2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_frame = 0; ///< used only by R_GetCurrentTexture
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
167 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
169 extern cvar_t v_glslgamma;
171 extern qboolean v_flipped_state;
173 static struct r_bloomstate_s
178 int bloomwidth, bloomheight;
180 int screentexturewidth, screentextureheight;
181 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
183 int bloomtexturewidth, bloomtextureheight;
184 rtexture_t *texture_bloom;
186 // arrays for rendering the screen passes
187 float screentexcoord2f[8];
188 float bloomtexcoord2f[8];
189 float offsettexcoord2f[8];
191 r_viewport_t viewport;
195 r_waterstate_t r_waterstate;
197 /// shadow volume bsp struct with automatically growing nodes buffer
200 rtexture_t *r_texture_blanknormalmap;
201 rtexture_t *r_texture_white;
202 rtexture_t *r_texture_grey128;
203 rtexture_t *r_texture_black;
204 rtexture_t *r_texture_notexture;
205 rtexture_t *r_texture_whitecube;
206 rtexture_t *r_texture_normalizationcube;
207 rtexture_t *r_texture_fogattenuation;
208 rtexture_t *r_texture_gammaramps;
209 unsigned int r_texture_gammaramps_serial;
210 //rtexture_t *r_texture_fogintensity;
212 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
213 unsigned int r_numqueries;
214 unsigned int r_maxqueries;
216 typedef struct r_qwskincache_s
218 char name[MAX_QPATH];
219 skinframe_t *skinframe;
223 static r_qwskincache_t *r_qwskincache;
224 static int r_qwskincache_size;
226 /// vertex coordinates for a quad that covers the screen exactly
227 const float r_screenvertex3f[12] =
235 extern void R_DrawModelShadows(void);
237 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
240 for (i = 0;i < verts;i++)
251 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
254 for (i = 0;i < verts;i++)
264 // FIXME: move this to client?
267 if (gamemode == GAME_NEHAHRA)
269 Cvar_Set("gl_fogenable", "0");
270 Cvar_Set("gl_fogdensity", "0.2");
271 Cvar_Set("gl_fogred", "0.3");
272 Cvar_Set("gl_foggreen", "0.3");
273 Cvar_Set("gl_fogblue", "0.3");
275 r_refdef.fog_density = 0;
276 r_refdef.fog_red = 0;
277 r_refdef.fog_green = 0;
278 r_refdef.fog_blue = 0;
279 r_refdef.fog_alpha = 1;
280 r_refdef.fog_start = 0;
281 r_refdef.fog_end = 16384;
282 r_refdef.fog_height = 1<<30;
283 r_refdef.fog_fadedepth = 128;
286 static void R_BuildBlankTextures(void)
288 unsigned char data[4];
289 data[2] = 128; // normal X
290 data[1] = 128; // normal Y
291 data[0] = 255; // normal Z
292 data[3] = 128; // height
293 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
298 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
303 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
308 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 static void R_BuildNoTexture(void)
314 unsigned char pix[16][16][4];
315 // this makes a light grey/dark grey checkerboard texture
316 for (y = 0;y < 16;y++)
318 for (x = 0;x < 16;x++)
320 if ((y < 8) ^ (x < 8))
336 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
339 static void R_BuildWhiteCube(void)
341 unsigned char data[6*1*1*4];
342 memset(data, 255, sizeof(data));
343 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
346 static void R_BuildNormalizationCube(void)
350 vec_t s, t, intensity;
353 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
354 for (side = 0;side < 6;side++)
356 for (y = 0;y < NORMSIZE;y++)
358 for (x = 0;x < NORMSIZE;x++)
360 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
361 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
396 intensity = 127.0f / sqrt(DotProduct(v, v));
397 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
398 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
399 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
400 data[((side*64+y)*64+x)*4+3] = 255;
404 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
408 static void R_BuildFogTexture(void)
412 unsigned char data1[FOGWIDTH][4];
413 //unsigned char data2[FOGWIDTH][4];
416 r_refdef.fogmasktable_start = r_refdef.fog_start;
417 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
418 r_refdef.fogmasktable_range = r_refdef.fogrange;
419 r_refdef.fogmasktable_density = r_refdef.fog_density;
421 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
422 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
424 d = (x * r - r_refdef.fogmasktable_start);
425 if(developer_extra.integer)
426 Con_DPrintf("%f ", d);
428 if (r_fog_exp2.integer)
429 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
431 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
432 if(developer_extra.integer)
433 Con_DPrintf(" : %f ", alpha);
434 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
435 if(developer_extra.integer)
436 Con_DPrintf(" = %f\n", alpha);
437 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
440 for (x = 0;x < FOGWIDTH;x++)
442 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
447 //data2[x][0] = 255 - b;
448 //data2[x][1] = 255 - b;
449 //data2[x][2] = 255 - b;
452 if (r_texture_fogattenuation)
454 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
455 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
459 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
460 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
464 //=======================================================================================================================================================
466 static const char *builtinshaderstring =
467 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
468 "// written by Forest 'LordHavoc' Hale\n"
469 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
471 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
474 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
475 "#define USELIGHTMAP\n"
477 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
478 "#define USEEYEVECTOR\n"
481 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
482 "# extension GL_ARB_texture_rectangle : enable\n"
485 "#ifdef USESHADOWMAP2D\n"
486 "# ifdef GL_EXT_gpu_shader4\n"
487 "# extension GL_EXT_gpu_shader4 : enable\n"
489 "# ifdef GL_ARB_texture_gather\n"
490 "# extension GL_ARB_texture_gather : enable\n"
492 "# ifdef GL_AMD_texture_texture4\n"
493 "# extension GL_AMD_texture_texture4 : enable\n"
498 "#ifdef USESHADOWMAPCUBE\n"
499 "# extension GL_EXT_gpu_shader4 : enable\n"
502 "//#ifdef USESHADOWSAMPLER\n"
503 "//# extension GL_ARB_shadow : enable\n"
506 "//#ifdef __GLSL_CG_DATA_TYPES\n"
507 "//# define myhalf half\n"
508 "//# define myhalf2 half2\n"
509 "//# define myhalf3 half3\n"
510 "//# define myhalf4 half4\n"
512 "# define myhalf float\n"
513 "# define myhalf2 vec2\n"
514 "# define myhalf3 vec3\n"
515 "# define myhalf4 vec4\n"
518 "#ifdef VERTEX_SHADER\n"
519 "uniform mat4 ModelViewProjectionMatrix;\n"
522 "#ifdef MODE_DEPTH_OR_SHADOW\n"
523 "#ifdef VERTEX_SHADER\n"
526 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
529 "#else // !MODE_DEPTH_ORSHADOW\n"
534 "#ifdef MODE_SHOWDEPTH\n"
535 "#ifdef VERTEX_SHADER\n"
538 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
539 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
543 "#ifdef FRAGMENT_SHADER\n"
546 " gl_FragColor = gl_Color;\n"
549 "#else // !MODE_SHOWDEPTH\n"
554 "#ifdef MODE_POSTPROCESS\n"
555 "varying vec2 TexCoord1;\n"
556 "varying vec2 TexCoord2;\n"
558 "#ifdef VERTEX_SHADER\n"
561 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
562 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
564 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
569 "#ifdef FRAGMENT_SHADER\n"
570 "uniform sampler2D Texture_First;\n"
572 "uniform sampler2D Texture_Second;\n"
574 "#ifdef USEGAMMARAMPS\n"
575 "uniform sampler2D Texture_GammaRamps;\n"
577 "#ifdef USESATURATION\n"
578 "uniform float Saturation;\n"
580 "#ifdef USEVIEWTINT\n"
581 "uniform vec4 ViewTintColor;\n"
583 "//uncomment these if you want to use them:\n"
584 "uniform vec4 UserVec1;\n"
585 "// uniform vec4 UserVec2;\n"
586 "// uniform vec4 UserVec3;\n"
587 "// uniform vec4 UserVec4;\n"
588 "// uniform float ClientTime;\n"
589 "uniform vec2 PixelSize;\n"
592 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
594 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
596 "#ifdef USEVIEWTINT\n"
597 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
600 "#ifdef USEPOSTPROCESSING\n"
601 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
602 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
603 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
604 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
605 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
608 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
611 "#ifdef USESATURATION\n"
612 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
613 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
614 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
615 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
618 "#ifdef USEGAMMARAMPS\n"
619 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
620 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
621 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
625 "#else // !MODE_POSTPROCESS\n"
630 "#ifdef MODE_GENERIC\n"
631 "#ifdef USEDIFFUSE\n"
632 "varying vec2 TexCoord1;\n"
634 "#ifdef USESPECULAR\n"
635 "varying vec2 TexCoord2;\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_FrontColor = gl_Color;\n"
641 "#ifdef USEDIFFUSE\n"
642 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
644 "#ifdef USESPECULAR\n"
645 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 "#ifdef FRAGMENT_SHADER\n"
652 "#ifdef USEDIFFUSE\n"
653 "uniform sampler2D Texture_First;\n"
655 "#ifdef USESPECULAR\n"
656 "uniform sampler2D Texture_Second;\n"
661 " gl_FragColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
666 "#ifdef USESPECULAR\n"
667 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
668 "# ifdef USECOLORMAPPING\n"
669 " gl_FragColor *= tex2;\n"
672 " gl_FragColor += tex2;\n"
674 "# ifdef USEVERTEXTEXTUREBLEND\n"
675 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
680 "#else // !MODE_GENERIC\n"
685 "#ifdef MODE_BLOOMBLUR\n"
686 "varying TexCoord;\n"
687 "#ifdef VERTEX_SHADER\n"
690 " gl_FrontColor = gl_Color;\n"
691 " TexCoord = gl_MultiTexCoord0.xy;\n"
692 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
696 "#ifdef FRAGMENT_SHADER\n"
697 "uniform sampler2D Texture_First;\n"
698 "uniform vec4 BloomBlur_Parameters;\n"
703 " vec2 tc = TexCoord;\n"
704 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
705 " tc += BloomBlur_Parameters.xy;\n"
706 " for (i = 1;i < SAMPLES;i++)\n"
708 " color += texture2D(Texture_First, tc).rgb;\n"
709 " tc += BloomBlur_Parameters.xy;\n"
711 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
714 "#else // !MODE_BLOOMBLUR\n"
715 "#ifdef MODE_REFRACTION\n"
716 "varying vec2 TexCoord;\n"
717 "varying vec4 ModelViewProjectionPosition;\n"
718 "uniform mat4 TexMatrix;\n"
719 "#ifdef VERTEX_SHADER\n"
723 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
724 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
725 " ModelViewProjectionPosition = gl_Position;\n"
729 "#ifdef FRAGMENT_SHADER\n"
