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gl_bumpgf.c
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gl_bumpgf.c
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/*
Copyright (C) 2001-2002 Charles Hollemeersch
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA: the whole file is freakin penta...
Same as gl_bumpmap.c but geforce3&4 optimized
These routines require 4 texture units an some need nvidia shaders
Most lights reqire 2 passes this way
1 diffuse
2 specular
If a light has a cubemap filter it requires 3 passes
1 attenuation
2 diffuse
3 specular
*/
#include "quakedef.h"
//<AWE> "diffuse_program_object" has to be defined static. Otherwise nameclash with "gl_bumpradeon.c".
static GLuint diffuse_program_object;
static GLuint specularalias_program_object; //He he nice name to type a lot
/*
Pixel shader for diffuse bump mapping does diffuse bumpmapping with norm cube, self shadowing & dist attent in
1 pass (thanx to the 4 texture units on a gf4)
*/
void GL_EnableDiffuseShaderGF3(qboolean world, vec3_t lightOrig) {
float invrad = 1/currentshadowlight->radius;
//tex 0 = normal map
//tex 1 = nomalization cube map (tangent space light vector)
//tex 2 = color map
//tex 3 = (attenuation or light filter, depends on light settings but the actual
// register combiner setup does not change only the bound texture)
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
if (currentshadowlight->filtercube) {
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->filtercube);
GL_SetupCubeMapMatrix(world);
} else {
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, atten3d_texture_object);
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
glScalef(invrad, invrad, invrad);
glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
}
GL_SelectTexture(GL_TEXTURE0_ARB);
//combiner0 RGB: calculate
// (normal map = A) dot (norm cubemap = B) save in Spare0 RGB
// (color map = C) mul (light filter = D) save in Spare1 RGB
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
//combiner0 Alpha: store 8*expand(tang space light vect z comp) into Spare0 Alpha (this is the selfshadow term)
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//Only if the light is not white we use a second combiner
//this is when the light is at its full brightness (for flickering lights)
//and doesn't have any color (other than white)
if ((currentshadowlight->color[0] != 1) || (currentshadowlight->color[1] != 1) || (currentshadowlight->color[2] != 1)) {
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, 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);
//alpha out = nothing
qglCombinerOutputNV(GL_COMBINER1_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
} else {
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
}
//final combiner: final RGB = (Spare 0 Alpha) * ( (Spare 0 RGB) * (Spare 1 RGB) )
qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
//qglFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_TEXTURE2_ARB, 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_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_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_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
//final cominer alpha doesn't really matter we use A dot B
qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
glEnable(GL_REGISTER_COMBINERS_NV);
// Enable the vertex program.
//qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, diffuse_program_object );
//glEnable( GL_VERTEX_PROGRAM_ARB );
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object );
glEnable( GL_VERTEX_PROGRAM_NV );
}
void GL_DisableDiffuseShaderGF3() {
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 1);
//tex 0 = normal map
//tex 1 = nomalization cube map (tangent space light vector)
//tex 2 = color map
//tex 3 = (attenuation or light filter, depends on light settings)
GL_SelectTexture(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
GL_SelectTexture(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
if (currentshadowlight->filtercube) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
} else {
glDisable(GL_TEXTURE_3D);
}
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisable(GL_REGISTER_COMBINERS_NV);
// glDisable( GL_VERTEX_PROGRAM_ARB );
glDisable( GL_VERTEX_PROGRAM_NV );
}
void GL_EnableSpecularShaderGF3(qboolean world, vec3_t lightOrig, qboolean alias) {
vec3_t scaler = {0.5f, 0.5f, 0.5f};
float invrad = 1/currentshadowlight->radius;
//tex 0 = normal map
//tex 1 = nomalization cube map (tangent space half angle)
//tex 2 = color map
//tex 3 = (attenuation or light filter, depends on light settings but the actual
