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fs2open.github.com/code/graphics/gropengltnl.cpp
T

2304 lines
65 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifdef _WIN32
#include <windows.h>
#endif
#include "globalincs/pstypes.h"
#include "globalincs/def_files.h"
#include "globalincs/alphacolors.h"
#include "globalincs/systemvars.h"
#include "graphics/2d.h"
#include "lighting/lighting.h"
#include "graphics/grinternal.h"
#include "graphics/gropengl.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropengllight.h"
#include "graphics/gropengltnl.h"
#include "graphics/gropengldraw.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "math/vecmat.h"
#include "render/3d.h"
#include "cmdline/cmdline.h"
#include "model/model.h"
#include "weapon/trails.h"
#include "graphics/shadows.h"
extern int GLOWMAP;
extern int CLOAKMAP;
extern int SPECMAP;
extern int NORMMAP;
extern int MISCMAP;
extern int HEIGHTMAP;
extern int G3_user_clip;
extern vec3d G3_user_clip_normal;
extern vec3d G3_user_clip_point;
extern int Interp_multitex_cloakmap;
extern int Interp_cloakmap_alpha;
extern bool Basemap_override;
extern bool Envmap_override;
extern bool Specmap_override;
extern bool Normalmap_override;
extern bool Heightmap_override;
extern bool GLSL_override;
extern bool Shadow_override;
static int GL_modelview_matrix_depth = 1;
static int GL_htl_projection_matrix_set = 0;
static int GL_htl_view_matrix_set = 0;
static int GL_htl_2d_matrix_depth = 0;
static int GL_htl_2d_matrix_set = 0;
static GLfloat GL_env_texture_matrix[16] = { 0.0f };
static bool GL_env_texture_matrix_set = false;
static GLdouble eyex, eyey, eyez;
static GLdouble vmatrix[16];
static vec3d last_view_pos;
static matrix last_view_orient;
vec3d shadow_ref_point;
static bool use_last_view = false;
int GL_vertex_data_in = 0;
GLint GL_max_elements_vertices = 4096;
GLint GL_max_elements_indices = 4096;
float GL_thrust_scale = -1.0f;
team_color* Current_team_color;
team_color Current_temp_color;
bool Using_Team_Color = false;
int GL_transform_buffer_offset = -1;
GLuint Shadow_map_texture = 0;
GLuint Shadow_map_depth_texture = 0;
GLuint shadow_fbo = 0;
GLint saved_fb = 0;
bool Rendering_to_shadow_map = false;
int Transform_buffer_handle = -1;
struct opengl_buffer_object {
GLuint buffer_id;
GLenum type;
GLenum usage;
uint size;
GLuint texture; // for texture buffer objects
};
struct opengl_vertex_buffer {
GLfloat *array_list; // interleaved array
GLubyte *index_list;
int vb_handle;
int ib_handle;
uint vbo_size;
uint ibo_size;
opengl_vertex_buffer() :
array_list(NULL), index_list(NULL),
vbo_size(0), ibo_size(0), vb_handle(-1), ib_handle(-1)
{
}
void clear();
};
void opengl_vertex_buffer::clear()
{
if (array_list) {
vm_free(array_list);
}
if (index_list) {
vm_free(index_list);
}
if ( vb_handle >= 0 ) {
opengl_delete_buffer_object(vb_handle);
}
if ( ib_handle >= 0 ) {
opengl_delete_buffer_object(ib_handle);
}
}
static SCP_vector<opengl_buffer_object> GL_buffer_objects;
static SCP_vector<opengl_vertex_buffer> GL_vertex_buffers;
static opengl_vertex_buffer *g_vbp = NULL;
static int GL_vertex_buffers_in_use = 0;
int opengl_create_buffer_object(GLenum type, GLenum usage)
{
opengl_buffer_object buffer_obj;
buffer_obj.usage = usage;
buffer_obj.type = type;
buffer_obj.size = 0;
vglGenBuffersARB(1, &buffer_obj.buffer_id);
GL_buffer_objects.push_back(buffer_obj);
return GL_buffer_objects.size() - 1;
}
void opengl_bind_buffer_object(int handle)
{
Assert(handle >= 0);
Assert((size_t)handle < GL_buffer_objects.size());
opengl_buffer_object &buffer_obj = GL_buffer_objects[handle];
switch ( buffer_obj.type ) {
case GL_ARRAY_BUFFER_ARB:
GL_state.Array.BindArrayBuffer(buffer_obj.buffer_id);
break;
case GL_ELEMENT_ARRAY_BUFFER_ARB:
GL_state.Array.BindElementBuffer(buffer_obj.buffer_id);
break;
case GL_TEXTURE_BUFFER_ARB:
GL_state.Array.BindTextureBuffer(buffer_obj.buffer_id);
break;
case GL_UNIFORM_BUFFER:
GL_state.Array.BindUniformBuffer(buffer_obj.buffer_id);
break;
default:
Int3();
return;
break;
}
}
void gr_opengl_update_buffer_object(int handle, uint size, void* data)
{
Assert(handle >= 0);
Assert((size_t)handle < GL_buffer_objects.size());
opengl_buffer_object &buffer_obj = GL_buffer_objects[handle];
opengl_bind_buffer_object(handle);
GL_vertex_data_in -= buffer_obj.size;
buffer_obj.size = size;
GL_vertex_data_in += buffer_obj.size;
vglBufferDataARB(buffer_obj.type, size, data, buffer_obj.usage);
}
void opengl_delete_buffer_object(int handle)
{
Assert(handle >= 0);
Assert((size_t)handle < GL_buffer_objects.size());
opengl_buffer_object &buffer_obj = GL_buffer_objects[handle];
if ( buffer_obj.type == GL_TEXTURE_BUFFER_ARB ) {
glDeleteTextures(1, &buffer_obj.texture);
}
GL_vertex_data_in -= buffer_obj.size;
vglDeleteBuffersARB(1, &buffer_obj.buffer_id);
}
int gr_opengl_create_stream_buffer_object()
{
if (!Use_VBOs) {
return -1;
}
return opengl_create_buffer_object(GL_ARRAY_BUFFER_ARB, GL_STREAM_DRAW_ARB);
}
int opengl_create_texture_buffer_object()
{
if ( Use_GLSL < 3 || !Is_Extension_Enabled(OGL_ARB_TEXTURE_BUFFER) || !Is_Extension_Enabled(OGL_ARB_FLOATING_POINT_TEXTURES) ) {
return -1;
}
// create the buffer
int buffer_object_handle = opengl_create_buffer_object(GL_TEXTURE_BUFFER_ARB, GL_DYNAMIC_DRAW_ARB);
opengl_check_for_errors();
opengl_buffer_object &buffer_obj = GL_buffer_objects[buffer_object_handle];
// create the texture
glGenTextures(1, &buffer_obj.texture);
glBindTexture(GL_TEXTURE_BUFFER_ARB, buffer_obj.texture);
opengl_check_for_errors();
gr_opengl_update_buffer_object(buffer_object_handle, 100, NULL);
vglTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_RGBA32F_ARB, buffer_obj.buffer_id);
opengl_check_for_errors();
return buffer_object_handle;
}
void gr_opengl_update_transform_buffer(void* data, uint size)
{
if ( Transform_buffer_handle < 0 || size <= 0 ) {
return;
}
gr_opengl_update_buffer_object(Transform_buffer_handle, size, data);
}
GLuint opengl_get_transform_buffer_texture()
{
if ( Transform_buffer_handle < 0 ) {
return 0;
}
return GL_buffer_objects[Transform_buffer_handle].texture;
}
void gr_opengl_set_transform_buffer_offset(int offset)
{
GL_transform_buffer_offset = offset;
}
static void opengl_gen_buffer(opengl_vertex_buffer *vbp)
{
if ( !Use_VBOs ) {
return;
}
if ( !vbp ) {
return;
}
if ( !(vbp->vbo_size && vbp->ibo_size) ) {
return;
}
// create vertex buffer
{
// clear any existing errors
glGetError();
vbp->vb_handle = opengl_create_buffer_object(GL_ARRAY_BUFFER_ARB, GL_STATIC_DRAW_ARB);
// make sure we have one
if ( vbp->vb_handle >= 0 ) {
gr_opengl_update_buffer_object(vbp->vb_handle, vbp->vbo_size, vbp->array_list);
// just in case
if ( opengl_check_for_errors() ) {
opengl_delete_buffer_object(vbp->vb_handle);
vbp->vb_handle = -1;
return;
}
GL_state.Array.BindArrayBuffer(0);
vm_free(vbp->array_list);
vbp->array_list = NULL;
}
}
// create index buffer
{
// clear any existing errors
glGetError();
vbp->ib_handle = opengl_create_buffer_object(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_STATIC_DRAW_ARB);
// make sure we have one
if ( vbp->ib_handle >= 0 ) {
gr_opengl_update_buffer_object(vbp->ib_handle, vbp->ibo_size, vbp->index_list);
// just in case
if ( opengl_check_for_errors() ) {
opengl_delete_buffer_object(vbp->ib_handle);
vbp->ib_handle = -1;
return;
}
GL_state.Array.BindElementBuffer(0);
