From ea27a30543f2e6cb5eca901c009ecf495858ca81 Mon Sep 17 00:00:00 2001 From: havoc Date: Thu, 10 Jan 2008 03:05:29 +0000 Subject: [PATCH] use GL20TU_ enum values instead of constant texture unit numbers, to make maintenance easier some cleanup git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7944 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 170 ++++++++++++++++++++++------------------------------- r_shadow.c | 28 +++------ render.h | 18 ++++++ 3 files changed, 97 insertions(+), 119 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 847bc140..96d8452b 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -1021,14 +1021,14 @@ typedef struct r_glsl_permutation_s int loc_Texture_Normal; int loc_Texture_Color; int loc_Texture_Gloss; - int loc_Texture_Cube; - int loc_Texture_Attenuation; - int loc_Texture_FogMask; + int loc_Texture_Glow; int loc_Texture_Pants; int loc_Texture_Shirt; + int loc_Texture_FogMask; int loc_Texture_Lightmap; int loc_Texture_Deluxemap; - int loc_Texture_Glow; + int loc_Texture_Attenuation; + int loc_Texture_Cube; int loc_Texture_Refraction; int loc_Texture_Reflection; int loc_FogColor; @@ -1165,60 +1165,60 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per qglUseProgramObjectARB(p->program);CHECKGLERROR // look up all the uniform variable names we care about, so we don't // have to look them up every time we set them - p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); - p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); - p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); - p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); - p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); - p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); - p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); - p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); - p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); - p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); - p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); - p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); - p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); - p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); - p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); - p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); - p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); - p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); - p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); - p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); - p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); - p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); - p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); - p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); - p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale"); - p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness"); - p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); - p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor"); - p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); - p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); - p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); - p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); - p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); + p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); + p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); + p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); + p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); + p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); + p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); + p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); + p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); + p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); + p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); + p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); + p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); + p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); + p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); + p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); + p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); + p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); + p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); + p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); + p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); + p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); + p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); + p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); + p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); + p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale"); + p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness"); + p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); + p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor"); + p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); + p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); + p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); + p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); + p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); - p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); + p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); - p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); - p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); - p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); - p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); + p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); + p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); + p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); // initialize the samplers to refer to the texture units we use - if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); - if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); - if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2); - if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3); - if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4); - if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5); - if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6); - if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7); - if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); - if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); - if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10); - if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11); - if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12); + if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL); + if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR); + if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS); + if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW); + if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS); + if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT); + if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK); + if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP); + if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP); + if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION); + if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE); + if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION); + if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR if (developer.integer) @@ -5584,33 +5584,17 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t } R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); - R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); - R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); - R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - R_Mesh_ColorPointer(NULL, 0, 0); - } - else if (rsurface.uselightmaptexture) - { - R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); + R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow)); + R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); + if (rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) R_Mesh_ColorPointer(NULL, 0, 0); - } else - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - } - R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); - R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface - R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { @@ -5631,32 +5615,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(false); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + if (rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) R_Mesh_ColorPointer(NULL, 0, 0); - } - else if (rsurface.uselightmaptexture) - { - R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); - R_Mesh_ColorPointer(NULL, 0, 0); - } else - { - R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); - } - R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface - R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface } R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); @@ -5680,14 +5650,14 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); else - RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1); } else { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } diff --git a/r_shadow.c b/r_shadow.c index 3623716f..67a789dd 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1135,17 +1135,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) { - R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal - R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse - R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss - R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter - R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog - R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants - R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt - R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap - R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow - //R_Mesh_TexMatrix(3, rsurface.entitytolight); // light filter matrix + R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); CHECKGLERROR @@ -1549,14 +1539,14 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, // ARB2 GLSL shader path (GFFX5200, Radeon 9500) R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT); R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); - R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); - R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); - R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); - R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture)); + R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture)); + //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); + R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); + R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); diff --git a/render.h b/render.h index 49d3c362..8263f06f 100644 --- a/render.h +++ b/render.h @@ -370,6 +370,24 @@ typedef enum rsurfacepass_e } rsurfacepass_t; +typedef enum gl20_texunit_e +{ + GL20TU_NORMAL = 0, + GL20TU_COLOR = 1, + GL20TU_GLOSS = 2, + GL20TU_CUBE = 3, + GL20TU_FOGMASK = 4, + GL20TU_PANTS = 5, + GL20TU_SHIRT = 6, + GL20TU_LIGHTMAP = 7, + GL20TU_DELUXEMAP = 8, + GL20TU_GLOW = 9, + GL20TU_ATTENUATION = 10, + GL20TU_REFRACTION = 11, + GL20TU_REFLECTION = 12, +} +gl20_texunit; + int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass); #endif -- 2.39.2