// register combiner setup does not change only the bound texture)
GL_SelectTexture(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normcube_texture_object);
GL_SelectTexture(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
GL_SelectTexture(GL_TEXTURE3_ARB);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
if (currentshadowlight->filtercube) {
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, currentshadowlight->filtercube);
GL_SetupCubeMapMatrix(world);
} else {
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, atten3d_texture_object);
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
glScalef(invrad, invrad, invrad);
glTranslatef(-lightOrig[0], -lightOrig[1], -lightOrig[2]);
}
GL_SelectTexture(GL_TEXTURE0_ARB);
qglCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 4);
qglCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &scaler[0]);
//combiner0 RGB: calculate
// (normal map = A) dot (norm cubemap = B) save in Spare0 RGB
// (gloss map = C) mul (light filter = D) save in Spare1 RGB
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA);
qglCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_SPARE0_NV, GL_SPARE1_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
//combiner0 Alpha: store 8*expand(tang space light vect z comp) into Spare1 Alpha (this is the selfshadow term)
if (alias) {
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SECONDARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_SECONDARY_COLOR_NV, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
} else {
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_EXPAND_NORMAL_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER0_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
}
qglCombinerOutputNV(GL_COMBINER0_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE1_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//rgb = multipy light with color
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_PRIMARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, 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);
//combiner1 Alpha: calculate 2*((N'dotH)^2 - 0.5f) -> store in Spare0 Alpha ("raise" to an exponent)
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_C_NV, GL_CONSTANT_COLOR0_NV, GL_SIGNED_NEGATE_NV, GL_BLUE);
qglCombinerInputNV(GL_COMBINER1_NV, GL_ALPHA, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
qglCombinerOutputNV(GL_COMBINER1_NV, GL_ALPHA, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner2 Alpha: Raise specular further
qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER2_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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);
//combiner2 rgb: Do nothing
// qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// qglCombinerInputNV(GL_COMBINER2_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE2_ARB, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
// qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner3 Alpha: Raise specular further
qglCombinerInputNV(GL_COMBINER3_NV, GL_ALPHA, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER3_NV, GL_ALPHA, GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerOutputNV(GL_COMBINER3_NV, GL_ALPHA, GL_SPARE0_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//combiner3 rgb: Do nothing
// qglCombinerOutputNV(GL_COMBINER2_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_B_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV , GL_ALPHA);
qglCombinerInputNV(GL_COMBINER3_NV, GL_RGB, GL_VARIABLE_D_NV, GL_TEXTURE3_ARB, GL_UNSIGNED_IDENTITY_NV , GL_RGB);
qglCombinerOutputNV(GL_COMBINER3_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
//final combiner: final RGB = (Spare 0 Alpha) * ( (Spare 0 RGB) * (Spare 1 RGB) )
qglFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA);
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_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
qglFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
//final cominer alpha doesn't really matter we use A dot B
qglFinalCombinerInputNV(GL_VARIABLE_G_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_BLUE);
glEnable(GL_REGISTER_COMBINERS_NV);
// Enable the vertex program.
// qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, diffuse_program_object );
// glEnable( GL_VERTEX_PROGRAM_ARB );
if (alias)
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, specularalias_program_object );
else
qglBindProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object );
glEnable( GL_VERTEX_PROGRAM_NV );
}
/*
GL_DisableSpecularShaderGF3() ??
