use GL20TU_ enum values instead of constant texture unit numbers, to
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 10 Jan 2008 03:05:29 +0000 (03:05 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 10 Jan 2008 03:05:29 +0000 (03:05 +0000)
make maintenance easier
some cleanup

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7944 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
r_shadow.c
render.h

index 847bc14..96d8452 100644 (file)
@@ -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_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_Pants;
        int loc_Texture_Shirt;
+       int loc_Texture_FogMask;
        int loc_Texture_Lightmap;
        int loc_Texture_Deluxemap;
        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;
        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
                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_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_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
                // 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)
                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_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);
                R_Mesh_ColorPointer(NULL, 0, 0);
-       }
        else
        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_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))
        {
 
        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);
                        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);
                }
 
                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);
                        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
                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_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);
        }
 
        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)
        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
                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)
        }
        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);
        }
                else
                        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        }
index 3623716..67a789d 100644 (file)
@@ -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)
        {
        // 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
                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);
        // 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);
        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);
index 49d3c36..8263f06 100644 (file)
--- a/render.h
+++ b/render.h
@@ -370,6 +370,24 @@ typedef enum rsurfacepass_e
 }
 rsurfacepass_t;
 
 }
 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
 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t pass);
 
 #endif