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GLSL backend

Open dhewg opened this issue 12 years ago • 95 comments

There're two GLSL branches floating around:

  1. https://git.iodoom.org/~raynorpat/iodoom3/raynorpats-glsl_iodoom3/commits/master and a continuation 2) https://github.com/LogicalError/doom3.gpl/commits/master

Both are based on different trees, and I merged those a while back on top of my tree: http://static.hackmii.com/dhewg/0001-Add-GLSL-backend.patch

My lack of GL foo is disturbing, but maybe someone wants to finish this backend?

dhewg avatar Jun 30 '12 21:06 dhewg

I would like to do it next time I have time, might pick it up this evening.

andre-d avatar Jul 04 '12 18:07 andre-d

Any idea whats not working/not finished in it? I played with it and it seemed to work just fine.

andre-d avatar Jul 05 '12 00:07 andre-d

Alright, I have identified some differences/flaws which I want to correct. (I first updated to his latest versions of the shaders your patches were missing)

  1. Specularity looks sketchy compared to arb2

  2. Optimize, optimize, optimize

  3. Custom render passes

  4. Hook up with a high resolution timer to tell how long renders are taking

andre-d avatar Jul 05 '12 01:07 andre-d

Btw the commit is at 2bfe28dcb2c2c00732d03d50a523023e6b55428d (With the modifications)

andre-d avatar Jul 05 '12 16:07 andre-d

Here's a newly released branch with both GLSL and ES 2.0 renderer:

https://github.com/omcfadde/idtech4/commits/es2

scaronni avatar Jul 17 '12 15:07 scaronni

FYI, my tree has been renamed and moved to https://github.com/omcfadde/dante

GLSL backend is implemented with some minor missing features (i.e. shaders for heatHaze, heatHazeWithMask, etc.) There may also be other bugs. Hopefully I will have time to fix them soon.

omcfadde avatar Aug 27 '12 13:08 omcfadde

Is there someone working on merging dante's modifications?

tapir avatar Sep 20 '12 10:09 tapir

Not that I know of. Plus what's there to merge? It's not 100% working yet.

motorsep avatar Sep 20 '12 14:09 motorsep

heathaze and multitexture and such will need to be implemented for that to happen

andre-d avatar Sep 20 '12 23:09 andre-d

Why does one need GLSL backend precisely ? ARB shaders can be made using RenderMonkey and FX Composer afaik. Where it's ARB or GLSL, one still needs to know what to do and how to do it.

motorsep avatar Sep 20 '12 23:09 motorsep

ARB is outdated and basically coding assembly, GLSL is more like coding C.

andre-d avatar Sep 20 '12 23:09 andre-d

Oh, I am aware of that. But isn't it irrelevant when using above mentioned tools for share creation ?

motorsep avatar Sep 20 '12 23:09 motorsep

Even if you use some kind of shader compiler to compile down to ARB, arb is still limited in terms of available features/limits. FX Composer can be used to create CG shaders, which can then be compiled down into ARB only if you use the feature sets available in ARB. GLSL is the more modern solution, even if some shader languages compile down to ARB still...and even then..you are coding in CG..not GLSL..two totally separate shader languages.

andre-d avatar Sep 20 '12 23:09 andre-d

It's possible for the GLSL compiler to generate much more efficient code for whichever hardware you happen to be running. While both ARB programs and GLSL shaders may be compiled to the same intermediate representation internally, GLSL is able to provide a significantly more context information which the compiler can use to generate more efficient code.

Many so called high-level optimizations that are possible when compiling from GLSL are simply not possible, or are prohibitively difficult with lower level languages (or intermediate representations thereof.)

You are comparing apples and oranges when talking about GLSL shaders vs. ARB fragment and vertex programs, and I generally do not like the "C vs. assembly" comparison, but in this case the example is quite apt; the C compiler will eventually use the assembler, but not before it's had a chance to make many optimization passes at the high level. The assembler may then perform further low-level optimization on the IR before finally emitting machine code.

andre-d, heat haze will be coming; I have some work on a local branch, but it's not release ready yet.

omcfadde avatar Sep 21 '12 04:09 omcfadde

RaynorPat has a new branch with Mh's VBO Cache and GLSL ported from BFG:

https://github.com/raynorpat/morpheus

nbohr1more avatar Mar 13 '14 23:03 nbohr1more

Did you see that his fork is no longer on Github ?

motorsep avatar Oct 22 '15 18:10 motorsep

This one is:

https://github.com/raynorpat/Doom3

however, it seems that he also has a deferred shading branch

https://github.com/raynorpat/dhewm3

too.

nbohr1more avatar Oct 22 '15 18:10 nbohr1more

Just a note here: if this (or any other new rendering-backend) is gonna happen eventually, I'd like

  • rendering backends in DLLs so they can be switched without recompiling (ok, this is not a super-hard requirement)
  • automatic translation from ARB shader code to GLSL - I think this is the only feasible way to support Mods, that often also have their own shaders (this is a hard requirement)

DanielGibson avatar Jan 13 '19 06:01 DanielGibson

@DanielGibson the second point: translation of ARB to GLSL is an interesting problem on it's own. Are you aware of any existing tooling that does this?

I searched for a bit and only found people asking the same.

coreyoconnor avatar May 13 '19 17:05 coreyoconnor

I'm not, but it doesn't seem like a super hard problem to me? ARB assembly seems to be pretty limited (even more so when assuming that the relevant shaders only use the core instructions and not nvidias extensions), it'd probably be possible to just translate it line by line to equivalent GLSL (and then add some "static", most probably game-specific, GLSL code before and possibly after that for passing in/out vertex data and uniforms).

