mirror of
https://github.com/TTimo/doom3.gpl.git
synced 2026-03-19 16:39:24 +01:00
hello world
This commit is contained in:
537
neo/renderer/draw_arb2.cpp
Normal file
537
neo/renderer/draw_arb2.cpp
Normal file
@@ -0,0 +1,537 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
Doom 3 GPL Source Code
|
||||
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||||
|
||||
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Doom 3 Source Code is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||||
|
||||
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||||
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "../idlib/precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "tr_local.h"
|
||||
|
||||
#include "cg_explicit.h"
|
||||
|
||||
CGcontext cg_context;
|
||||
|
||||
static void cg_error_callback( void ) {
|
||||
CGerror i = cgGetError();
|
||||
common->Printf( "Cg error (%d): %s\n", i, cgGetErrorString(i) );
|
||||
}
|
||||
|
||||
/*
|
||||
=========================================================================================
|
||||
|
||||
GENERAL INTERACTION RENDERING
|
||||
|
||||
=========================================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_SelectTextureNoClient
|
||||
====================
|
||||
*/
|
||||
static void GL_SelectTextureNoClient( int unit ) {
|
||||
backEnd.glState.currenttmu = unit;
|
||||
qglActiveTextureARB( GL_TEXTURE0_ARB + unit );
|
||||
RB_LogComment( "glActiveTextureARB( %i )\n", unit );
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
RB_ARB2_DrawInteraction
|
||||
==================
|
||||
*/
|
||||
void RB_ARB2_DrawInteraction( const drawInteraction_t *din ) {
|
||||
// load all the vertex program parameters
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, din->localLightOrigin.ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_VIEW_ORIGIN, din->localViewOrigin.ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_S, din->lightProjection[0].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_T, din->lightProjection[1].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_Q, din->lightProjection[2].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_FALLOFF_S, din->lightProjection[3].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_S, din->specularMatrix[0].ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_T, din->specularMatrix[1].ToFloatPtr() );
|
||||
|
||||
// testing fragment based normal mapping
|
||||
if ( r_testARBProgram.GetBool() ) {
|
||||
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 2, din->localLightOrigin.ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 3, din->localViewOrigin.ToFloatPtr() );
|
||||
}
|
||||
|
||||
static const float zero[4] = { 0, 0, 0, 0 };
|
||||
static const float one[4] = { 1, 1, 1, 1 };
|
||||
static const float negOne[4] = { -1, -1, -1, -1 };
|
||||
|
||||
switch ( din->vertexColor ) {
|
||||
case SVC_IGNORE:
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, zero );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
|
||||
break;
|
||||
case SVC_MODULATE:
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, one );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, zero );
|
||||
break;
|
||||
case SVC_INVERSE_MODULATE:
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, negOne );
|
||||
qglProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
|
||||
break;
|
||||
}
|
||||
|
||||
// set the constant colors
|
||||
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, din->diffuseColor.ToFloatPtr() );
|
||||
qglProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, din->specularColor.ToFloatPtr() );
|
||||
|
||||
// set the textures
|
||||
|
||||
// texture 1 will be the per-surface bump map