730 "uniform sampler2D Texture_Normal;\n"
731 "uniform sampler2D Texture_Refraction;\n"
732 "uniform sampler2D Texture_Reflection;\n"
734 "uniform vec4 DistortScaleRefractReflect;\n"
735 "uniform vec4 ScreenScaleRefractReflect;\n"
736 "uniform vec4 ScreenCenterRefractReflect;\n"
737 "uniform vec4 RefractColor;\n"
738 "uniform vec4 ReflectColor;\n"
739 "uniform float ReflectFactor;\n"
740 "uniform float ReflectOffset;\n"
744 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
745 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
746 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
747 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
748 " // FIXME temporary hack to detect the case that the reflection\n"
749 " // gets blackened at edges due to leaving the area that contains actual\n"
751 " // Remove this 'ack once we have a better way to stop this thing from\n"
753 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
754 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
755 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
756 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
757 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
758 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
761 "#else // !MODE_REFRACTION\n"
766 "#ifdef MODE_WATER\n"
767 "varying vec2 TexCoord;\n"
768 "varying vec3 EyeVector;\n"
769 "varying vec4 ModelViewProjectionPosition;\n"
770 "#ifdef VERTEX_SHADER\n"
771 "uniform vec3 EyePosition;\n"
772 "uniform mat4 TexMatrix;\n"
776 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
777 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
778 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
779 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
780 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
781 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
782 " ModelViewProjectionPosition = gl_Position;\n"
786 "#ifdef FRAGMENT_SHADER\n"
787 "uniform sampler2D Texture_Normal;\n"
788 "uniform sampler2D Texture_Refraction;\n"
789 "uniform sampler2D Texture_Reflection;\n"
791 "uniform vec4 DistortScaleRefractReflect;\n"
792 "uniform vec4 ScreenScaleRefractReflect;\n"
793 "uniform vec4 ScreenCenterRefractReflect;\n"
794 "uniform vec4 RefractColor;\n"
795 "uniform vec4 ReflectColor;\n"
796 "uniform float ReflectFactor;\n"
797 "uniform float ReflectOffset;\n"
801 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
802 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
803 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
804 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
805 " // FIXME temporary hack to detect the case that the reflection\n"
806 " // gets blackened at edges due to leaving the area that contains actual\n"
808 " // Remove this 'ack once we have a better way to stop this thing from\n"
810 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
811 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
812 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
813 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
814 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
815 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
817 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
818 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
819 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
820 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
821 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
824 "#else // !MODE_WATER\n"
829 "// common definitions between vertex shader and fragment shader:\n"
831 "varying vec2 TexCoord;\n"
832 "#ifdef USEVERTEXTEXTUREBLEND\n"
833 "varying vec2 TexCoord2;\n"
835 "#ifdef USELIGHTMAP\n"
836 "varying vec2 TexCoordLightmap;\n"
839 "#ifdef MODE_LIGHTSOURCE\n"
840 "varying vec3 CubeVector;\n"
843 "#ifdef MODE_LIGHTSOURCE\n"
844 "varying vec3 LightVector;\n"
846 "#if defined(MODE_LIGHTDIRECTION)\n"
847 "varying vec3 LightVector;\n"
850 "#ifdef USEEYEVECTOR\n"
851 "varying vec3 EyeVector;\n"
854 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
857 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
858 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
859 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
860 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
863 "#ifdef USEREFLECTION\n"
864 "varying vec4 ModelViewProjectionPosition;\n"
866 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
867 "uniform vec3 LightPosition;\n"
868 "varying vec4 ModelViewPosition;\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
872 "uniform vec3 LightPosition;\n"
874 "uniform vec3 EyePosition;\n"
875 "#ifdef MODE_LIGHTDIRECTION\n"
876 "uniform vec3 LightDir;\n"
878 "uniform vec4 FogPlane;\n"
884 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
886 "// fragment shader specific:\n"
887 "#ifdef FRAGMENT_SHADER\n"
889 "uniform sampler2D Texture_Normal;\n"
890 "uniform sampler2D Texture_Color;\n"
891 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
892 "uniform sampler2D Texture_Gloss;\n"
895 "uniform sampler2D Texture_Glow;\n"
897 "#ifdef USEVERTEXTEXTUREBLEND\n"
898 "uniform sampler2D Texture_SecondaryNormal;\n"
899 "uniform sampler2D Texture_SecondaryColor;\n"
900 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
901 "uniform sampler2D Texture_SecondaryGloss;\n"
904 "uniform sampler2D Texture_SecondaryGlow;\n"
907 "#ifdef USECOLORMAPPING\n"
908 "uniform sampler2D Texture_Pants;\n"
909 "uniform sampler2D Texture_Shirt;\n"
912 "uniform sampler2D Texture_FogMask;\n"
914 "#ifdef USELIGHTMAP\n"
915 "uniform sampler2D Texture_Lightmap;\n"
917 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
918 "uniform sampler2D Texture_Deluxemap;\n"
920 "#ifdef USEREFLECTION\n"
921 "uniform sampler2D Texture_Reflection;\n"
924 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
925 "uniform sampler2DRect Texture_ScreenDepth;\n"
926 "uniform sampler2DRect Texture_ScreenNormalMap;\n"
928 "#ifdef USEDEFERREDLIGHTMAP\n"
929 "uniform sampler2DRect Texture_ScreenDiffuse;\n"
930 "uniform sampler2DRect Texture_ScreenSpecular;\n"
933 "uniform myhalf3 Color_Pants;\n"
934 "uniform myhalf3 Color_Shirt;\n"
935 "uniform myhalf3 FogColor;\n"
938 "uniform float FogRangeRecip;\n"
939 "uniform float FogPlaneViewDist;\n"
940 "uniform float FogHeightFade;\n"
941 "float FogVertex(void)\n"
943 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
944 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
946 "#ifdef USEFOGOUTSIDE\n"
947 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
949 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
951 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
955 "#ifdef USEOFFSETMAPPING\n"
956 "uniform float OffsetMapping_Scale;\n"
957 "vec2 OffsetMapping(vec2 TexCoord)\n"
959 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
960 " // 14 sample relief mapping: linear search and then binary search\n"
961 " // this basically steps forward a small amount repeatedly until it finds\n"
962 " // itself inside solid, then jitters forward and back using decreasing\n"
963 " // amounts to find the impact\n"
964 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
965 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
966 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
967 " vec3 RT = vec3(TexCoord, 1);\n"
968 " OffsetVector *= 0.1;\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
976 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
977 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
980 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
981 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
982 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
985 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
986 " // this basically moves forward the full distance, and then backs up based\n"
987 " // on height of samples\n"
988 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
989 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
990 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
991 " TexCoord += OffsetVector;\n"
992 " OffsetVector *= 0.333;\n"
993 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
994 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
995 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
996 " return TexCoord;\n"
999 "#endif // USEOFFSETMAPPING\n"
1001 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1002 "uniform sampler2D Texture_Attenuation;\n"
1003 "uniform samplerCube Texture_Cube;\n"
1005 "#ifdef USESHADOWMAPRECT\n"
1006 "# ifdef USESHADOWSAMPLER\n"
1007 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1009 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1013 "#ifdef USESHADOWMAP2D\n"
1014 "# ifdef USESHADOWSAMPLER\n"
1015 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1017 "uniform sampler2D Texture_ShadowMap2D;\n"
1021 "#ifdef USESHADOWMAPVSDCT\n"
1022 "uniform samplerCube Texture_CubeProjection;\n"
1025 "#ifdef USESHADOWMAPCUBE\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1029 "uniform samplerCube Texture_ShadowMapCube;\n"
1033 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1034 "uniform vec2 ShadowMap_TextureScale;\n"
1035 "uniform vec4 ShadowMap_Parameters;\n"
1038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1039 "# ifndef USESHADOWMAPVSDCT\n"
1040 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1042 " vec3 adir = abs(dir);\n"
1046 " if (adir.x > adir.y)\n"
1048 " if (adir.x > adir.z) // X\n"
1052 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1058 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1063 " if (adir.y > adir.z) // Y\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1073 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1077 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1078 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1079 " stc.z += ShadowMap_Parameters.z;\n"
1083 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1085 " vec3 adir = abs(dir);\n"
1086 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1087 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1088 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1089 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1090 " stc.z += ShadowMap_Parameters.z;\n"
1094 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1096 "#ifdef USESHADOWMAPCUBE\n"
1097 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1099 " vec3 adir = abs(dir);\n"
1100 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1104 "# ifdef USESHADOWMAPRECT\n"
1105 "float ShadowMapCompare(vec3 dir)\n"
1107 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1111 "# ifdef USESHADOWMAPPCF\n"
1112 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1113 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1115 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# if USESHADOWMAPPCF > 1\n"
1122 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1123 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1124 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1125 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1126 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1127 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1128 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1129 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1132 " vec2 offset = fract(shadowmaptc.xy);\n"