One problem seems to be that finding documentation and tutorials/examples on ARB assembly is kinda hard; here are a few sources I found when researching this a while ago though:

  • GDC presentation on ARB Vertex Shaders: https://www.nvidia.com/docs/IO/8227/GDC2003_OGL_ARBVertexProgram.pdf
  • corresponding presentation on ARB Fragment Shaders: https://www.nvidia.com/docs/IO/8228/GDC2003_OGL_ARBFragmentProgram.pdf
  • A good overview/reference on ARB assembly instructions and bindings: http://www.renderguild.com/gpuguide.pdf
  • Another reference: http://glbook.gamedev.net/GLBOOK/glbook.gamedev.net/moglgp/downloads/AppA.pdf

Despite doing this (minimal) research I haven't looked into how to actually do this though, so if you or someone else wants to do it, that'd be great! :-) Probably a good starting point on the C++ side of things is an existing "modern" OpenGL renderer that uses GLSL (with rewritten shaders), I'd probably use the one from D3Wasm (https://github.com/gabrielcuvillier/d3wasm).

DanielGibson avatar May 13 '19 17:05 DanielGibson

Thread with beard... @coreyoconnor Why not to just use renderer from Doom 3 BFG for dhewm3 ?

motorsep avatar May 13 '19 20:05 motorsep

@motorsep that doesn't really bring the compatibility piece for mods still using custom ARB shaders

raynorpat avatar May 13 '19 20:05 raynorpat

@motorsep that doesn't really bring the compatibility piece for mods still using custom ARB shaders

What if someone writes a parser to convert ARB to GLSL on the fly? :)

motorsep avatar May 13 '19 20:05 motorsep

@motorsep

Interesting project right? A C++ library providing source to source translation of ARB to GLSL. Would be useful outside of doom 3 as well I bet.

coreyoconnor avatar May 13 '19 21:05 coreyoconnor

The specs for ARB_vertex_program and ARB_fragment_program contain a grammar of the language.

turol avatar May 14 '19 08:05 turol

If you can live with only the interaction shader being drawn with GLSL this might interrest you.


/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms.
You should have received a copy of these additional terms immediately following
the terms and conditions of the GNU General Public License which accompanied the
Doom 3 Source Code.  If not, please request a copy in writing from id Software
at the address below.

If you have questions concerning this license or the applicable additional terms,
you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120,
Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "precompiled.h"
#include "tr_local.h"

/*
===========================================================================

DEFAULT GLSL SHADER

===========================================================================
*/
#define GLSL_VERSION_ATTRIBS \
	"#version 130\n"

#define GLSL_INPUT_ATTRIBS \
	"in vec4 attrTexCoords;\n" \
	"in vec3 attrTangents0;\n" \
	"in vec3 attrTangents1;\n" \
	"in vec3 attrNormal;\n" \
	"mat3x3 u_lightMatrix = mat3x3 (attrTangents0, attrTangents1, attrNormal);\n\n"

#define GLSL_UNIFORMS \
	"uniform vec4 u_light_origin;\n" \
	"uniform vec4 u_view_origin;\n" \
	"uniform vec4 u_color_modulate;\n" \
	"uniform vec4 u_color_add;\n" \
	"uniform mat2x4 u_diffMatrix;\n" \
	"uniform mat2x4 u_bumpMatrix;\n" \
	"uniform mat2x4 u_specMatrix;\n" \
	"uniform mat4x4 u_projMatrix;\n" \
	"uniform mat4x4 u_fallMatrix;\n" \
	"uniform sampler2D bumpImage;\n" \
	"uniform sampler2D lightFalloffImage;\n" \
	"uniform sampler2D lightProjectImage;\n" \
	"uniform sampler2D diffuseImage;\n" \
	"uniform sampler2D specularImage;\n" \
	"uniform vec4 u_constant_diffuse;\n" \
	"uniform vec4 u_constant_specular;\n\n"

#define GLSL_VARYINGS \
	"varying vec2 diffCoords;\n" \
	"varying vec2 bumpCoords;\n" \
	"varying vec2 specCoords;\n" \
	"varying vec4 projCoords;\n" \
	"varying vec4 fallCoords;\n" \
	"varying vec3 lightDir;\n" \
	"varying vec3 halfAngle;\n" \
	"varying vec4 Color;\n"

// these are our GLSL interaction shaders
#define interaction_vs \
	GLSL_VERSION_ATTRIBS \
	GLSL_INPUT_ATTRIBS \
	GLSL_UNIFORMS \
	GLSL_VARYINGS \
	"void main ()\n" \
	"{\n" \
	"	// we must use ftransform as Doom 3 needs invariant position\n" \
	"	gl_Position = ftransform ();\n" \
	"\n" \
	"	diffCoords = attrTexCoords * u_diffMatrix;\n" \
	"	bumpCoords = attrTexCoords * u_bumpMatrix;\n" \
	"	specCoords = attrTexCoords * u_specMatrix;\n" \
	"\n" \
	"	projCoords = gl_Vertex * u_projMatrix;\n" \
	"	fallCoords = gl_Vertex * u_fallMatrix;\n" \
	"\n" \
	"	Color = (gl_Color * u_color_modulate) + u_color_add;\n" \
	"\n" \
	"	vec3 OffsetViewOrigin = (u_view_origin - gl_Vertex).xyz;\n" \
	"	vec3 OffsetLightOrigin = (u_light_origin - gl_Vertex).xyz;\n" \
	"\n" \
	"	lightDir = OffsetLightOrigin * u_lightMatrix;\n" \
	"	halfAngle = (normalize (OffsetViewOrigin) + normalize (OffsetLightOrigin)) * u_lightMatrix;\n" \
	"}\n\n"