Same as GL_DisableDiffuseShaderGF3()
*/
void GL_EnableAttentShaderGF3(vec3_t lightOrig) {
float invrad = 1/currentshadowlight->radius;
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
glScalef(invrad, invrad, invrad);
glTranslatef(-lightOrig[0],
-lightOrig[1],
-lightOrig[2]);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, atten3d_texture_object);
}
void GL_DisableAttentShaderGF3() {
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_3D);
glEnable(GL_TEXTURE_2D);
}
void R_DrawWorldGF3Diffuse(lightcmd_t *lightCmds) {
int command, num, i;
int lightPos = 0;
vec3_t lightOr;
msurface_t *surf;
float *v;
texture_t *t;//XYZ
//support flickering lights
VectorCopy(currentshadowlight->origin,lightOr);
while (1) {
command = lightCmds[lightPos++].asInt;
if (command == 0) break; //end of list
surf = lightCmds[lightPos++].asVoid;
if (surf->visframe != r_framecount) {
lightPos+=(4+surf->polys->numverts*(2+3));
continue;
}
num = surf->polys->numverts;
lightPos+=4;//skip color
//XYZ
t = R_TextureAnimation (surf->texinfo->texture);
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(t->gl_texturenum+1);
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_Bind(t->gl_texturenum);
glBegin(command);
//v = surf->polys->verts[0];
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
for (i=0; i<num; i++, v+= VERTEXSIZE) {
//skip attent texture coord.
lightPos+=2;
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB,
&lightCmds[lightPos].asFloat);
lightPos+=3;
//qglMultiTexCoord2fARB(GL_TEXTURE2_ARB, v[3], v[4]);
//qglMultiTexCoord3fvARB(GL_TEXTURE3_ARB,&v[0]);
glVertex3fv(&v[0]);
}
glEnd();
}
GL_SelectTexture(GL_TEXTURE0_ARB);
}
void R_DrawWorldGF3Specular(lightcmd_t *lightCmds) {
int command, num, i;
int lightPos = 0;
vec3_t tsH,H;
float* lightP;
msurface_t *surf;
float *v;
vec3_t lightDir;
texture_t *t;//XYZ
//support flickering lights
//VectorCopy(currentshadowlight->origin,lightOr);
while (1) {
command = lightCmds[lightPos++].asInt;
if (command == 0) break; //end of list
surf = lightCmds[lightPos++].asVoid;
if (surf->visframe != r_framecount) {
lightPos+=(4+surf->polys->numverts*(2+3));
continue;
}
num = surf->polys->numverts;
lightPos+=4;//skip color
//XYZ
t = R_TextureAnimation (surf->texinfo->texture);
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(t->gl_texturenum+1);
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_Bind(t->gl_texturenum);
glBegin(command);
//v = surf->polys->verts[0];
v = (float *)(&globalVertexTable[surf->polys->firstvertex]);
for (i=0; i<num; i++, v+= VERTEXSIZE) {
lightPos+=2;//skip texcoords
lightP = &lightCmds[lightPos].asFloat;
VectorCopy(lightP, lightDir);
VectorNormalize(lightDir);
lightPos+=3;
//calculate local H vector and put it into tangent space
//r_origin = camera position
VectorSubtract(r_refdef.vieworg,v,H);
VectorNormalize(H);
//put H in tangent space firste since lightDir (precalc) is already in tang space
if (surf->flags & SURF_PLANEBACK) {
tsH[2] = -DotProduct(H,surf->plane->normal);
} else {
tsH[2] = DotProduct(H,surf->plane->normal);
}
tsH[1] = -DotProduct(H,surf->texinfo->vecs[1]);
tsH[0] = DotProduct(H,surf->texinfo->vecs[0]);
//
VectorAdd(lightDir,tsH,tsH);
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB,&tsH[0]);
glVertex3fv(&v[0]);
}
glEnd();
}
GL_SelectTexture(GL_TEXTURE0_ARB);
}
void R_DrawBrushGF3Diffuse(entity_t *e) {
model_t *model = e->model;
msurface_t *surf;
glpoly_t *poly;
int i, j, count;
brushlightinstant_t *ins = e->brushlightinstant;
float *v;
texture_t *t; //XYZ
count = 0;