1133 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1134 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1135 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1136 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1137 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1140 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1148 "# ifdef USESHADOWMAP2D\n"
1149 "float ShadowMapCompare(vec3 dir)\n"
1151 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "# ifdef USESHADOWMAPPCF\n"
1156 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1157 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1158 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1160 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1163 "# ifdef USESHADOWMAPPCF\n"
1164 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1165 "# ifdef GL_ARB_texture_gather\n"
1166 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1168 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1170 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1171 " center *= ShadowMap_TextureScale;\n"
1172 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1173 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1174 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1175 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1176 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1177 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1178 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1180 "# ifdef GL_EXT_gpu_shader4\n"
1181 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1183 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1185 "# if USESHADOWMAPPCF > 1\n"
1186 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1187 " center *= ShadowMap_TextureScale;\n"
1188 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1189 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1190 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1191 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1192 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1193 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1195 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1196 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1197 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1198 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1199 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1200 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1204 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1211 "# ifdef USESHADOWMAPCUBE\n"
1212 "float ShadowMapCompare(vec3 dir)\n"
1214 " // apply depth texture cubemap as light filter\n"
1215 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "# ifdef USESHADOWSAMPLER\n"
1218 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1225 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1226 "#endif // FRAGMENT_SHADER\n"
1231 "#ifdef MODE_DEFERREDGEOMETRY\n"
1232 "#ifdef VERTEX_SHADER\n"
1233 "uniform mat4 TexMatrix;\n"
1234 "#ifdef USEVERTEXTEXTUREBLEND\n"
1235 "uniform mat4 BackgroundTexMatrix;\n"
1237 "uniform mat4 ModelViewMatrix;\n"
1240 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1241 "#ifdef USEVERTEXTEXTUREBLEND\n"
1242 " gl_FrontColor = gl_Color;\n"
1243 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1246 " // transform unnormalized eye direction into tangent space\n"
1247 "#ifdef USEOFFSETMAPPING\n"
1248 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1249 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1250 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1251 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1254 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1255 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1256 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1257 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "#endif // VERTEX_SHADER\n"
1261 "#ifdef FRAGMENT_SHADER\n"
1264 "#ifdef USEOFFSETMAPPING\n"
1265 " // apply offsetmapping\n"
1266 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1267 "#define TexCoord TexCoordOffset\n"
1270 "#ifdef USEALPHAKILL\n"
1271 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1275 "#ifdef USEVERTEXTEXTUREBLEND\n"
1276 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1277 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1278 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1279 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1282 "#ifdef USEVERTEXTEXTUREBLEND\n"
1283 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1301 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "#endif // VERTEX_SHADER\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1318 " // calculate viewspace pixel position\n"
1320 " position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
1321 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1322 " // decode viewspace pixel normal\n"
1323 " myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
1324 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1325 " // surfacenormal = pixel normal in viewspace\n"
1326 " // LightVector = pixel to light in viewspace\n"
1327 " // CubeVector = position in lightspace\n"
1328 " // eyevector = pixel to view in viewspace\n"
1329 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1330 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1331 "#ifdef USEDIFFUSE\n"
1332 " // calculate diffuse shading\n"
1333 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1334 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1336 "#ifdef USESPECULAR\n"
1337 " // calculate directional shading\n"
1338 " vec3 eyevector = position * -1.0;\n"
1339 "# ifdef USEEXACTSPECULARMATH\n"
1340 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1342 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1343 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1347 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1348 " fade *= ShadowMapCompare(CubeVector);\n"
1351 "#ifdef USEDIFFUSE\n"
1352 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1354 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1356 "#ifdef USESPECULAR\n"
1357 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1359 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1362 "# ifdef USECUBEFILTER\n"
1363 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1364 " gl_FragData[0] *= cubecolor;\n"
1365 " gl_FragData[1] *= cubecolor;\n"
1368 "#endif // FRAGMENT_SHADER\n"
1369 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1374 "#ifdef VERTEX_SHADER\n"
1375 "uniform mat4 TexMatrix;\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 "uniform mat4 BackgroundTexMatrix;\n"
1379 "#ifdef MODE_LIGHTSOURCE\n"
1380 "uniform mat4 ModelToLight;\n"
1384 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1385 " gl_FrontColor = gl_Color;\n"
1387 " // copy the surface texcoord\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1392 "#ifdef USELIGHTMAP\n"
1393 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1396 "#ifdef MODE_LIGHTSOURCE\n"
1397 " // transform vertex position into light attenuation/cubemap space\n"
1398 " // (-1 to +1 across the light box)\n"
1399 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1401 "# ifdef USEDIFFUSE\n"
1402 " // transform unnormalized light direction into tangent space\n"
1403 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1404 " // normalize it per pixel)\n"
1405 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1406 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1407 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1408 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1412 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1413 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1414 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1415 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1418 " // transform unnormalized eye direction into tangent space\n"
1419 "#ifdef USEEYEVECTOR\n"
1420 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1421 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1422 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1423 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1427 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1428 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1431 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1432 " VectorS = gl_MultiTexCoord1.xyz;\n"
1433 " VectorT = gl_MultiTexCoord2.xyz;\n"
1434 " VectorR = gl_MultiTexCoord3.xyz;\n"
1437 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1438 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "#ifdef USEREFLECTION\n"
1441 " ModelViewProjectionPosition = gl_Position;\n"
1444 "#endif // VERTEX_SHADER\n"
1449 "#ifdef FRAGMENT_SHADER\n"
1450 "#ifdef USEDEFERREDLIGHTMAP\n"
1451 "uniform myhalf3 DeferredMod_Diffuse;\n"
1452 "uniform myhalf3 DeferredMod_Specular;\n"
1454 "uniform myhalf3 Color_Ambient;\n"
1455 "uniform myhalf3 Color_Diffuse;\n"
1456 "uniform myhalf3 Color_Specular;\n"
1457 "uniform myhalf SpecularPower;\n"
1459 "uniform myhalf3 Color_Glow;\n"
1461 "uniform myhalf Alpha;\n"
1462 "#ifdef USEREFLECTION\n"
1463 "uniform vec4 DistortScaleRefractReflect;\n"
1464 "uniform vec4 ScreenScaleRefractReflect;\n"
1465 "uniform vec4 ScreenCenterRefractReflect;\n"
1466 "uniform myhalf4 ReflectColor;\n"
1468 "#ifdef MODE_LIGHTDIRECTION\n"
1469 "uniform myhalf3 LightColor;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform myhalf3 LightColor;\n"
1476 "#ifdef USEOFFSETMAPPING\n"
1477 " // apply offsetmapping\n"
1478 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1479 "#define TexCoord TexCoordOffset\n"
1482 " // combine the diffuse textures (base, pants, shirt)\n"
1483 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1484 "#ifdef USEALPHAKILL\n"
1485 " if (color.a < 0.5)\n"
1488 " color.a *= Alpha;\n"
1489 "#ifdef USECOLORMAPPING\n"
1490 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1492 "#ifdef USEVERTEXTEXTUREBLEND\n"
1493 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1494 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1495 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1496 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1498 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1501 " // get the surface normal\n"
1502 "#ifdef USEVERTEXTEXTUREBLEND\n"
1503 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1505 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " // get the material colors\n"
1509 " myhalf3 diffusetex = color.rgb;\n"
1510 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1511 "# ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1514 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 " // light source\n"
1523 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1524 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1525 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1526 "#ifdef USESPECULAR\n"
1527 "#ifdef USEEXACTSPECULARMATH\n"