#define interaction_fs \
	GLSL_VERSION_ATTRIBS \
	GLSL_UNIFORMS \
	GLSL_VARYINGS \
	"void main ()\n" \
	"{\n" \
	"	vec3 normalMap = texture2D (bumpImage, bumpCoords).agb * 2.0 - 1.0;\n" \
	"	vec4 lightMap = texture2DProj (lightProjectImage, projCoords);\n" \
	"\n" \
	"	lightMap *= dot (normalize (lightDir), normalMap);\n" \
	"	lightMap *= texture2DProj (lightFalloffImage, fallCoords);\n" \
	"	lightMap *= Color;\n" \
	"\n" \
	"	vec4 diffuseMap = texture2D (diffuseImage, diffCoords) * u_constant_diffuse;\n" \
	"	float specularComponent = clamp ((dot (normalize (halfAngle), normalMap) - 0.75) * 4.0, 0.0, 1.0);\n" \
	"\n" \
	"	vec4 specularResult = u_constant_specular * (specularComponent * specularComponent);\n" \
	"	vec4 specularMap = texture2D (specularImage, specCoords) * 2.0;\n" \
	"\n" \
	"	gl_FragColor = (diffuseMap + (specularResult * specularMap)) * lightMap;\n" \
	"}\n\n"

/* 32 bit hexadecimal 0, BFG had this set to a negative value which is illegal on unsigned */
static const GLuint INVALID_PROGRAM = 0x00000000;

static GLuint u_light_origin = INVALID_PROGRAM;
static GLuint u_view_origin = INVALID_PROGRAM;

static GLuint u_color_modulate = INVALID_PROGRAM;
static GLuint u_color_add = INVALID_PROGRAM;

static GLuint u_constant_diffuse = INVALID_PROGRAM;
static GLuint u_constant_specular = INVALID_PROGRAM;

static GLuint u_diffMatrix = INVALID_PROGRAM;
static GLuint u_bumpMatrix = INVALID_PROGRAM;
static GLuint u_specMatrix = INVALID_PROGRAM;

static GLuint u_projMatrix = INVALID_PROGRAM;
static GLuint u_fallMatrix = INVALID_PROGRAM;

static GLuint rb_glsl_interaction_program = INVALID_PROGRAM;

/*
==================
RB_GLSL_MakeMatrix
==================
*/
static float *RB_GLSL_MakeMatrix( const float *in1 = 0, const float *in2 = 0, const float *in3 = 0, const float *in4 = 0 )
{
    static float m[16];

    if( in1 )
    {
        SIMDProcessor->Memcpy( &m[0], in1, sizeof( float ) * 4 );
    }

    if( in2 )
    {
        SIMDProcessor->Memcpy( &m[4], in2, sizeof( float ) * 4 );
    }

    if( in3 )
    {
        SIMDProcessor->Memcpy( &m[8], in3, sizeof( float ) * 4 );
    }

    if( in4 )
    {
        SIMDProcessor->Memcpy( &m[12], in4, sizeof( float ) * 4 );
    }
    return m;
}

/* Calculate matrix offsets */
#define DIFFMATRIX( ofs ) din->diffuseMatrix[ofs].ToFloatPtr ()
#define BUMPMATRIX( ofs ) din->bumpMatrix[ofs].ToFloatPtr ()
#define SPECMATRIX( ofs ) din->specularMatrix[ofs].ToFloatPtr ()
#define PROJMATRIX( ofs ) din->lightProjection[ofs].ToFloatPtr ()

/*
=========================================================================================

GENERAL INTERACTION RENDERING

=========================================================================================
*/

/*
==================
RB_ARB2_BindTexture
==================
*/
void RB_ARB2_BindTexture( int unit, idImage *tex )
{
    backEnd.glState.currenttmu = unit;
    glActiveTextureARB( GL_TEXTURE0_ARB + unit );
    tex->BindFragment();
}

/*
==================
RB_ARB2_UnbindTexture
==================
*/
void RB_ARB2_UnbindTexture( int unit )
{
    backEnd.glState.currenttmu = unit;
    glActiveTextureARB( GL_TEXTURE0_ARB + unit );
    globalImages->BindNull();
}

/*
==================
RB_ARB2_BindInteractionTextureSet
==================
*/
void RB_ARB2_BindInteractionTextureSet( const drawInteraction_t *din )
{
    // texture 1 will be the per-surface bump map
    RB_ARB2_BindTexture( 1, din->bumpImage );

    // texture 2 will be the light falloff texture
    RB_ARB2_BindTexture( 2, din->lightFalloffImage );

    // texture 3 will be the light projection texture
    RB_ARB2_BindTexture( 3, din->lightImage );

    // texture 4 is the per-surface diffuse map
    RB_ARB2_BindTexture( 4, din->diffuseImage );

    // texture 5 is the per-surface specular map
    RB_ARB2_BindTexture( 5, din->specularImage );
}

/*
==================
RB_GLSL_DrawInteraction
==================
*/
static void RB_GLSL_DrawInteraction( const drawInteraction_t *din )
{
    /* Half Lambertian constants */
    static const float whalf[] = { 0.0f, 0.0f, 0.0f, 0.5f };
    static const float wzero[] = { 0.0f, 0.0f, 0.0f, 0.0f };
    static const float wone[] = { 0.0f, 0.0f, 0.0f, 1.0f };

    // load all the vertex program parameters
    glUniform4fv( u_light_origin, 1, din->localLightOrigin.ToFloatPtr() );
    glUniform4fv( u_view_origin, 1, din->localViewOrigin.ToFloatPtr() );

    glUniformMatrix2x4fv( u_diffMatrix, 1, GL_FALSE, RB_GLSL_MakeMatrix( DIFFMATRIX( 0 ), DIFFMATRIX( 1 ) ) );
    glUniformMatrix2x4fv( u_bumpMatrix, 1, GL_FALSE, RB_GLSL_MakeMatrix( BUMPMATRIX( 0 ), BUMPMATRIX( 1 ) ) );
    glUniformMatrix2x4fv( u_specMatrix, 1, GL_FALSE, RB_GLSL_MakeMatrix( SPECMATRIX( 0 ), SPECMATRIX( 1 ) ) );

    glUniformMatrix4fv( u_projMatrix, 1, GL_FALSE, RB_GLSL_MakeMatrix( PROJMATRIX( 0 ), PROJMATRIX( 1 ), wzero, PROJMATRIX( 2 ) ) );
    glUniformMatrix4fv( u_fallMatrix, 1, GL_FALSE, RB_GLSL_MakeMatrix( PROJMATRIX( 3 ), whalf, wzero, wone ) );

