From dad24c4bc86a092946706da0c3b548080bb07580 Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 23 Dec 2009 12:48:50 +0000 Subject: [PATCH] make CgGL render path work git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9647 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 573 +++++++++++++++++++++++++++++------------------------ 1 file changed, 313 insertions(+), 260 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 0e3266f2..bf28ab4d 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2260,6 +2260,8 @@ r_cg_permutation_t *r_cg_permutation; /// storage for permutations linked in the hash table memexpandablearray_t r_cg_permutationarray; +#define CHECKCGERROR {CGerror err;const char *errorstring = cgGetLastErrorString(&err);if (err){Con_Printf("%s:%i CG error %i: %s\n", __FILE__, __LINE__, err, errorstring);if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}} + static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation) { //unsigned int hashdepth = 0; @@ -2319,6 +2321,8 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un const char *geomstrings_list[32+3]; const char *fragstrings_list[32+3]; char permutationname[256]; + CGprofile vertexProfile; + CGprofile fragmentProfile; if (p->compiled) return; @@ -2398,119 +2402,140 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++) memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i])); - // compile the shader program - if (vertstring[0] || geomstring[0] || fragstring[0]) - { - if (vertstring[0]) - p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL); - if (fragstring[0]) - p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL); - } + CHECKGLERROR + CHECKCGERROR + //vertexProfile = CG_PROFILE_ARBVP1; + //fragmentProfile = CG_PROFILE_ARBFP1; + vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR + fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR + //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR + //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR + //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR + CHECKGLERROR - if (p->vprogram) - { - cgGLBindProgram(p->vprogram); - cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); - } - else - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); - if (p->fprogram) + // compile the vertex program + if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL))) { - cgGLBindProgram(p->fprogram); - cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); + CHECKCGERROR + cgCompileProgram(p->vprogram);CHECKCGERROR + if (!cgIsProgramCompiled(p->vprogram)) + { + CHECKCGERROR + cgDestroyProgram(p->vprogram);CHECKCGERROR + p->vprogram = 0; + } + else + { + cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(vertexProfile);CHECKCGERROR 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 + CHECKCGERROR + p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition"); + p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane"); + p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir"); + p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition"); + p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight"); + p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix"); + p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix"); + p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix"); + p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix"); + CHECKCGERROR + } } - else - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); - if (p->vprogram || p->fprogram) + // compile the fragment program + if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL))) { - // 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->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition"); - p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane"); - p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir"); - p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition"); - p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight"); - p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix"); - p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix"); - p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix"); - p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix"); - - p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First"); - p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second"); - p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps"); - p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal"); - p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color"); - p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss"); - p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow"); - p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal"); - p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor"); - p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss"); - p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow"); - p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants"); - p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt"); - p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask"); - p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap"); - p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap"); - p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation"); - p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube"); - p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction"); - p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection"); - p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect"); - p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube"); - p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D"); - p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection"); - p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth"); - p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap"); - p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse"); - p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular"); - p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha"); - p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters"); - p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime"); - p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient"); - p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse"); - p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular"); - p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow"); - p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants"); - p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt"); - p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient"); - p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse"); - p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular"); - p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse"); - p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular"); - p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect"); - p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition"); - p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor"); - p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade"); - p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane"); - p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist"); - p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip"); - p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor"); - p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir"); - p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition"); - p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale"); - p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize"); - p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor"); - p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor"); - p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset"); - p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor"); - p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation"); - p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect"); - p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect"); - p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth"); - p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters"); - p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale"); - p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower"); - p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1"); - p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2"); - p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3"); - p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4"); - p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor"); - p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); - CHECKGLERROR - if (developer.integer) - Con_Printf("^5CG shader %s compiled.