vm_free(vbp->index_list);
vbp->index_list = NULL;
}
}
}
int gr_opengl_create_buffer()
{
if (Cmdline_nohtl) {
return -1;
}
opengl_vertex_buffer vbuffer;
GL_vertex_buffers.push_back( vbuffer );
GL_vertex_buffers_in_use++;
return (int)(GL_vertex_buffers.size() - 1);
}
bool gr_opengl_config_buffer(const int buffer_id, vertex_buffer *vb, bool update_ibuffer_only)
{
if (Cmdline_nohtl) {
return false;
}
if (buffer_id < 0) {
return false;
}
Assert( buffer_id < (int)GL_vertex_buffers.size() );
if (vb == NULL) {
return false;
}
if ( !(vb->flags & VB_FLAG_POSITION) ) {
Int3();
return false;
}
opengl_vertex_buffer *m_vbp = &GL_vertex_buffers[buffer_id];
vb->stride = 0;
// position
Verify( update_ibuffer_only || vb->model_list->vert != NULL );
vb->stride += (3 * sizeof(GLfloat));
// normals
if (vb->flags & VB_FLAG_NORMAL) {
Verify( update_ibuffer_only || vb->model_list->norm != NULL );
vb->stride += (3 * sizeof(GLfloat));
}
// uv coords
if (vb->flags & VB_FLAG_UV1) {
vb->stride += (2 * sizeof(GLfloat));
}
// tangent space data for normal maps (shaders only)
if (vb->flags & VB_FLAG_TANGENT) {
Assert( Cmdline_normal );
Verify( update_ibuffer_only || vb->model_list->tsb != NULL );
vb->stride += (4 * sizeof(GLfloat));
}
if (vb->flags & VB_FLAG_MODEL_ID) {
Assert( Use_GLSL >= 3 );
Verify( update_ibuffer_only || vb->model_list->submodels != NULL );
vb->stride += (1 * sizeof(GLfloat));
}
// offsets for this chunk
if ( !update_ibuffer_only ) {
vb->vertex_offset = m_vbp->vbo_size;
m_vbp->vbo_size += vb->stride * vb->model_list->n_verts;
}
for (size_t idx = 0; idx < vb->tex_buf.size(); idx++) {
buffer_data *bd = &vb->tex_buf[idx];
bd->index_offset = m_vbp->ibo_size;
m_vbp->ibo_size += bd->n_verts * ((bd->flags & VB_FLAG_LARGE_INDEX) ? sizeof(uint) : sizeof(ushort));
// even out index buffer so we are always word aligned
m_vbp->ibo_size += m_vbp->ibo_size % sizeof(uint);
}
return true;
}
bool gr_opengl_pack_buffer(const int buffer_id, vertex_buffer *vb)
{
if (Cmdline_nohtl) {
return false;
}
if (buffer_id < 0) {
return false;
}
Assert( buffer_id < (int)GL_vertex_buffers.size() );
opengl_vertex_buffer *m_vbp = &GL_vertex_buffers[buffer_id];
// NULL means that we are done with the buffer and can create the IBO/VBO
// returns false here only for some minor error prevention
if (vb == NULL) {
opengl_gen_buffer(m_vbp);
return false;
}
int i, n_verts = 0;
size_t j;
uint arsize = 0;
if (m_vbp->array_list == NULL) {
m_vbp->array_list = (GLfloat*)vm_malloc_q(m_vbp->vbo_size);
// return invalid if we don't have the memory
if (m_vbp->array_list == NULL) {
return false;
}
memset(m_vbp->array_list, 0, m_vbp->vbo_size);
}
if (m_vbp->index_list == NULL) {
m_vbp->index_list = (GLubyte*)vm_malloc_q(m_vbp->ibo_size);
// return invalid if we don't have the memory
if (m_vbp->index_list == NULL) {
return false;
}
memset(m_vbp->index_list, 0, m_vbp->ibo_size);
}
// bump to our index in the array
GLfloat *array = m_vbp->array_list + (vb->vertex_offset / sizeof(GLfloat));
// generate the vertex array
n_verts = vb->model_list->n_verts;
for (i = 0; i < n_verts; i++) {
vertex *vl = &vb->model_list->vert[i];
// don't try to generate more data than what's available
Assert( ((arsize * sizeof(GLfloat)) + vb->stride) <= (m_vbp->vbo_size - vb->vertex_offset) );
// NOTE: UV->NORM->TSB->VERT, This array order *must* be preserved!!
// tex coords
if (vb->flags & VB_FLAG_UV1) {
array[arsize++] = vl->texture_position.u;
array[arsize++] = vl->texture_position.v;
}
// normals
if (vb->flags & VB_FLAG_NORMAL) {
vec3d *nl = &vb->model_list->norm[i];
array[arsize++] = nl->xyz.x;
array[arsize++] = nl->xyz.y;
array[arsize++] = nl->xyz.z;
}
// tangent space data
if (vb->flags & VB_FLAG_TANGENT) {
tsb_t *tsb = &vb->model_list->tsb[i];
array[arsize++] = tsb->tangent.xyz.x;
array[arsize++] = tsb->tangent.xyz.y;
array[arsize++] = tsb->tangent.xyz.z;
array[arsize++] = tsb->scaler;
}
if (vb->flags & VB_FLAG_MODEL_ID) {
array[arsize++] = (float)vb->model_list->submodels[i];
}
// verts
array[arsize++] = vl->world.xyz.x;
array[arsize++] = vl->world.xyz.y;
array[arsize++] = vl->world.xyz.z;
}
// generate the index array
for (j = 0; j < vb->tex_buf.size(); j++) {
buffer_data* tex_buf = &vb->tex_buf[j];
n_verts = tex_buf->n_verts;
uint offset = tex_buf->index_offset;
const uint *index = tex_buf->get_index();
// bump to our spot in the buffer
GLubyte *ibuf = m_vbp->index_list + offset;
if (vb->tex_buf[j].flags & VB_FLAG_LARGE_INDEX) {
memcpy(ibuf, index, n_verts * sizeof(uint));
} else {
ushort *mybuf = (ushort*)ibuf;
for (i = 0; i < n_verts; i++) {
mybuf[i] = (ushort)index[i];
}
}
}
return true;
}
void gr_opengl_set_buffer(int idx)
{
if (Cmdline_nohtl) {
return;
}
g_vbp = NULL;
if (idx < 0) {
if (Use_VBOs) {
GL_state.Array.BindArrayBuffer(0);
GL_state.Array.BindElementBuffer(0);
}
if ( (Use_GLSL > 1) && !GLSL_override ) {
opengl_shader_set_current();
}
return;
}
Assert( idx < (int)GL_vertex_buffers.size() );
g_vbp = &GL_vertex_buffers[idx];
}
void gr_opengl_destroy_buffer(int idx)
{
if (Cmdline_nohtl) {
return;
}
if (idx < 0) {
return;
}
Assert( idx < (int)GL_vertex_buffers.size() );
opengl_vertex_buffer *vbp = &GL_vertex_buffers[idx];
vbp->clear();
// we try to take advantage of the fact that there shouldn't be a lot of buffer
// deletions/additions going on all of the time, so a model_unload_all() and/or
// game_level_close() should pretty much keep everything cleared out on a
// regular basis
if (--GL_vertex_buffers_in_use <= 0) {
GL_vertex_buffers.clear();
}
g_vbp = NULL;
}
void opengl_destroy_all_buffers()
{
for (uint i = 0; i < GL_vertex_buffers.size(); i++) {
gr_opengl_destroy_buffer(i);
}
for ( uint i = 0; i < GL_buffer_objects.size(); i++ ) {
opengl_delete_buffer_object(i);
}
GL_vertex_buffers.clear();
GL_vertex_buffers_in_use = 0;
}
void opengl_tnl_init()
{
GL_vertex_buffers.reserve(MAX_POLYGON_MODELS);
gr_opengl_deferred_light_sphere_init(16, 16);
gr_opengl_deferred_light_cylinder_init(16);
Transform_buffer_handle = opengl_create_texture_buffer_object();
if ( Transform_buffer_handle < 0 ) {
Cmdline_no_batching = true;
}
if(Cmdline_shadow_quality)
{
//Setup shadow map framebuffer
vglGenFramebuffersEXT(1, &shadow_fbo);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo);
glGenTextures(1, &Shadow_map_depth_texture);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY_EXT);
// GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Shadow_map_depth_texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT);
//glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
//glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
int size = (Cmdline_shadow_quality == 2 ? 1024 : 512);
vglTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_DEPTH_COMPONENT32, size, size, 4, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, size, size, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
vglFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, Shadow_map_depth_texture, 0);
//vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Shadow_map_depth_texture, 0);
glGenTextures(1, &Shadow_map_texture);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY_EXT);
//GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Shadow_map_texture);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
vglTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGB32F_ARB, size, size, 4, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F_ARB, size, size, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
vglFramebufferTextureEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, Shadow_map_texture, 0);
//vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Shadow_map_texture, 0);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
bool rval = true;
if ( opengl_check_for_errors("post_init_framebuffer()") ) {
rval = false;
}
}
}
void opengl_tnl_shutdown()
{
if ( Shadow_map_depth_texture ) {
glDeleteTextures(1, &Shadow_map_depth_texture);
Shadow_map_depth_texture = 0;
}
if ( Shadow_map_texture ) {
glDeleteTextures(1, &Shadow_map_texture);
Shadow_map_texture = 0;
}
opengl_destroy_all_buffers();
}
void mix_two_team_colors(team_color* dest, team_color* a, team_color* b, float mix_factor) {
dest->base.r = a->base.r * (1.0f - mix_factor) + b->base.r * mix_factor;
dest->base.g = a->base.g * (1.0f - mix_factor) + b->base.g * mix_factor;
dest->base.b = a->base.b * (1.0f - mix_factor) + b->base.b * mix_factor;
dest->stripe.r = a->stripe.r * (1.0f - mix_factor) + b->stripe.r * mix_factor;
dest->stripe.g = a->stripe.g * (1.0f - mix_factor) + b->stripe.g * mix_factor;
dest->stripe.b = a->stripe.b * (1.0f - mix_factor) + b->stripe.b * mix_factor;
}
void gr_opengl_set_team_color(team_color *colors)
{
if ( colors == NULL ) {
Using_Team_Color = false;
} else {
Using_Team_Color = true;
Current_temp_color = *colors;
Current_team_color = &Current_temp_color;
}
}
void gr_opengl_set_thrust_scale(float scale)
{
GL_thrust_scale = scale;
}
static void opengl_init_arrays(opengl_vertex_buffer *vbp, const vertex_buffer *bufferp)
{
GLint offset = (GLint)bufferp->vertex_offset;
GLubyte *ptr = NULL;
if ( Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
offset = 0;
}
// vertex buffer
if ( vbp->vb_handle >= 0 ) {
opengl_bind_buffer_object(vbp->vb_handle);
} else {
ptr = (GLubyte*)vbp->array_list;
}
vertex_layout vert_def;
if (bufferp->flags & VB_FLAG_UV1) {
vert_def.add_vertex_component(vertex_format_data::TEX_COORD, bufferp->stride, ptr + offset);
offset += (2 * sizeof(GLfloat));
}
if (bufferp->flags & VB_FLAG_NORMAL) {
vert_def.add_vertex_component(vertex_format_data::NORMAL, bufferp->stride, ptr + offset);
offset += (3 * sizeof(GLfloat));
}
if (bufferp->flags & VB_FLAG_TANGENT) {
// we treat this as texture coords for ease of use
// NOTE: this is forced on tex unit 1!!!
vert_def.add_vertex_component(vertex_format_data::TANGENT, bufferp->stride, ptr + offset);
offset += (4 * sizeof(GLfloat));
}
if (bufferp->flags & VB_FLAG_MODEL_ID) {
vert_def.add_vertex_component(vertex_format_data::MODEL_ID, bufferp->stride, ptr + offset);
offset += (1 * sizeof(GLfloat));
}
Assert( bufferp->flags & VB_FLAG_POSITION );
vert_def.add_vertex_component(vertex_format_data::POSITION3, bufferp->stride, ptr + offset);
offset += (3 * sizeof(GLfloat));
opengl_bind_vertex_layout(vert_def);
}
#define DO_RENDER() \
if (Cmdline_drawelements) \
glDrawElements(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start)); \
else \
vglDrawRangeElements(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start));
unsigned int GL_last_shader_flags = 0;
int GL_last_shader_index = -1;
static void opengl_render_pipeline_fixed(int start, const vertex_buffer *bufferp, const buffer_data *datap, int flags);
extern bool Scene_framebuffer_in_frame;
extern GLuint Framebuffer_fallback_texture_id;
extern matrix Object_matrix;
extern vec3d Object_position;
extern int Interp_thrust_scale_subobj;
extern float Interp_thrust_scale;
static void opengl_render_pipeline_program(int start, const vertex_buffer *bufferp, const buffer_data *datap, int flags)
{
int render_pass = 0;
unsigned int shader_flags = 0;
int sdr_index = -1;
int r, g, b, a, tmap_type;
GLubyte *ibuffer = NULL;
int end = (datap->n_verts - 1);
int count = (end - (start*3) + 1);
GLenum element_type = (datap->flags & VB_FLAG_LARGE_INDEX) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
opengl_vertex_buffer *vbp = g_vbp;
Assert( vbp );
int textured = ((flags & TMAP_FLAG_TEXTURED) && (bufferp->flags & VB_FLAG_UV1));
// setup shader flags for the things that we want/need
shader_flags = gr_determine_model_shader_flags(
lighting_is_enabled,
GL_state.Fog() ? true : false,
textured ? true : false,
Rendering_to_shadow_map,
GL_thrust_scale > 0.0f,
(flags & TMAP_FLAG_BATCH_TRANSFORMS) && (GL_transform_buffer_offset >= 0) && (bufferp->flags & VB_FLAG_MODEL_ID),
Using_Team_Color,
flags,
SPECMAP,
GLOWMAP,
NORMMAP,
HEIGHTMAP,
ENVMAP,
MISCMAP
);
// find proper shader
if (shader_flags == GL_last_shader_flags) {
sdr_index = GL_last_shader_index;
} else {
sdr_index = gr_opengl_maybe_create_shader(SDR_TYPE_MODEL, shader_flags);
if (sdr_index < 0) {
opengl_render_pipeline_fixed(start, bufferp, datap, flags);
return;
}
GL_last_shader_index = sdr_index;
GL_last_shader_flags = shader_flags;
}
Assert( sdr_index >= 0 );
opengl_shader_set_current( sdr_index );
opengl_default_light_settings( !GL_center_alpha, (GL_light_factor > 0.25f) );
gr_opengl_set_center_alpha(GL_center_alpha);
opengl_setup_render_states(r, g, b, a, tmap_type, flags);
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a );
render_pass = 0;
GL_state.Texture.SetShaderMode(GL_TRUE);
// basic setup of all data
opengl_init_arrays(vbp, bufferp);
if ( vbp->ib_handle >= 0 ) {
opengl_bind_buffer_object(vbp->ib_handle);
} else {
ibuffer = (GLubyte*)vbp->index_list;
}
opengl_tnl_set_material(flags, shader_flags, tmap_type);
if(Rendering_to_shadow_map) {
vglDrawElementsInstancedBaseVertex(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start), 4, (GLint)bufferp->vertex_offset/bufferp->stride);
} else {
if ( Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
if (Cmdline_drawelements) {
vglDrawElementsBaseVertex(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
} else {
vglDrawRangeElementsBaseVertex(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
}
} else {
if (Cmdline_drawelements) {
glDrawElements(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start));
} else {
vglDrawRangeElements(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start));
}
}
}
/*
int n_light_passes = (MIN(Num_active_gl_lights, GL_max_lights) - 1) / 3;
if (lighting_is_enabled && n_light_passes > 0) {
shader_flags = SDR_FLAG_LIGHT;
if (textured) {
if ( !Basemap_override ) {
shader_flags |= SDR_FLAG_DIFFUSE_MAP;
}
if ( (SPECMAP > 0) && !Specmap_override ) {
shader_flags |= SDR_FLAG_SPEC_MAP;
}
}
opengl::shader_manager::get()->apply_main_shader(shader_flags);
sdr = opengl::shader_manager::get()->get_main_shader();
if (sdr) {
GL_state.BlendFunc(GL_ONE, GL_ONE);
int zbuf = gr_zbuffer_set(GR_ZBUFF_READ);
static const float GL_light_zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glMaterialfv( GL_FRONT, GL_AMBIENT, GL_light_zero );
glMaterialfv( GL_FRONT, GL_EMISSION, GL_light_zero );
GL_state.DepthMask(GL_FALSE);
GL_state.DepthFunc(GL_LEQUAL);
for (int i = 0; i < n_light_passes; i++) {
int offset = 3 * (i+1) - 1;
opengl_change_active_lights(0, offset);
n_lights = MIN(Num_active_gl_lights, GL_max_lights) - offset;
sdr->set_uniform(opengl::main_shader::n_lights, n_lights);
DO_RENDER();
}
gr_zbuffer_set(zbuf);
}
}
*/
/*
if (Num_active_gl_lights > 4) {
opengl_change_active_lights(0, 4);
int n_lights = MIN(Num_active_gl_lights, GL_max_lights) - 5;
