]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
removed some code scraps from previous patch
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 17 Oct 2007 05:46:08 +0000 (05:46 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 17 Oct 2007 05:46:08 +0000 (05:46 +0000)
removed SHADERPERMUTATION_WATER and REFRACTION (since those are now
SHADERMODE_ values)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7639 d7cf8633-e32d-0410-b094-e92efae38249

gl_backend.c
gl_backend.h
gl_rmain.c

index c6956ba7af64c0c37863811a9a88b428517b70c9..7daeff35e9586ac7b3a78735ed514eac55bb8b8a 100644 (file)
@@ -908,26 +908,6 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
        out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f;
 }
 
-/*
-void GL_TransformToScreenTexCoords(int numverts, const float *in3f, float *out2f, float scalex, float scaley, float basex, float basey)
-{
-       int i;
-       vec4_t in, temp;
-       float iw;
-       matrix4x4_t mat;
-       in[3] = 1;
-       Matrix4x4_Concat(&mat, &backend_projectmatrix, &backend_viewmatrix);
-       for (i = 0;i < numverts;i++)
-       {
-               VectorCopy(in3f + i * 3, in);
-               Matrix4x4_Transform4 (&mat, in, temp);
-               iw = 1.0f / temp[3];
-               out2f[i*2+0] = (temp[0] * iw) * scalex + basex;
-               out2f[i*2+1] = (temp[1] * iw) * scaley + basey;
-       }
-}
-*/
-
 // called at beginning of frame
 void R_Mesh_Start(void)
 {
index 14e451f4e30c75b0c27af2cd8b6115e2e731442d..a2209c95fe2904b510e957dea00a7e2c0aee8b3a 100644 (file)
@@ -26,7 +26,6 @@ void GL_AlphaTest(int state);
 void GL_ColorMask(int r, int g, int b, int a);
 void GL_Color(float cr, float cg, float cb, float ca);
 void GL_TransformToScreen(const vec4_t in, vec4_t out);
-//void GL_TransformToScreenTexCoords(int numverts, const float *in3f, float *out2f, float scalex, float scaley, float basex, float basey);
 void GL_LockArrays(int first, int count);
 void GL_ActiveTexture(unsigned int num);
 void GL_ClientActiveTexture(unsigned int num);
index 3bc4326a33af3e14500b30836ef179335108146c..59523f553f087df4506c7664f2afc2b845707f92 100644 (file)
@@ -444,10 +444,10 @@ static const char *builtinshaderstring =
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
 "varying vec4 ModelViewProjectionPosition;\n"
 "//#else\n"
-"//# ifdef USEREFRACTION\n"
+"//# ifdef MODE_REFRACTION\n"
 "//varying vec4 ModelViewProjectionPosition;\n"
 "//# else\n"
 "//#  ifdef USEREFLECTION\n"
@@ -515,7 +515,7 @@ static const char *builtinshaderstring =
 "      VectorR = gl_MultiTexCoord3.xyz;\n"
 "#endif\n"
 "\n"
-"//#if defined(USEWATER) || defined(USEREFRACTION) || defined(USEREFLECTION)\n"
+"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
 "//    ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
 "//    //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