    /* Lambertian constants */
    static const float zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    static const float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
    static const float negOne[4] = { -1.0f, -1.0f, -1.0f, -1.0f };

    switch( din->vertexColor )
    {
    case SVC_IGNORE:
        glUniform4fv( u_color_modulate, 1, zero );
        glUniform4fv( u_color_add, 1, one );
        break;

    case SVC_MODULATE:
        glUniform4fv( u_color_modulate, 1, one );
        glUniform4fv( u_color_add, 1, zero );
        break;

    case SVC_INVERSE_MODULATE:
        glUniform4fv( u_color_modulate, 1, negOne );
        glUniform4fv( u_color_add, 1, one );
        break;
    }

    // set the constant colors
    glUniform4fv( u_constant_diffuse, 1, din->diffuseColor.ToFloatPtr() );
    glUniform4fv( u_constant_specular, 1, din->specularColor.ToFloatPtr() );

    // set the textures
    RB_ARB2_BindInteractionTextureSet( din );

    // draw it
    RB_DrawElementsWithCounters( din->surf->geo );
}

/*
==================
RB_ARB2_DrawInteraction
==================
*/
void RB_ARB2_DrawInteraction( const drawInteraction_t *din )
{
    // load all the vertex program parameters
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_ORIGIN, din->localLightOrigin.ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_VIEW_ORIGIN, din->localViewOrigin.ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_S, din->lightProjection[0].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_T, din->lightProjection[1].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_PROJECT_Q, din->lightProjection[2].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_LIGHT_FALLOFF_S, din->lightProjection[3].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_S, din->bumpMatrix[0].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_BUMP_MATRIX_T, din->bumpMatrix[1].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_S, din->diffuseMatrix[0].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_DIFFUSE_MATRIX_T, din->diffuseMatrix[1].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_S, din->specularMatrix[0].ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_SPECULAR_MATRIX_T, din->specularMatrix[1].ToFloatPtr() );

    // testing fragment based normal mapping
    if( r_testARBProgram.GetBool() )
    {
        glProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 2, din->localLightOrigin.ToFloatPtr() );
        glProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 3, din->localViewOrigin.ToFloatPtr() );
    }
    static const float zero[4] = { 0, 0, 0, 0 };
    static const float one[4] = { 1, 1, 1, 1 };
    static const float negOne[4] = { -1, -1, -1, -1 };

    switch( din->vertexColor )
    {
    case SVC_IGNORE:
        glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, zero );
        glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
        break;

    case SVC_MODULATE:
        glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, one );
        glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, zero );
        break;

    case SVC_INVERSE_MODULATE:
        glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_MODULATE, negOne );
        glProgramEnvParameter4fvARB( GL_VERTEX_PROGRAM_ARB, PP_COLOR_ADD, one );
        break;
    }

    // set the constant colors
    glProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 0, din->diffuseColor.ToFloatPtr() );
    glProgramEnvParameter4fvARB( GL_FRAGMENT_PROGRAM_ARB, 1, din->specularColor.ToFloatPtr() );

    // set the textures
    RB_ARB2_BindInteractionTextureSet( din );

    // draw it
    RB_DrawElementsWithCounters( din->surf->geo );
}

/*
=============
RB_ARB2_SharedSurfaceSetup
=============
*/
void RB_ARB2_SharedSurfaceSetup( const drawSurf_t *surf )
{
    // set the vertex pointers
    idDrawVert *ac = ( idDrawVert * ) vertexCache.Position( surf->geo->ambientCache );
    glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( idDrawVert ), ac->color );
    glVertexAttribPointerARB( 11, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
    glVertexAttribPointerARB( 10, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
    glVertexAttribPointerARB( 9, 3, GL_FLOAT, false, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
    glVertexAttribPointerARB( 8, 2, GL_FLOAT, false, sizeof( idDrawVert ), ac->st.ToFloatPtr() );
    glVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
}


/*
=============
RB_ARB2_CreateDrawInteractions
=============
*/
void RB_ARB2_CreateDrawInteractions( const drawSurf_t *surf )
{
    if( !surf )
    {
        return;
    }

    // perform setup here that will be constant for all interactions
    GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHMASK | backEnd.depthFunc );

    // enable the vertex arrays
    glEnableVertexAttribArrayARB( 8 );
    glEnableVertexAttribArrayARB( 9 );
    glEnableVertexAttribArrayARB( 10 );
    glEnableVertexAttribArrayARB( 11 );
    glEnableClientState( GL_COLOR_ARRAY );

    // check for enabled GLSL program first, if it fails go back to ARB
    if( rb_glsl_interaction_program != INVALID_PROGRAM )
    {
        // enable GLSL programs
        glUseProgram( rb_glsl_interaction_program );

        // texture 0 is the normalization cube map for the vector towards the light
        if( backEnd.vLight->lightShader->IsAmbientLight() )
        {
            RB_ARB2_BindTexture( 0, globalImages->ambientNormalMap );
        }
        else
        {
            RB_ARB2_BindTexture( 0, globalImages->normalCubeMapImage );
        }

        // no test program in GLSL renderer
        RB_ARB2_BindTexture( 6, globalImages->specularTableImage );

        for( /**/; surf; surf = surf->nextOnLight )
        {
            // perform setup here that will not change over multiple interaction passes
            RB_ARB2_SharedSurfaceSetup( surf );

            // this may cause RB_ARB2_DrawInteraction to be executed multiple
            // times with different colors and images if the surface or light have multiple layers
            RB_CreateSingleDrawInteractions( surf, RB_GLSL_DrawInteraction );
        }

        // back to fixed (or ARB program)
        glUseProgram( INVALID_PROGRAM );
    }
    else // Do it the old way
    {
        // enable ASM programs
        glEnable( GL_VERTEX_PROGRAM_ARB );
        glEnable( GL_FRAGMENT_PROGRAM_ARB );