vglUniform1iARB( opengl_shader_get_uniform("n_lights"), n_lights );
opengl_default_light_settings(0, 0, 0);
opengl_shader_set_current( &GL_shader[2] );
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
GL_state.DepthMask(GL_FALSE);
GL_state.DepthFunc(GL_LEQUAL);
DO_RENDER();
}
*/
GL_state.Texture.SetShaderMode(GL_FALSE);
}
static void opengl_render_pipeline_fixed(int start, const vertex_buffer *bufferp, const buffer_data *datap, int flags)
{
float u_scale, v_scale;
int render_pass = 0;
int r, g, b, a, tmap_type;
GLubyte *ibuffer = NULL;
GLubyte *vbuffer = NULL;
bool rendered_env = false;
bool using_glow = false;
bool using_spec = false;
bool using_env = false;
int end = (datap->n_verts - 1);
int count = (end - start + 1);
GLenum element_type = (datap->flags & VB_FLAG_LARGE_INDEX) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT;
opengl_vertex_buffer *vbp = g_vbp;
Assert( vbp );
int textured = ((flags & TMAP_FLAG_TEXTURED) && (bufferp->flags & VB_FLAG_UV1));
if (textured ) {
if ( Cmdline_glow && (GLOWMAP > 0) ) {
using_glow = true;
}
if (lighting_is_enabled) {
GL_state.Normalize(GL_TRUE);
if ( !GL_state.Fog() && (SPECMAP > 0) && !Specmap_override ) {
using_spec = true;
if ( (ENVMAP > 0) && !Envmap_override ) {
using_env = true;
}
}
}
}
render_pass = 0;
opengl_default_light_settings( !GL_center_alpha, (GL_light_factor > 0.25f), (using_spec) ? 0 : 1 );
gr_opengl_set_center_alpha(GL_center_alpha);
opengl_setup_render_states(r, g, b, a, tmap_type, flags);
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a );
// basic setup of all data
opengl_init_arrays(vbp, bufferp);
if ( vbp->ib_handle >= 0 ) {
opengl_bind_buffer_object(vbp->ib_handle);
} else {
ibuffer = (GLubyte*)vbp->index_list;
}
if ( vbp->vb_handle < 0 ) {
vbuffer = (GLubyte*)vbp->array_list;
}
// if we're not doing an alpha pass, turn on the alpha mask
if ( !(flags & TMAP_FLAG_ALPHA) ) {
gr_alpha_mask_set(1, 0.95f);
}
#define BUFFER_OFFSET(off) (vbuffer+bufferp->vertex_offset+(off))
// -------- Begin 1st PASS (base texture, glow) ---------------------------------- //
if (textured) {
render_pass = 0;
// base texture
if ( !Basemap_override ) {
if ( !Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
GL_state.Array.SetActiveClientUnit(render_pass);
GL_state.Array.EnableClientTexture();
GL_state.Array.TexPointer( 2, GL_FLOAT, bufferp->stride, BUFFER_OFFSET(0) );
}
gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, render_pass);
// increment texture count for this pass
render_pass++; // bump!
}
// glowmaps!
if (using_glow) {
GL_state.Array.SetActiveClientUnit(render_pass);
GL_state.Array.EnableClientTexture();
if ( Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
GL_state.Array.TexPointer( 2, GL_FLOAT, bufferp->stride, 0 );
} else {
GL_state.Array.TexPointer( 2, GL_FLOAT, bufferp->stride, BUFFER_OFFSET(0) );
}
// set glowmap on relevant ARB
gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, render_pass);
opengl_set_additive_tex_env();
render_pass++; // bump!
}
}
// DRAW IT!!
if ( Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
if (Cmdline_drawelements) {
vglDrawElementsBaseVertex(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
} else {
vglDrawRangeElementsBaseVertex(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
}
} else {
if (Cmdline_drawelements) {
glDrawElements(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start));
} else {
vglDrawRangeElements(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start));
}
}
// -------- End 2nd PASS --------------------------------------------------------- //
// -------- Begin 2nd pass (additional lighting) --------------------------------- //
/* if ( (textured) && (lighting_is_enabled) && !(GL_state.Fog()) && (Num_active_gl_lights > GL_max_lights) ) {
// the lighting code needs to do this better, may need some adjustment later since I'm only trying
// to avoid rendering 7+ extra passes for lights which probably won't affect current object, but as
// a performance hack I guess this will have to do for now...
// restrict the number of extra lighting passes based on LOD:
// - LOD0: only 2 extra passes (3 main passes total, rendering 24 light sources)
// - LOD1: only 1 extra pass (2 main passes total, rendering 16 light sources)
// - LOD2+: no extra passes (1 main pass total, rendering 8 light sources)
extern int Interp_detail_level;
int max_passes = (2 - Interp_detail_level);
if (max_passes > 0) {
int max_lights = (Num_active_gl_lights - 1) / GL_max_lights;
if (max_lights > 0) {
int i;
opengl_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_READ );
for (i = 1; i < render_pass; i++) {
opengl_switch_arb(i, 0);
}
for (i = 1; (i < max_lights) && (i < max_passes); i++) {
opengl_change_active_lights(i);
// DRAW IT!!
DO_RENDER();
}
// reset the active lights to the first set to render the spec related passes with
// for performance and quality reasons they don't get special lighting passes
opengl_change_active_lights(0);
}
}
}*/
// -------- End 2nd PASS --------------------------------------------------------- //
// -------- Begin 3rd PASS (environment map) ------------------------------------- //
if (using_env) {
// turn all previously used arbs off before the specular pass
// this fixes the glowmap multitexture rendering problem - taylor
GL_state.Texture.DisableAll();
render_pass = 0;
// set specmap, for us to modulate against
if ( !Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
GL_state.Array.SetActiveClientUnit(render_pass);
GL_state.Array.EnableClientTexture();
GL_state.Array.TexPointer(2, GL_FLOAT, bufferp->stride, BUFFER_OFFSET(0) );
}
// set specmap on relevant ARB
gr_opengl_tcache_set(SPECMAP, tmap_type, &u_scale, &v_scale, render_pass);
GL_state.DepthMask(GL_TRUE);
GL_state.DepthFunc(GL_LEQUAL);
// as a crazy and sometimes useless hack, avoid using alpha when specmap has none
if ( bm_has_alpha_channel(SPECMAP) ) {
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
GL_state.Texture.SetRGBScale(1.0f);
GL_state.Texture.SetAlphaScale(1.0f);
} else {
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
GL_state.Texture.SetRGBScale(1.0f);
}
render_pass++; // bump!
// now move the to the envmap
if ( !Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
GL_state.Array.SetActiveClientUnit(render_pass);
GL_state.Array.EnableClientTexture();
GL_state.Array.TexPointer(2, GL_FLOAT, bufferp->stride, BUFFER_OFFSET(0) );
}
gr_opengl_tcache_set(ENVMAP, TCACHE_TYPE_CUBEMAP, &u_scale, &v_scale, render_pass);
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
GL_state.Texture.SetRGBScale(2.0f);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
GL_state.Texture.SetWrapS(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapT(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapR(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetTexgenModeS(GL_REFLECTION_MAP);
GL_state.Texture.SetTexgenModeT(GL_REFLECTION_MAP);
GL_state.Texture.SetTexgenModeR(GL_REFLECTION_MAP);
GL_state.Texture.TexgenS(GL_TRUE);
GL_state.Texture.TexgenT(GL_TRUE);
GL_state.Texture.TexgenR(GL_TRUE);
// set the matrix for the texture mode
if (GL_env_texture_matrix_set) {
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadMatrixf(GL_env_texture_matrix);
// switch back to the default modelview mode
glMatrixMode(GL_MODELVIEW);
}
render_pass++; // bump!