 "//    //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
@@ -531,12 +531,6 @@ static const char *builtinshaderstring =
 "#ifdef MODE_REFRACTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#endif\n"
-"#ifdef USEWATER\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef USEREFRACTION\n"
-"      ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
 "#ifdef USEREFLECTION\n"
 "      ModelViewProjectionPosition = gl_Position;\n"
 "#endif\n"
@@ -573,7 +567,7 @@ static const char *builtinshaderstring =
 "uniform myhvec3 Color_Shirt;\n"
 "uniform myhvec3 FogColor;\n"
 "\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
 "uniform vec4 DistortScaleRefractReflect;\n"
 "uniform vec4 ScreenScaleRefractReflect;\n"
 "uniform vec4 ScreenCenterRefractReflect;\n"
@@ -582,11 +576,14 @@ static const char *builtinshaderstring =
 "uniform myhalf ReflectFactor;\n"
 "uniform myhalf ReflectOffset;\n"
 "//#else\n"
-"//# ifdef USEREFRACTION\n"
+"//# ifdef MODE_REFRACTION\n"
 "//uniform vec4 DistortScaleRefractReflect;\n"
 "//uniform vec4 ScreenScaleRefractReflect;\n"
 "//uniform vec4 ScreenCenterRefractReflect;\n"
 "//uniform myhvec4 RefractColor;\n"
+"//#  ifdef USEREFLECTION\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//#  endif\n"
 "//# else\n"
 "//#  ifdef USEREFLECTION\n"
 "//uniform vec4 DistortScaleRefractReflect;\n"
@@ -827,27 +824,7 @@ static const char *builtinshaderstring =
 "      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"# ifdef USEWATER\n"
-"      color.rgb *= color.a;\n"
-"# endif\n"
-"# ifdef USEREFRACTION\n"
-"      color.rgb *= color.a;\n"
-"# endif\n"
-"#else\n"
-"# ifdef USEWATER\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0)) * ReflectFactor + ReflectOffset;\n"
-"      color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, Fresnel), color.rgb, color.a);\n"
-"# endif\n"
-"# ifdef USEREFRACTION\n"
-"      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
-"      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-"      vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
-"      color.rgb = mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor.rgb, color.rgb, color.a);\n"
-"# endif\n"
+"#ifndef MODE_LIGHTSOURCE\n"
 "# ifdef USEREFLECTION\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
@@ -885,9 +862,7 @@ static const char *builtinshaderstring =
 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-#define SHADERPERMUTATION_WATER (1<<10) // normalmap-perturbed refraction of the background, performed behind the surface (the texture or material must be transparent to see it)
-#define SHADERPERMUTATION_REFRACTION (1<<11) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-#define SHADERPERMUTATION_MODEBASE (1<<12) // multiplier for the SHADERMODE_ values to get a valid index
+#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
 