1528 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1530 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1531 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1533 " color.rgb += glosstex * (specular * Color_Specular);\n"
1535 " color.rgb *= LightColor;\n"
1536 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1537 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1538 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1540 "# ifdef USECUBEFILTER\n"
1541 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1543 "#endif // MODE_LIGHTSOURCE\n"
1548 "#ifdef MODE_LIGHTDIRECTION\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "#define lightcolor LightColor\n"
1552 "#endif // MODE_LIGHTDIRECTION\n"
1553 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1555 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1556 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1557 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1558 " // convert modelspace light vector to tangentspace\n"
1559 " myhalf3 lightnormal;\n"
1560 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1561 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1562 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1563 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1564 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1565 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1566 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1567 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1568 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1569 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1570 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1571 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1572 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1573 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1574 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1576 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1577 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1578 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1584 "#ifdef MODE_LIGHTMAP\n"
1585 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1586 "#endif // MODE_LIGHTMAP\n"
1587 "#ifdef MODE_VERTEXCOLOR\n"
1588 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1589 "#endif // MODE_VERTEXCOLOR\n"
1590 "#ifdef MODE_FLATCOLOR\n"
1591 " color.rgb = diffusetex * Color_Ambient;\n"
1592 "#endif // MODE_FLATCOLOR\n"
1598 "# ifdef USEDIFFUSE\n"
1599 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1600 "# ifdef USESPECULAR\n"
1601 "# ifdef USEEXACTSPECULARMATH\n"
1602 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1604 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1605 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1607 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1609 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1612 " color.rgb = diffusetex * Color_Ambient;\n"
1616 "#ifdef USEDEFERREDLIGHTMAP\n"
1617 " color.rgb += diffusetex * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredMod_Diffuse;\n"
1618 " color.rgb += glosstex * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredMod_Specular;\n"
1622 "#ifdef USEVERTEXTEXTUREBLEND\n"
1623 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1625 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1630 "#ifdef MODE_LIGHTSOURCE\n"
1631 " color.rgb *= myhalf(FogVertex());\n"
1633 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1637 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1638 "#ifdef USEREFLECTION\n"
1639 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1640 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1641 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1642 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1643 " // FIXME temporary hack to detect the case that the reflection\n"
1644 " // gets blackened at edges due to leaving the area that contains actual\n"
1646 " // Remove this 'ack once we have a better way to stop this thing from\n"
1648 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1649 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1650 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1651 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1652 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1653 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1656 " gl_FragColor = vec4(color);\n"
1658 "#endif // FRAGMENT_SHADER\n"
1660 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1661 "#endif // !MODE_DEFERREDGEOMETRY\n"
1662 "#endif // !MODE_WATER\n"
1663 "#endif // !MODE_REFRACTION\n"
1664 "#endif // !MODE_BLOOMBLUR\n"
1665 "#endif // !MODE_GENERIC\n"
1666 "#endif // !MODE_POSTPROCESS\n"
1667 "#endif // !MODE_SHOWDEPTH\n"
1668 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1672 =========================================================================================================================================================
1676 =========================================================================================================================================================
1680 =========================================================================================================================================================
1684 =========================================================================================================================================================
1688 =========================================================================================================================================================
1692 =========================================================================================================================================================
1696 =========================================================================================================================================================
1699 const char *builtincgshaderstring =
1700 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1701 "// written by Forest 'LordHavoc' Hale\n"
1702 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1704 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1707 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1708 "#define USELIGHTMAP\n"
1710 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1711 "#define USEEYEVECTOR\n"
1714 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1715 "#ifdef VERTEX_SHADER\n"
1718 "float4 gl_Vertex : POSITION,\n"
1719 "uniform float4x4 ModelViewProjectionMatrix,\n"
1720 "out float4 gl_Position : POSITION\n"
1723 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1726 "#else // !MODE_DEPTH_ORSHADOW\n"
1731 "#ifdef MODE_SHOWDEPTH\n"
1732 "#ifdef VERTEX_SHADER\n"
1735 "float4 gl_Vertex : POSITION,\n"
1736 "uniform float4x4 ModelViewProjectionMatrix,\n"
1737 "out float4 gl_Position : POSITION,\n"
1738 "out float4 gl_FrontColor : COLOR0\n"
1741 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1742 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1746 "#ifdef FRAGMENT_SHADER\n"
1749 "float4 gl_FrontColor : COLOR0,\n"
1750 "out float4 gl_FragColor : COLOR\n"
1753 " gl_FragColor = gl_FrontColor;\n"
1756 "#else // !MODE_SHOWDEPTH\n"
1761 "#ifdef MODE_POSTPROCESS\n"
1763 "#ifdef VERTEX_SHADER\n"
1766 "float4 gl_Vertex : POSITION,\n"
1767 "uniform float4x4 ModelViewProjectionMatrix,\n"
1768 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1769 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float2 TexCoord1 : TEXCOORD0,\n"
1772 "out float2 TexCoord2 : TEXCOORD1\n"
1775 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1776 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1778 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1783 "#ifdef FRAGMENT_SHADER\n"
1786 "float2 TexCoord1 : TEXCOORD0,\n"
1787 "float2 TexCoord2 : TEXCOORD1,\n"
1788 "uniform sampler2D Texture_First,\n"
1790 "uniform sampler2D Texture_Second,\n"
1792 "#ifdef USEGAMMARAMPS\n"
1793 "uniform sampler2D Texture_GammaRamps,\n"
1795 "#ifdef USESATURATION\n"
1796 "uniform float Saturation,\n"
1798 "#ifdef USEVIEWTINT\n"
1799 "uniform float4 ViewTintColor,\n"
1801 "uniform float4 UserVec1,\n"
1802 "uniform float4 UserVec2,\n"
1803 "uniform float4 UserVec3,\n"
1804 "uniform float4 UserVec4,\n"
1805 "uniform float ClientTime,\n"
1806 "uniform float2 PixelSize,\n"
1807 "out float4 gl_FragColor : COLOR\n"
1810 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1812 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1814 "#ifdef USEVIEWTINT\n"
1815 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1818 "#ifdef USEPOSTPROCESSING\n"
1819 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1820 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1821 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1822 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1823 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1824 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1825 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1826 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1829 "#ifdef USESATURATION\n"
1830 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1831 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1832 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1833 " gl_FragColor.rgb = mix(float3(y), gl_FragColor.rgb, Saturation);\n"
1836 "#ifdef USEGAMMARAMPS\n"
1837 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1838 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1839 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1843 "#else // !MODE_POSTPROCESS\n"
1848 "#ifdef MODE_GENERIC\n"
1849 "#ifdef VERTEX_SHADER\n"
1852 "float4 gl_Vertex : POSITION,\n"
1853 "uniform float4x4 ModelViewProjectionMatrix,\n"
1854 "float4 gl_Color : COLOR0,\n"
1855 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1856 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1857 "out float4 gl_Position : POSITION,\n"
1858 "out float4 gl_FrontColor : COLOR,\n"
1859 "out float2 TexCoord1 : TEXCOORD0,\n"
1860 "out float2 TexCoord2 : TEXCOORD1\n"
1863 " gl_FrontColor = gl_Color;\n"
1864 "#ifdef USEDIFFUSE\n"
1865 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1867 "#ifdef USESPECULAR\n"
1868 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1870 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1874 "#ifdef FRAGMENT_SHADER\n"
1878 "float4 gl_FrontColor : COLOR,\n"
1879 "float2 TexCoord1 : TEXCOORD0,\n"
1880 "float2 TexCoord2 : TEXCOORD1,\n"
1881 "#ifdef USEDIFFUSE\n"
1882 "uniform sampler2D Texture_First,\n"
1884 "#ifdef USESPECULAR\n"
1885 "uniform sampler2D Texture_Second,\n"
1887 "out float4 gl_FragColor : COLOR\n"
1890 " gl_FragColor = gl_FrontColor;\n"
1891 "#ifdef USEDIFFUSE\n"
1892 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1895 "#ifdef USESPECULAR\n"
1896 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1897 "# ifdef USECOLORMAPPING\n"
1898 " gl_FragColor *= tex2;\n"
1901 " gl_FragColor += tex2;\n"
1903 "# ifdef USEVERTEXTEXTUREBLEND\n"
1904 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
1909 "#else // !MODE_GENERIC\n"
1914 "#ifdef MODE_BLOOMBLUR\n"