GLfloat ambient_save[4];
glGetMaterialfv( GL_FRONT, GL_AMBIENT, ambient_save );
GLfloat ambient[4] = { 0.47f, 0.47f, 0.47f, 1.0f };
glMaterialfv( GL_FRONT, GL_AMBIENT, ambient );
// DRAW IT!!
if ( Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
if (Cmdline_drawelements) {
vglDrawElementsBaseVertex(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
} else {
vglDrawRangeElementsBaseVertex(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
}
} else {
if (Cmdline_drawelements) {
glDrawElements(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start));
} else {
vglDrawRangeElements(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start));
}
}
// disable and reset everything we changed
GL_state.Texture.SetRGBScale(1.0f);
// reset original ambient light value
glMaterialfv( GL_FRONT, GL_AMBIENT, ambient_save );
// pop off the texture matrix we used for the envmap
if (GL_env_texture_matrix_set) {
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
GL_state.Texture.TexgenS(GL_FALSE);
GL_state.Texture.TexgenT(GL_FALSE);
GL_state.Texture.TexgenR(GL_FALSE);
opengl_set_texture_target();
GL_state.Texture.SetActiveUnit(0);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
rendered_env = true;
}
// -------- End 3rd PASS --------------------------------------------------------- //
// -------- Begin 4th PASS (specular/shine map) ---------------------------------- //
if (using_spec) {
// turn all previously used arbs off before the specular pass
// this fixes the glowmap multitexture rendering problem - taylor
GL_state.Texture.DisableAll();
GL_state.Array.SetActiveClientUnit(1);
GL_state.Array.DisableClientTexture();
render_pass = 0;
if ( !Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
GL_state.Array.SetActiveClientUnit(0);
GL_state.Array.EnableClientTexture();
GL_state.Array.TexPointer( 2, GL_FLOAT, bufferp->stride, BUFFER_OFFSET(0) );
}
gr_opengl_tcache_set(SPECMAP, tmap_type, &u_scale, &v_scale, render_pass);
// render with spec lighting only
opengl_default_light_settings(0, 0, 1);
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
GL_state.Texture.SetRGBScale( (rendered_env) ? 2.0f : 4.0f );
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
GL_state.DepthMask(GL_TRUE);
GL_state.DepthFunc(GL_LEQUAL);
// DRAW IT!!
if ( Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX) ) {
if (Cmdline_drawelements) {
vglDrawElementsBaseVertex(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
} else {
vglDrawRangeElementsBaseVertex(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start), (GLint)bufferp->vertex_offset/bufferp->stride);
}
} else {
if (Cmdline_drawelements) {
glDrawElements(GL_TRIANGLES, count, element_type, ibuffer + (datap->index_offset + start));
} else {
vglDrawRangeElements(GL_TRIANGLES, datap->i_first, datap->i_last, count, element_type, ibuffer + (datap->index_offset + start));
}
}
opengl_default_light_settings();
GL_state.Texture.SetRGBScale(1.0f);
}
// -------- End 4th PASS --------------------------------------------------------- //
// make sure everthing gets turned back off
gr_alpha_mask_set(0, 1.0f);
GL_state.Texture.DisableAll();
GL_state.Normalize(GL_FALSE);
GL_state.Array.SetActiveClientUnit(1);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
GL_state.Array.DisableClientTexture();
GL_state.Array.SetActiveClientUnit(0);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
GL_state.Array.DisableClientTexture();
GL_state.Array.DisableClientVertex();
GL_state.Array.DisableClientNormal();
}
// start is the first part of the buffer to render, n_prim is the number of primitives, index_list is an index buffer, if index_list == NULL render non-indexed
void gr_opengl_render_buffer(int start, const vertex_buffer *bufferp, int texi, int flags)
{
Assert( GL_htl_projection_matrix_set );
Assert( GL_htl_view_matrix_set );
Verify( bufferp != NULL );
GL_CHECK_FOR_ERRORS("start of render_buffer()");
if ( GL_state.CullFace() ) {
GL_state.FrontFaceValue(GL_CW);
}
Assert( texi >= 0 );
const buffer_data *datap = &bufferp->tex_buf[texi];
if ( (Use_GLSL > 1) && !GLSL_override ) {
opengl_render_pipeline_program(start, bufferp, datap, flags);
} else {
opengl_render_pipeline_fixed(start, bufferp, datap, flags);
}
GL_CHECK_FOR_ERRORS("end of render_buffer()");
}
extern GLuint Scene_depth_texture;
extern GLuint Scene_position_texture;
extern GLuint Distortion_texture[2];
extern int Distortion_switch;
void gr_opengl_render_stream_buffer(int buffer_handle, int offset, int n_verts, int flags)
{
int alpha, tmap_type, r, g, b;
float u_scale = 1.0f, v_scale = 1.0f;
GLenum gl_mode = GL_TRIANGLE_FAN;
int zbuff = ZBUFFER_TYPE_DEFAULT;
GL_CHECK_FOR_ERRORS("start of render3d()");
int stride = 0;
GLubyte *ptr = NULL;
int vert_offset = 0;
int pos_offset = -1;
int tex_offset = -1;
int radius_offset = -1;
int color_offset = -1;
int up_offset = -1;
if ( flags & TMAP_FLAG_VERTEX_GEN ) {
stride = sizeof(particle_pnt);
pos_offset = vert_offset;
vert_offset += sizeof(vec3d);
radius_offset = vert_offset;
vert_offset += sizeof(float);
up_offset = vert_offset;
//tex_offset = vert_offset;
vert_offset += sizeof(vec3d);
} else {
stride = sizeof(effect_vertex);
pos_offset = vert_offset;
vert_offset += sizeof(vec3d);
tex_offset = vert_offset;
vert_offset += sizeof(uv_pair);
radius_offset = vert_offset;
vert_offset += sizeof(float);
color_offset = vert_offset;
vert_offset += sizeof(ubyte)*4;
}
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags);
opengl_bind_buffer_object(buffer_handle);
vertex_layout vert_def;
if ( flags & TMAP_FLAG_TEXTURED ) {
if ( flags & TMAP_FLAG_SOFT_QUAD ) {
if( (flags & TMAP_FLAG_DISTORTION) || (flags & TMAP_FLAG_DISTORTION_THRUSTER) ) {
opengl_tnl_set_material_distortion(flags);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
if ( radius_offset >= 0 ) {
vert_def.add_vertex_component(vertex_format_data::RADIUS, stride, ptr + radius_offset);
}
zbuff = gr_zbuffer_set(GR_ZBUFF_READ);
} else if ( Cmdline_softparticles ) {
opengl_tnl_set_material_soft_particle(flags);
zbuff = gr_zbuffer_set(GR_ZBUFF_NONE);
if ( radius_offset >= 0 ) {
vert_def.add_vertex_component(vertex_format_data::RADIUS, stride, ptr + radius_offset);
}
if ( up_offset >= 0 ) {
vert_def.add_vertex_component(vertex_format_data::UVEC, stride, ptr + up_offset);
}
}
}
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale) ) {
return;
}
if ( tex_offset >= 0 ) {
vert_def.add_vertex_component(vertex_format_data::TEX_COORD, stride, ptr + tex_offset);
}
}
if (flags & TMAP_FLAG_TRILIST) {
gl_mode = GL_TRIANGLES;
} else if (flags & TMAP_FLAG_TRISTRIP) {
gl_mode = GL_TRIANGLE_STRIP;
} else if (flags & TMAP_FLAG_QUADLIST) {
gl_mode = GL_QUADS;
} else if (flags & TMAP_FLAG_QUADSTRIP) {
gl_mode = GL_QUAD_STRIP;
} else if (flags & TMAP_FLAG_POINTLIST) {
gl_mode = GL_POINTS;
} else if (flags & TMAP_FLAG_LINESTRIP) {
gl_mode = GL_LINE_STRIP;
}
if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) && color_offset >= 0 ) {
vert_def.add_vertex_component(vertex_format_data::COLOR4, stride, ptr + color_offset);
} else {
// use what opengl_setup_render_states() gives us since this works much better for nebula and transparency
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha );
}
if ( pos_offset >= 0 ) {
vert_def.add_vertex_component(vertex_format_data::POSITION3, stride, ptr + pos_offset);
}
opengl_bind_vertex_layout(vert_def);
glDrawArrays(gl_mode, offset, n_verts);
if( (flags & TMAP_FLAG_DISTORTION) || (flags & TMAP_FLAG_DISTORTION_THRUSTER) ) {
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
vglDrawBuffers(2, buffers);
}
GL_CHECK_FOR_ERRORS("end of render3d()");
}
void gr_opengl_start_instance_matrix(vec3d *offset, matrix *rotation)
{
if (Cmdline_nohtl) {
return;
}
Assert( GL_htl_projection_matrix_set );
Assert( GL_htl_view_matrix_set );
if (offset == NULL) {
offset = &vmd_zero_vector;
}
if (rotation == NULL) {
rotation = &vmd_identity_matrix;
}
GL_CHECK_FOR_ERRORS("start of start_instance_matrix()");
glPushMatrix();
vec3d axis;
float ang;
vm_matrix_to_rot_axis_and_angle(rotation, &ang, &axis);
glTranslatef( offset->xyz.x, offset->xyz.y, offset->xyz.z );
if (fl_abs(ang) > 0.0f) {
glRotatef( fl_degrees(ang), axis.xyz.x, axis.xyz.y, axis.xyz.z );
}
GL_CHECK_FOR_ERRORS("end of start_instance_matrix()");
GL_modelview_matrix_depth++;
}
void gr_opengl_start_instance_angles(vec3d *pos, angles *rotation)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