|
||||
GL_SelectTextureNoClient( 1 );
|
||||
din->bumpImage->Bind();
|
||||
|
||||
// texture 2 will be the light falloff texture
|
||||
GL_SelectTextureNoClient( 2 );
|
||||
din->lightFalloffImage->Bind();
|
||||
|
||||
// texture 3 will be the light projection texture
|
||||
GL_SelectTextureNoClient( 3 );
|
||||
din->lightImage->Bind();
|
||||
|
||||
// texture 4 is the per-surface diffuse map
|
||||
GL_SelectTextureNoClient( 4 );
|
||||
din->diffuseImage->Bind();
|
||||
|
||||
// texture 5 is the per-surface specular map
|
||||
GL_SelectTextureNoClient( 5 );
|
||||
din->specularImage->Bind();
|
||||
|
||||
// draw it
|
||||
RB_DrawElementsWithCounters( din->surf->geo );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
RB_ARB2_CreateDrawInteractions
|
||||
|
||||
=============
|
||||
*/
|
||||
void RB_ARB2_CreateDrawInteractions( const drawSurf_t *surf ) {
|
||||
if ( !surf ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// perform setup here that will be constant for all interactions
|
||||
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );
|
||||
|
||||
// bind the vertex program
|
||||
if ( r_testARBProgram.GetBool() ) {
|
||||
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_TEST );
|
||||
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST );
|
||||
} else {
|
||||
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION );
|
||||
qglBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION );
|
||||
}
|
||||
|
||||
qglEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
qglEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
|
||||
// enable the vertex arrays
|
||||
qglEnableVertexAttribArrayARB( 8 );
|
||||
qglEnableVertexAttribArrayARB( 9 );
|
||||
qglEnableVertexAttribArrayARB( 10 );
|
||||
qglEnableVertexAttribArrayARB( 11 );
|
||||
qglEnableClientState( GL_COLOR_ARRAY );
|
||||
|
||||
// texture 0 is the normalization cube map for the vector towards the light
|
||||
GL_SelectTextureNoClient( 0 );
|
||||
if ( backEnd.vLight->lightShader->IsAmbientLight() ) {
|
||||
globalImages->ambientNormalMap->Bind();
|
||||
} else {
|
||||
globalImages->normalCubeMapImage->Bind();
|
||||
}
|
||||
|
||||
// texture 6 is the specular lookup table
|
||||
GL_SelectTextureNoClient( 6 );
|
||||
if ( r_testARBProgram.GetBool() ) {
|
||||
globalImages->specular2DTableImage->Bind(); // variable specularity in alpha channel
|
||||
} else {
|
||||
globalImages->specularTableImage->Bind();
|
||||
}
|
||||
|
||||
|
||||
for ( ; surf ; surf=surf->nextOnLight ) {
|
||||
// perform setup here that will not change over multiple interaction passes
|
||||
|
||||
// set the vertex pointers
|
||||
idDrawVert *ac = (idDrawVert *)vertexCache.Position( surf->geo->ambientCache );
|
||||
qglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
|
||||
qglVertexAttribPointerARB( 11, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
|
||||
qglVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
|
||||
qglVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
|
||||
qglVertexAttribPointerARB( 8, 2, GL_FLOAT, false, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
|
||||
qglVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
|
||||
|
||||
// this may cause RB_ARB2_DrawInteraction to be exacuted multiple
|
||||
// times with different colors and images if the surface or light have multiple layers
|
||||
RB_CreateSingleDrawInteractions( surf, RB_ARB2_DrawInteraction );
|
||||
}
|
||||
|
||||
qglDisableVertexAttribArrayARB( 8 );
|
||||
qglDisableVertexAttribArrayARB( 9 );
|
||||
qglDisableVertexAttribArrayARB( 10 );
|
||||
qglDisableVertexAttribArrayARB( 11 );
|
||||
qglDisableClientState( GL_COLOR_ARRAY );
|
||||
|
||||
// disable features
