#include "quakedef.h" #include "glquake.h" #include "shader.h" #ifdef RGLQUAKE #define MAX_MESH_VERTS 8192 //we don't support multitexturing yet. static float tempstarray[MAX_MESH_VERTS*3]; static vec4_t tempxyzarray[MAX_MESH_VERTS]; shader_t nullshader, wallbumpshader, modelbumpshader; #define frand() (rand()&32767)* (1.0/32767) #define FTABLE_SIZE 1024 #define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1))) #define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand())//*((x)-floor(x))) static float r_sintable[FTABLE_SIZE]; static float r_triangletable[FTABLE_SIZE]; static float r_squaretable[FTABLE_SIZE]; static float r_sawtoothtable[FTABLE_SIZE]; static float r_inversesawtoothtable[FTABLE_SIZE]; void GLR_MeshInit(void) { int i; double t; for ( i = 0; i < FTABLE_SIZE; i++ ) { t = (double)i / (double)FTABLE_SIZE; r_sintable[i] = sin ( t * M_PI*2 ); if (t < 0.25) r_triangletable[i] = t * 4.0; else if (t < 0.75) r_triangletable[i] = 2 - 4.0 * t; else r_triangletable[i] = (t - 0.75) * 4.0 - 1.0; if (t < 0.5) r_squaretable[i] = 1.0f; else r_squaretable[i] = -1.0f; r_sawtoothtable[i] = t; r_inversesawtoothtable[i] = 1.0 - t; } { nullshader.numdeforms = 0;//1; nullshader.deforms[0].type = DEFORMV_WAVE; nullshader.deforms[0].args[0] = 10; nullshader.deforms[0].func.type = SHADER_FUNC_SIN; nullshader.deforms[0].func.args[1] = 1; nullshader.deforms[0].func.args[3] = 10; nullshader.pass[0].texturetype = GL_TEXTURE_2D; nullshader.pass[0].envmode = GL_MODULATE; nullshader.pass[0].blendsrc = GL_SRC_ALPHA; nullshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA; nullshader.pass[1].flags |= SHADER_PASS_BLEND; nullshader.pass[1].tcgen = TC_GEN_LIGHTMAP; nullshader.pass[1].blendsrc = GL_SRC_ALPHA; nullshader.pass[1].blenddst = GL_ONE_MINUS_SRC_ALPHA; nullshader.pass[1].texturetype = GL_TEXTURE_2D; } { modelbumpshader.numpasses = 3; if (1) modelbumpshader.pass[0].mergedpasses = 4; else modelbumpshader.pass[0].mergedpasses = 2; modelbumpshader.pass[2].mergedpasses = 1; modelbumpshader.pass[0].tcgen = TC_GEN_BASE; modelbumpshader.pass[0].envmode = GL_COMBINE_ARB; modelbumpshader.pass[0].combinesrc0 = GL_TEXTURE; modelbumpshader.pass[0].combinemode = GL_REPLACE; modelbumpshader.pass[0].blendsrc = GL_SRC_ALPHA; modelbumpshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA; modelbumpshader.pass[0].anim_frames[0] = 0;//bumpmap modelbumpshader.pass[0].texturetype = GL_TEXTURE_2D; modelbumpshader.pass[1].tcgen = TC_GEN_DOTPRODUCT; modelbumpshader.pass[1].envmode = GL_COMBINE_ARB; modelbumpshader.pass[1].combinesrc0 = GL_TEXTURE; modelbumpshader.pass[1].combinesrc1 = GL_PREVIOUS_ARB; modelbumpshader.pass[1].combinemode = GL_DOT3_RGB_ARB; modelbumpshader.pass[1].anim_frames[0] = 0;//delux modelbumpshader.pass[1].texturetype = GL_TEXTURE_2D; modelbumpshader.pass[2].flags |= SHADER_PASS_BLEND; modelbumpshader.pass[2].tcgen = TC_GEN_BASE; modelbumpshader.pass[2].envmode = GL_MODULATE; modelbumpshader.pass[2].blendsrc = GL_DST_COLOR; modelbumpshader.pass[2].blenddst = GL_ZERO; modelbumpshader.pass[2].anim_frames[0] = 0;//texture modelbumpshader.pass[2].texturetype = GL_TEXTURE_2D; //gl_combine states that we need to use a textures. modelbumpshader.pass[3].tcgen = TC_GEN_BASE; //multiply by colors modelbumpshader.pass[3].envmode = GL_COMBINE_ARB; modelbumpshader.pass[3].combinesrc0 = GL_PREVIOUS_ARB; modelbumpshader.pass[3].combinesrc1 = GL_PRIMARY_COLOR_ARB; modelbumpshader.pass[3].combinemode = GL_MODULATE; modelbumpshader.pass[3].anim_frames[0] = 1; //any, has to be present modelbumpshader.pass[3].texturetype = GL_TEXTURE_2D; } { wallbumpshader.numpasses = 4; if (1) wallbumpshader.pass[0].mergedpasses = 4; else wallbumpshader.pass[0].mergedpasses = 2; wallbumpshader.pass[2].mergedpasses = 2; wallbumpshader.pass[0].tcgen = TC_GEN_BASE; wallbumpshader.pass[0].envmode = GL_COMBINE_ARB; wallbumpshader.pass[0].combinesrc0 = GL_TEXTURE; wallbumpshader.pass[0].combinemode = GL_REPLACE; wallbumpshader.pass[0].anim_frames[0] = 0;//bumpmap wallbumpshader.pass[0].blendsrc = GL_SRC_ALPHA; wallbumpshader.pass[0].blenddst = GL_ONE_MINUS_SRC_ALPHA; wallbumpshader.pass[0].texturetype = GL_TEXTURE_2D; wallbumpshader.pass[1].tcgen = TC_GEN_LIGHTMAP; wallbumpshader.pass[1].envmode = GL_COMBINE_ARB; wallbumpshader.pass[1].combinesrc0 = GL_TEXTURE; wallbumpshader.pass[1].combinesrc1 = GL_PREVIOUS_ARB; wallbumpshader.pass[1].combinemode = GL_DOT3_RGB_ARB; wallbumpshader.pass[1].anim_frames[0] = 0;//delux wallbumpshader.pass[1].texturetype = GL_TEXTURE_2D; wallbumpshader.pass[2].flags |= SHADER_PASS_BLEND; wallbumpshader.pass[2].tcgen = TC_GEN_BASE; wallbumpshader.pass[2].envmode = GL_MODULATE; wallbumpshader.pass[2].blendsrc = GL_DST_COLOR; wallbumpshader.pass[2].blenddst = GL_ZERO; wallbumpshader.pass[2].anim_frames[0] = 0;//texture wallbumpshader.pass[2].texturetype = GL_TEXTURE_2D; wallbumpshader.pass[3].tcgen = TC_GEN_LIGHTMAP; wallbumpshader.pass[3].envmode = GL_BLEND; wallbumpshader.pass[3].anim_frames[0] = 0;//lightmap wallbumpshader.pass[3].texturetype = GL_TEXTURE_2D; } } static float *R_TableForFunc ( unsigned int func ) { switch (func) { case SHADER_FUNC_SIN: return r_sintable; case SHADER_FUNC_TRIANGLE: return r_triangletable; case SHADER_FUNC_SQUARE: return r_squaretable; case SHADER_FUNC_SAWTOOTH: return r_sawtoothtable; case SHADER_FUNC_INVERSESAWTOOTH: return r_inversesawtoothtable; } // assume noise return NULL; } static void MakeDeforms(shader_t *shader, vec4_t *out, vec4_t *in, int number) { float *table; int d, j; float args[4], deflect; deformv_t *dfrm = shader->deforms; for (d = 0; d < shader->numdeforms; d++, dfrm++) { switch(dfrm->type) { case DEFORMV_WAVE: args[0] = dfrm->func.args[0]; args[1] = dfrm->func.args[1]; args[3] = dfrm->func.args[2] + dfrm->func.args[3] * realtime; table = R_TableForFunc ( dfrm->func.type ); for ( j = 0; j < number; j++ ) { deflect = dfrm->args[0] * (in[j][0]+in[j][1]+in[j][2]) + args[3]; deflect = sin(deflect)/*FTABLE_EVALUATE ( table, deflect )*/ * args[1] + args[0]; out[j][0] = in[j][0]+deflect; out[j][1] = in[j][1]+deflect; out[j][2] = in[j][2]+deflect; // Deflect vertex along its normal by wave amount // VectorMA ( out[j], deflect, normalsArray[j], in[j] ); } break; case