\n", permutationname); - } + cgCompileProgram(p->fprogram);CHECKCGERROR + if (!cgIsProgramCompiled(p->fprogram)) + { + CHECKCGERROR + cgDestroyProgram(p->fprogram);CHECKCGERROR + p->fprogram = 0; + } + else + { + cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR + cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR + CHECKCGERROR + p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First"); + p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second"); + p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps"); + p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal"); + p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color"); + p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss"); + p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow"); + p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal"); + p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor"); + p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss"); + p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow"); + p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants"); + p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt"); + p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask"); + p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap"); + p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap"); + p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation"); + p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube"); + p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction"); + p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection"); + p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect"); + p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube"); + p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D"); + p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection"); + p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth"); + p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap"); + p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse"); + p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular"); + p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha"); + p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters"); + p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime"); + p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient"); + p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse"); + p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular"); + p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow"); + p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants"); + p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt"); + p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient"); + p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse"); + p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular"); + p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse"); + p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular"); + p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect"); + p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition"); + p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor"); + p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade"); + p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane"); + p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist"); + p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip"); + p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor"); + p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir"); + p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition"); + p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale"); + p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize"); + p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor"); + p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor"); + p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset"); + p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor"); + p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation"); + p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect"); + p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect"); + p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth"); + p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters"); + p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale"); + p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower"); + p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1"); + p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2"); + p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3"); + p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4"); + p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor"); + p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); + CHECKCGERROR + } + } + + if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0])) + Con_DPrintf("^5CG shader %s compiled.\n", permutationname); else Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname); @@ -2532,15 +2557,13 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation) { r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation); + CHECKGLERROR + CHECKCGERROR if (r_cg_permutation != perm) { r_cg_permutation = perm; - cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX)); - cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT)); if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) { - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); if (!r_cg_permutation->compiled) R_CG_CompilePermutation(perm, mode, permutation); if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram) @@ -2569,58 +2592,85 @@ void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation) } } CHECKGLERROR + CHECKCGERROR if (r_cg_permutation->vprogram) { - cgGLBindProgram(r_cg_permutation->vprogram); - cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); + //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR + cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR + //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR } else - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); + { + //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR + } if (r_cg_permutation->fprogram) { - cgGLBindProgram(r_cg_permutation->fprogram); - cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); + //cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR + cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR + //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR } else - cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); + { + //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + } } - if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f); + CHECKCGERROR + if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR +} + +void CG_BindTexture(CGparameter param, int texnum) +{ + cgGLSetTextureParameter(param, texnum); + cgGLEnableTextureParameter(param); } #endif void R_GLSL_Restart_f(void) { unsigned int i, limit; - r_glsl_permutation_t *p; - limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); - for (i = 0;i < limit;i++) + switch(vid.renderpath) { - if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) + case RENDERPATH_GL20: { - GL_Backend_FreeProgram(p->program); - Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); + r_glsl_permutation_t *p; + limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) + { + GL_Backend_FreeProgram(p->program); + Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); + } + } + memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); } - } - memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); + break; + case RENDERPATH_CGGL: #ifdef SUPPORTCG - if (vid.cgcontext) - { - r_cg_permutation_t *p; - limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray); - for (i = 0;i < limit;i++) { - if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i))) + r_cg_permutation_t *p; + limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray); + for (i = 0;i < limit;i++) { - if (p->vprogram) - cgDestroyProgram(p->vprogram); - if (p->fprogram) - cgDestroyProgram(p->fprogram); - Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p); + if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i))) + { + if (p->vprogram) + cgDestroyProgram(p->vprogram); + if (p->fprogram) + cgDestroyProgram(p->fprogram); + Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p); + } } } memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); - } + break; #endif + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; + } } void R_GLSL_DumpShader_f(void) @@ -2678,9 +2728,10 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod break; case RENDERPATH_CGGL: #ifdef SUPPORTCG + CHECKCGERROR R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); - if (r_cg_permutation->fp_Texture_First ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_First , R_GetTexture(first )); - if (r_cg_permutation->fp_Texture_Second) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Second, R_GetTexture(second)); + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(first ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, R_GetTexture(second));CHECKCGERROR #endif break; case RENDERPATH_GL13: @@ -3066,137 +3117,139 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, break; case RENDERPATH_CGGL: #ifdef SUPPORTCG - R_SetupShader_SetPermutationGLSL(mode, permutation); + R_SetupShader_SetPermutationCG(mode, permutation); if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_cg_permutation->vp_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);} - if (r_cg_permutation->vp_LightPosition >= 0) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR } else { if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_cg_permutation->vp_LightDir >= 0) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR } } - if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f); - if (r_cg_permutation->vp_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);} - if (r_cg_permutation->vp_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);} - if (r_cg_permutation->vp_EyePosition >= 0) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (r_cg_permutation->vp_FogPlane >= 0) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);CHECKCGERROR + if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR + if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR + if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR CHECKGLERROR if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_cg_permutation->fp_LightPosition >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - if (r_cg_permutation->fp_LightColor >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); - if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); - if (r_cg_permutation->fp_Color_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); - if (r_cg_permutation->fp_Color_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale); + if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale);CHECKCGERROR // additive passes are only darkened by fog, not tinted - if (r_cg_permutation->fp_FogColor >= 0) - cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0); - if (r_cg_permutation->fp_ShadowMap_TextureScale >= 0) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_cg_permutation->fp_ShadowMap_Parameters >= 0) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - if (r_cg_permutation->fp_SpecularPower >= 0) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR + if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR } else { if (mode == SHADERMODE_FLATCOLOR) { - if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR } else if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); - if (r_cg_permutation->fp_Color_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity); - if (r_cg_permutation->fp_Color_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale); - if (r_cg_permutation->fp_DeferredMod_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); - if (r_cg_permutation->fp_DeferredMod_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); - if (r_cg_permutation->fp_LightColor >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); - if (r_cg_permutation->fp_LightDir >= 0) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);CHECKCGERROR + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR + if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR } else { - if (r_cg_permutation->fp_Color_Ambient >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); - if (r_cg_permutation->fp_Color_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); - if (r_cg_permutation->fp_Color_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale); - if (r_cg_permutation->fp_DeferredMod_Diffuse >= 0) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - if (r_cg_permutation->fp_DeferredMod_Specular >= 0) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR + if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR } // additive passes are only darkened by fog, not tinted - if (r_cg_permutation->fp_FogColor >= 0) + if (r_cg_permutation->fp_FogColor) { if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0); else cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + CHECKCGERROR } - if (r_cg_permutation->fp_DistortScaleRefractReflect >= 0) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); - if (r_cg_permutation->fp_ScreenScaleRefractReflect >= 0) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); - if (r_cg_permutation->fp_ScreenCenterRefractReflect >= 0) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); - if (r_cg_permutation->fp_RefractColor >= 0) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f); - if (r_cg_permutation->fp_ReflectColor >= 0) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f); - if (r_cg_permutation->fp_ReflectFactor >= 0) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); - if (r_cg_permutation->fp_ReflectOffset >= 0) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin); - if (r_cg_permutation->fp_SpecularPower >= 0) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); - } - if (r_cg_permutation->fp_Color_Glow >= 0) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); - if (r_cg_permutation->fp_Alpha >= 0) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]); - if (r_cg_permutation->fp_EyePosition >= 0) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (r_cg_permutation->fp_Color_Pants >= 0) + if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR + if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR + if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR + if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR + if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR + if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR + if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR + if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR + } + if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR + if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR + if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_Color_Pants) { if (rsurface.texture->pantstexture) cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0); + CHECKCGERROR } - if (r_cg_permutation->fp_Color_Shirt >= 0) + if (r_cg_permutation->fp_Color_Shirt) { if (rsurface.texture->shirttexture) cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0); - } - if (r_cg_permutation->fp_FogPlane >= 0) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - if (r_cg_permutation->fp_FogPlaneViewDist >= 0) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist); - if (r_cg_permutation->fp_FogRangeRecip >= 0) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip); - if (r_cg_permutation->fp_FogHeightFade >= 0) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade); - if (r_cg_permutation->fp_OffsetMapping_Scale >= 0) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); - if (r_cg_permutation->fp_ScreenToDepth >= 0) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - - // if (r_cg_permutation->fp_Texture_First ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_First , R_GetTexture(r_texture_white )); - // if (r_cg_permutation->fp_Texture_Second ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_texture_white )); - // if (r_cg_permutation->fp_Texture_GammaRamps ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_GammaRamps , R_GetTexture(r_texture_gammaramps )); - if (r_cg_permutation->fp_Texture_Normal ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Normal , R_GetTexture(rsurface.texture->nmaptexture )); - if (r_cg_permutation->fp_Texture_Color ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Color , R_GetTexture(rsurface.texture->basetexture )); - if (r_cg_permutation->fp_Texture_Gloss ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Gloss , R_GetTexture(rsurface.texture->glosstexture )); - if (r_cg_permutation->fp_Texture_Glow ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Glow , R_GetTexture(rsurface.texture->glowtexture )); - if (r_cg_permutation->fp_Texture_SecondaryNormal) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryNormal, R_GetTexture(rsurface.texture->backgroundnmaptexture )); - if (r_cg_permutation->fp_Texture_SecondaryColor ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryColor , R_GetTexture(rsurface.texture->backgroundbasetexture )); - if (r_cg_permutation->fp_Texture_SecondaryGloss ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryGloss , R_GetTexture(rsurface.texture->backgroundglosstexture )); - if (r_cg_permutation->fp_Texture_SecondaryGlow ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_SecondaryGlow , R_GetTexture(rsurface.texture->backgroundglowtexture )); - if (r_cg_permutation->fp_Texture_Pants ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Pants , R_GetTexture(rsurface.texture->pantstexture )); - if (r_cg_permutation->fp_Texture_Shirt ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Shirt , R_GetTexture(rsurface.texture->shirttexture )); - if (r_cg_permutation->fp_Texture_FogMask ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_FogMask , R_GetTexture(r_texture_fogattenuation )); - if (r_cg_permutation->fp_Texture_Lightmap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(r_texture_white )); - if (r_cg_permutation->fp_Texture_Deluxemap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Deluxemap , R_GetTexture(r_texture_blanknormalmap )); - if (r_cg_permutation->fp_Texture_Attenuation ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture )); - if (r_cg_permutation->fp_Texture_Refraction ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Refraction , R_GetTexture(r_texture_white )); - if (r_cg_permutation->fp_Texture_Reflection ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Reflection , R_GetTexture(r_texture_white )); - if (r_cg_permutation->fp_Texture_ScreenDepth ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture )); - if (r_cg_permutation->fp_Texture_ScreenNormalMap) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture )); - if (r_cg_permutation->fp_Texture_ScreenDiffuse ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenDiffuse , R_GetTexture(r_shadow_prepasslightingdiffusetexture )); - if (r_cg_permutation->fp_Texture_ScreenSpecular ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenSpecular , R_GetTexture(r_shadow_prepasslightingspeculartexture )); + CHECKCGERROR + } + if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR + if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR + if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR + if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR + if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR + if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR + + // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(r_texture_white ));CHECKCGERROR + // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_texture_white ));CHECKCGERROR + // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , R_GetTexture(r_texture_gammaramps ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , R_GetTexture(rsurface.texture->nmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , R_GetTexture(rsurface.texture->basetexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , R_GetTexture(rsurface.texture->glosstexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , R_GetTexture(rsurface.texture->glowtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, R_GetTexture(rsurface.texture->backgroundnmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , R_GetTexture(rsurface.texture->backgroundbasetexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , R_GetTexture(rsurface.texture->backgroundglosstexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , R_GetTexture(rsurface.texture->backgroundglowtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , R_GetTexture(rsurface.texture->pantstexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , R_GetTexture(rsurface.texture->shirttexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , R_GetTexture(r_texture_fogattenuation ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(r_texture_white ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , R_GetTexture(r_texture_blanknormalmap ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , R_GetTexture(r_texture_white ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , R_GetTexture(r_texture_white ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , R_GetTexture(r_shadow_prepasslightingdiffusetexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , R_GetTexture(r_shadow_prepasslightingspeculartexture ));CHECKCGERROR if (rsurface.rtlight) { - if (r_cg_permutation->fp_Texture_Cube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap )); - if (r_cg_permutation->fp_Texture_ShadowMapRect ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture )); + if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));CHECKCGERROR if (r_shadow_usingshadowmapcube) - if (r_cg_permutation->fp_Texture_ShadowMapCube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])); - if (r_cg_permutation->fp_Texture_ShadowMap2D ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture )); - if (r_cg_permutation->fp_Texture_CubeProjection ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture )); + if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));CHECKCGERROR } CHECKGLERROR @@ -3265,7 +3318,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) { case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(mode, permutation); - if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); + if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); @@ -3289,26 +3342,26 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) case RENDERPATH_CGGL: #ifdef SUPPORTCG R_SetupShader_SetPermutationCG(mode, permutation); - if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f); - if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f); - if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); - if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); - if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); - if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); - if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - - if (r_cg_permutation->fp_Texture_Attenuation ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture )); - if (r_cg_permutation->fp_Texture_ScreenDepth ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture )); - if (r_cg_permutation->fp_Texture_ScreenNormalMap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture )); - if (r_cg_permutation->fp_Texture_Cube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap )); - if (r_cg_permutation->fp_Texture_ShadowMapRect ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture )); + if (r_cg_permutation->vp_ModelViewMatrix ) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelviewprojection16f);CHECKCGERROR + if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR + if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR + if (r_cg_permutation->fp_DeferredColor_Ambient ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);CHECKCGERROR + if (r_cg_permutation->fp_DeferredColor_Diffuse ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);CHECKCGERROR + if (r_cg_permutation->fp_DeferredColor_Specular ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_TextureScale ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR + if (r_cg_permutation->fp_ShadowMap_Parameters ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR + if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR + if (r_cg_permutation->fp_ScreenToDepth ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR + + if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , R_GetTexture(r_shadow_attenuationgradienttexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , R_GetTexture(r_shadow_prepassgeometrydepthtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , R_GetTexture(rsurface.rtlight->currentcubemap ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , R_GetTexture(r_shadow_shadowmaprectangletexture ));CHECKCGERROR if (r_shadow_usingshadowmapcube) - if (r_cg_permutation->fp_Texture_ShadowMapCube ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])); - if (r_cg_permutation->fp_Texture_ShadowMap2D ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture )); - if (r_cg_permutation->fp_Texture_CubeProjection ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture )); + if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]));CHECKCGERROR + if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , R_GetTexture(r_shadow_shadowmap2dtexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , R_GetTexture(r_shadow_shadowmapvsdcttexture ));CHECKCGERROR #endif break; case RENDERPATH_GL13: @@ -4987,7 +5040,7 @@ void R_EntityMatrix(const matrix4x4_t *matrix) break; case RENDERPATH_CGGL: #ifdef SUPPORTCG - if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix >= 0) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f); + if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR qglLoadMatrixf(gl_modelview16f);CHECKGLERROR #endif break; @@ -5733,17 +5786,17 @@ static void R_BlendView(void) case RENDERPATH_CGGL: #ifdef SUPPORTCG R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation); - if (r_cg_permutation->fp_Texture_First ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_First , R_GetTexture(r_bloomstate.texture_screen)); - if (r_cg_permutation->fp_Texture_Second ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_bloomstate.texture_bloom )); - if (r_cg_permutation->fp_Texture_GammaRamps) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_GammaRamps, R_GetTexture(r_texture_gammaramps )); - if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time); - if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); - if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value); + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , R_GetTexture(r_bloomstate.texture_screen));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , R_GetTexture(r_bloomstate.texture_bloom ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, R_GetTexture(r_texture_gammaramps ));CHECKCGERROR + if (r_cg_permutation->fp_ViewTintColor ) cgGLSetParameter4f( r_cg_permutation->fp_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR + if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR + if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR + if (r_cg_permutation->fp_UserVec1 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR + if (r_cg_permutation->fp_UserVec2 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR + if (r_cg_permutation->fp_UserVec3 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR + if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR + if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR #endif break; default: @@ -7960,8 +8013,8 @@ static void RSurf_BindLightmapForSurface(const msurface_t *surface) { case RENDERPATH_CGGL: #ifdef SUPPORTCG - if (r_cg_permutation->fp_Texture_Lightmap ) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(surface->lightmaptexture )); - if (r_cg_permutation->fp_Texture_Deluxemap) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Deluxemap, R_GetTexture(surface->deluxemaptexture)); + if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , R_GetTexture(surface->lightmaptexture ));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, R_GetTexture(surface->deluxemaptexture));CHECKCGERROR #endif break; case RENDERPATH_GL20: @@ -8003,8 +8056,8 @@ static void RSurf_BindReflectionForSurface(const msurface_t *surface) { case RENDERPATH_CGGL: #ifdef SUPPORTCG - if (r_cg_permutation->fp_Texture_Refraction >= 0) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Refraction, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black)); - if (r_cg_permutation->fp_Texture_Reflection >= 0) cgGLSetTextureParameter(r_cg_permutation->fp_Texture_Reflection, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black)); + if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? R_GetTexture(bestp->texture_refraction) : R_GetTexture(r_texture_black));CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? R_GetTexture(bestp->texture_reflection) : R_GetTexture(r_texture_black));CHECKCGERROR #endif break; case RENDERPATH_GL20: -- 2.39.2