matrix m;
vm_angles_2_matrix(&m, rotation);
gr_opengl_start_instance_matrix(pos, &m);
}
void gr_opengl_end_instance_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
glPopMatrix();
GL_modelview_matrix_depth--;
}
// the projection matrix; fov, aspect ratio, near, far
void gr_opengl_set_projection_matrix(float fov, float aspect, float z_near, float z_far)
{
if (Cmdline_nohtl) {
return;
}
GL_CHECK_FOR_ERRORS("start of set_projection_matrix()()");
if (GL_rendering_to_texture) {
glViewport(gr_screen.offset_x, gr_screen.offset_y, gr_screen.clip_width, gr_screen.clip_height);
} else {
glViewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble clip_width, clip_height;
clip_height = tan( (double)fov * 0.5 ) * z_near;
clip_width = clip_height * (GLdouble)aspect;
if (GL_rendering_to_texture) {
glFrustum( -clip_width, clip_width, clip_height, -clip_height, z_near, z_far );
} else {
glFrustum( -clip_width, clip_width, -clip_height, clip_height, z_near, z_far );
}
glMatrixMode(GL_MODELVIEW);
GL_CHECK_FOR_ERRORS("end of set_projection_matrix()()");
GL_htl_projection_matrix_set = 1;
}
void gr_opengl_end_projection_matrix()
{
if (Cmdline_nohtl) {
return;
}
GL_CHECK_FOR_ERRORS("start of end_projection_matrix()");
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// the top and bottom positions are reversed on purpose, but RTT needs them the other way
if (GL_rendering_to_texture) {
glOrtho(0, gr_screen.max_w, 0, gr_screen.max_h, -1.0, 1.0);
} else {
glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, -1.0, 1.0);
}
glMatrixMode(GL_MODELVIEW);
GL_CHECK_FOR_ERRORS("end of end_projection_matrix()");
GL_htl_projection_matrix_set = 0;
}
void gr_opengl_set_view_matrix(vec3d *pos, matrix *orient)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_modelview_matrix_depth == 1);
GL_CHECK_FOR_ERRORS("start of set_view_matrix()");
glPushMatrix();
// right now it depends on your settings as to whether this has any effect in-mission
// not much good now, but should be a bit more useful later on
if ( !memcmp(pos, &last_view_pos, sizeof(vec3d)) && !memcmp(orient, &last_view_orient, sizeof(matrix)) ) {
use_last_view = true;
} else {
memcpy(&last_view_pos, pos, sizeof(vec3d));
memcpy(&last_view_orient, orient, sizeof(matrix));
use_last_view = false;
}
if ( !use_last_view ) {
// should already be normalized
eyex = (GLdouble)pos->xyz.x;
eyey = (GLdouble)pos->xyz.y;
eyez = -(GLdouble)pos->xyz.z;
// should already be normalized
GLdouble fwdx = (GLdouble)orient->vec.fvec.xyz.x;
GLdouble fwdy = (GLdouble)orient->vec.fvec.xyz.y;
GLdouble fwdz = -(GLdouble)orient->vec.fvec.xyz.z;
// should already be normalized
GLdouble upx = (GLdouble)orient->vec.uvec.xyz.x;
GLdouble upy = (GLdouble)orient->vec.uvec.xyz.y;
GLdouble upz = -(GLdouble)orient->vec.uvec.xyz.z;
GLdouble mag;
// setup Side vector (crossprod of forward and up vectors)
GLdouble Sx = (fwdy * upz) - (fwdz * upy);
GLdouble Sy = (fwdz * upx) - (fwdx * upz);
GLdouble Sz = (fwdx * upy) - (fwdy * upx);
// normalize Side
mag = 1.0 / sqrt( (Sx*Sx) + (Sy*Sy) + (Sz*Sz) );
Sx *= mag;
Sy *= mag;
Sz *= mag;
// setup Up vector (crossprod of Side and forward vectors)
GLdouble Ux = (Sy * fwdz) - (Sz * fwdy);
GLdouble Uy = (Sz * fwdx) - (Sx * fwdz);
GLdouble Uz = (Sx * fwdy) - (Sy * fwdx);
// normalize Up
mag = 1.0 / sqrt( (Ux*Ux) + (Uy*Uy) + (Uz*Uz) );
Ux *= mag;
Uy *= mag;
Uz *= mag;
// store the result in our matrix
memset( vmatrix, 0, sizeof(vmatrix) );
vmatrix[0] = Sx; vmatrix[1] = Ux; vmatrix[2] = -fwdx;
vmatrix[4] = Sy; vmatrix[5] = Uy; vmatrix[6] = -fwdy;
vmatrix[8] = Sz; vmatrix[9] = Uz; vmatrix[10] = -fwdz;
vmatrix[15] = 1.0;
}
glLoadMatrixd(vmatrix);
glTranslated(-eyex, -eyey, -eyez);
glScalef(1.0f, 1.0f, -1.0f);
if (Cmdline_env) {
GL_env_texture_matrix_set = true;
// if our view setup is the same as previous call then we can skip this
if ( !use_last_view ) {
// setup the texture matrix which will make the the envmap keep lined
// up properly with the environment
GLfloat mview[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mview);
// r.xyz <-- r.x, u.x, f.x
GL_env_texture_matrix[0] = mview[0];
GL_env_texture_matrix[1] = -mview[4];
GL_env_texture_matrix[2] = mview[8];
// u.xyz <-- r.y, u.y, f.y
GL_env_texture_matrix[4] = mview[1];
GL_env_texture_matrix[5] = -mview[5];
GL_env_texture_matrix[6] = mview[9];
// f.xyz <-- r.z, u.z, f.z
GL_env_texture_matrix[8] = mview[2];
GL_env_texture_matrix[9] = -mview[6];
GL_env_texture_matrix[10] = mview[10];
GL_env_texture_matrix[15] = 1.0f;
}
}
GL_CHECK_FOR_ERRORS("end of set_view_matrix()");
GL_modelview_matrix_depth = 2;
GL_htl_view_matrix_set = 1;
}
void gr_opengl_end_view_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_modelview_matrix_depth == 2);
glPopMatrix();
glLoadIdentity();
GL_modelview_matrix_depth = 1;
GL_htl_view_matrix_set = 0;
GL_env_texture_matrix_set = false;
}
// set a view and projection matrix for a 2D element
// TODO: this probably needs to accept values
void gr_opengl_set_2d_matrix(/*int x, int y, int w, int h*/)
{
if (Cmdline_nohtl) {
return;
}
// don't bother with this if we aren't even going to need it
if ( !GL_htl_projection_matrix_set ) {
return;
}
Assert( GL_htl_2d_matrix_set == 0 );
Assert( GL_htl_2d_matrix_depth == 0 );
glPushAttrib(GL_TRANSFORM_BIT);
// the viewport needs to be the full screen size since glOrtho() is relative to it
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
// the top and bottom positions are reversed on purpose, but RTT needs them the other way
if (GL_rendering_to_texture) {
glOrtho( 0, gr_screen.max_w, 0, gr_screen.max_h, -1, 1 );
} else {
glOrtho( 0, gr_screen.max_w, gr_screen.max_h, 0, -1, 1 );
}
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
#ifndef NDEBUG
// safety check to make sure we don't use more than 2 projection matrices
GLint num_proj_stacks = 0;
glGetIntegerv( GL_PROJECTION_STACK_DEPTH, &num_proj_stacks );
Assert( num_proj_stacks <= 2 );
#endif
GL_htl_2d_matrix_set++;
GL_htl_2d_matrix_depth++;
}
// ends a previously set 2d view and projection matrix
void gr_opengl_end_2d_matrix()
{
if (Cmdline_nohtl)
return;
if (!GL_htl_2d_matrix_set)
return;
Assert( GL_htl_2d_matrix_depth == 1 );
// reset viewport to what it was originally set to by the proj matrix
glViewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glPopAttrib();
GL_htl_2d_matrix_set = 0;
GL_htl_2d_matrix_depth = 0;
}
static bool GL_scale_matrix_set = false;
void gr_opengl_push_scale_matrix(vec3d *scale_factor)
{
if ( (scale_factor->xyz.x == 1) && (scale_factor->xyz.y == 1) && (scale_factor->xyz.z == 1) )
return;
GL_scale_matrix_set = true;
glPushMatrix();
GL_modelview_matrix_depth++;
glScalef(scale_factor->xyz.x, scale_factor->xyz.y, scale_factor->xyz.z);
}
void gr_opengl_pop_scale_matrix()
{
if (!GL_scale_matrix_set)
return;
glPopMatrix();
GL_modelview_matrix_depth--;
GL_scale_matrix_set = false;
}
void gr_opengl_end_clip_plane()
{
if (Cmdline_nohtl) {
return;
}
if ( Use_GLSL > 1 ) {
return;
}
GL_state.ClipPlane(0, GL_FALSE);
}
void gr_opengl_start_clip_plane()
{
if (Cmdline_nohtl) {
return;
}
if ( Use_GLSL > 1 ) {
// bail since we're gonna clip in the shader
return;
}
GLdouble clip_equation[4];
clip_equation[0] = (GLdouble)G3_user_clip_normal.xyz.x;
clip_equation[1] = (GLdouble)G3_user_clip_normal.xyz.y;
clip_equation[2] = (GLdouble)G3_user_clip_normal.xyz.z;
clip_equation[3] = (GLdouble)(G3_user_clip_normal.xyz.x * G3_user_clip_point.xyz.x)
+ (GLdouble)(G3_user_clip_normal.xyz.y * G3_user_clip_point.xyz.y)
+ (GLdouble)(G3_user_clip_normal.xyz.z * G3_user_clip_point.xyz.z);
clip_equation[3] *= -1.0;
glClipPlane(GL_CLIP_PLANE0, clip_equation);
GL_state.ClipPlane(0, GL_TRUE);
}
//************************************State blocks************************************
//this is an array of reference counts for state block IDs
//static GLuint *state_blocks = NULL;
//static uint n_state_blocks = 0;
//static GLuint current_state_block;
//this is used for places in the array that a state block ID no longer exists
//#define EMPTY_STATE_BOX_REF_COUNT 0xffffffff
int opengl_get_new_state_block_internal()
{
/* uint i;
if (state_blocks == NULL) {
state_blocks = (GLuint*)vm_malloc(sizeof(GLuint));
memset(&state_blocks[n_state_blocks], 'f', sizeof(GLuint));
n_state_blocks++;
}
for (i = 0; i < n_state_blocks; i++) {
if (state_blocks[i] == EMPTY_STATE_BOX_REF_COUNT) {
return i;
}
}
// "i" should be n_state_blocks since we got here.