        // texture 0 is the normalization cube map for the vector towards the light
        if( backEnd.vLight->lightShader->IsAmbientLight() )
        {
            RB_ARB2_BindTexture( 0, globalImages->ambientNormalMap );
        }
        else
        {
            RB_ARB2_BindTexture( 0, globalImages->normalCubeMapImage );
        }

        // bind the vertex program
        if( r_testARBProgram.GetBool() )
        {
            RB_ARB2_BindTexture( 6, globalImages->specular2DTableImage );

            glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_TEST );
            glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST );
        }
        else
        {
            RB_ARB2_BindTexture( 6, globalImages->specularTableImage );

            glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_INTERACTION );
            glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION );
        }

        for( /**/; surf; surf = surf->nextOnLight )
        {
            // perform setup here that will not change over multiple interaction passes
            RB_ARB2_SharedSurfaceSetup( surf );

            // this may cause RB_ARB2_DrawInteraction to be exacuted multiple
            // times with different colors and images if the surface or light have multiple layers
            RB_CreateSingleDrawInteractions( surf, RB_ARB2_DrawInteraction );
        }

        // need to disable ASM programs again
        glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_NONE );
        glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, VPROG_NONE );

        glDisable( GL_VERTEX_PROGRAM_ARB );
        glDisable( GL_FRAGMENT_PROGRAM_ARB );
    }

    // disable vertex arrays
    glDisableVertexAttribArrayARB( 8 );
    glDisableVertexAttribArrayARB( 9 );
    glDisableVertexAttribArrayARB( 10 );
    glDisableVertexAttribArrayARB( 11 );
    glDisableClientState( GL_COLOR_ARRAY );

    // disable features
    RB_ARB2_UnbindTexture( 6 );
    RB_ARB2_UnbindTexture( 5 );
    RB_ARB2_UnbindTexture( 4 );
    RB_ARB2_UnbindTexture( 3 );
    RB_ARB2_UnbindTexture( 2 );
    RB_ARB2_UnbindTexture( 1 );

    backEnd.glState.currenttmu = -1;
    GL_SelectTexture( 0 );
}

/*
==================
RB_ARB2_InteractionPass
==================
*/
void RB_ARB2_InteractionPass( const drawSurf_t *shadowSurfs, const drawSurf_t *lightSurfs )
{
	// these are allway's enabled since we do not yet use GLSL shaders for the shadows.
	glEnable( GL_VERTEX_PROGRAM_ARB );
	glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_STENCIL_SHADOW );

    // save on state changes by not bothering to setup/takedown all the messy states when there are no surfs to draw
    if( shadowSurfs )
    {
        RB_StencilShadowPass( shadowSurfs );
    }

    if( lightSurfs )
    {
        RB_ARB2_CreateDrawInteractions( lightSurfs );
    }

	// need to disable ASM programs again, we do not check for GLSL here since we do not use it for shadows.
	glBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_NONE );
	glDisable( GL_VERTEX_PROGRAM_ARB );
}

/*
==================
RB_ARB2_DrawInteractions
==================
*/
void RB_ARB2_DrawInteractions( void )
{
    viewLight_t	*vLight;

    GL_SelectTexture( 0 );

	// ensure that GLSL is down comming in here.
	glUseProgram( INVALID_PROGRAM );

    // for each light, perform adding and shadowing
    for( vLight = backEnd.viewDef->viewLights; vLight; vLight = vLight->next )
    {
        backEnd.vLight = vLight;

        // do fogging later
        if( vLight->lightShader->IsFogLight() )
        {
            continue;
        }

        if( vLight->lightShader->IsBlendLight() )
        {
            continue;
        }

        // nothing to see here; these aren't the surfaces you're looking for; move along
        if( !vLight->localInteractions &&
            !vLight->globalInteractions &&
            !vLight->translucentInteractions )
        {
            continue;
        }

        // clear the stencil buffer if needed
        if( vLight->globalShadows || vLight->localShadows )
        {
            backEnd.currentScissor = vLight->scissorRect;

            if( r_useScissor.GetBool() )
            {
                glScissor( backEnd.viewDef->viewport.x1 + backEnd.currentScissor.x1,
                           backEnd.viewDef->viewport.y1 + backEnd.currentScissor.y1,
                           backEnd.currentScissor.x2 + 1 - backEnd.currentScissor.x1,
                           backEnd.currentScissor.y2 + 1 - backEnd.currentScissor.y1 );
            }
            glClear( GL_STENCIL_BUFFER_BIT );
        }
        else
        {
            // no shadows, so no need to read or write the stencil buffer
            // we might in theory want to use GL_ALWAYS instead of disabling
            // completely, to satisfy the invarience rules
            glStencilFunc( GL_ALWAYS, 128, 255 );
        }

        // run our passes for global and local
        RB_ARB2_InteractionPass( vLight->globalShadows, vLight->localInteractions );
        RB_ARB2_InteractionPass( vLight->localShadows, vLight->globalInteractions );

        // translucent surfaces never get stencil shadowed
        if( r_skipTranslucent.GetBool() )
        {
            continue;
        }
        glStencilFunc( GL_ALWAYS, 128, 255 );

        backEnd.depthFunc = GLS_DEPTHFUNC_LESS;
        RB_ARB2_CreateDrawInteractions( vLight->translucentInteractions );
        backEnd.depthFunc = GLS_DEPTHFUNC_EQUAL;
    }

    // disable stencil shadow test
    glStencilFunc( GL_ALWAYS, 128, 255 );

    GL_SelectTexture( 0 );
}

//===================================================================================

typedef struct
{
    GLenum			target;
    GLuint			ident;
    char			name[64];
} progDef_t;

static	const int	MAX_GLPROGS = 256;