DEFORMV_MOVE: table = R_TableForFunc ( dfrm->func.type ); deflect = dfrm->func.args[2] + realtime * dfrm->func.args[3]; deflect = FTABLE_EVALUATE (table, deflect) * dfrm->func.args[1] + dfrm->func.args[0]; for ( j = 0; j < number; j++ ) VectorMA ( out[j], deflect, dfrm->args, in[j] ); break; default: Sys_Error("Bad deform type %i\n", dfrm->type); } in = out; } } static void Mesh_DeformTextureCoords(mesh_t *mesh, shaderpass_t *pass) { int d; tcmod_t *tcmod = pass->tcmod; float *in, *out; switch(pass->tcgen) { case TC_GEN_DOTPRODUCT: //take normals, use the dotproduct and produce texture coords for bumpmapping { out = tempstarray; in = (float*)mesh->normals_array; for (d = 0; d < mesh->numvertexes; d++) { out[d*3+0] = DotProduct((in+d*3), mesh->lightaxis[0]); out[d*3+1] = DotProduct((in+d*3), mesh->lightaxis[1]); out[d*3+2] = DotProduct((in+d*3), mesh->lightaxis[2]); } glTexCoordPointer(3, GL_FLOAT, 0, out); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); } return; case TC_GEN_LIGHTMAP: in = (float*)mesh->lmst_array; if (in) break; //fallthrought case TC_GEN_BASE: in = (float*)mesh->st_array; break; default: Sys_Error("Mesh_DeformTextureCoords: Bad TC_GEN type\n"); return; } /* for (d = 0; d < pass->numtcmods; d++, dfrm++) { } */ glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, 0, in); } static void Mesh_SetShaderpassState ( shaderpass_t *pass, qboolean mtex ) { if ( (mtex && (pass->blendmode != GL_REPLACE)) || (pass->flags & SHADER_PASS_BLEND) ) { glEnable (GL_BLEND); glBlendFunc (pass->blendsrc, pass->blenddst); } else { glDisable (GL_BLEND); } if (pass->flags & SHADER_PASS_ALPHAFUNC) { glEnable (GL_ALPHA_TEST); if (pass->alphafunc == SHADER_ALPHA_GT0) { glAlphaFunc (GL_GREATER, 0); } else if (pass->alphafunc == SHADER_ALPHA_LT128) { glAlphaFunc (GL_LESS, 0.5f); } else if (pass->alphafunc == SHADER_ALPHA_GE128) { glAlphaFunc (GL_GEQUAL, 0.5f); } } else { // glDisable (GL_ALPHA_TEST); } // glDepthFunc (pass->depthfunc); if (pass->flags & SHADER_PASS_DEPTHWRITE) { glDepthMask (GL_TRUE); } else { // glDepthMask (GL_FALSE); } } static void Mesh_DrawPass(shaderpass_t *pass, mesh_t *mesh) { Mesh_SetShaderpassState(pass, false); if (pass->mergedpasses>1 && gl_mtexarbable) { int p; // Mesh_DrawPass(pass+2,mesh); // return; for (p = 0; p < pass->mergedpasses; p++) { qglActiveTextureARB(GL_TEXTURE0_ARB+p); qglClientActiveTextureARB(GL_TEXTURE0_ARB+p); GL_BindType(pass[p].texturetype, pass[p].anim_frames[0]); glEnable(pass[p].texturetype); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pass[p].envmode); if (pass[p].envmode == GL_COMBINE_ARB) { glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, pass[p].combinesrc0); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, pass[p].combinesrc1); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, pass[p].combinemode); } Mesh_DeformTextureCoords(mesh, pass+p); } glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); for (p = pass->mergedpasses-1; p >= 0; p--) { qglActiveTextureARB(GL_TEXTURE0_ARB+p); qglClientActiveTextureARB(GL_TEXTURE0_ARB+p); glDisable(pass[p].texturetype); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } } else { Mesh_DeformTextureCoords(mesh, pass); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pass->envmode); GL_Bind(pass->anim_frames[0]); if (pass->texturetype != GL_TEXTURE_2D) { glDisable(pass->texturetype); glEnable(pass->texturetype); } glDrawElements(GL_TRIANGLES, mesh->numindexes, GL_UNSIGNED_INT, mesh->indexes); if (pass->texturetype != GL_TEXTURE_2D) { glDisable(pass->texturetype); glEnable(GL_TEXTURE_2D); } glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } } void GL_DrawMesh(mesh_t *mesh, shader_t *shader, int texturenum, int lmtexturenum) { int i; if (!shader) { shader = &nullshader; shader->pass[0].anim_frames[0] = texturenum; shader->pass[0].mergedpasses=1; if (lmtexturenum && !texturenum) { shader->pass[0].anim_frames[0] = lmtexturenum; shader->numpasses = 1; shader->pass[0].flags |= SHADER_PASS_BLEND; } else if (lmtexturenum) { shader->numpasses = 2; shader->pass[1].anim_frames[0] = lmtexturenum;//lmtexture; shader->pass[0].flags &= ~SHADER_PASS_BLEND; } else { shader->pass[0].flags &= ~SHADER_PASS_BLEND; shader->numpasses = 1; } shader->pass[0].texturetype = GL_TEXTURE_2D; } if (!shader->numdeforms) glVertexPointer(3, GL_FLOAT, 16, mesh->xyz_array); else { MakeDeforms(shader, tempxyzarray, mesh->xyz_array, mesh->numvertexes); glVertexPointer(3, GL_FLOAT, 16, tempxyzarray); } if (mesh->normals_array && glNormalPointer) { glNormalPointer(GL_FLOAT, 0, mesh->normals_array); glEnableClientState( GL_NORMAL_ARRAY ); } glEnableClientState( GL_VERTEX_ARRAY ); if (mesh->colors_array && glColorPointer) { glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh->colors_array); glEnableClientState( GL_COLOR_ARRAY ); } for (i =0 ; i < shader->numpasses; i+=shader->pass[i].mergedpasses) Mesh_DrawPass(shader->pass+i, mesh); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); /* //show normals if (mesh->normals_array) { glColor3f(1,1,1); glDisable(GL_TEXTURE_2D); glBegin(GL_LINES); for (i = 0; i < mesh->numvertexes; i++) { glVertex3f( mesh->xyz_array[i][0], mesh->xyz_array[i][1], mesh->xyz_array[i][2]); glVertex3f( mesh->xyz_array[i][0] + mesh->normals_array[i][0], mesh->xyz_array[i][1] + mesh->normals_array[i][1], mesh->xyz_array[i][2] + mesh->normals_array[i][2]); } glEnd(); glEnable(GL_TEXTURE_2D); } */ } void GL_DrawMeshBump(mesh_t *mesh, int texturenum, int lmtexturenum, int bumpnum, int deluxnum) { shader_t *shader; extern int normalisationCubeMap; if (lmtexturenum) { shader = &wallbumpshader; shader->pass[3].anim_frames[0] = lmtexturenum; } else shader = &modelbumpshader; shader->pass[0].anim_frames[0] = bumpnum; if (deluxnum) { shader->pass[1].anim_frames[0] = deluxnum; shader->pass[1].tcgen = TC_GEN_LIGHTMAP; shader->pass[1].texturetype = GL_TEXTURE_2D; } else { shader->pass[1].anim_frames[0] = normalisationCubeMap; shader->pass[1].tcgen = TC_GEN_DOTPRODUCT; shader->pass[1].texturetype = GL_TEXTURE_CUBE_MAP_ARB; } shader->pass[2].anim_frames[0] = texturenum; // mesh->colors_array=NULL; //don't bother coloring it. GL_DrawMesh(mesh, shader, 0, 0); } #endif