state_blocks = (GLuint*)vm_realloc(state_blocks, sizeof(GLuint) * i);
memset(&state_blocks[i], 'f', sizeof(GLuint));
n_state_blocks++;
return n_state_blocks-1;*/
return -1;
}
void gr_opengl_start_state_block()
{
/* gr_screen.recording_state_block = true;
current_state_block = opengl_get_new_state_block_internal();
glNewList(current_state_block, GL_COMPILE);*/
}
int gr_opengl_end_state_block()
{
/* //sanity check
if(!gr_screen.recording_state_block)
return -1;
//End the display list
gr_screen.recording_state_block = false;
glEndList();
//now return
return current_state_block;*/
return -1;
}
void gr_opengl_set_state_block(int handle)
{
/* if(handle < 0) return;
glCallList(handle);*/
}
extern bool Glowpoint_override;
bool Glowpoint_override_save;
void gr_opengl_shadow_map_start(matrix4 *shadow_view_matrix, matrix *light_orient)
{
if(!Cmdline_shadow_quality)
return;
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &saved_fb);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, shadow_fbo);
//glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT};
vglDrawBuffers(1, buffers);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gr_opengl_set_lighting(false,false);
Rendering_to_shadow_map = true;
Glowpoint_override_save = Glowpoint_override;
Glowpoint_override = true;
GL_htl_projection_matrix_set = 1;
gr_set_view_matrix(&Eye_position, light_orient);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)shadow_view_matrix);
int size = (Cmdline_shadow_quality == 2 ? 1024 : 512);
glViewport(0, 0, size, size);
}
void gr_opengl_shadow_map_end()
{
if(!Rendering_to_shadow_map)
return;
gr_end_view_matrix();
Rendering_to_shadow_map = false;
gr_zbuffer_set(ZBUFFER_TYPE_FULL);
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, saved_fb);
if(saved_fb)
{
// GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
// vglDrawBuffers(2, buffers);
}
Glowpoint_override = Glowpoint_override_save;
GL_htl_projection_matrix_set = 0;
glViewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);
glScissor(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);
}
void opengl_tnl_set_material(int flags, uint shader_flags, int tmap_type)
{
float u_scale, v_scale;
int render_pass = 0;
if ( flags & TMAP_ANIMATED_SHADER ) {
GL_state.Uniform.setUniformf("anim_timer", opengl_shader_get_animated_timer());
GL_state.Uniform.setUniformi("effect_num", opengl_shader_get_animated_effect());
GL_state.Uniform.setUniformf("vpwidth", 1.0f/gr_screen.max_w);
GL_state.Uniform.setUniformf("vpheight", 1.0f/gr_screen.max_h);
}
int num_lights = MIN(Num_active_gl_lights, GL_max_lights) - 1;
GL_state.Uniform.setUniformi("n_lights", num_lights);
GL_state.Uniform.setUniformf( "light_factor", GL_light_factor );
if ( shader_flags & SDR_FLAG_MODEL_CLIP ) {
GL_state.Uniform.setUniformi("use_clip_plane", G3_user_clip);
if ( G3_user_clip ) {
vec3d normal, pos;
vm_vec_unrotate(&normal, &G3_user_clip_normal, &Eye_matrix);
vm_vec_normalize(&normal);
vm_vec_unrotate(&pos, &G3_user_clip_point, &Eye_matrix);
vm_vec_add2(&pos, &Eye_position);
vec4 clip_plane_equation;
clip_plane_equation.a1d[0] = normal.a1d[0];
clip_plane_equation.a1d[1] = normal.a1d[1];
clip_plane_equation.a1d[2] = normal.a1d[2];
clip_plane_equation.a1d[3] = vm_vec_mag(&pos);
matrix4 model_matrix;
memset( &model_matrix, 0, sizeof(model_matrix) );
model_matrix.a1d[0] = Object_matrix.vec.rvec.xyz.x; model_matrix.a1d[4] = Object_matrix.vec.uvec.xyz.x; model_matrix.a1d[8] = Object_matrix.vec.fvec.xyz.x;
model_matrix.a1d[1] = Object_matrix.vec.rvec.xyz.y; model_matrix.a1d[5] = Object_matrix.vec.uvec.xyz.y; model_matrix.a1d[9] = Object_matrix.vec.fvec.xyz.y;
model_matrix.a1d[2] = Object_matrix.vec.rvec.xyz.z; model_matrix.a1d[6] = Object_matrix.vec.uvec.xyz.z; model_matrix.a1d[10] = Object_matrix.vec.fvec.xyz.z;
model_matrix.a1d[12] = Object_position.xyz.x;
model_matrix.a1d[13] = Object_position.xyz.y;
model_matrix.a1d[14] = Object_position.xyz.z;
model_matrix.a1d[15] = 1.0f;
GL_state.Uniform.setUniform3f("clip_normal", normal);
GL_state.Uniform.setUniform3f("clip_position", pos);
GL_state.Uniform.setUniformMatrix4f("world_matrix", model_matrix);
}
}
if ( shader_flags & SDR_FLAG_MODEL_DIFFUSE_MAP ) {
GL_state.Uniform.setUniformi("sBasemap", render_pass);
if ( flags & TMAP_FLAG_DESATURATE ) {
GL_state.Uniform.setUniformi("desaturate", 1);
GL_state.Uniform.setUniform3f("desaturate_clr", gr_screen.current_color.red/255.0f, gr_screen.current_color.green/255.0f, gr_screen.current_color.blue/255.0f);
} else {
GL_state.Uniform.setUniformi("desaturate", 0);
}
if ( flags & TMAP_FLAG_ALPHA ) {
if ( bm_has_alpha_channel(gr_screen.current_bitmap) ) {
GL_state.SetAlphaBlendMode(ALPHA_BLEND_PREMULTIPLIED);
GL_state.Uniform.setUniformi("blend_alpha", 1);
} else {
GL_state.Uniform.setUniformi("blend_alpha", 2);
}
} else {
GL_state.Uniform.setUniformi("blend_alpha", 0);
}
gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, render_pass);
++render_pass;
}
if ( shader_flags & SDR_FLAG_MODEL_GLOW_MAP ) {
GL_state.Uniform.setUniformi("sGlowmap", render_pass);
gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, render_pass);
++render_pass;
}
if ( shader_flags & SDR_FLAG_MODEL_SPEC_MAP ) {
GL_state.Uniform.setUniformi("sSpecmap", render_pass);
gr_opengl_tcache_set(SPECMAP, tmap_type, &u_scale, &v_scale, render_pass);
++render_pass;
if ( shader_flags & SDR_FLAG_MODEL_ENV_MAP) {
// 0 == env with non-alpha specmap, 1 == env with alpha specmap
int alpha_spec = bm_has_alpha_channel(SPECMAP);
matrix4 texture_mat;
for ( int i = 0; i < 16; ++i ) {
texture_mat.a1d[i] = GL_env_texture_matrix[i];
}
GL_state.Uniform.setUniformi("alpha_spec", alpha_spec);
GL_state.Uniform.setUniformMatrix4fv("envMatrix", 1, &texture_mat);
GL_state.Uniform.setUniformi("sEnvmap", render_pass);
gr_opengl_tcache_set(ENVMAP, TCACHE_TYPE_CUBEMAP, &u_scale, &v_scale, render_pass);
++render_pass;
}
}
if ( shader_flags & SDR_FLAG_MODEL_NORMAL_MAP ) {
GL_state.Uniform.setUniformi("sNormalmap", render_pass);
gr_opengl_tcache_set(NORMMAP, tmap_type, &u_scale, &v_scale, render_pass);