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
 const char *shaderpermutationinfo[][2] =
@@ -902,8 +877,6 @@ const char *shaderpermutationinfo[][2] =
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
-       {"#define USEWATER\n", " water"},
-       {"#define USEREFRACTION\n", " refraction"},
        {NULL, NULL}
 };
 
@@ -1223,10 +1196,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-               //      permutation |= SHADERPERMUTATION_WATER;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
-               //      permutation |= SHADERPERMUTATION_REFRACTION;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
@@ -1248,10 +1217,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                }
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-               //      permutation |= SHADERPERMUTATION_WATER;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
-               //      permutation |= SHADERPERMUTATION_REFRACTION;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
@@ -1269,10 +1234,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-               //      permutation |= SHADERPERMUTATION_WATER;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
-               //      permutation |= SHADERPERMUTATION_REFRACTION;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
@@ -1309,10 +1270,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
                        permutation |= SHADERPERMUTATION_CONTRASTBOOST;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
-               //      permutation |= SHADERPERMUTATION_WATER;
-               //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
-               //      permutation |= SHADERPERMUTATION_REFRACTION;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
@@ -5299,105 +5256,6 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-#if 0
-static void RSurf_GL11_WaterTexCoords(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       const msurface_t *surface;
-       // compute texcoords for vertices (yes, these swim around the screen a bit unintentionally)
-       // compute vertex alpha to fade between reflection and refraction if this is water
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               surface = texturesurfacelist[texturesurfaceindex];
-               GL_TransformToScreenTexCoords(surface->num_vertices, rsurface.vertex3f + 3 * surface->num_firstvertex, rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-       }
-}
-
-static void RSurf_GL11_WaterFresnelAlpha(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       int i;
-       const msurface_t *surface;
-       int numverts;
-       const float *v;
-       const float *n;
-       float *c2;
-       vec3_t dir;
-       float Fresnel;
-       // compute texcoords for vertices (yes, these swim around the screen a bit unintentionally)
-       // compute vertex alpha to fade between reflection and refraction if this is water
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               surface = texturesurfacelist[texturesurfaceindex];
-               numverts = surface->num_vertices;
-               v = rsurface.vertex3f + 3 * surface->num_firstvertex;
-               n = rsurface.normal3f + 3 * surface->num_firstvertex;
-               c2 = rsurface.array_color4f + 4 * surface->num_firstvertex;
-               for (i = 0;i < numverts;i++, v += 3, n += 3, c2 += 4)
-               {
-                       VectorSubtract(rsurface.modelorg, v, dir);
-                       VectorNormalize(dir);
-                       Fresnel = pow(min(1.0f, 1.0f - DotProduct(dir, n)), 2.0f) * (rsurface.texture->reflectmax - rsurface.texture->reflectmin) + rsurface.texture->reflectmin;
-                       Vector4Set(c2, 1, 1, 1, Fresnel);
-               }
-       }
-}
-
-static void R_DrawTextureSurfaceList_GL11_Water(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       // OpenGL 1.1 path - crusty old voodoo path
-       rmeshstate_t m;
-       qboolean water;
-       if (rsurface.mode != RSURFMODE_MULTIPASS)
-               rsurface.mode = RSURFMODE_MULTIPASS;
-       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       water = (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) != 0;
-       RSurf_GL11_WaterTexCoords(texturenumsurfaces, texturesurfacelist);
-       if (water)
-               RSurf_GL11_WaterFresnelAlpha(texturenumsurfaces, texturesurfacelist);
-       // now draw the surfaces as refraction texture
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(r_texture_white);
-       m.pointer_texcoord[0] = rsurface.array_generatedtexcoordtexture2f;
-       R_Mesh_TextureState(&m);
-       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 0, -1);
-       if (water)
-       {
-               // water also reflects before the normal render occurs, and uses a
-               // vertex-controlled alpha blend between refraction and reflection
-               GL_LockArrays(0, 0);
-               R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-               RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 0);
-       }
-       GL_LockArrays(0, 0);
-       CHECKGLERROR
-}
-
-static void R_DrawTextureSurfaceList_GL11_Reflection(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       // OpenGL 1.1 path - crusty old voodoo path
-       rmeshstate_t m;
-       qboolean water;
-       if (rsurface.mode != RSURFMODE_MULTIPASS)
-               rsurface.mode = RSURFMODE_MULTIPASS;
-       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       water = (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) != 0;
-       RSurf_GL11_WaterTexCoords(texturenumsurfaces, texturesurfacelist);
-       // now draw the surfaces as refraction texture
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(r_texture_white);
-       m.pointer_texcoord[0] = rsurface.array_generatedtexcoordtexture2f;
-       R_Mesh_TextureState(&m);
-       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 0);
-       GL_LockArrays(0, 0);
-       CHECKGLERROR
-}
-#endif
-
 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
@@ -5613,17 +5471,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
 
-#if 0
-       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
-       {
-               // render background
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_AlphaTest(false);
-               R_DrawTextureSurfaceList_GL11_Water(texturenumsurfaces, texturesurfacelist);
-       }
-#endif
-
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                vec4_t layercolor;
@@ -5733,15 +5580,6 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
                GL_AlphaTest(false);
        }
-
-#if 0
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-       {
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               R_DrawTextureSurfaceList_GL11_Reflection(texturenumsurfaces, texturesurfacelist);
-       }
-#endif
 }
 
 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
@@ -5756,17 +5594,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
 
-#if 0
-       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
-       {
-               // render background
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_AlphaTest(false);
-               R_DrawTextureSurfaceList_GL11_Water(texturenumsurfaces, texturesurfacelist);
-       }
-#endif
-
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -5884,15 +5711,6 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
                GL_AlphaTest(false);
        }
-
-#if 0
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-       {
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               R_DrawTextureSurfaceList_GL11_Reflection(texturenumsurfaces, texturesurfacelist);
-       }
-#endif
 }
 
 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)