|
||||
GL_SelectTextureNoClient( 6 );
|
||||
globalImages->BindNull();
|
||||
|
||||
GL_SelectTextureNoClient( 5 );
|
||||
globalImages->BindNull();
|
||||
|
||||
GL_SelectTextureNoClient( 4 );
|
||||
globalImages->BindNull();
|
||||
|
||||
GL_SelectTextureNoClient( 3 );
|
||||
globalImages->BindNull();
|
||||
|
||||
GL_SelectTextureNoClient( 2 );
|
||||
globalImages->BindNull();
|
||||
|
||||
GL_SelectTextureNoClient( 1 );
|
||||
globalImages->BindNull();
|
||||
|
||||
backEnd.glState.currenttmu = -1;
|
||||
GL_SelectTexture( 0 );
|
||||
|
||||
qglDisable(GL_VERTEX_PROGRAM_ARB);
|
||||
qglDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
RB_ARB2_DrawInteractions
|
||||
==================
|
||||
*/
|
||||
void RB_ARB2_DrawInteractions( void ) {
|
||||
viewLight_t *vLight;
|
||||
const idMaterial *lightShader;
|
||||
|
||||
GL_SelectTexture( 0 );
|
||||
qglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
|
||||
//
|
||||
// for each light, perform adding and shadowing
|
||||
//
|
||||
for ( vLight = backEnd.viewDef->viewLights ; vLight ; vLight = vLight->next ) {
|
||||
backEnd.vLight = vLight;
|
||||
|
||||
// do fogging later
|
||||
if ( vLight->lightShader->IsFogLight() ) {
|
||||
continue;
|
||||
}
|
||||
if ( vLight->lightShader->IsBlendLight() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( !vLight->localInteractions && !vLight->globalInteractions
|
||||
&& !vLight->translucentInteractions ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
lightShader = vLight->lightShader;
|
||||
|
||||
// clear the stencil buffer if needed
|
||||
if ( vLight->globalShadows || vLight->localShadows ) {
|
||||
backEnd.currentScissor = vLight->scissorRect;
|
||||
if ( r_useScissor.GetBool() ) {
|
||||
qglScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
|
||||
backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
|
||||
backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
|
||||
backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
|
||||
}
|
||||
qglClear( GL_STENCIL_BUFFER_BIT );
|
||||
} else {
|
||||
// no shadows, so no need to read or write the stencil buffer
|
||||
// we might in theory want to use GL_ALWAYS instead of disabling
|
||||
// completely, to satisfy the invarience rules
|
||||
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
||||
}
|
||||
|
||||
if ( r_useShadowVertexProgram.GetBool() ) {
|
||||
qglEnable( GL_VERTEX_PROGRAM_ARB );
|
||||
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
|
||||
RB_StencilShadowPass( vLight->globalShadows );
|
||||
RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
|
||||
qglEnable( GL_VERTEX_PROGRAM_ARB );
|
||||
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );
|
||||
RB_StencilShadowPass( vLight->localShadows );
|
||||
RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
|
||||
qglDisable( GL_VERTEX_PROGRAM_ARB ); // if there weren't any globalInteractions, it would have stayed on
|
||||
} else {
|
||||
RB_StencilShadowPass( vLight->globalShadows );
|
||||
RB_ARB2_CreateDrawInteractions( vLight->localInteractions );
|
||||
RB_StencilShadowPass( vLight->localShadows );
|
||||
RB_ARB2_CreateDrawInteractions( vLight->globalInteractions );
|
||||
}
|
||||
|
||||
// translucent surfaces never get stencil shadowed
|
||||
if ( r_skipTranslucent.GetBool() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
||||
|
||||
backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
|
||||
RB_ARB2_CreateDrawInteractions( vLight->translucentInteractions );
|
||||
|
||||
backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
|
||||
}
|
||||
|
||||
// disable stencil shadow test
|
||||
qglStencilFunc( GL_ALWAYS, 128, 255 );
|
||||
|
||||
GL_SelectTexture( 0 );
|
||||
qglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
}
|
||||
|
||||
//===================================================================================
|
||||
|
||||
|
||||
typedef struct {
|
||||
GLenum target;
|
||||
GLuint ident;
|
||||
char name[64];
|
||||
} progDef_t;
|
||||
|
||||
static const int MAX_GLPROGS = 200;
|
||||
|
||||
// a single file can have both a vertex program and a fragment program
|
||||
static progDef_t progs[MAX_GLPROGS] = {
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_TEST, "test.vfp" },
|
||||
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST, "test.vfp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION, "interaction.vfp" },
|
||||
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION, "interaction.vfp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp" },
|
||||
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_AMBIENT, "ambientLight.vfp" },
|
||||
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_AMBIENT, "ambientLight.vfp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW, "shadow.vp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_R200_INTERACTION, "R200_interaction.vp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_BUMP_AND_LIGHT, "nv20_bumpAndLight.vp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_DIFFUSE_COLOR, "nv20_diffuseColor.vp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_SPECULAR_COLOR, "nv20_specularColor.vp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_NV20_DIFFUSE_AND_SPECULAR_COLOR, "nv20_diffuseAndSpecularColor.vp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_ENVIRONMENT, "environment.vfp" },
|
||||
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT, "environment.vfp" },
|
||||
{ GL_VERTEX_PROGRAM_ARB, VPROG_GLASSWARP, "arbVP_glasswarp.txt" },
|
||||
{ GL_FRAGMENT_PROGRAM_ARB, FPROG_GLASSWARP, "arbFP_glasswarp.txt" },
|
||||
|
||||
// additional programs can be dynamically specified in materials
|
||||
};
|
||||
|
||||
/*
|
||||
=================
|
||||
R_LoadARBProgram
|
||||
=================
|
||||
*/
|
||||
void R_LoadARBProgram( int progIndex ) {
|
||||
int ofs;
|
||||
int err;
|
||||
idStr fullPath = "glprogs/";
|
||||
fullPath += progs[progIndex].name;
|
||||
char *fileBuffer;
|
||||
char *buffer;
|
||||
char *start, *end;
|
||||
|
||||
common->Printf( "%s", fullPath.c_str() );
|
||||
|
||||
// load the program even if we don't support it, so
|
||||
// fs_copyfiles can generate cross-platform data dumps
|
||||
fileSystem->ReadFile( fullPath.c_str(), (void **)&fileBuffer, NULL );
|
||||
if ( !fileBuffer ) {
|
||||
common->Printf( ": File not found\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
// copy to stack memory and free
|
||||
buffer = (char *)_alloca( strlen( fileBuffer ) + 1 );
|
||||
strcpy( buffer, fileBuffer );
|
||||
fileSystem->FreeFile( fileBuffer );
|
||||
|
||||
if ( !glConfig.isInitialized ) {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// submit the program string at start to GL
|
||||
//
|
||||
if ( progs[progIndex].ident == 0 ) {
|
||||
// allocate a new identifier for this program
|
||||
progs[progIndex].ident = PROG_USER + progIndex;
|
||||
}
|
||||
|
||||
// vertex and fragment programs can both be present in a single file, so
|
||||
// scan for the proper header to be the start point, and stamp a 0 in after the end
|
||||
|
||||
if ( progs[progIndex].target == GL_VERTEX_PROGRAM_ARB ) {
|
||||
if ( !glConfig.ARBVertexProgramAvailable ) {
|
||||
common->Printf( ": GL_VERTEX_PROGRAM_ARB not available\n" );
|
||||
return;
|
||||
}
|
||||
start = strstr( (char *)buffer, "!!ARBvp" );
|
||||
}
|
||||
if ( progs[progIndex].target == GL_FRAGMENT_PROGRAM_ARB ) {
|
||||