1915 "#ifdef VERTEX_SHADER\n"
1918 "float4 gl_Vertex : POSITION,\n"
1919 "uniform float4x4 ModelViewProjectionMatrix,\n"
1920 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1921 "out float4 gl_Position : POSITION,\n"
1922 "out float2 TexCoord : TEXCOORD0\n"
1925 " TexCoord = gl_MultiTexCoord0.xy;\n"
1926 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1930 "#ifdef FRAGMENT_SHADER\n"
1934 "float2 TexCoord : TEXCOORD0,\n"
1935 "uniform sampler2D Texture_First,\n"
1936 "uniform float4 BloomBlur_Parameters,\n"
1937 "out float4 gl_FragColor : COLOR\n"
1941 " float2 tc = TexCoord;\n"
1942 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1943 " tc += BloomBlur_Parameters.xy;\n"
1944 " for (i = 1;i < SAMPLES;i++)\n"
1946 " color += tex2D(Texture_First, tc).rgb;\n"
1947 " tc += BloomBlur_Parameters.xy;\n"
1949 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1952 "#else // !MODE_BLOOMBLUR\n"
1953 "#ifdef MODE_REFRACTION\n"
1954 "#ifdef VERTEX_SHADER\n"
1957 "float4 gl_Vertex : POSITION,\n"
1958 "uniform float4x4 ModelViewProjectionMatrix,\n"
1959 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1960 "uniform mat4 TexMatrix,\n"
1961 "uniform float3 EyePosition,\n"
1962 "out float4 gl_Position : POSITION,\n"
1963 "out float2 TexCoord : TEXCOORD0,\n"
1964 "out float3 EyeVector : TEXCOORD1,\n"
1965 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1968 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1969 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1970 " ModelViewProjectionPosition = gl_Position;\n"
1974 "#ifdef FRAGMENT_SHADER\n"
1977 "float2 TexCoord : TEXCOORD0,\n"
1978 "float3 EyeVector : TEXCOORD1,\n"
1979 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1980 "uniform sampler2D Texture_Normal,\n"
1981 "uniform sampler2D Texture_Refraction,\n"
1982 "uniform sampler2D Texture_Reflection,\n"
1983 "uniform float4 DistortScaleRefractReflect,\n"
1984 "uniform float4 ScreenScaleRefractReflect,\n"
1985 "uniform float4 ScreenCenterRefractReflect,\n"
1986 "uniform float4 RefractColor,\n"
1987 "out float4 gl_FragColor : COLOR\n"
1990 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1991 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1992 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1993 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1994 " // FIXME temporary hack to detect the case that the reflection\n"
1995 " // gets blackened at edges due to leaving the area that contains actual\n"
1997 " // Remove this 'ack once we have a better way to stop this thing from\n"
1999 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2000 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2001 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2002 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2003 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2004 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2007 "#else // !MODE_REFRACTION\n"
2012 "#ifdef MODE_WATER\n"
2013 "#ifdef VERTEX_SHADER\n"
2017 "float4 gl_Vertex : POSITION,\n"
2018 "uniform float4x4 ModelViewProjectionMatrix,\n"
2019 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2020 "uniform mat4 TexMatrix,\n"
2021 "uniform float3 EyePosition,\n"
2022 "out float4 gl_Position : POSITION,\n"
2023 "out float2 TexCoord : TEXCOORD0,\n"
2024 "out float3 EyeVector : TEXCOORD1,\n"
2025 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2028 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2029 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2030 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2031 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2032 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2033 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2034 " ModelViewProjectionPosition = gl_Position;\n"
2038 "#ifdef FRAGMENT_SHADER\n"
2041 "float2 TexCoord : TEXCOORD0,\n"
2042 "float3 EyeVector : TEXCOORD1,\n"
2043 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2044 "uniform sampler2D Texture_Normal,\n"
2045 "uniform sampler2D Texture_Refraction,\n"
2046 "uniform sampler2D Texture_Reflection,\n"
2047 "uniform float4 DistortScaleRefractReflect,\n"
2048 "uniform float4 ScreenScaleRefractReflect,\n"
2049 "uniform float4 ScreenCenterRefractReflect,\n"
2050 "uniform float4 RefractColor,\n"
2051 "uniform float4 ReflectColor,\n"
2052 "uniform float ReflectFactor,\n"
2053 "uniform float ReflectOffset,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2057 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2058 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2059 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2060 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2061 " // FIXME temporary hack to detect the case that the reflection\n"
2062 " // gets blackened at edges due to leaving the area that contains actual\n"
2064 " // Remove this 'ack once we have a better way to stop this thing from\n"
2066 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2071 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2072 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2073 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2074 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2075 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2076 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2077 " gl_FragColor = mix(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2080 "#else // !MODE_WATER\n"
2085 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2087 "// fragment shader specific:\n"
2088 "#ifdef FRAGMENT_SHADER\n"
2091 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2094 "#ifdef USEFOGOUTSIDE\n"
2095 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2097 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2099 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2103 "#ifdef USEOFFSETMAPPING\n"
2104 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2107 " // 14 sample relief mapping: linear search and then binary search\n"
2108 " // this basically steps forward a small amount repeatedly until it finds\n"
2109 " // itself inside solid, then jitters forward and back using decreasing\n"
2110 " // amounts to find the impact\n"
2111 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2112 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2113 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2114 " float3 RT = float3(TexCoord, 1);\n"
2115 " OffsetVector *= 0.1;\n"
2116 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2117 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2118 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2119 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2120 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2121 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2122 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2123 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2124 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2125 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2126 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2127 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2128 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2129 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2133 " // this basically moves forward the full distance, and then backs up based\n"
2134 " // on height of samples\n"
2135 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2136 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2137 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2138 " TexCoord += OffsetVector;\n"
2139 " OffsetVector *= 0.333;\n"
2140 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2141 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2142 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2143 " return TexCoord;\n"
2146 "#endif // USEOFFSETMAPPING\n"
2148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2149 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2150 "# ifndef USESHADOWMAPVSDCT\n"
2151 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2153 " float3 adir = abs(dir);\n"
2157 " if (adir.x > adir.y)\n"
2159 " if (adir.x > adir.z) // X\n"
2163 " offset = float2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2169 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2174 " if (adir.y > adir.z) // Y\n"
2178 " offset = float2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2184 " offset = float2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2188 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2189 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2190 " stc.z += ShadowMap_Parameters.z;\n"
2194 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2196 " float3 adir = abs(dir);\n"
2197 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2198 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2199 " float3 stc = float3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2200 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2201 " stc.z += ShadowMap_Parameters.z;\n"
2205 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2207 "#ifdef USESHADOWMAPCUBE\n"
2208 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2210 " float3 adir = abs(dir);\n"
2211 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2215 "# ifdef USESHADOWMAPRECT\n"
2216 "#ifdef USESHADOWMAPVSDCT\n"
2217 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2219 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2222 "#ifdef USESHADOWMAPVSDCT\n"
2223 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2225 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2228 "# ifdef USESHADOWSAMPLER\n"
2230 "# ifdef USESHADOWMAPPCF\n"
2231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2232 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2239 "# ifdef USESHADOWMAPPCF\n"
2240 "# if USESHADOWMAPPCF > 1\n"
2241 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2242 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2243 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2244 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2245 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2246 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2247 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2250 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2251 " float2 offset = fract(shadowmaptc.xy);\n"
2252 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2253 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2254 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2255 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2256 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2259 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2267 "# ifdef USESHADOWMAP2D\n"
2268 "#ifdef USESHADOWMAPVSDCT\n"
2269 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2271 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2274 "#ifdef USESHADOWMAPVSDCT\n"
2275 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2277 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2281 "# ifdef USESHADOWSAMPLER\n"
2282 "# ifdef USESHADOWMAPPCF\n"
