/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. IceTech 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 IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #include "precompiled.h" #pragma hdrstop #include "tr_local.h" idCVar r_renderNeuralMaterial("r_renderNeuralMaterial", "0", CVAR_BOOL, ""); /* ===================== RB_BakeTextureMatrixIntoTexgen ===================== */ void RB_BakeTextureMatrixIntoTexgen( idPlane lightProject[3], const float *textureMatrix ) { float genMatrix[16]; float final[16]; genMatrix[0] = lightProject[0][0]; genMatrix[4] = lightProject[0][1]; genMatrix[8] = lightProject[0][2]; genMatrix[12] = lightProject[0][3]; genMatrix[1] = lightProject[1][0]; genMatrix[5] = lightProject[1][1]; genMatrix[9] = lightProject[1][2]; genMatrix[13] = lightProject[1][3]; genMatrix[2] = 0; genMatrix[6] = 0; genMatrix[10] = 0; genMatrix[14] = 0; genMatrix[3] = lightProject[2][0]; genMatrix[7] = lightProject[2][1]; genMatrix[11] = lightProject[2][2]; genMatrix[15] = lightProject[2][3]; myGlMultMatrix( genMatrix, backEnd.lightTextureMatrix, final ); lightProject[0][0] = final[0]; lightProject[0][1] = final[4]; lightProject[0][2] = final[8]; lightProject[0][3] = final[12]; lightProject[1][0] = final[1]; lightProject[1][1] = final[5]; lightProject[1][2] = final[9]; lightProject[1][3] = final[13]; } /* ================ RB_PrepareStageTexturing ================ */ void RB_PrepareStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) { // set privatePolygonOffset if necessary if ( pStage->privatePolygonOffset ) { glEnable( GL_POLYGON_OFFSET_FILL ); glPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * pStage->privatePolygonOffset ); } // set the texture matrix if needed if ( pStage->texture.hasMatrix ) { RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture ); } // texgens if ( pStage->texture.texgen == TG_DIFFUSE_CUBE ) { glTexCoordPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() ); } if ( pStage->texture.texgen == TG_SKYBOX_CUBE || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) { glTexCoordPointer( 3, GL_FLOAT, 0, vertexCache.Position( surf->dynamicTexCoords ) ); } if ( pStage->texture.texgen == TG_SCREEN ) { glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_Q ); float mat[16], plane[4]; myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat ); plane[0] = mat[0]; plane[1] = mat[4]; plane[2] = mat[8]; plane[3] = mat[12]; glTexGenfv( GL_S, GL_OBJECT_PLANE, plane ); plane[0] = mat[1]; plane[1] = mat[5]; plane[2] = mat[9]; plane[3] = mat[13]; glTexGenfv( GL_T, GL_OBJECT_PLANE, plane ); plane[0] = mat[3]; plane[1] = mat[7]; plane[2] = mat[11]; plane[3] = mat[15]; glTexGenfv( GL_Q, GL_OBJECT_PLANE, plane ); } if ( pStage->texture.texgen == TG_SCREEN2 ) { glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_Q ); float mat[16], plane[4]; myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat ); plane[0] = mat[0]; plane[1] = mat[4]; plane[2] = mat[8]; plane[3] = mat[12]; glTexGenfv( GL_S, GL_OBJECT_PLANE, plane ); plane[0] = mat[1]; plane[1] = mat[5]; plane[2] = mat[9]; plane[3] = mat[13]; glTexGenfv( GL_T, GL_OBJECT_PLANE, plane ); plane[0] = mat[3]; plane[1] = mat[7]; plane[2] = mat[11]; plane[3] = mat[15]; glTexGenfv( GL_Q, GL_OBJECT_PLANE, plane ); } if ( pStage->texture.texgen == TG_GLASSWARP ) { if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) { glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP ); glEnable( GL_FRAGMENT_PROGRAM_ARB ); GL_SelectTexture( 2 ); globalImages->scratchImage->Bind(); GL_SelectTexture( 1 ); globalImages->scratchImage2->Bind(); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_Q ); float mat[16], plane[4]; myGlMultMatrix( surf->space->modelViewMatrix, backEnd.viewDef->projectionMatrix, mat ); plane[0] = mat[0]; plane[1] = mat[4]; plane[2] = mat[8]; plane[3] = mat[12]; glTexGenfv( GL_S, GL_OBJECT_PLANE, plane ); plane[0] = mat[1]; plane[1] = mat[5]; plane[2] = mat[9]; plane[3] = mat[13]; glTexGenfv( GL_T, GL_OBJECT_PLANE, plane ); plane[0] = mat[3]; plane[1] = mat[7]; plane[2] = mat[11]; plane[3] = mat[15]; glTexGenfv( GL_Q, GL_OBJECT_PLANE, plane ); GL_SelectTexture( 0 ); } } if ( pStage->texture.texgen == TG_REFLECT_CUBE ) { if ( tr.backEndRenderer == BE_ARB2 ) { // see if there is also a bump map specified const shaderStage_t *bumpStage = surf->material->GetBumpStage(); if ( bumpStage ) { // per-pixel reflection mapping with bump mapping GL_SelectTexture( 1 ); bumpStage->texture.image->Bind(); GL_SelectTexture( 0 ); glNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() ); glVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() ); glVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() ); glEnableVertexAttribArrayARB( 9 ); glEnableVertexAttribArrayARB( 10 ); glEnableClientState( GL_NORMAL_ARRAY ); // Program env 5, 6, 7, 8 have been set in RB_SetProgramEnvironmentSpace glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT ); glEnable( GL_FRAGMENT_PROGRAM_ARB ); glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT ); glEnable( GL_VERTEX_PROGRAM_ARB ); } else { // per-pixel reflection mapping without a normal map glNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() ); glEnableClientState( GL_NORMAL_ARRAY ); glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT ); glEnable( GL_FRAGMENT_PROGRAM_ARB ); glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT ); glEnable( GL_VERTEX_PROGRAM_ARB ); } } else { glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT ); glTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT ); glTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_EXT ); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() ); glMatrixMode( GL_TEXTURE ); float mat[16]; R_TransposeGLMatrix( backEnd.viewDef->worldSpace.modelViewMatrix, mat ); glLoadMatrixf( mat ); glMatrixMode( GL_MODELVIEW ); } } } /* ================ RB_FinishStageTexturing ================ */ void RB_FinishStageTexturing( const shaderStage_t *pStage, const drawSurf_t *surf, idDrawVert *ac ) { // unset privatePolygonOffset if necessary if ( pStage->privatePolygonOffset && !surf->material->TestMaterialFlag(MF_POLYGONOFFSET) ) { glDisable( GL_POLYGON_OFFSET_FILL ); } if ( pStage->texture.texgen == TG_DIFFUSE_CUBE || pStage->texture.texgen == TG_SKYBOX_CUBE || pStage->texture.texgen == TG_WOBBLESKY_CUBE ) { glTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), (void *)&ac->st ); } if ( pStage->texture.texgen == TG_SCREEN ) { glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_Q ); } if ( pStage->texture.texgen == TG_SCREEN2 ) { glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_Q ); } if ( pStage->texture.texgen == TG_GLASSWARP ) { if ( tr.backEndRenderer == BE_ARB2 /*|| tr.backEndRenderer == BE_NV30*/ ) { GL_SelectTexture( 2 ); globalImages->BindNull(); GL_SelectTexture( 1 ); if ( pStage->texture.hasMatrix ) { RB_LoadShaderTextureMatrix( surf->shaderRegisters, &pStage->texture ); } glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_Q ); glDisable( GL_FRAGMENT_PROGRAM_ARB ); globalImages->BindNull(); GL_SelectTexture( 0 ); } } if ( pStage->texture.texgen == TG_REFLECT_CUBE ) { if ( tr.backEndRenderer == BE_ARB2 ) { // see if there is also a bump map specified const shaderStage_t *bumpStage = surf->material->GetBumpStage(); if ( bumpStage ) { // per-pixel reflection mapping with bump mapping GL_SelectTexture( 1 ); globalImages->BindNull(); GL_SelectTexture( 0 ); glDisableVertexAttribArrayARB( 9 ); glDisableVertexAttribArrayARB( 10 ); } else { // per-pixel reflection mapping without bump mapping } glDisableClientState( GL_NORMAL_ARRAY ); glDisable( GL_FRAGMENT_PROGRAM_ARB ); glDisable( GL_VERTEX_PROGRAM_ARB ); // Fixme: Hack to get around an apparent bug in ATI drivers. Should remove as soon as it gets fixed. glBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 ); } else { glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_R ); glTexGenf( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGenf( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGenf( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glDisableClientState( GL_NORMAL_ARRAY ); glMatrixMode( GL_TEXTURE ); glLoadIdentity(); glMatrixMode( GL_MODELVIEW ); } } if ( pStage->texture.hasMatrix ) { glMatrixMode( GL_TEXTURE ); glLoadIdentity(); glMatrixMode( GL_MODELVIEW ); } } /* ============================================================================================= FILL DEPTH BUFFER ============================================================================================= */ /* ================== RB_T_FillDepthBuffer ================== */ void RB_T_FillDepthBuffer(const drawSurf_t* surf) { int stage; const idMaterial* shader; const shaderStage_t* pStage; const float* regs; float color[4]; const srfTriangles_t* tri; tri = surf->geo; shader = surf->material; // update the clip plane if needed if (backEnd.viewDef->numClipPlanes && surf->space != backEnd.currentSpace) { GL_SelectTexture(1); idPlane plane; R_GlobalPlaneToLocal(surf->space->modelMatrix, backEnd.viewDef->clipPlanes[0], plane); plane[3] += 0.5f; // the notch is in the middle glTexGenfv(GL_S, GL_OBJECT_PLANE, plane.ToFloatPtr()); GL_SelectTexture(0); } glLoadModelMatrixf(surf->space->modelMatrix); if (!shader->IsDrawn()) { return; } // some deforms may disable themselves by setting numIndexes = 0 if (!tri->numIndexes) { return; } // translucent surfaces don't put anything in the depth buffer and don't // test against it, which makes them fail the mirror clip plane operation if (shader->Coverage() == MC_TRANSLUCENT) { return; } if (!tri->ambientCache) { common->Printf("RB_T_FillDepthBuffer: !tri->ambientCache\n"); return; } // get the expressions for conditionals / color / texcoords regs = surf->shaderRegisters; // if all stages of a material have been conditioned off, don't do anything pStage = nullptr; for (stage = 0; stage < shader->GetNumStages(); stage++) { pStage = shader->GetStage(stage); // check the stage enable condition if (regs[pStage->conditionRegister] != 0.0f) { break; } } if (stage == shader->GetNumStages()) { return; } // set polygon offset if necessary if (shader->TestMaterialFlag(MF_POLYGONOFFSET)) { glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset()); } // subviews will just down-modulate the color buffer by overbright if (shader->GetSort() == SS_SUBVIEW) { GL_State(GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS); color[0] = color[1] = color[2] = (1.0f / backEnd.overBright); color[3] = 1.0f; } else { // others just draw black color[0] = 0.0f; color[1] = 0.0f; color[2] = 0.0f; color[3] = 1.0f; } idDrawVert* ac = (idDrawVert*)vertexCache.Position(tri->ambientCache); glVertexPointer(3, GL_FLOAT, sizeof(idDrawVert), ac->xyz.ToFloatPtr()); glTexCoordPointer(2, GL_FLOAT, sizeof(idDrawVert), reinterpret_cast(&ac->st)); glNormalPointer(GL_FLOAT, sizeof(idDrawVert), ac->normal.ToFloatPtr()); glTangentPointer(GL_FLOAT, sizeof(idDrawVert), ac->tangents[0].ToFloatPtr()); glBinormalPointer(GL_FLOAT, sizeof(idDrawVert), ac->tangents[1].ToFloatPtr()); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TANGENT_ARRAY_QD3D12); glEnableClientState(GL_BINORMAL_ARRAY_QD3D12); bool drawSolid = true; bool alphaTestWasEnabled = false; // draw the entire surface solid if (drawSolid && !shader->IsSky() && (shader->Coverage() == MC_PERFORATED || shader->Coverage() == MC_OPAQUE)) { glColor4f(1.0f, 1.0f, 1.0f, 1.0f); if (shader->Coverage() == MC_PERFORATED) { for (stage = 0; stage < shader->GetNumStages(); stage++) { pStage = shader->GetStage(stage); if (regs[pStage->conditionRegister] == 0.0f) { continue; } if (!pStage->hasAlphaTest) { continue; } // set the alpha modulate color[0] = 1.0f; color[1] = 1.0f; color[2] = 1.0f; color[3] = regs[pStage->color.registers[3]]; glColor4fv(color); glDisable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, regs[pStage->alphaTestRegister]); alphaTestWasEnabled = true; break; } } idImage* diffuseImage = shader->GetDiffuseImage(regs); idImage* bumpImage = shader->GetBumpImage(); idImage* specImage = shader->GetSpecImage(); idImage* glowMapImage = shader->GetGlowImage(regs); // Make sure the material has tried to load/upload its NeuralPOM payload. // If no neural files exist, this should leave the handle as 0. const GLuint neuralPOMHandle = shader->GetNeuralPOMGLHandle(); // diffuse/albedo fallback GL_SelectTexture(0); glEnable(GL_TEXTURE_2D); if (diffuseImage) { diffuseImage->Bind(); } else { globalImages->BindNull(); } // normal map fallback + NeuralPOM material override GL_SelectTexture(1); glEnable(GL_TEXTURE_2D); if (bumpImage) { bumpImage->Bind(); glBindNormalMapTexture(bumpImage->texnum); } else { globalImages->BindNull(); glBindNormalMapTexture(0); } // If neuralPOMHandle != 0, the shim evaluates the neural material on GPU. // If neuralPOMHandle == 0, the shim falls back to normal old POM/normal-map sampling. if (r_renderNeuralMaterial.GetBool()) { glBindNeuralPOMTextureQD3D12(neuralPOMHandle); } else { glBindNeuralPOMTextureQD3D12(0); } // specular fallback GL_SelectTexture(2); glEnable(GL_TEXTURE_2D); if (specImage) { specImage->Bind(); glBindSpecularMapTexture(specImage->texnum); } else { globalImages->BindNull(); glBindSpecularMapTexture(0); } // glow fallback if (glowMapImage) { GL_SelectTexture(3); glEnable(GL_TEXTURE_2D); glowMapImage->Bind(); glBindGlowMapTexture(glowMapImage->texnum); glGlowMapStrengthf(0.5f); } if (!surf->geo->isSkeletal) { glGeometryFlagf(GEOMETRY_FLAG_NONE); } else { glGeometryFlagf(GEOMETRY_FLAG_SKELETAL); } // set texture matrix and texGens. The Quake 4 path needs to know this is a depth fill. RB_PrepareStageTexturing(pStage, surf, ac); // draw it RB_DrawElementsWithCounters(tri); RB_FinishStageTexturing(pStage, surf, ac); if (glowMapImage) { GL_SelectTexture(3); glBindGlowMapTexture(0); globalImages->BindNull(); } GL_SelectTexture(2); glBindSpecularMapTexture(0); globalImages->BindNull(); GL_SelectTexture(1); glBindNeuralPOMTextureQD3D12(0); glBindNormalMapTexture(0); globalImages->BindNull(); GL_SelectTexture(0); globalImages->BindNull(); if (alphaTestWasEnabled) { glDisable(GL_ALPHA_TEST); glEnable(GL_BLEND); color[0] = 1.0f; color[1] = 1.0f; color[2] = 1.0f; color[3] = 1.0f; glColor4fv(color); } } // reset polygon offset if (shader->TestMaterialFlag(MF_POLYGONOFFSET)) { glDisable(GL_POLYGON_OFFSET_FILL); } // reset blending if (shader->GetSort() == SS_SUBVIEW) { GL_State(GLS_DEPTHFUNC_LESS); } glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TANGENT_ARRAY_QD3D12); glDisableClientState(GL_BINORMAL_ARRAY_QD3D12); glGeometryFlagf(GEOMETRY_FLAG_NONE); } /* ===================== RB_STD_FillDepthBuffer If we are rendering a subview with a near clip plane, use a second texture to force the alpha test to fail when behind that clip plane ===================== */ void RB_STD_FillDepthBuffer( drawSurf_t **drawSurfs, int