// a single file can have both a vertex program and a fragment program
// removed old invalid shaders, ARB2 is default nowadays and we override the interaction shaders with GLSL anyway if availiable.
static progDef_t	progs[MAX_GLPROGS] =
{
    {GL_VERTEX_PROGRAM_ARB,   VPROG_TEST, "test.vfp"},
    {GL_FRAGMENT_PROGRAM_ARB, FPROG_TEST, "test.vfp"},
    {GL_VERTEX_PROGRAM_ARB,   VPROG_INTERACTION, "interaction.vfp"},
    {GL_FRAGMENT_PROGRAM_ARB, FPROG_INTERACTION, "interaction.vfp"},
    {GL_VERTEX_PROGRAM_ARB,   VPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp"},
    {GL_FRAGMENT_PROGRAM_ARB, FPROG_BUMPY_ENVIRONMENT, "bumpyEnvironment.vfp"},
    {GL_VERTEX_PROGRAM_ARB,   VPROG_AMBIENT, "ambientLight.vfp"},
    {GL_FRAGMENT_PROGRAM_ARB, FPROG_AMBIENT, "ambientLight.vfp"},
    {GL_VERTEX_PROGRAM_ARB,   VPROG_STENCIL_SHADOW, "shadow.vp"},
    {GL_VERTEX_PROGRAM_ARB,   VPROG_ENVIRONMENT, "environment.vfp"},
    {GL_FRAGMENT_PROGRAM_ARB, FPROG_ENVIRONMENT, "environment.vfp"},
    // additional programs can be dynamically specified in materials
};

/*
=================
R_LoadARBProgram
=================
*/
void R_LoadARBProgram( int progIndex )
{
    int		ofs;
    int		err;
    idStr	fullPath = "glprogs/";
    fullPath += progs[progIndex].name;
    char	*fileBuffer;
    char	*buffer;
    char	*start = '\0', *end;

    common->Printf( "%s", fullPath.c_str() );

    // load the program even if we don't support it, so
    // fs_copyfiles can generate cross-platform data dumps
    fileSystem->ReadFile( fullPath.c_str(), ( void ** ) &fileBuffer, NULL );

    if( !fileBuffer )
    {
        common->Printf( ": File not found\n" );
        return;
    }

    // copy to stack memory and free
    buffer = static_cast<char *>( _alloca( strlen( fileBuffer ) + 1 ) );
    strcpy( buffer, fileBuffer );
    fileSystem->FreeFile( fileBuffer );

    if( !glConfig.isInitialized )
    {
        return;
    }

    // submit the program string at start to GL
    if( progs[progIndex].ident == 0 )
    {
        // allocate a new identifier for this program
        progs[progIndex].ident = PROG_USER + progIndex;
    }

    // vertex and fragment programs can both be present in a single file, so
    // scan for the proper header to be the start point, and stamp a 0 in after the end
    if( progs[progIndex].target == GL_VERTEX_PROGRAM_ARB )
    {
        if( !glConfig.ARBVertexProgramAvailable )
        {
            common->Printf( ": GL_VERTEX_PROGRAM_ARB not available\n" );
            return;
        }
        start = strstr( ( char * ) buffer, "!!ARBvp" );
    }

    if( progs[progIndex].target == GL_FRAGMENT_PROGRAM_ARB )
    {
        if( !glConfig.ARBFragmentProgramAvailable )
        {
            common->Printf( ": GL_FRAGMENT_PROGRAM_ARB not available\n" );
            return;
        }
        start = strstr( ( char * ) buffer, "!!ARBfp" );
    }

    if( !start )
    {
        common->Printf( ": !!ARB not found\n" );
        return;
    }
    end = strstr( start, "END" );

    if( !end )
    {
        common->Printf( ": END not found\n" );
        return;
    }
    end[3] = 0;

    glBindProgramARB( progs[progIndex].target, progs[progIndex].ident );
    glGetError();

    glProgramStringARB( progs[progIndex].target, GL_PROGRAM_FORMAT_ASCII_ARB, strlen( start ), ( unsigned char * ) start );

    err = glGetError();
    glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, ( GLint * ) &ofs );

    if( err == GL_INVALID_OPERATION )
    {
        const GLubyte *str = glGetString( GL_PROGRAM_ERROR_STRING_ARB );
        common->DWarning( "\nGL_PROGRAM_ERROR_STRING_ARB: %s\n", str );

        if( ofs < 0 )
        {
            common->DWarning( "GL_PROGRAM_ERROR_POSITION_ARB < 0 with error\n" );
        }
        else if( ofs >= ( int ) strlen( ( char * ) start ) )
        {
            common->DWarning( "error at end of program\n" );
        }
        else
        {
            common->DWarning( "error at %i:\n%s", ofs, start + ofs );
        }
        return;
    }

    if( ofs != -1 )
    {
        common->DWarning( "\nGL_PROGRAM_ERROR_POSITION_ARB != -1 without error\n" );
        return;
    }
    common->Printf( "\n" );

    // need to strip the extension.
    fullPath.StripFileExtension();

    // output separated fragment / vertex shaders.
	if ( r_printGLProgs.GetBool() )
	{
		if ( progs[progIndex].target == GL_FRAGMENT_PROGRAM_ARB )
		{
			fileSystem->WriteFile( ( fullPath + ".fp" ).c_str(), start, strlen( start ) );
		}
		else
		{
			fileSystem->WriteFile( ( fullPath + ".vp" ).c_str(), start, strlen( start ) );
		}
	}
}

/*
==================
R_FindARBProgram

Returns a GL identifier that can be bound to the given target, parsing
a text file if it hasn't already been loaded.
==================
*/
int R_FindARBProgram( GLenum target, const char *program )
{
    int		i;
    idStr	stripped = program;

    stripped.StripFileExtension();