2283 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2284 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2285 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2287 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2290 "# ifdef USESHADOWMAPPCF\n"
2291 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2292 "# ifdef GL_ARB_texture_gather\n"
2293 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2295 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2297 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2298 " center *= ShadowMap_TextureScale;\n"
2299 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2300 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2301 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2302 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2303 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2304 " mix(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2305 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2307 "# ifdef GL_EXT_gpu_shader4\n"
2308 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, ifloat2(x, y)).r\n"
2310 "# define texval(x, y) tex2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2312 "# if USESHADOWMAPPCF > 1\n"
2313 " float2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
2314 " center *= ShadowMap_TextureScale;\n"
2315 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2316 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2317 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2318 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2319 " float4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
2320 " f = dot(mix(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2322 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
2323 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2324 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2325 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2326 " float3 cols = row2 + mix(row1, row3, offset.y);\n"
2327 " f = dot(mix(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2331 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2338 "# ifdef USESHADOWMAPCUBE\n"
2339 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2341 " // apply depth texture cubemap as light filter\n"
2342 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2344 "# ifdef USESHADOWSAMPLER\n"
2345 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2347 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2352 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2353 "#endif // FRAGMENT_SHADER\n"
2358 "#ifdef MODE_DEFERREDGEOMETRY\n"
2359 "#ifdef VERTEX_SHADER\n"
2362 "float4 gl_Vertex : POSITION,\n"
2363 "uniform float4x4 ModelViewProjectionMatrix,\n"
2364 "#ifdef USEVERTEXTEXTUREBLEND\n"
2365 "float4 gl_Color : COLOR0,\n"
2367 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2368 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2369 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2370 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2371 "uniform mat4 TexMatrix,\n"
2372 "#ifdef USEVERTEXTEXTUREBLEND\n"
2373 "uniform mat4 BackgroundTexMatrix,\n"
2375 "uniform mat4 ModelViewMatrix,\n"
2376 "out float4 gl_Position : POSITION,\n"
2377 "out float4 gl_FrontColor : COLOR,\n"
2378 "out float4 TexCoordBoth : TEXCOORD0,\n"
2379 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2380 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2381 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2384 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2385 "#ifdef USEVERTEXTEXTUREBLEND\n"
2386 " gl_FrontColor = gl_Color;\n"
2387 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2390 " // transform unnormalized eye direction into tangent space\n"
2391 "#ifdef USEOFFSETMAPPING\n"
2392 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2393 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2394 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2395 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2398 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2399 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2400 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2401 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2403 "#endif // VERTEX_SHADER\n"
2405 "#ifdef FRAGMENT_SHADER\n"
2408 "float4 TexCoordBoth : TEXCOORD0,\n"
2409 "float3 EyeVector : TEXCOORD2,\n"
2410 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2411 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2412 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2413 "uniform sampler2D Texture_Normal,\n"
2414 "#ifdef USEALPHAKILL\n"
2415 "uniform sampler2D Texture_Color,\n"
2417 "#ifdef USEVERTEXTEXTUREBLEND\n"
2418 "uniform sampler2D Texture_SecondaryNormal,\n"
2420 "#ifdef USEOFFSETMAPPING\n"
2421 "uniform float OffsetMapping_Scale,\n"
2423 "uniform half SpecularPower,\n"
2424 "out float4 gl_FragColor : COLOR\n"
2427 " float2 TexCoord = TexCoordBoth.xy;\n"
2428 "#ifdef USEOFFSETMAPPING\n"
2429 " // apply offsetmapping\n"
2430 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2431 "#define TexCoord TexCoordOffset\n"
2434 "#ifdef USEALPHAKILL\n"
2435 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2441 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2442 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2443 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2446 "#ifdef USEVERTEXTEXTUREBLEND\n"
2447 " float3 surfacenormal = mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2449 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2452 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2454 "#endif // FRAGMENT_SHADER\n"
2455 "#else // !MODE_DEFERREDGEOMETRY\n"
2460 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2461 "#ifdef VERTEX_SHADER\n"
2464 "float4 gl_Vertex : POSITION,\n"
2465 "uniform float4x4 ModelViewProjectionMatrix,\n"
2466 "uniform mat4 ModelViewMatrix,\n"
2467 "out float4 gl_Position : POSITION,\n"
2468 "out float4 ModelViewPosition : TEXCOORD0\n"
2471 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2472 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2474 "#endif // VERTEX_SHADER\n"
2476 "#ifdef FRAGMENT_SHADER\n"
2479 "float2 Pixel : WPOS,\n"
2480 "float4 ModelViewPosition : TEXCOORD0,\n"
2481 "uniform mat4 ViewToLight,\n"
2482 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2483 "uniform float3 LightPosition,\n"
2484 "uniform half3 DeferredColor_Ambient,\n"
2485 "uniform half3 DeferredColor_Diffuse,\n"
2486 "#ifdef USESPECULAR\n"
2487 "uniform half3 DeferredColor_Specular,\n"
2488 "uniform half SpecularPower,\n"
2490 "uniform sampler2D Texture_Attenuation,\n"
2491 "uniform samplerRECT Texture_ScreenDepth,\n"
2492 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2494 "#ifdef USESHADOWMAPRECT\n"
2495 "# ifdef USESHADOWSAMPLER\n"
2496 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2498 "uniform samplerRECT Texture_ShadowMapRect,\n"
2502 "#ifdef USESHADOWMAP2D\n"
2503 "# ifdef USESHADOWSAMPLER\n"
2504 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2506 "uniform sampler2D Texture_ShadowMap2D,\n"
2510 "#ifdef USESHADOWMAPVSDCT\n"
2511 "uniform samplerCUBE Texture_CubeProjection,\n"
2514 "#ifdef USESHADOWMAPCUBE\n"
2515 "# ifdef USESHADOWSAMPLER\n"
2516 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2518 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2522 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2523 "uniform float2 ShadowMap_TextureScale,\n"
2524 "uniform float4 ShadowMap_Parameters,\n"
2527 "out float4 gl_FragData0 : COLOR0,\n"
2528 "out float4 gl_FragData1 : COLOR1\n"
2531 " // calculate viewspace pixel position\n"
2532 " float3 position;\n"
2533 " position.z = ScreenToDepth.y / (texRECT(Texture_ScreenDepth, Pixel).r + ScreenToDepth.x);\n"
2534 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2535 " // decode viewspace pixel normal\n"
2536 " half4 normalmap = texRECT(Texture_ScreenNormalMap, Pixel);\n"
2537 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2538 " // surfacenormal = pixel normal in viewspace\n"
2539 " // LightVector = pixel to light in viewspace\n"
2540 " // CubeVector = position in lightspace\n"
2541 " // eyevector = pixel to view in viewspace\n"
2542 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2543 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2544 "#ifdef USEDIFFUSE\n"
2545 " // calculate diffuse shading\n"
2546 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2547 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2549 "#ifdef USESPECULAR\n"
2550 " // calculate directional shading\n"
2551 " float3 eyevector = position * -1.0;\n"
2552 "# ifdef USEEXACTSPECULARMATH\n"
2553 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2555 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2556 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2560 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2561 " fade *= ShadowMapCompare(CubeVector,\n"
2562 "# if defined(USESHADOWMAP2D)\n"
2563 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2565 "# if defined(USESHADOWMAPRECT)\n"
2566 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2568 "# if defined(USESHADOWMAPCUBE)\n"
2569 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2572 "#ifdef USESHADOWMAPVSDCT\n"
2573 ", Texture_CubeProjection\n"
2578 "#ifdef USEDIFFUSE\n"
2579 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2581 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2583 "#ifdef USESPECULAR\n"
2584 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2586 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2589 "# ifdef USECUBEFILTER\n"
2590 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2591 " gl_FragData0 *= cubecolor;\n"
2592 " gl_FragData1 *= cubecolor;\n"
2595 "#endif // FRAGMENT_SHADER\n"
2596 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2601 "#ifdef VERTEX_SHADER\n"
2604 "float4 gl_Vertex : POSITION,\n"
2605 "uniform float4x4 ModelViewProjectionMatrix,\n"
2606 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2607 "float4 gl_Color : COLOR0,\n"
2609 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2610 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2611 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2612 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2613 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2615 "uniform float3 EyePosition,\n"
2616 "uniform mat4 TexMatrix,\n"
2617 "#ifdef USEVERTEXTEXTUREBLEND\n"
2618 "uniform mat4 BackgroundTexMatrix,\n"
2620 "#ifdef MODE_LIGHTSOURCE\n"
2621 "uniform mat4 ModelToLight,\n"
2623 "#ifdef MODE_LIGHTSOURCE\n"
2624 "uniform float3 LightPosition,\n"
2626 "#ifdef MODE_LIGHTDIRECTION\n"
2627 "uniform float3 LightDir,\n"
2629 "uniform float4 FogPlane,\n"
2630 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2631 "uniform float3 LightPosition,\n"
2634 "out float4 gl_FrontColor : COLOR,\n"
2635 "out float4 TexCoordBoth : TEXCOORD0,\n"
2636 "#ifdef USELIGHTMAP\n"
2637 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2639 "#ifdef USEEYEVECTOR\n"
2640 "out float3 EyeVector : TEXCOORD2,\n"
2642 "#ifdef USEREFLECTION\n"