numDrawSurfs ) { // if we are just doing 2D rendering, no need to fill the depth buffer if ( !backEnd.viewDef->viewEntitys ) { return; } RB_LogComment( "---------- RB_STD_FillDepthBuffer ----------\n" ); // enable the second texture for mirror plane clipping if needed if ( backEnd.viewDef->numClipPlanes ) { GL_SelectTexture( 1 ); globalImages->alphaNotchImage->Bind(); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glEnable( GL_TEXTURE_GEN_S ); glTexCoord2f( 1, 0.5 ); } // the first texture will be used for alpha tested surfaces GL_SelectTexture( 0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); // decal surfaces may enable polygon offset glPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() ); GL_State( GLS_DEPTHFUNC_LESS ); // Enable stencil test if we are going to be using it for shadows. // If we didn't do this, it would be legal behavior to get z fighting // from the ambient pass and the light passes. glEnable( GL_STENCIL_TEST ); glStencilFunc( GL_ALWAYS, 1, 255 ); RB_RenderDrawSurfListWithFunction( drawSurfs, numDrawSurfs, RB_T_FillDepthBuffer ); if ( backEnd.viewDef->numClipPlanes ) { GL_SelectTexture( 1 ); globalImages->BindNull(); glDisable( GL_TEXTURE_GEN_S ); GL_SelectTexture( 0 ); } } /* ============================================================================================= SHADER PASSES ============================================================================================= */ /* ================== RB_SetProgramEnvironment Sets variables that can be used by all vertex programs ================== */ void RB_SetProgramEnvironment( void ) { float parm[4]; int pot; if ( !glConfig.ARBVertexProgramAvailable ) { return; } #if 0 // screen power of two correction factor, one pixel in so we don't get a bilerp // of an uncopied pixel int w = backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1; pot = globalImages->currentRenderImage->uploadWidth; if ( w == pot ) { parm[0] = 1.0; } else { parm[0] = (float)(w-1) / pot; } int h = backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1; pot = globalImages->currentRenderImage->uploadHeight; if ( h == pot ) { parm[1] = 1.0; } else { parm[1] = (float)(h-1) / pot; } parm[2] = 0; parm[3] = 1; glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 0, parm ); #else // screen power of two correction factor, assuming the copy to _currentRender // also copied an extra row and column for the bilerp int w = backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1; pot = globalImages->currentRenderImage->uploadWidth; parm[0] = (float)w / pot; int h = backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1; pot = globalImages->currentRenderImage->uploadHeight; parm[1] = (float)h / pot; parm[2] = 0; parm[3] = 1; glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 0, parm ); #endif glProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, parm ); // window coord to 0.0 to 1.0 conversion parm[0] = 1.0 / w; parm[1] = 1.0 / h; parm[2] = 0; parm[3] = 1; glProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, parm ); // // set eye position in global space // parm[0] = backEnd.viewDef->renderView.vieworg[0]; parm[1] = backEnd.viewDef->renderView.vieworg[1]; parm[2] = backEnd.viewDef->renderView.vieworg[2]; parm[3] = 1.0; glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 1, parm ); } /* ================== RB_SetProgramEnvironmentSpace Sets variables related to the current space that can be used by all vertex programs ================== */ void RB_SetProgramEnvironmentSpace( void ) { if ( !glConfig.ARBVertexProgramAvailable ) { return; } const struct viewEntity_s *space = backEnd.currentSpace; float parm[4]; // set eye position in local space R_GlobalPointToLocal( space->modelMatrix, backEnd.viewDef->renderView.vieworg, *(idVec3 *)parm ); parm[3] = 1.0; glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 5, parm ); // we need the model matrix without it being combined with the view matrix // so we can transform local vectors to global coordinates parm[0] = space->modelMatrix[0]; parm[1] = space->modelMatrix[4]; parm[2] = space->modelMatrix[8]; parm[3] = space->modelMatrix[12]; glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 6, parm ); parm[0] = space->modelMatrix[1]; parm[1] = space->modelMatrix[5]; parm[2] = space->modelMatrix[9]; parm[3] = space->modelMatrix[13]; glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 7, parm ); parm[0] = space->modelMatrix[2]; parm[1] = space->modelMatrix[6]; parm[2] = space->modelMatrix[10]; parm[3] = space->modelMatrix[14]; glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, 8, parm ); } /* ================== RB_STD_T_RenderShaderPasses This is also called for the generated 2D rendering ================== */ void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) { int stage; const idMaterial *shader; const shaderStage_t *pStage; const float *regs; float color[4]; const srfTriangles_t *tri; tri = surf->geo; shader = surf->material; if ( !shader->HasAmbient() ) { return; } if ( shader->IsPortalSky() ) { return; } // change the matrix if needed if ( surf->space != backEnd.currentSpace ) { glLoadMatrixf( surf->space->modelViewMatrix ); backEnd.currentSpace = surf->space; RB_SetProgramEnvironmentSpace(); } // change the scissor if needed if ( r_useScissor.GetBool() && !backEnd.currentScissor.Equals( surf->scissorRect ) ) { backEnd.currentScissor = surf->scissorRect; glScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1, backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1, backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1, backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 ); } // some deforms may disable themselves by setting numIndexes = 0 if ( !tri->numIndexes ) { return; } if ( !tri->ambientCache ) { common->Printf( "RB_T_RenderShaderPasses: !tri->ambientCache\n" ); return; } // get the expressions for conditionals / color / texcoords regs = surf->shaderRegisters; // set face culling appropriately GL_Cull( shader->GetCullType() ); // set polygon offset if necessary if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) { glEnable( GL_POLYGON_OFFSET_FILL ); glPolygonOffset( r_offsetFactor.GetFloat(), r_offsetUnits.GetFloat() * shader->GetPolygonOffset() ); } if ( surf->space->weaponDepthHack ) { RB_EnterWeaponDepthHack(); } if ( surf->space->modelDepthHack != 0.0f ) { RB_EnterModelDepthHack( surf->space->modelDepthHack ); } idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache ); glVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() ); glTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast(&ac->st) ); for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) { pStage = shader->GetStage(stage); // check the enable condition if ( regs[ pStage->conditionRegister ] == 0 ) { continue; } // skip the stages involved in lighting if ( pStage->lighting != SL_AMBIENT ) { continue; } // skip if the stage is ( GL_ZERO, GL_ONE ), which is used for some alpha masks if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE ) ) { continue; } #if 0 // see if we are a new-style stage newShaderStage_t *newStage = pStage->newStage; if ( newStage ) { //-------------------------- // // new style stages // //-------------------------- // completely skip the stage if we don't have the capability if ( tr.backEndRenderer != BE_ARB2 ) { continue; } if ( r_skipNewAmbient.GetBool() ) { continue; } glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color ); glVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() ); glVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() ); glNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() ); glEnableClientState( GL_COLOR_ARRAY ); glEnableVertexAttribArrayARB( 9 ); glEnableVertexAttribArrayARB( 10 ); glEnableClientState( GL_NORMAL_ARRAY ); GL_State( pStage->drawStateBits ); glBindProgramARB( GL_VERTEX_PROGRAM_ARB, newStage->vertexProgram ); glEnable( GL_VERTEX_PROGRAM_ARB ); // megaTextures bind a lot of images and set a lot of parameters if ( newStage->megaTexture ) { newStage->megaTexture->SetMappingForSurface( tri ); idVec3 localViewer; R_GlobalPointToLocal( surf->space->modelMatrix, backEnd.viewDef->renderView.vieworg, localViewer ); newStage->megaTexture->BindForViewOrigin( localViewer ); } for ( int i = 0 ; i < newStage->numVertexParms ; i++ ) { float parm[4]; parm[0] = regs[ newStage->vertexParms[i][0] ]; parm[1] = regs[ newStage->vertexParms[i][1] ]; parm[2] = regs[ newStage->vertexParms[i][2] ]; parm[3] = regs[ newStage->vertexParms[i][3] ]; glProgramLocalParameter4fvARB( GL_VERTEX_PROGRAM_ARB, i, parm ); } for ( int i = 0 ; i < newStage->numFragmentProgramImages ; i++ ) { if ( newStage->fragmentProgramImages[i] ) { GL_SelectTexture( i ); newStage->fragmentProgramImages[i]->Bind(); } } glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, newStage->fragmentProgram ); glEnable( GL_FRAGMENT_PROGRAM_ARB ); // draw it RB_DrawElementsWithCounters( tri ); for ( int i = 1 ; i < newStage->numFragmentProgramImages ; i++ ) { if ( newStage->fragmentProgramImages[i] ) { GL_SelectTexture( i ); globalImages->BindNull(); } } if ( newStage->megaTexture ) { newStage->megaTexture->Unbind(); } GL_SelectTexture( 0 ); glDisable( GL_VERTEX_PROGRAM_ARB ); glDisable( GL_FRAGMENT_PROGRAM_ARB ); // Fixme: Hack to get around an apparent bug in ATI drivers. Should remove as soon as it gets fixed. glBindProgramARB( GL_VERTEX_PROGRAM_ARB, 0 ); glDisableClientState( GL_COLOR_ARRAY ); glDisableVertexAttribArrayARB( 9 ); glDisableVertexAttribArrayARB( 10 ); glDisableClientState( GL_NORMAL_ARRAY ); continue; } #endif //-------------------------- // // old style stages // //-------------------------- // set the color color[0] = regs[ pStage->color.registers[0] ]; color[1] = regs[ pStage->color.registers[1] ]; color[2] = regs[ pStage->color.registers[2] ]; color[3] = regs[ pStage->color.registers[3] ]; // skip the entire stage if