surf = &model->surfaces[model->firstmodelsurface];
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
if (!ins->polygonVis[i]) continue;
poly = surf->polys;
//XYZ
t = R_TextureAnimation (surf->texinfo->texture);
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(t->gl_texturenum+1);
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_Bind(t->gl_texturenum);
glBegin(GL_TRIANGLE_FAN);
//v = poly->verts[0];
v = (float *)(&globalVertexTable[poly->firstvertex]);
for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB,&ins->tslights[count+j][0]);
glVertex3fv(v);
}
glEnd();
count+=surf->numedges;
}
}
void R_DrawBrushGF3Specular(entity_t *e) {
model_t *model = e->model;
msurface_t *surf;
glpoly_t *poly;
int i, j, count;
brushlightinstant_t *ins = e->brushlightinstant;
float *v;
texture_t *t;//XYZ
count = 0;
surf = &model->surfaces[model->firstmodelsurface];
for (i=0; i<model->nummodelsurfaces; i++, surf++)
{
if (!ins->polygonVis[i]) continue;
poly = surf->polys;
//XYZ
t = R_TextureAnimation (surf->texinfo->texture);
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(t->gl_texturenum+1);
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_Bind(t->gl_texturenum);
glBegin(GL_TRIANGLE_FAN);
//v = poly->verts[0];
v = (float *)(&globalVertexTable[poly->firstvertex]);
for (j=0 ; j<poly->numverts ; j++, v+= VERTEXSIZE)
{
qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, v[3], v[4]);
qglMultiTexCoord3fvARB(GL_TEXTURE1_ARB,&ins->tshalfangles[count+j][0]);
glVertex3fv(v);
}
glEnd();
count+=surf->numedges;
}
}
void R_DrawAliasFrameGF3Diffuse (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
{
mtriangle_t *tris;
fstvert_t *texcoords;
int anim;
int *indecies;
aliaslightinstant_t *linstant = instant->lightinstant;
tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
texcoords = (fstvert_t *)((byte *)paliashdr + paliashdr->texcoords);
//bind normal map
anim = (int)(cl.time*10) & 3;
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]+1);
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(3, GL_FLOAT, 0, linstant->tslights);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//glDrawElements(GL_TRIANGLES,paliashdr->numtris*3,GL_UNSIGNED_INT,indecies);
glDrawElements(GL_TRIANGLES,linstant->numtris*3,GL_UNSIGNED_INT,&linstant->indecies[0]);
if (sh_noshadowpopping.value) {
glStencilFunc(GL_LEQUAL, 1, 0xffffffff);
glDrawElements(GL_TRIANGLES,(paliashdr->numtris*3)-(linstant->numtris*3),GL_UNSIGNED_INT,&linstant->indecies[linstant->numtris*3]);
glStencilFunc(GL_EQUAL, 0, 0xffffffff);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
GL_SelectTexture(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void R_DrawAliasFrameGF3Specular (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
{
mtriangle_t *tris;
fstvert_t *texcoords;
vec3_t lightOr;
int anim;
int *indecies;
aliaslightinstant_t *linstant = instant->lightinstant;
tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
texcoords = (fstvert_t *)((byte *)paliashdr + paliashdr->texcoords);
VectorCopy(currentshadowlight->origin,lightOr);
//bind normal map
anim = (int)(cl.time*10) & 3;
GL_SelectTexture(GL_TEXTURE0_ARB);
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]+1);
GL_SelectTexture(GL_TEXTURE2_ARB);
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
glEnableClientState(GL_VERTEX_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(3, GL_FLOAT, 0, linstant->tshalfangles);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//to to correct self shadowing on alias models send the light vectors an extra time...
qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glTexCoordPointer(3, GL_FLOAT, 0, linstant->tslights);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawElements(GL_TRIANGLES,linstant->numtris*3,GL_UNSIGNED_INT,&linstant->indecies[0]);
if (sh_noshadowpopping.value) {
glStencilFunc(GL_LEQUAL, 1, 0xffffffff);
//Con_Printf("%i backfacing tris\n",(paliashdr->numtris*3)-(linstant->numtris*3));
glDrawElements(GL_TRIANGLES,(paliashdr->numtris*3)-(linstant->numtris*3),GL_UNSIGNED_INT,&linstant->indecies[linstant->numtris*3]);
glStencilFunc(GL_EQUAL, 0, 0xffffffff);
}
//qglClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
qglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
GL_SelectTexture(GL_TEXTURE0_ARB);
qglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void R_DrawWorldBumpedGF3() {
if (!currentshadowlight->visible)
return;
glDepthMask (0);
glShadeModel (GL_SMOOTH);
if (currentshadowlight->filtercube) {
//draw attent into dest alpha
GL_DrawAlpha();
GL_EnableAttentShaderGF3(currentshadowlight->origin);
R_DrawWorldWV(currentshadowlight->lightCmds, false);
GL_DisableAttentShaderGF3();
GL_ModulateAlphaDrawColor();
} else {
GL_AddColor();
}
glColor3fv(¤tshadowlight->color[0]);
GL_EnableSpecularShaderGF3(true,currentshadowlight->origin,false);
R_DrawWorldGF3Specular(currentshadowlight->lightCmds);
GL_DisableDiffuseShaderGF3();
GL_EnableDiffuseShaderGF3(true,currentshadowlight->origin);
R_DrawWorldGF3Diffuse(currentshadowlight->lightCmds);
GL_DisableDiffuseShaderGF3();
glColor3f (1,1,1);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask (1);
}
void R_DrawBrushBumpedGF3(entity_t *e) {
if (currentshadowlight->filtercube) {
//draw attent into dest alpha
GL_DrawAlpha();
GL_EnableAttentShaderGF3(((brushlightinstant_t *)e->brushlightinstant)->lightpos);
R_DrawBrushWV(e, false);
GL_DisableAttentShaderGF3();
GL_ModulateAlphaDrawColor();
} else {
GL_AddColor();
}
glColor3fv(¤tshadowlight->color[0]);
GL_EnableSpecularShaderGF3(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos,false);
R_DrawBrushGF3Specular(e);
GL_DisableDiffuseShaderGF3();
GL_EnableDiffuseShaderGF3(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos);
R_DrawBrushGF3Diffuse(e);
GL_DisableDiffuseShaderGF3();
}
void R_DrawAliasBumpedGF3(aliashdr_t *paliashdr, aliasframeinstant_t *instant) {
if (currentshadowlight->filtercube) {
//draw attent into dest alpha
GL_DrawAlpha();
GL_EnableAttentShaderGF3(instant->lightinstant->lightpos);
R_DrawAliasFrameWV(paliashdr,instant, false);
GL_DisableAttentShaderGF3();
GL_ModulateAlphaDrawColor();
} else {
GL_AddColor();
}
glColor3fv(¤tshadowlight->color[0]);
GL_EnableSpecularShaderGF3(false,instant->lightinstant->lightpos,true);
R_DrawAliasFrameGF3Specular(paliashdr,instant);
GL_DisableDiffuseShaderGF3();
GL_EnableDiffuseShaderGF3(false,instant->lightinstant->lightpos);
R_DrawAliasFrameGF3Diffuse(paliashdr,instant);
GL_DisableDiffuseShaderGF3();
}
/*
Vertex programs
*/
/*
Thisone does not do anything too usefull, it just copyies some things around
instead of sending the save coordinates for unit0/2 we send them once and copy
them here, this saves some bandwith and is slightly faster.