    // see if it is already loaded
    for( i = 0; progs[i].name[0]; i++ )
    {
        if( progs[i].target != target )
        {
            continue;
        }
        idStr	compare = progs[i].name;
        compare.StripFileExtension();

        if( !idStr::Icmp( stripped.c_str(), compare.c_str() ) )
        {
            return progs[i].ident;
        }
    }

    if( i == MAX_GLPROGS )
    {
        common->Error( "R_FindARBProgram: MAX_GLPROGS" );
    }

    // add it to the list and load it
    progs[i].ident = ( program_t ) 0;	// will be gen'd by R_LoadARBProgram
    progs[i].target = target;
    strncpy( progs[i].name, program, sizeof( progs[i].name ) - 1 );

    R_LoadARBProgram( i );

    common->Printf( "Finding program %s\n", program );
    return progs[i].ident;
}

/*
==================
GL_GetShaderInfoLog
==================
*/
static void GL_GetShaderInfoLog( GLuint s, GLchar *src, bool isprog )
{
	static GLchar	infolog[4096];
	GLsizei			outlen = 0;

    infolog[0] = 0;

    if( isprog )
    {
        glGetProgramInfoLog( s, 4095, &outlen, infolog );
    }
    else
    {
        glGetShaderInfoLog( s, 4095, &outlen, infolog );
    }
    common->Warning( "Shader Source:\n\n%s\n\n%s\n\n", src, infolog );
}

/*
==================
GL_CompileShader
==================
*/
static bool GL_CompileShader( GLuint sh, GLchar *src )
{
    if( sh && src )
    {
        GLint result = GL_FALSE;

        glGetError();

        glShaderSource( sh, 1, ( const GLchar ** )&src, NULL );
        glCompileShader( sh );
        glGetShaderiv( sh, GL_COMPILE_STATUS, &result );

        if( result != GL_TRUE )
        {
            GL_GetShaderInfoLog( sh, src, false );
            return false;
        }
        else if( glGetError() != GL_NO_ERROR )
        {
            GL_GetShaderInfoLog( sh, src, false );
        }
    }
    return true;
}

//===================================================================================

struct glsltable_t
{
    GLuint slot;
    GLchar *name;
};

// doom actually emulates immediate function modes with quite a bit of the vertex attrib calls, like glVertex3f = attrPosition or glColor3/4f = attribColor etc.
// this is also the reason our first attempts at replacing them with vertex array pointers failed,
// because those index positions are not declared in the shader at all.
// the uncommented ones below are the ones missing from the shaders,
// i only left them in in case someone wanted to make an effort in that regard.
glsltable_t interactionAttribs[] =
{
    /*{0, "attrPosition"},	// does not exist in shader
    {2, "attrNormal"},		// ditto and we have two normal indexes (one is used to get texture coordinates for skyportals)
    {3, "attrColor"},*/		// sigh...
    { 8, "attrTexCoords" },
    { 9, "attrTangents0" },
    { 10, "attrTangents1" },
    { 11, "attrNormal" }
};

/*
==================
GL_CreateGLSLProgram

Checks and creates shader programs for GLSL
Modified to throw invalid program if something fails.
==================
*/
static GLuint GL_CreateGLSLProgram( GLchar *vssrc, GLchar *fssrc, glsltable_t *attribs, GLuint numattribs )
{
    GLuint	progid;
    GLuint	vs = vssrc ? glCreateShader( GL_VERTEX_SHADER ) : INVALID_PROGRAM;
    GLuint	fs = fssrc ? glCreateShader( GL_FRAGMENT_SHADER ) : INVALID_PROGRAM;

    glGetError();

    // vertex shader failed to compile
    if( vs && vssrc && !GL_CompileShader( vs, vssrc ) )
    {
        return INVALID_PROGRAM;
    }

    // fragment shader failed to compile
    if( fs && fssrc && !GL_CompileShader( fs, fssrc ) )
    {
        return INVALID_PROGRAM;
    }
    progid = glCreateProgram();

    if( vs && vssrc )
    {
        glAttachShader( progid, vs );
    }

    if( fs && fssrc )
    {
        glAttachShader( progid, fs );
    }

    // bind attrib index numbers
    // we could actually bind the emulated ones here as well and then vertex attribs should work.
    if( attribs && numattribs )
    {
        for( GLuint i = 0; i < numattribs; i++ )
        {
            glBindAttribLocation( progid, attribs[i].slot, attribs[i].name );
        }
    }
    GLint result = GL_FALSE;

    glLinkProgram( progid );
    glGetProgramiv( progid, GL_LINK_STATUS, &result );

    glDeleteShader( vs );
    glDeleteShader( fs );

    if( result != GL_TRUE )
    {
        GL_GetShaderInfoLog( progid, "", true );
        return INVALID_PROGRAM;
    }
    return progid;
}

//===================================================================================

struct sampleruniforms_t
{
    GLchar	*name;
    GLint	binding;
};

sampleruniforms_t rb_interactionsamplers[] =
{
    { "bumpImage", 1 },
    { "lightFalloffImage", 2 },
    { "lightProjectImage", 3 },
    { "diffuseImage", 4 },
    { "specularImage", 5 }
};

/*
==================
GL_SetupSamplerUniforms
==================
*/
static void GL_SetupSamplerUniforms( GLuint progid, sampleruniforms_t *uniForms, GLuint numUniforms )
{
    // setup uniform locations - this is needed even on nvidia
    glUseProgram( progid );

    for( GLuint i = 0; i < numUniforms; i++ )
    {
        glUniform1i( glGetUniformLocation( progid, uniForms[i].name ), uniForms[i].binding );
    }
}

/*
==================
GL_GetGLSLFromFile
==================
*/
static GLchar *GL_GetGLSLFromFile( const GLchar *name )
{
    idStr	fullPath = "glprogs130/";
    fullPath += name;
    GLchar	*fileBuffer;
    GLchar	*buffer;

    if( !glConfig.isInitialized )
    {
        return NULL;
    }
    common->Printf( "%s", fullPath.c_str() );

    fileSystem->ReadFile( fullPath.c_str(), reinterpret_cast<void **>( &fileBuffer ), NULL );

    if( !fileBuffer )
    {
        common->Printf( ": File not found, using internal shaders\n" );
        return NULL;
    }