++render_pass;
}
if ( shader_flags & SDR_FLAG_MODEL_HEIGHT_MAP ) {
GL_state.Uniform.setUniformi("sHeightmap", render_pass);
gr_opengl_tcache_set(HEIGHTMAP, tmap_type, &u_scale, &v_scale, render_pass);
++render_pass;
}
if ( shader_flags & SDR_FLAG_MODEL_MISC_MAP ) {
GL_state.Uniform.setUniformi("sMiscmap", render_pass);
gr_opengl_tcache_set(MISCMAP, tmap_type, &u_scale, &v_scale, render_pass);
++render_pass;
}
if ( shader_flags & SDR_FLAG_MODEL_SHADOWS ) {
matrix4 model_matrix;
memset( &model_matrix, 0, sizeof(model_matrix) );
model_matrix.a1d[0] = Object_matrix.vec.rvec.xyz.x; model_matrix.a1d[4] = Object_matrix.vec.uvec.xyz.x; model_matrix.a1d[8] = Object_matrix.vec.fvec.xyz.x;
model_matrix.a1d[1] = Object_matrix.vec.rvec.xyz.y; model_matrix.a1d[5] = Object_matrix.vec.uvec.xyz.y; model_matrix.a1d[9] = Object_matrix.vec.fvec.xyz.y;
model_matrix.a1d[2] = Object_matrix.vec.rvec.xyz.z; model_matrix.a1d[6] = Object_matrix.vec.uvec.xyz.z; model_matrix.a1d[10] = Object_matrix.vec.fvec.xyz.z;
model_matrix.a1d[12] = Object_position.xyz.x;
model_matrix.a1d[13] = Object_position.xyz.y;
model_matrix.a1d[14] = Object_position.xyz.z;
model_matrix.a1d[15] = 1.0f;
GL_state.Uniform.setUniformMatrix4f("shadow_mv_matrix", Shadow_view_matrix);
GL_state.Uniform.setUniformMatrix4fv("shadow_proj_matrix", MAX_SHADOW_CASCADES, Shadow_proj_matrix);
GL_state.Uniform.setUniformMatrix4f("model_matrix", model_matrix);
GL_state.Uniform.setUniformf("veryneardist", Shadow_cascade_distances[0]);
GL_state.Uniform.setUniformf("neardist", Shadow_cascade_distances[1]);
GL_state.Uniform.setUniformf("middist", Shadow_cascade_distances[2]);
GL_state.Uniform.setUniformf("fardist", Shadow_cascade_distances[3]);
GL_state.Uniform.setUniformi("shadow_map", render_pass);
GL_state.Texture.SetActiveUnit(render_pass);
GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY_EXT);
GL_state.Texture.Enable(Shadow_map_texture);
++render_pass; // bump!
}
if ( shader_flags & SDR_FLAG_MODEL_SHADOW_MAP ) {
GL_state.Uniform.setUniformMatrix4fv("shadow_proj_matrix", MAX_SHADOW_CASCADES, Shadow_proj_matrix);
}
if ( shader_flags & SDR_FLAG_MODEL_ANIMATED ) {
GL_state.Uniform.setUniformi("sFramebuffer", render_pass);
GL_state.Texture.SetActiveUnit(render_pass);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
if ( Scene_framebuffer_in_frame ) {
GL_state.Texture.Enable(Scene_effect_texture);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
} else {
GL_state.Texture.Enable(Framebuffer_fallback_texture_id);
}
++render_pass;
}
if ( shader_flags & SDR_FLAG_MODEL_TRANSFORM ) {
GL_state.Uniform.setUniformi("transform_tex", render_pass);
GL_state.Uniform.setUniformi("buffer_matrix_offset", GL_transform_buffer_offset);
GL_state.Texture.SetActiveUnit(render_pass);
GL_state.Texture.SetTarget(GL_TEXTURE_BUFFER_ARB);
GL_state.Texture.Enable(opengl_get_transform_buffer_texture());
++render_pass;
}
// Team colors are passed to the shader here, but the shader needs to handle their application.
// By default, this is handled through the r and g channels of the misc map, but this can be changed
// in the shader; test versions of this used the normal map r and b channels
if ( shader_flags & SDR_FLAG_MODEL_TEAMCOLOR ) {
vec3d stripe_color;
vec3d base_color;
stripe_color.xyz.x = Current_team_color->stripe.r;
stripe_color.xyz.y = Current_team_color->stripe.g;
stripe_color.xyz.z = Current_team_color->stripe.b;
base_color.xyz.x = Current_team_color->base.r;
base_color.xyz.y = Current_team_color->base.g;
base_color.xyz.z = Current_team_color->base.b;
GL_state.Uniform.setUniform3f("stripe_color", stripe_color);
GL_state.Uniform.setUniform3f("base_color", base_color);
}
if ( shader_flags & SDR_FLAG_MODEL_THRUSTER ) {
GL_state.Uniform.setUniformf("thruster_scale", GL_thrust_scale);
}
}
void opengl_tnl_set_material_soft_particle(uint flags)
{
uint sdr_effect_flags = 0;
if ( flags & TMAP_FLAG_VERTEX_GEN ) {
sdr_effect_flags |= SDR_FLAG_PARTICLE_POINT_GEN;
}
int sdr_index = gr_opengl_maybe_create_shader(SDR_TYPE_EFFECT_PARTICLE, sdr_effect_flags);
opengl_shader_set_current(sdr_index);
GL_state.Uniform.setUniformi("baseMap", 0);
GL_state.Uniform.setUniformi("depthMap", 1);
GL_state.Uniform.setUniformf("window_width", (float)gr_screen.max_w);
GL_state.Uniform.setUniformf("window_height", (float)gr_screen.max_h);
GL_state.Uniform.setUniformf("nearZ", Min_draw_distance);
GL_state.Uniform.setUniformf("farZ", Max_draw_distance);
if ( Cmdline_no_deferred_lighting ) {
GL_state.Uniform.setUniformi("linear_depth", 0);
} else {
GL_state.Uniform.setUniformi("linear_depth", 1);
}
if ( !Cmdline_no_deferred_lighting ) {
Assert(Scene_position_texture != 0);
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_position_texture);
} else {
Assert(Scene_depth_texture != 0);
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_depth_texture);
}
}
void opengl_tnl_set_material_distortion(uint flags)
{
opengl_shader_set_current( gr_opengl_maybe_create_shader(SDR_TYPE_EFFECT_DISTORTION, 0) );
GL_state.Uniform.setUniformi("baseMap", 0);
GL_state.Uniform.setUniformi("depthMap", 1);
GL_state.Uniform.setUniformf("window_width", (float)gr_screen.max_w);
GL_state.Uniform.setUniformf("window_height", (float)gr_screen.max_h);
GL_state.Uniform.setUniformf("nearZ", Min_draw_distance);
GL_state.Uniform.setUniformf("farZ", Max_draw_distance);
GL_state.Uniform.setUniformi("frameBuffer", 2);
GL_state.Texture.SetActiveUnit(2);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_effect_texture);
if(flags & TMAP_FLAG_DISTORTION_THRUSTER) {
GL_state.Uniform.setUniformi("distMap", 3);
GL_state.Texture.SetActiveUnit(3);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Distortion_texture[!Distortion_switch]);
GL_state.Uniform.setUniformf("use_offset", 1.0f);
} else {
GL_state.Uniform.setUniformi("distMap", 0);
GL_state.Uniform.setUniformf("use_offset", 0.0f);
}
Assert(Scene_depth_texture != 0);
GL_state.Texture.SetActiveUnit(1);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Scene_depth_texture);
}