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code/renderer/tr_shade.c
810 строк
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noire-dev
Update: 2025-12-17 10:42 clean
17 дек 2025, 01:42
17 дек 2025, 01:42
6071f1a
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/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_shade.c #include "tr_local.h" /* THIS ENTIRE FILE IS BACK END This file deals with applying shaders to surface data in the tess struct. */ /* ================== R_DrawElements ================== */ void R_DrawElements( int numIndexes, const glIndex_t *indexes ) { qglDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes ); } /* ============================================================= SURFACE SHADERS ============================================================= */ shaderCommands_t tess; static qboolean setArraysOnce; /* ================= R_BindAnimatedImage ================= */ void R_BindAnimatedImage( const textureBundle_t *bundle ) { int64_t index; double v; if ( bundle->isScreenMap && backEnd.viewParms.frameSceneNum == 1 ) { GL_BindTexNum( FBO_ScreenTexture() ); return; } if ( bundle->numImageAnimations <= 1 ) { GL_Bind( bundle->image[0] ); return; } // it is necessary to do this messy calc to make sure animations line up // exactly with waveforms of the same frequency //v = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE; //index = v; //index >>= FUNCTABLE_SIZE2; v = tess.shaderTime * bundle->imageAnimationSpeed; // fix for frameloss bug -EC- index = v; if ( index < 0 ) { index = 0; // may happen with shader time offsets } index %= bundle->numImageAnimations; GL_Bind( bundle->image[ index ] ); } /* ================ DrawTris Draws triangle outlines for debugging ================ */ static void DrawTris( const shaderCommands_t *input ) { if ( r_showtris->integer == 1 && backEnd.drawConsole ) return; if ( tess.numIndexes == 0 ) return; GL_ProgramDisable(); tess.dlightUpdateParams = qtrue; GL_ClientState( 0, CLS_NONE ); qglDisable( GL_TEXTURE_2D ); if ( tess.dlightPass ) qglColor4f( 1.0f, 0.33f, 0.2f, 1.0f ); else qglColor4f( 1, 1, 1, 1 ); GL_State( GLS_POLYMODE_LINE | GLS_DEPTHMASK_TRUE ); qglDepthRange( 0, 0 ); qglVertexPointer( 3, GL_FLOAT, sizeof( input->xyz[0] ), input->xyz ); if ( qglLockArraysEXT ) { qglLockArraysEXT( 0, input->numVertexes ); } R_DrawElements( input->numIndexes, input->indexes ); if ( qglUnlockArraysEXT ) { qglUnlockArraysEXT(); } qglEnable( GL_TEXTURE_2D ); qglDepthRange( 0, 1 ); } /* ============== RB_BeginSurface We must set some things up before beginning any tesselation, because a surface may be forced to perform a RB_End due to overflow. ============== */ void RB_BeginSurface( shader_t *shader, int fogNum ) { shader_t *state; if ( !tess.dlightPass && shader->isStaticShader && !shader->remappedShader ) tess.allowVBO = qtrue; else tess.allowVBO = qfalse; if ( shader->remappedShader ) { state = shader->remappedShader; } else { state = shader; } if ( tess.fogNum != fogNum || tess.cullType != state->cullType ) { tess.dlightUpdateParams = qtrue; } #ifdef USE_TESS_NEEDS_NORMAL tess.needsNormal = state->needsNormal || tess.dlightPass; #endif #ifdef USE_TESS_NEEDS_ST2 tess.needsST2 = state->needsST2; #endif tess.numIndexes = 