +} + |