2643 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2646 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2648 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2649 "out float3 LightVector : TEXCOORD5,\n"
2651 "#ifdef MODE_LIGHTSOURCE\n"
2652 "out float3 CubeVector : TEXCOORD3,\n"
2654 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2655 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2656 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2657 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2659 "out float4 gl_Position : POSITION\n"
2662 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2663 " gl_FrontColor = gl_Color;\n"
2665 " // copy the surface texcoord\n"
2666 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2667 "#ifdef USEVERTEXTEXTUREBLEND\n"
2668 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2670 "#ifdef USELIGHTMAP\n"
2671 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2674 "#ifdef MODE_LIGHTSOURCE\n"
2675 " // transform vertex position into light attenuation/cubemap space\n"
2676 " // (-1 to +1 across the light box)\n"
2677 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2679 "# ifdef USEDIFFUSE\n"
2680 " // transform unnormalized light direction into tangent space\n"
2681 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2682 " // normalize it per pixel)\n"
2683 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2684 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2685 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2686 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2690 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2691 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2692 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2693 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2696 " // transform unnormalized eye direction into tangent space\n"
2697 "#ifdef USEEYEVECTOR\n"
2698 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2699 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2700 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2701 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2705 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2706 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2709 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2710 " VectorS = gl_MultiTexCoord1.xyz;\n"
2711 " VectorT = gl_MultiTexCoord2.xyz;\n"
2712 " VectorR = gl_MultiTexCoord3.xyz;\n"
2715 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2716 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2718 "#ifdef USEREFLECTION\n"
2719 " ModelViewProjectionPosition = gl_Position;\n"
2722 "#endif // VERTEX_SHADER\n"
2727 "#ifdef FRAGMENT_SHADER\n"
2730 "#ifdef USEDEFERREDLIGHTMAP\n"
2731 "float2 Pixel : WPOS,\n"
2733 "float4 gl_FrontColor : COLOR,\n"
2734 "float4 TexCoordBoth : TEXCOORD0,\n"
2735 "#ifdef USELIGHTMAP\n"
2736 "float2 TexCoordLightmap : TEXCOORD1,\n"
2738 "#ifdef USEEYEVECTOR\n"
2739 "float3 EyeVector : TEXCOORD2,\n"
2741 "#ifdef USEREFLECTION\n"
2742 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2745 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2747 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2748 "float3 LightVector : TEXCOORD5,\n"
2750 "#ifdef MODE_LIGHTSOURCE\n"
2751 "float3 CubeVector : TEXCOORD3,\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "float4 ModelViewPosition : TEXCOORD0,\n"
2756 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2757 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2758 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2759 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2762 "uniform sampler2D Texture_Normal,\n"
2763 "uniform sampler2D Texture_Color,\n"
2764 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2765 "uniform sampler2D Texture_Gloss,\n"
2768 "uniform sampler2D Texture_Glow,\n"
2770 "#ifdef USEVERTEXTEXTUREBLEND\n"
2771 "uniform sampler2D Texture_SecondaryNormal,\n"
2772 "uniform sampler2D Texture_SecondaryColor,\n"
2773 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2774 "uniform sampler2D Texture_SecondaryGloss,\n"
2777 "uniform sampler2D Texture_SecondaryGlow,\n"
2780 "#ifdef USECOLORMAPPING\n"
2781 "uniform sampler2D Texture_Pants,\n"
2782 "uniform sampler2D Texture_Shirt,\n"
2785 "uniform sampler2D Texture_FogMask,\n"
2787 "#ifdef USELIGHTMAP\n"
2788 "uniform sampler2D Texture_Lightmap,\n"
2790 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2791 "uniform sampler2D Texture_Deluxemap,\n"
2793 "#ifdef USEREFLECTION\n"
2794 "uniform sampler2D Texture_Reflection,\n"
2797 "//#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2798 "uniform samplerRECT Texture_ScreenDepth,\n"
2799 "uniform samplerRECT Texture_ScreenNormalMap,\n"
2801 "#ifdef USEDEFERREDLIGHTMAP\n"
2802 "uniform samplerRECT Texture_ScreenDiffuse,\n"
2803 "uniform samplerRECT Texture_ScreenSpecular,\n"
2806 "#ifdef USECOLORMAPPING\n"
2807 "uniform half3 Color_Pants,\n"
2808 "uniform half3 Color_Shirt,\n"
2811 "uniform float3 FogColor,\n"
2812 "uniform float FogRangeRecip,\n"
2813 "uniform float FogPlaneViewDist,\n"
2814 "uniform float FogHeightFade,\n"
2817 "#ifdef USEOFFSETMAPPING\n"
2818 "uniform float OffsetMapping_Scale,\n"
2821 "#ifdef USEDEFERREDLIGHTMAP\n"
2822 "uniform half3 DeferredMod_Diffuse,\n"
2823 "uniform half3 DeferredMod_Specular,\n"
2825 "uniform half3 Color_Ambient,\n"
2826 "uniform half3 Color_Diffuse,\n"
2827 "uniform half3 Color_Specular,\n"
2828 "uniform half SpecularPower,\n"
2830 "uniform half3 Color_Glow,\n"
2832 "uniform half Alpha,\n"
2833 "#ifdef USEREFLECTION\n"
2834 "uniform float4 DistortScaleRefractReflect,\n"
2835 "uniform float4 ScreenScaleRefractReflect,\n"
2836 "uniform float4 ScreenCenterRefractReflect,\n"
2837 "uniform half4 ReflectColor,\n"
2839 "#ifdef MODE_LIGHTDIRECTION\n"
2840 "uniform half3 LightColor,\n"
2842 "#ifdef MODE_LIGHTSOURCE\n"
2843 "uniform half3 LightColor,\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2847 "uniform sampler2D Texture_Attenuation,\n"
2848 "uniform samplerCUBE Texture_Cube,\n"
2850 "#ifdef USESHADOWMAPRECT\n"
2851 "# ifdef USESHADOWSAMPLER\n"
2852 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2854 "uniform samplerRECT Texture_ShadowMapRect,\n"
2858 "#ifdef USESHADOWMAP2D\n"
2859 "# ifdef USESHADOWSAMPLER\n"
2860 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2862 "uniform sampler2D Texture_ShadowMap2D,\n"
2866 "#ifdef USESHADOWMAPVSDCT\n"
2867 "uniform samplerCUBE Texture_CubeProjection,\n"
2870 "#ifdef USESHADOWMAPCUBE\n"
2871 "# ifdef USESHADOWSAMPLER\n"
2872 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2874 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2878 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2879 "uniform float2 ShadowMap_TextureScale,\n"
2880 "uniform float4 ShadowMap_Parameters,\n"
2882 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2884 "out float4 gl_FragColor : COLOR\n"
2887 " float2 TexCoord = TexCoordBoth.xy;\n"
2888 "#ifdef USEVERTEXTEXTUREBLEND\n"
2889 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2891 "#ifdef USEOFFSETMAPPING\n"
2892 " // apply offsetmapping\n"
2893 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2894 "#define TexCoord TexCoordOffset\n"
2897 " // combine the diffuse textures (base, pants, shirt)\n"
2898 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2899 "#ifdef USEALPHAKILL\n"
2900 " if (color.a < 0.5)\n"
2903 " color.a *= Alpha;\n"
2904 "#ifdef USECOLORMAPPING\n"
2905 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2907 "#ifdef USEVERTEXTEXTUREBLEND\n"
2908 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2909 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2910 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2911 " color.rgb = half3(mix(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2913 " //color = mix(half4(1, 0, 0, 1), color, terrainblend);\n"
2916 " // get the surface normal\n"
2917 "#ifdef USEVERTEXTEXTUREBLEND\n"
2918 " half3 surfacenormal = normalize(half3(mix(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2920 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2923 " // get the material colors\n"
2924 " half3 diffusetex = color.rgb;\n"
2925 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2926 "# ifdef USEVERTEXTEXTUREBLEND\n"
2927 " half3 glosstex = half3(mix(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2929 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2936 "#ifdef MODE_LIGHTSOURCE\n"
2937 " // light source\n"
2938 " half3 lightnormal = half3(normalize(LightVector));\n"
2939 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2940 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2941 "#ifdef USESPECULAR\n"
2942 "#ifdef USEEXACTSPECULARMATH\n"
2943 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2945 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2946 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2948 " color.rgb += glosstex * (specular * Color_Specular);\n"
2950 " color.rgb *= LightColor;\n"
2951 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2952 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2953 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2954 "# if defined(USESHADOWMAP2D)\n"
2955 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2957 "# if defined(USESHADOWMAPRECT)\n"
2958 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2960 "# if defined(USESHADOWMAPCUBE)\n"
2961 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2964 "#ifdef USESHADOWMAPVSDCT\n"
2965 ", Texture_CubeProjection\n"
2970 "# ifdef USECUBEFILTER\n"
2971 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2973 "#endif // MODE_LIGHTSOURCE\n"
2978 "#ifdef MODE_LIGHTDIRECTION\n"
2980 " half3 lightnormal = half3(normalize(LightVector));\n"
2981 "#define lightcolor LightColor\n"
2982 "#endif // MODE_LIGHTDIRECTION\n"
2983 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2985 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
2986 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
2987 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
2988 " // convert modelspace light vector to tangentspace\n"
2989 " half3 lightnormal;\n"
2990 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
2991 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
2992 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
2993 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
2994 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
2995 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
2996 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
2997 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
2998 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
2999 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3000 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3001 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3002 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3003 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3004 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3006 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3007 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3008 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3014 "#ifdef MODE_LIGHTMAP\n"