0; tess.numVertexes = 0; tess.shader = state; tess.fogNum = fogNum; tess.xstages = state->stages; tess.numPasses = state->numUnfoggedPasses; tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; if ( tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime ) { tess.shaderTime = tess.shader->clampTime; } } /* =================== DrawMultitextured output = t0 * t1 or t0 + t1 t0 = most upstream according to spec t1 = most downstream according to spec =================== */ static void DrawMultitextured( const shaderCommands_t *input, int stage ) { const shaderStage_t *pStage; pStage = tess.xstages[ stage ]; GL_State( pStage->stateBits ); if ( !setArraysOnce ) { R_ComputeColors( pStage ); R_ComputeTexCoords( 0, &pStage->bundle[0] ); R_ComputeTexCoords( 1, &pStage->bundle[1] ); GL_ClientState( 0, CLS_TEXCOORD_ARRAY | CLS_COLOR_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoordPtr[0] ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors[0].rgba ); GL_ClientState( 1, CLS_TEXCOORD_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoordPtr[1] ); } // // base // GL_SelectTexture( 0 ); R_BindAnimatedImage( &pStage->bundle[0] ); // // lightmap/secondary pass // GL_SelectTexture( 1 ); qglEnable( GL_TEXTURE_2D ); R_BindAnimatedImage( &pStage->bundle[1] ); GL_TexEnv( pStage->mtEnv ); R_DrawElements( input->numIndexes, input->indexes ); // // disable texturing on TEXTURE1, then select TEXTURE0 // qglDisable( GL_TEXTURE_2D ); GL_SelectTexture( 0 ); } /* =================== RB_FogPass Blends a fog texture on top of everything else =================== */ static void RB_FogPass( void ) { const fog_t *fog = tr.world->fogs + tess.fogNum; int i; for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i] = fog->colorInt; } RB_CalcFogTexCoords( ( float * ) tess.svars.texcoords[0] ); GL_ClientState( 1, CLS_NONE ); GL_ClientState( 0, CLS_TEXCOORD_ARRAY | CLS_COLOR_ARRAY ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors[0].rgba ); qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoords[0] ); GL_SelectTexture( 0 ); GL_Bind( tr.fogImage ); if ( tess.shader->fogPass == FP_EQUAL ) { GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_EQUAL ); } else { GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA ); } R_DrawElements( tess.numIndexes, tess.indexes ); } /* =============== R_ComputeColors =============== */ void R_ComputeColors( const shaderStage_t *pStage ) { int i; if ( tess.numVertexes == 0 ) return; // // rgbGen // switch ( pStage->rgbGen ) { case CGEN_IDENTITY: Com_Memset( tess.svars.colors, 0xff, tess.numVertexes * 4 ); break; default: case CGEN_IDENTITY_LIGHTING: Com_Memset( tess.svars.colors, tr.identityLightByte, tess.numVertexes * 4 ); break; case CGEN_LIGHTING_DIFFUSE: RB_CalcDiffuseColor( ( unsigned char * ) tess.svars.colors ); break; case CGEN_EXACT_VERTEX: Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) ); break; case CGEN_CONST: for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i] = pStage->constantColor; } break; case CGEN_VERTEX: if ( tr.identityLight == 1 ) { Com_Memcpy( tess.svars.colors, tess.vertexColors, tess.numVertexes * sizeof( tess.vertexColors[0] ) ); } else { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i].rgba[0] = tess.vertexColors[i].rgba[0] * tr.identityLight; tess.svars.colors[i].rgba[1] = tess.vertexColors[i].rgba[1] * tr.identityLight; tess.svars.colors[i].rgba[2] = tess.vertexColors[i].rgba[2] * tr.identityLight; tess.svars.colors[i].rgba[3] = tess.vertexColors[i].rgba[3]; } } break; case CGEN_ONE_MINUS_VERTEX: if ( tr.identityLight == 1 ) { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i].rgba[0] = 255 - tess.vertexColors[i].rgba[0]; tess.svars.colors[i].rgba[1] = 255 - tess.vertexColors[i].rgba[1]; tess.svars.colors[i].rgba[2] = 255 - tess.vertexColors[i].rgba[2]; } } else { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i].rgba[0] = ( 255 - tess.vertexColors[i].rgba[0] ) * tr.identityLight; tess.svars.colors[i].rgba[1] = ( 255 - tess.vertexColors[i].rgba[1] ) * tr.identityLight; tess.svars.colors[i].rgba[2] = ( 255 - tess.vertexColors[i].rgba[2] ) * tr.identityLight; } } break; case CGEN_FOG: { const fog_t *fog; fog = tr.world->fogs + tess.fogNum; for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i] = fog->colorInt; } } break; case CGEN_WAVEFORM: RB_CalcWaveColor( &pStage->rgbWave, tess.svars.colors[0].rgba ); break; case CGEN_ENTITY: RB_CalcColorFromEntity( tess.svars.colors[0].rgba ); break; case CGEN_ONE_MINUS_ENTITY: RB_CalcColorFromOneMinusEntity( tess.svars.colors[0].rgba ); break; } // // alphaGen // switch ( pStage->alphaGen ) { case AGEN_SKIP: break; case AGEN_IDENTITY: if ( ( pStage->rgbGen == CGEN_VERTEX && tr.identityLight != 1 ) || pStage->rgbGen != CGEN_VERTEX ) { for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i].rgba[3] = 255; } } break; case AGEN_CONST: for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i].rgba[3] = pStage->constantColor.rgba[3]; } break; case AGEN_WAVEFORM: RB_CalcWaveAlpha( &pStage->alphaWave, tess.svars.colors[0].rgba ); break; case AGEN_LIGHTING_SPECULAR: RB_CalcSpecularAlpha( tess.svars.colors[0].rgba ); break; case AGEN_ENTITY: RB_CalcAlphaFromEntity( tess.svars.colors[0].rgba ); break; case AGEN_ONE_MINUS_ENTITY: RB_CalcAlphaFromOneMinusEntity( tess.svars.colors[0].rgba ); break; case AGEN_VERTEX: for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i].rgba[3] = tess.vertexColors[i].rgba[3]; } break; case AGEN_ONE_MINUS_VERTEX: for ( i = 0; i < tess.numVertexes; i++ ) { tess.svars.colors[i].rgba[3] = 255 - tess.vertexColors[i].rgba[3]; } break; case AGEN_PORTAL: { for ( i = 0; i < tess.numVertexes; i++ ) { unsigned char alpha; float len; vec3_t v; VectorSubtract( tess.xyz[i], backEnd.viewParms.or.origin, v ); len = VectorLength( v ) * tess.shader->portalRangeR; if ( len > 1 ) { alpha = 0xff; } else { alpha = len * 0xff; } tess.svars.colors[i].rgba[3] = alpha; } } break; } // // fog adjustment for colors to fade out as fog increases // if ( tess.fogNum ) { switch ( pStage->adjustColorsForFog ) { case ACFF_MODULATE_RGB: RB_CalcModulateColorsByFog( tess.svars.colors[0].rgba ); break; case ACFF_MODULATE_ALPHA: RB_CalcModulateAlphasByFog( tess.svars.colors[0].rgba ); break; case ACFF_MODULATE_RGBA: RB_CalcModulateRGBAsByFog( tess.svars.colors[0].rgba ); break; case ACFF_NONE: break; } } } /* =============== R_ComputeTexCoords =============== */ void R_ComputeTexCoords( const int b, const textureBundle_t *bundle ) { int i; int tm; vec2_t *src, *dst; if ( !tess.numVertexes ) return; src = dst = tess.svars.texcoords[b]; // // generate the texture coordinates // switch ( bundle->tcGen ) { case TCGEN_IDENTITY: src = tess.texCoords00; break; case TCGEN_TEXTURE: src = tess.texCoords[0]; break; case TCGEN_LIGHTMAP: src = tess.texCoords[1]; break; case TCGEN_VECTOR: for ( i = 0 ; i < tess.numVertexes ; i++ ) { dst[i][0] = DotProduct( tess.xyz[i], bundle->tcGenVectors[0] ); dst[i][1] = DotProduct( tess.xyz[i], bundle->tcGenVectors[1] ); } break; case TCGEN_FOG: RB_CalcFogTexCoords( ( float * ) dst ); break; case TCGEN_ENVIRONMENT_MAPPED: RB_CalcEnvironmentTexCoords( ( float * ) dst ); break; case TCGEN_ENVIRONMENT_MAPPED_FP: RB_CalcEnvironmentTexCoordsFP( ( float * ) dst, bundle->isScreenMap ); break; case TCGEN_BAD: return; } // // alter texture coordinates // for ( tm = 0; tm < bundle->numTexMods ; tm++ ) { switch ( bundle->texMods[tm].type ) { case TMOD_NONE: tm = TR_MAX_TEXMODS; // break out of for loop break; case TMOD_TURBULENT: RB_CalcTurbulentTexCoords( &bundle->texMods[tm].wave, (float *)src, (float *) dst ); src = dst; break; case TMOD_ENTITY_TRANSLATE: RB_CalcScrollTexCoords( backEnd.currentEntity->e.shaderTexCoord, (float *)src, (float *) dst ); src = dst; break; case TMOD_SCROLL: RB_CalcScrollTexCoords( bundle->texMods[tm].scroll, (float *)src, (float *) dst ); src = dst; break; case TMOD_SCALE: RB_CalcScaleTexCoords( bundle->texMods[tm].scale, (float *) src, (float *) dst ); src = dst; break; case TMOD_OFFSET: for ( i = 0; i < tess.numVertexes; i++ ) { dst[i][0] = src[i][0] + bundle->texMods[tm].offset[0]; dst[i][1] = src[i][1] + bundle->texMods[tm].offset[1]; } src = dst; break; case TMOD_SCALE_OFFSET: for ( i = 0; i < tess.numVertexes; i++ ) { dst[i][0] = (src[i][0] * bundle->texMods[tm].scale[0] ) + bundle->texMods[tm].offset[0]; dst[i][1] = (src[i][1] * bundle->texMods[tm].scale[1] ) + bundle->texMods[tm].offset[1]; } src = dst; break; case TMOD_OFFSET_SCALE: for ( i = 0; i < tess.numVertexes; i++ ) { dst[i][0] = (src[i][0] + bundle->texMods[tm].offset[0]) * bundle->texMods[tm].scale[0]; dst[i][1] = (src[i][1] + bundle->texMods[tm].offset[1]) * bundle->texMods[tm].scale[1]; } src = dst; break; case TMOD_STRETCH: RB_CalcStretchTexCoords( &bundle->texMods[tm].wave, (float *)src, (float *) dst ); src = dst; break; case TMOD_TRANSFORM: RB_CalcTransformTexCoords( &bundle->texMods[tm], (float *)src, (float *) dst ); src = dst; break; case TMOD_ROTATE: RB_CalcRotateTexCoords( bundle->texMods[tm].rotateSpeed, (float *) src, (float *) dst ); src = dst; break; default: ri.Error( ERR_DROP, "ERROR: unknown texmod '%d' in shader '%s'", bundle->texMods[tm].type, tess.shader->name ); break; } } tess.svars.texcoordPtr[ b ] = src; } /* ** RB_IterateStagesGeneric */ static void RB_IterateStagesGeneric( const shaderCommands_t *input ) { const shaderStage_t *pStage; int stage; for ( stage = 0; stage < MAX_SHADER_STAGES; stage++ ) { pStage = tess.xstages[ stage ]; if ( !pStage ) break; // // do multitexture // if ( pStage->mtEnv ) { DrawMultitextured( input, stage ); } else { if ( !setArraysOnce ) { R_ComputeTexCoords( 0, &pStage->bundle[0] ); R_ComputeColors( pStage ); GL_ClientState( 1, CLS_NONE ); GL_ClientState( 0, CLS_TEXCOORD_ARRAY | CLS_COLOR_ARRAY ); qglTexCoordPointer( 2, GL_FLOAT, 0, input->svars.texcoordPtr[0] ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, input->svars.colors[0].rgba ); } // // set state // R_BindAnimatedImage( &pStage->bundle[0] ); GL_State( pStage->stateBits ); // // draw // R_DrawElements( input->numIndexes, input->indexes ); if ( pStage->depthFragment ) { GL_State( pStage->stateBits | GLS_DEPTHMASK_TRUE ); GL_ProgramEnable(); R_DrawElements( input->numIndexes, input->indexes ); GL_ProgramDisable(); } } } } /* ** RB_StageIteratorGeneric */ void RB_StageIteratorGeneric( void ) { const shaderCommands_t *input; shader_t *shader; if ( tess.dlightPass ) { ARB_LightingPass(); return; } GL_ProgramDisable(); if ( tess.vboIndex ) { RB_StageIteratorVBO(); return; } VBO_UnBind(); input = &tess; shader = input->shader; RB_DeformTessGeometry(); // // set face culling appropriately // GL_Cull( shader->cullType ); // set polygon offset if necessary if ( shader->polygonOffset ) { qglEnable( GL_POLYGON_OFFSET_FILL ); qglPolygonOffset( -1, -2 ); } // // if there is only a single pass then we can enable color // and texture arrays before we compile, otherwise we need // to avoid compiling those arrays since they will change // during multipass rendering // if ( tess.numPasses > 1 ) { setArraysOnce = qfalse; GL_ClientState( 1, CLS_NONE ); GL_ClientState( 0, CLS_NONE ); } else { // FIXME: we can't do that if going to lighting/fog later? setArraysOnce = qtrue; GL_ClientState( 0, CLS_COLOR_ARRAY | CLS_TEXCOORD_ARRAY ); if ( tess.xstages[0] ) { R_ComputeColors( tess.xstages[0] ); qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, tess.svars.colors[0].rgba ); R_ComputeTexCoords( 0, &tess.xstages[0]->bundle[0] ); qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoordPtr[0] ); if ( shader->multitextureEnv ) { GL_ClientState( 1, CLS_TEXCOORD_ARRAY ); R_ComputeTexCoords( 1, &tess.xstages[0]->bundle[1] ); qglTexCoordPointer( 2, GL_FLOAT, 0, tess.svars.texcoordPtr[1] ); } else { GL_ClientState( 1, CLS_NONE ); } } } qglVertexPointer( 3, GL_FLOAT, sizeof( input->xyz[0] ), input->xyz ); // padded for SIMD // // lock XYZ // if ( qglLockArraysEXT ) { qglLockArraysEXT( 0, input->numVertexes ); } // // call shader function // RB_IterateStagesGeneric( input ); // // now do fog // if ( tess.fogNum && tess.shader->fogPass ) { RB_FogPass(); } // // unlock arrays // if ( qglUnlockArraysEXT ) { qglUnlockArraysEXT(); } GL_ClientState( 1, CLS_NONE ); // // reset polygon offset // if ( shader->polygonOffset ) { qglDisable( GL_POLYGON_OFFSET_FILL ); } } /* ** RB_EndSurface */ void RB_EndSurface( void ) { const shaderCommands_t *input; input = &tess; if ( input->numIndexes == 0 ) { VBO_UnBind(); return; } if ( input->numIndexes > SHADER_MAX_INDEXES ) { ri.Error( ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit" ); } if ( input->numVertexes > SHADER_MAX_VERTEXES ) { ri.Error( ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit" ); } // // call off to shader specific tess end function // tess.shader->optimalStageIteratorFunc(); // // draw debugging stuff // if ( !VBO_Active() ) { if ( r_showtris->integer ) { DrawTris( input ); } } // clear shader so we can tell we don't have any unclosed surfaces tess.numIndexes = 0; tess.numVertexes = 0; }