if ( !glConfig.ARBFragmentProgramAvailable ) {
|
||||
common->Printf( ": GL_FRAGMENT_PROGRAM_ARB not available\n" );
|
||||
return;
|
||||
}
|
||||
start = strstr( (char *)buffer, "!!ARBfp" );
|
||||
}
|
||||
if ( !start ) {
|
||||
common->Printf( ": !!ARB not found\n" );
|
||||
return;
|
||||
}
|
||||
end = strstr( start, "END" );
|
||||
|
||||
if ( !end ) {
|
||||
common->Printf( ": END not found\n" );
|
||||
return;
|
||||
}
|
||||
end[3] = 0;
|
||||
|
||||
qglBindProgramARB( progs[progIndex].target, progs[progIndex].ident );
|
||||
qglGetError();
|
||||
|
||||
qglProgramStringARB( progs[progIndex].target, GL_PROGRAM_FORMAT_ASCII_ARB,
|
||||
strlen( start ), (unsigned char *)start );
|
||||
|
||||
err = qglGetError();
|
||||
qglGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, (GLint *)&ofs );
|
||||
if ( err == GL_INVALID_OPERATION ) {
|
||||
const GLubyte *str = qglGetString( GL_PROGRAM_ERROR_STRING_ARB );
|
||||
common->Printf( "\nGL_PROGRAM_ERROR_STRING_ARB: %s\n", str );
|
||||
if ( ofs < 0 ) {
|
||||
common->Printf( "GL_PROGRAM_ERROR_POSITION_ARB < 0 with error\n" );
|
||||
} else if ( ofs >= (int)strlen( (char *)start ) ) {
|
||||
common->Printf( "error at end of program\n" );
|
||||
} else {
|
||||
common->Printf( "error at %i:\n%s", ofs, start + ofs );
|
||||
}
|
||||
return;
|
||||
}
|
||||
if ( ofs != -1 ) {
|
||||
common->Printf( "\nGL_PROGRAM_ERROR_POSITION_ARB != -1 without error\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
common->Printf( "\n" );
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
R_FindARBProgram
|
||||
|
||||
Returns a GL identifier that can be bound to the given target, parsing
|
||||
a text file if it hasn't already been loaded.
|
||||
==================
|
||||
*/
|
||||
int R_FindARBProgram( GLenum target, const char *program ) {
|
||||
int i;
|
||||
idStr stripped = program;
|
||||
|
||||
stripped.StripFileExtension();
|
||||
|
||||
// see if it is already loaded
|
||||
for ( i = 0 ; progs[i].name[0] ; i++ ) {
|
||||
if ( progs[i].target != target ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
idStr compare = progs[i].name;
|
||||
compare.StripFileExtension();
|
||||
|
||||
if ( !idStr::Icmp( stripped.c_str(), compare.c_str() ) ) {
|
||||
return progs[i].ident;
|
||||
}
|
||||
}
|
||||
|
||||
if ( i == MAX_GLPROGS ) {
|
||||
common->Error( "R_FindARBProgram: MAX_GLPROGS" );
|
||||
}
|
||||
|
||||
// add it to the list and load it
|
||||
progs[i].ident = (program_t)0; // will be gen'd by R_LoadARBProgram
|
||||
progs[i].target = target;
|
||||
strncpy( progs[i].name, program, sizeof( progs[i].name ) - 1 );
|
||||
|
||||
R_LoadARBProgram( i );
|
||||
|
||||
return progs[i].ident;
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
R_ReloadARBPrograms_f
|
||||
==================
|
||||
*/
|
||||
void R_ReloadARBPrograms_f( const idCmdArgs &args ) {
|
||||
int i;
|
||||
|
||||
common->Printf( "----- R_ReloadARBPrograms -----\n" );
|
||||
for ( i = 0 ; progs[i].name[0] ; i++ ) {
|
||||
R_LoadARBProgram( i );
|
||||
}
|
||||
common->Printf( "-------------------------------\n" );
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
R_ARB2_Init
|
||||
|
||||
==================
|
||||
*/
|
||||
void R_ARB2_Init( void ) {
|
||||
glConfig.allowARB2Path = false;
|
||||
|
||||
common->Printf( "---------- R_ARB2_Init ----------\n" );
|
||||
|
||||
if ( !glConfig.ARBVertexProgramAvailable || !glConfig.ARBFragmentProgramAvailable ) {
|
||||
common->Printf( "Not available.\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
common->Printf( "Available.\n" );
|
||||
|
||||
common->Printf( "---------------------------------\n" );
|
||||
|
||||
glConfig.allowARB2Path = true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user