an add would be black if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE ) && color[0] <= 0 && color[1] <= 0 && color[2] <= 0 ) { continue; } // skip the entire stage if a blend would be completely transparent if ( ( pStage->drawStateBits & (GLS_SRCBLEND_BITS|GLS_DSTBLEND_BITS) ) == ( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) && color[3] <= 0 ) { continue; } // select the vertex color source if ( pStage->vertexColor == SVC_IGNORE ) { glColor4fv( color ); } else { glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), (void *)&ac->color ); glEnableClientState( GL_COLOR_ARRAY ); if ( pStage->vertexColor == SVC_INVERSE_MODULATE ) { GL_TexEnv( GL_COMBINE_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 ); } // for vertex color and modulated color, we need to enable a second // texture stage if ( color[0] != 1 || color[1] != 1 || color[2] != 1 || color[3] != 1 ) { GL_SelectTexture( 1 ); globalImages->whiteImage->Bind(); GL_TexEnv( GL_COMBINE_ARB ); glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR ); glTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1 ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA ); glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA ); glTexEnvi( GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1 ); GL_SelectTexture( 0 ); } } // bind the texture RB_BindVariableStageImage( &pStage->texture, regs ); // set the state GL_State( pStage->drawStateBits ); RB_PrepareStageTexturing( pStage, surf, ac ); // draw it RB_DrawElementsWithCounters( tri ); RB_FinishStageTexturing( pStage, surf, ac ); if ( pStage->vertexColor != SVC_IGNORE ) { glDisableClientState( GL_COLOR_ARRAY ); GL_SelectTexture( 1 ); GL_TexEnv( GL_MODULATE ); globalImages->BindNull(); GL_SelectTexture( 0 ); GL_TexEnv( GL_MODULATE ); } } // reset polygon offset if ( shader->TestMaterialFlag(MF_POLYGONOFFSET) ) { glDisable( GL_POLYGON_OFFSET_FILL ); } if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) { RB_LeaveDepthHack(); } } /* ===================== RB_STD_DrawShaderPasses Draw non-light dependent passes ===================== */ int RB_STD_DrawShaderPasses( drawSurf_t **drawSurfs, int numDrawSurfs ) { int i; // only obey skipAmbient if we are rendering a view if ( backEnd.viewDef->viewEntitys && r_skipAmbient.GetBool() ) { return numDrawSurfs; } RB_LogComment( "---------- RB_STD_DrawShaderPasses ----------\n" ); // if we are about to draw the first surface that needs // the rendering in a texture, copy it over if ( drawSurfs[0]->material->GetSort() >= SS_POST_PROCESS ) { if ( r_skipPostProcess.GetBool() ) { return 0; } // only dump if in a 3d view if ( backEnd.viewDef->viewEntitys && tr.backEndRenderer == BE_ARB2 ) { globalImages->currentRenderImage->CopyFramebuffer( backEnd.viewDef->viewport.x1, backEnd.viewDef->viewport.y1, backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1, backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1, true ); } backEnd.currentRenderCopied = true; } GL_SelectTexture( 1 ); globalImages->BindNull(); GL_SelectTexture( 0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); RB_SetProgramEnvironment(); // we don't use RB_RenderDrawSurfListWithFunction() // because we want to defer the matrix load because many // surfaces won't draw any ambient passes backEnd.currentSpace = NULL; for (i = 0 ; i < numDrawSurfs ; i++ ) { if ( drawSurfs[i]->material->SuppressInSubview() ) { continue; } #ifndef QUAKE4 if ( backEnd.viewDef->isXraySubview && drawSurfs[i]->space->entityDef ) { if ( drawSurfs[i]->space->entityDef->parms.xrayIndex != 2 ) { continue; } } #endif // we need to draw the post process shaders after we have drawn the fog lights if ( drawSurfs[i]->material->GetSort() >= SS_POST_PROCESS && !backEnd.currentRenderCopied ) { break; } RB_STD_T_RenderShaderPasses( drawSurfs[i] ); } GL_Cull( CT_FRONT_SIDED ); glColor3f( 1, 1, 1 ); return i; } /* ============================================================================================= BLEND LIGHT PROJECTION ============================================================================================= */ /* ===================== RB_T_BlendLight ===================== */ static void RB_T_BlendLight( const drawSurf_t *surf ) { const srfTriangles_t *tri; tri = surf->geo; if ( backEnd.currentSpace != surf->space ) { idPlane lightProject[4]; int i; for ( i = 0 ; i < 4 ; i++ ) { R_GlobalPlaneToLocal( surf->space->modelMatrix, backEnd.vLight->lightProject[i], lightProject[i] ); } GL_SelectTexture( 0 ); glTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[0].ToFloatPtr() ); glTexGenfv( GL_T, GL_OBJECT_PLANE, lightProject[1].ToFloatPtr() ); glTexGenfv( GL_Q, GL_OBJECT_PLANE, lightProject[2].ToFloatPtr() ); GL_SelectTexture( 1 ); glTexGenfv( GL_S, GL_OBJECT_PLANE, lightProject[3].ToFloatPtr() ); } // this gets used for both blend lights and shadow draws if ( tri->ambientCache ) { idDrawVert *ac = (idDrawVert *)vertexCache.Position( tri->ambientCache ); glVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() ); } else if ( tri->shadowCache ) { shadowCache_t *sc = (shadowCache_t *)vertexCache.Position( tri->shadowCache ); glVertexPointer( 3, GL_FLOAT, sizeof( shadowCache_t ), sc->xyz.ToFloatPtr() ); } RB_DrawElementsWithCounters( tri ); } /* ===================== RB_BlendLight Dual texture together the falloff and projection texture with a blend mode to the framebuffer, instead of interacting with the surface texture ===================== */ static void RB_BlendLight( const drawSurf_t *drawSurfs, const drawSurf_t *drawSurfs2 ) { const idMaterial *lightShader; const shaderStage_t *stage; int i; const float *regs; if ( !drawSurfs ) { return; } if ( r_skipBlendLights.GetBool() ) { return; } RB_LogComment( "---------- RB_BlendLight ----------\n" ); lightShader = backEnd.vLight->lightShader; regs = backEnd.vLight->shaderRegisters; // texture 1 will get the falloff texture GL_SelectTexture( 1 ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glEnable( GL_TEXTURE_GEN_S ); glTexCoord2f( 0, 0.5 ); backEnd.vLight->falloffImage->Bind(); // texture 0 will get the projected texture GL_SelectTexture( 0 ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_Q ); for ( i = 0 ; i < lightShader->GetNumStages() ; i++ ) { stage = lightShader->GetStage(i); if ( !regs[ stage->conditionRegister ] ) { continue; } GL_State( GLS_DEPTHMASK | stage->drawStateBits | GLS_DEPTHFUNC_EQUAL ); GL_SelectTexture( 0 ); stage->texture.image->Bind(); if ( stage->texture.hasMatrix ) { RB_LoadShaderTextureMatrix( regs, &stage->texture ); } // get the modulate values from the light, including alpha, unlike normal lights backEnd.lightColor[0] = regs[ stage->color.registers[0] ]; backEnd.lightColor[1] = regs[ stage->color.registers[1] ]; backEnd.lightColor[2] = regs[ stage->color.registers[2] ]; backEnd.lightColor[3] = regs[ stage->color.registers[3] ]; glColor4fv( backEnd.lightColor ); RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_BlendLight ); RB_RenderDrawSurfChainWithFunction( drawSurfs2, RB_T_BlendLight ); if ( stage->texture.hasMatrix ) { GL_SelectTexture( 0 ); glMatrixMode( GL_TEXTURE ); glLoadIdentity(); glMatrixMode( GL_MODELVIEW ); } } GL_SelectTexture( 1 ); glDisable( GL_TEXTURE_GEN_S ); globalImages->BindNull(); GL_SelectTexture( 0 ); glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_Q ); } //======================================================================== static idPlane fogPlanes[4]; /* ===================== RB_T_BasicFog ===================== */ static void RB_T_BasicFog( const drawSurf_t *surf ) { if ( backEnd.currentSpace != surf->space ) { idPlane local; GL_SelectTexture( 0 ); R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[0], local ); local[3] += 0.5; glTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() ); // R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[1], local ); // local[3] += 0.5; local[0] = local[1] = local[2] = 0; local[3] = 0.5; glTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() ); GL_SelectTexture( 1 ); // GL_S is constant per viewer R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[2], local ); local[3] += FOG_ENTER; glTexGenfv( GL_T, GL_OBJECT_PLANE, local.ToFloatPtr() ); R_GlobalPlaneToLocal( surf->space->modelMatrix, fogPlanes[3], local ); glTexGenfv( GL_S, GL_OBJECT_PLANE, local.ToFloatPtr() ); } RB_T_RenderTriangleSurface( surf ); } /* ================== RB_FogPass ================== */ static void RB_FogPass( const drawSurf_t *drawSurfs, const drawSurf_t *drawSurfs2 ) { const srfTriangles_t*frustumTris; drawSurf_t ds; const idMaterial *lightShader; const shaderStage_t *stage; const float *regs; RB_LogComment( "---------- RB_FogPass ----------\n" ); // create a surface for the light frustom triangles, which are oriented drawn side out frustumTris = backEnd.vLight->frustumTris; // if we ran out of vertex cache memory, skip it if ( !frustumTris->ambientCache ) { return; } memset( &ds, 0, sizeof( ds ) ); ds.space = &backEnd.viewDef->worldSpace; ds.geo = frustumTris; ds.scissorRect = backEnd.viewDef->scissor; // find the current color and density of the fog lightShader = backEnd.vLight->lightShader; regs = backEnd.vLight->shaderRegisters; // assume fog shaders have only a single stage stage = lightShader->GetStage(0); backEnd.lightColor[0] = regs[ stage->color.registers[0] ]; backEnd.lightColor[1] = regs[ stage->color.registers[1] ]; backEnd.lightColor[2] = regs[ stage->color.registers[2] ]; backEnd.lightColor[3] = regs[ stage->color.registers[3] ]; glColor3fv( backEnd.lightColor ); // calculate the falloff planes float a; // if they left the default value on, set a fog distance of 500 if ( backEnd.lightColor[3] <= 1.0 ) { a = -0.5f / DEFAULT_FOG_DISTANCE; } else { // otherwise, distance = alpha color a = -0.5f / backEnd.lightColor[3]; } GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); // texture 0 is the falloff image GL_SelectTexture( 0 ); globalImages->fogImage->Bind(); //GL_Bind( tr.whiteImage ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glTexCoord2f( 0.5f, 0.5f ); // make sure Q is set fogPlanes[0][0] = a * backEnd.viewDef->worldSpace.modelViewMatrix[2]; fogPlanes[0][1] = a * backEnd.viewDef->worldSpace.modelViewMatrix[6]; fogPlanes[0][2] = a * backEnd.viewDef->worldSpace.modelViewMatrix[10]; fogPlanes[0][3] = a * backEnd.viewDef->worldSpace.modelViewMatrix[14]; fogPlanes[1][0] = a * backEnd.viewDef->worldSpace.modelViewMatrix[0]; fogPlanes[1][1] = a * backEnd.viewDef->worldSpace.modelViewMatrix[4]; fogPlanes[1][2] = a * backEnd.viewDef->worldSpace.modelViewMatrix[8]; fogPlanes[1][3] = a * backEnd.viewDef->worldSpace.modelViewMatrix[12]; // texture 1 is the entering plane fade correction GL_SelectTexture( 1 ); globalImages->fogEnterImage->Bind(); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); // T will get a texgen for the fade plane, which is always the "top" plane on unrotated lights fogPlanes[2][0] = 0.001f * backEnd.vLight->fogPlane[0]; fogPlanes[2][1] = 0.001f * backEnd.vLight->fogPlane[1]; fogPlanes[2][2] = 0.001f * backEnd.vLight->fogPlane[2]; fogPlanes[2][3] = 0.001f * backEnd.vLight->fogPlane[3]; // S is based on the view origin float s = backEnd.viewDef->renderView.vieworg * fogPlanes[2].Normal() + fogPlanes[2][3]; fogPlanes[3][0] = 0; fogPlanes[3][1] = 0; fogPlanes[3][2] = 0; fogPlanes[3][3] = FOG_ENTER + s; glTexCoord2f( FOG_ENTER + s, FOG_ENTER ); // draw it RB_RenderDrawSurfChainWithFunction( drawSurfs, RB_T_BasicFog ); RB_RenderDrawSurfChainWithFunction( drawSurfs2, RB_T_BasicFog ); // the light frustum bounding planes aren't in the depth buffer, so use depthfunc_less instead // of depthfunc_equal GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_LESS ); GL_Cull( CT_BACK_SIDED ); RB_RenderDrawSurfChainWithFunction( &ds, RB_T_BasicFog ); GL_Cull( CT_FRONT_SIDED ); GL_SelectTexture( 1 ); glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); globalImages->BindNull(); GL_SelectTexture( 0 ); glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); } /* ================== RB_STD_FogAllLights ================== */ void RB_STD_FogAllLights( void ) { viewLight_t *vLight; if ( r_skipFogLights.GetBool() || r_showOverDraw.GetInteger() != 0 || backEnd.viewDef->isXraySubview /* dont fog in xray mode*/ ) { return; } RB_LogComment( "---------- RB_STD_FogAllLights ----------\n" ); glDisable( GL_STENCIL_TEST ); for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) { backEnd.vLight = vLight; if ( !vLight->lightShader->IsFogLight() && !vLight->lightShader->IsBlendLight() ) { continue; } #if 0 // _D3XP disabled that if ( r_ignore.GetInteger() ) { // we use the stencil buffer to guarantee that no pixels will be // double fogged, which happens in some areas that are thousands of // units from the origin backEnd.currentScissor = vLight->scissorRect; if ( r_useScissor.GetBool() ) { glScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1, backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1, backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1, backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 ); } glClear( GL_STENCIL_BUFFER_BIT ); glEnable( GL_STENCIL_TEST ); // only pass on the cleared stencil values glStencilFunc( GL_EQUAL, 128, 255 ); // when we pass the stencil test and depth test and are going to draw, // increment the stencil buffer so we don't ever draw on that pixel again glStencilOp( GL_KEEP, GL_KEEP, GL_INCR ); } #endif if ( vLight->lightShader->IsFogLight() ) { RB_FogPass( vLight->globalInteractions, vLight->localInteractions ); } else if ( vLight->lightShader->IsBlendLight() ) { RB_BlendLight( vLight->globalInteractions, vLight->localInteractions ); } glDisable( GL_STENCIL_TEST ); } glEnable( GL_STENCIL_TEST ); } //========================================================================================= /* ============= RB_STD_DrawView ============= */ void RB_STD_DrawView( void ) { drawSurf_t **drawSurfs; int numDrawSurfs; RB_LogComment( "---------- RB_STD_DrawView ----------\n" ); backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL; drawSurfs = (drawSurf_t **)&backEnd.viewDef->drawSurfs[0]; numDrawSurfs = backEnd.viewDef->numDrawSurfs; // clear the z buffer, set the projection matrix, etc RB_BeginDrawingView(); // fill the depth buffer and clear color buffer to black except on // subviews RB_STD_FillDepthBuffer( drawSurfs, numDrawSurfs ); // main light renderer RB_DXDrawInteractions(); // disable stencil shadow test glStencilFunc( GL_ALWAYS, 128, 255 ); // now draw any non-light dependent shading passes int processed = RB_STD_DrawShaderPasses( drawSurfs, numDrawSurfs ); // fob and blend lights RB_STD_FogAllLights(); // now draw any post-processing effects using _currentRender if ( processed < numDrawSurfs ) { RB_STD_DrawShaderPasses( drawSurfs+processed, numDrawSurfs-processed ); } RB_RenderDebugTools( drawSurfs, numDrawSurfs ); }