    // copy to stack memory
    buffer = reinterpret_cast<char *>( Mem_Alloc( strlen( fileBuffer ) + 1 ) );
    strcpy( buffer, fileBuffer );
    fileSystem->FreeFile( fileBuffer );

    common->Printf( "\n" );

    return buffer;
}

/*
==================
R_ReloadARBPrograms_f
==================
*/
void R_ReloadARBPrograms_f( const idCmdArgs &args )
{
    common->Printf( "----- R_ReloadARBPrograms -----\n" );

    for( int i = 0; progs[i].name[0]; i++ )
    {
        R_LoadARBProgram( i );
    }

    // load GLSL interaction programs if enabled
    if( glConfig.ARBShadingLanguageAvailable )
    {
		common->Printf( "----- Using GLSL interactions (forced) -----\n" );

		// according to khronos this might not actually delete the shader program.
        glDeleteProgram( rb_glsl_interaction_program );

		// try to load from file, use internal shader if not available.
        GLchar *vs = GL_GetGLSLFromFile( "interaction_vs.glsl" );
        GLchar *fs = GL_GetGLSLFromFile( "interaction_fs.glsl" );

        // replace ARB interaction shaders with GLSL counterparts, it is possible to use external GLSL shaders as well.
        rb_glsl_interaction_program = GL_CreateGLSLProgram( ( vs != NULL ) ? vs : interaction_vs, ( fs != NULL ) ? fs : interaction_fs, interactionAttribs, sizeof( interactionAttribs ) / sizeof( interactionAttribs[0] ) );

		// free externally loaded vertex shader.
        if( vs != NULL )
        {
            Mem_Free( vs );
        }

		// free externally loaded fragment shader.
        if( fs != NULL )
        {
            Mem_Free( fs );
        }

		// if the shader did not run into problems load it up.
        if( rb_glsl_interaction_program != INVALID_PROGRAM )
        {
            // made sure shaders are valid coming in here
            GL_SetupSamplerUniforms( rb_glsl_interaction_program, rb_interactionsamplers, sizeof( rb_interactionsamplers ) / sizeof( rb_interactionsamplers[0] ) );

			// set shader uniforms
            u_light_origin = glGetUniformLocation( rb_glsl_interaction_program, "u_light_origin" );
            u_view_origin = glGetUniformLocation( rb_glsl_interaction_program, "u_view_origin" );

            u_color_modulate = glGetUniformLocation( rb_glsl_interaction_program, "u_color_modulate" );
            u_color_add = glGetUniformLocation( rb_glsl_interaction_program, "u_color_add" );

            u_constant_diffuse = glGetUniformLocation( rb_glsl_interaction_program, "u_constant_diffuse" );
            u_constant_specular = glGetUniformLocation( rb_glsl_interaction_program, "u_constant_specular" );

            u_diffMatrix = glGetUniformLocation( rb_glsl_interaction_program, "u_diffMatrix" );
            u_bumpMatrix = glGetUniformLocation( rb_glsl_interaction_program, "u_bumpMatrix" );
            u_specMatrix = glGetUniformLocation( rb_glsl_interaction_program, "u_specMatrix" );

            u_projMatrix = glGetUniformLocation( rb_glsl_interaction_program, "u_projMatrix" );
            u_fallMatrix = glGetUniformLocation( rb_glsl_interaction_program, "u_fallMatrix" );
        }
        glUseProgram( INVALID_PROGRAM );
    }
    common->Printf( "-------------------------------\n" );
}

/*
==================
R_ARB2_Init
==================
*/
void R_ARB2_Init( void )
{
    glConfig.allowARB2Path = false;

    common->Printf( "---------- R_ARB2_Init ----------\n" );

    if( !glConfig.ARBVertexProgramAvailable || !glConfig.ARBFragmentProgramAvailable )
    {
        common->DWarning( "Not available.\n" );
        return;
    }
    common->Printf( "Available.\n" );
    common->Printf( "---------------------------------\n" );

    glConfig.allowARB2Path = true;
}

This will override the ARB2 assembly shaders with GLSL if your card supports it. The benefit is that we can still use things like sikkmod (tested), and the internal GLSL interaction shader looks better than sikkmods. One downside though is that we cannot use sikkpins parallax shader unless we create a cvar for turning of GLSL completely, since sikkpins parralax shader is an interaction shader.

This code was originally by michael hiney, but it had a few bugs that i been working over the years to iron out, since im not very well versed in shaders it took longer than i expected but it works rather well now.

Next thing would be GLSL for the stencil shadows, though if we want to still be able to use things like sikkmods soft shadows, it will be nessesary with a cvar to turn it of.

revelator avatar Aug 09 '19 15:08 revelator

Ported my work on the hybrid GLSL / ARB2 backend and uploaded a 32 bit windows build here.

(https://sourceforge.net/projects/cbadvanced/files/Game%20Projects/dhewm3-with-glsl-interactions.7z/download)

not much improvement speedwise, maybe 1 fps, it might actually gain more with things like sikkmod. Also ported a few things from darkmod like SSE enhanced matrix operations, still need to get the SMP code ported and then there is also the SSE enhanced Culling code from darkmod.

R_testGLSLInteractions is on by default, but if you want to toy with seeing the differences between the two render backends just set it to 0 ( you might not actually see much since its pretty close to the original ARB2 based renderer in regards to the overall look, the GLSL backend is a bit crisper though ).

revelator avatar Aug 11 '19 18:08 revelator

However, there is no Sikkmod for dhewm3 because the C++ code is not released under GPL?

DanielGibson avatar Aug 11 '19 19:08 DanielGibson

You're the only one who cares.

ghost avatar Aug 11 '19 21:08 ghost

Yes, but I'm running this project.

DanielGibson avatar Aug 11 '19 21:08 DanielGibson