*/
char vpDiffuseGF3 [] =
"!!VP1.1 # Diffuse bumpmapping vetex program.\n"
"OPTION NV_position_invariant;"
// Generates a necessary input for the diffuse bumpmapping registers
//
// c[0]...c[3] contains the modelview projection composite matrix
// c[4]...c[7] contains the texture matrix of unit 3
// v[OPOS] contains the per-vertex position
// v[TEX1] contains the per-vertex tangent space light vector
// v[TEX0] contains the per-vertex texture coordinate 0
// o[HPOS] output register for homogeneous position
// o[TEX0] output register for texture coordinate 0
// o[TEX1] output register for texture coordinate 1
// o[TEX2] output register for texture coordinate 2
// o[TEX3] output register for texture coordinate 3
// Transform vertex to view-space
// Transform vertex by texture matrix and copy to output
"DP4 o[TEX3].x, v[OPOS], c[4];"
"DP4 o[TEX3].y, v[OPOS], c[5];"
"DP4 o[TEX3].z, v[OPOS], c[6];"
"DP4 o[TEX3].w, v[OPOS], c[7];"
//copy tex coords of unit 0 to unit 2
"MOV o[TEX0], v[TEX0];"
"MOV o[TEX2], v[TEX0];"
"MOV o[TEX1], v[TEX1];"
"MOV o[COL0], v[COL0];"
"END";
/*
Only used for specular on alias models when noshadowpopping is enabled...
*/
char vpSpecularAliasGF3 [] =
"!!VP1.1 # Diffuse bumpmapping vetex program.\n"
"OPTION NV_position_invariant;"
// Generates a necessary input for the diffuse bumpmapping registers
//
// c[0]...c[3] contains the modelview projection composite matrix
// c[4]...c[7] contains the texture matrix of unit 3
// v[OPOS] contains the per-vertex position
// v[TEX1] contains the per-vertex tangent space light vector
// v[TEX0] contains the per-vertex texture coordinate 0
// v[TEX2] contains the per-vertex light vector
// o[HPOS] output register for homogeneous position
// o[TEX0] output register for texture coordinate 0
// o[TEX1] output register for texture coordinate 1
// o[TEX2] output register for texture coordinate 2
// o[TEX3] output register for texture coordinate 3
// Transform vertex to view-space
// Transform vertex by texture matrix and copy to output
"DP4 o[TEX3].x, v[OPOS], c[4];"
"DP4 o[TEX3].y, v[OPOS], c[5];"
"DP4 o[TEX3].z, v[OPOS], c[6];"
"DP4 o[TEX3].w, v[OPOS], c[7];"
"MOV o[TEX0], v[TEX0];"
//range compress into secondary color
"MAD o[COL1], v[TEX2], c[20], c[20];"
//copy tex coords of unit 0 to unit 2
"MOV o[TEX2], v[TEX0];"
"MOV o[TEX1], v[TEX1];"
"MOV o[COL0], v[COL0];"
"END";
void R_LoadVertexProgram() {
GLint errPos, errCode;
const GLubyte *errString;
if ( gl_cardtype != GEFORCE3 ) return;
// Create the vertex program.
qglGenProgramsNV( 1, &diffuse_program_object);
qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, diffuse_program_object,
strlen(vpDiffuseGF3), (const GLubyte *) vpDiffuseGF3);
qglGenProgramsNV( 1, &specularalias_program_object);
qglLoadProgramNV( GL_VERTEX_PROGRAM_NV, specularalias_program_object,
strlen(vpSpecularAliasGF3), (const GLubyte *) vpSpecularAliasGF3);
if ( (errCode = glGetError()) != GL_NO_ERROR ) {
errString = gluErrorString( errCode );
// glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_NV, &errPos);
Con_Printf("LoadVertexProgram: %s\n", errString);
Con_Printf("error is located at line: %d\n", errPos);
exit( -1 );
} else {
Con_Printf("VertexProgram loaded\n");
}
// Track the concatenation of the modelview and projection matrix in registers 0-3.
qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV );
// Track the texture unit 3 maxtix in registers 4-7
qglTrackMatrixNV( GL_VERTEX_PROGRAM_NV, 4, GL_TEXTURE3_ARB, GL_IDENTITY_NV );
//store 0.5 0.5 0.5 0.5 in register 8
qglProgramParameter4fNV( GL_VERTEX_PROGRAM_NV, 20, 0.5, 0.5, 0.5, 0.5);
}