3015 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3016 "#endif // MODE_LIGHTMAP\n"
3017 "#ifdef MODE_VERTEXCOLOR\n"
3018 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3019 "#endif // MODE_VERTEXCOLOR\n"
3020 "#ifdef MODE_FLATCOLOR\n"
3021 " color.rgb = diffusetex * Color_Ambient;\n"
3022 "#endif // MODE_FLATCOLOR\n"
3028 "# ifdef USEDIFFUSE\n"
3029 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3030 "# ifdef USESPECULAR\n"
3031 "# ifdef USEEXACTSPECULARMATH\n"
3032 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3034 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3035 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3037 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3039 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3042 " color.rgb = diffusetex * Color_Ambient;\n"
3046 "#ifdef USEDEFERREDLIGHTMAP\n"
3047 " color.rgb += diffusetex * half3(texRECT(Texture_ScreenDiffuse, Pixel)) * DeferredMod_Diffuse;\n"
3048 " color.rgb += glosstex * half3(texRECT(Texture_ScreenSpecular, Pixel)) * DeferredMod_Specular;\n"
3049 " color.rgb = half3(texRECT(Texture_ScreenDepth, Pixel));\n"
3053 "#ifdef USEVERTEXTEXTUREBLEND\n"
3054 " color.rgb += mix(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3056 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3061 "#ifdef MODE_LIGHTSOURCE\n"
3062 " color.rgb *= half(FogVertex());\n"
3064 " color.rgb = mix(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3068 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3069 "#ifdef USEREFLECTION\n"
3070 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3071 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3072 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3073 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3074 " // FIXME temporary hack to detect the case that the reflection\n"
3075 " // gets blackened at edges due to leaving the area that contains actual\n"
3077 " // Remove this 'ack once we have a better way to stop this thing from\n"
3079 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3080 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3081 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3082 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3083 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3084 " color.rgb = mix(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3087 " gl_FragColor = float4(color);\n"
3089 "#endif // FRAGMENT_SHADER\n"
3091 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3092 "#endif // !MODE_DEFERREDGEOMETRY\n"
3093 "#endif // !MODE_WATER\n"
3094 "#endif // !MODE_REFRACTION\n"
3095 "#endif // !MODE_BLOOMBLUR\n"
3096 "#endif // !MODE_GENERIC\n"
3097 "#endif // !MODE_POSTPROCESS\n"
3098 "#endif // !MODE_SHOWDEPTH\n"
3099 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3102 //=======================================================================================================================================================
3104 typedef struct shaderpermutationinfo_s
3106 const char *pretext;
3109 shaderpermutationinfo_t;
3111 typedef struct shadermodeinfo_s
3113 const char *vertexfilename;
3114 const char *geometryfilename;
3115 const char *fragmentfilename;
3116 const char *pretext;
3121 typedef enum shaderpermutation_e
3123 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3124 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3125 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3126 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3127 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3128 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3129 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3130 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3131 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3132 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3133 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3134 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3135 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3136 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3137 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3138 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3139 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3140 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3141 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3142 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3143 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3144 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3145 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3146 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3147 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3148 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3149 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3150 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3152 shaderpermutation_t;
3154 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3155 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3157 {"#define USEDIFFUSE\n", " diffuse"},
3158 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3159 {"#define USEVIEWTINT\n", " viewtint"},
3160 {"#define USECOLORMAPPING\n", " colormapping"},
3161 {"#define USESATURATION\n", " saturation"},
3162 {"#define USEFOGINSIDE\n", " foginside"},
3163 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3164 {"#define USEGAMMARAMPS\n", " gammaramps"},
3165 {"#define USECUBEFILTER\n", " cubefilter"},
3166 {"#define USEGLOW\n", " glow"},
3167 {"#define USEBLOOM\n", " bloom"},
3168 {"#define USESPECULAR\n", " specular"},
3169 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3170 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3171 {"#define USEREFLECTION\n", " reflection"},
3172 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3173 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3174 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3175 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3176 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3177 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3178 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3179 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3180 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3181 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3182 {"#define USEALPHAKILL\n", " alphakill"},
3185 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3186 typedef enum shadermode_e
3188 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3189 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3190 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3191 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3192 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3193 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3194 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3195 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3196 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3197 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3198 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3199 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3200 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3201 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3202 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3207 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3208 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3210 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3211 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3212 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3213 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3214 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3215 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3216 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3217 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3218 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3219 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3220 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3221 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3222 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3223 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3224 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3228 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3230 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3231 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3232 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3233 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3234 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3235 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3236 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3237 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3238 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3239 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3240 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3241 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3242 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3243 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3244 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3248 struct r_glsl_permutation_s;
3249 typedef struct r_glsl_permutation_s
3251 /// hash lookup data
3252 struct r_glsl_permutation_s *hashnext;
3254 unsigned int permutation;
3256 /// indicates if we have tried compiling this permutation already
3258 /// 0 if compilation failed
3260 /// locations of detected uniforms in program object, or -1 if not found
3261 int loc_Texture_First;
3262 int loc_Texture_Second;
3263 int loc_Texture_GammaRamps;
3264 int loc_Texture_Normal;
3265 int loc_Texture_Color;
3266 int loc_Texture_Gloss;
3267 int loc_Texture_Glow;
3268 int loc_Texture_SecondaryNormal;
3269 int loc_Texture_SecondaryColor;
3270 int loc_Texture_SecondaryGloss;
3271 int loc_Texture_SecondaryGlow;
3272 int loc_Texture_Pants;
3273 int loc_Texture_Shirt;
3274 int loc_Texture_FogMask;
3275 int loc_Texture_Lightmap;
3276 int loc_Texture_Deluxemap;
3277 int loc_Texture_Attenuation;
3278 int loc_Texture_Cube;
3279 int loc_Texture_Refraction;
3280 int loc_Texture_Reflection;
3281 int loc_Texture_ShadowMapRect;
3282 int loc_Texture_ShadowMapCube;
3283 int loc_Texture_ShadowMap2D;
3284 int loc_Texture_CubeProjection;
3285 int loc_Texture_ScreenDepth;
3286 int loc_Texture_ScreenNormalMap;
3287 int loc_Texture_ScreenDiffuse;
3288 int loc_Texture_ScreenSpecular;
3290 int loc_BloomBlur_Parameters;
3292 int loc_Color_Ambient;
3293 int loc_Color_Diffuse;
3294 int loc_Color_Specular;
3296 int loc_Color_Pants;
3297 int loc_Color_Shirt;
3298 int loc_DeferredColor_Ambient;
3299 int loc_DeferredColor_Diffuse;
3300 int loc_DeferredColor_Specular;
3301 int loc_DeferredMod_Diffuse;
3302 int loc_DeferredMod_Specular;
3303 int loc_DistortScaleRefractReflect;
3304 int loc_EyePosition;
3306 int loc_FogHeightFade;
3308 int loc_FogPlaneViewDist;
3309 int loc_FogRangeRecip;
3312 int loc_LightPosition;
3313 int loc_OffsetMapping_Scale;
3315 int loc_ReflectColor;
3316 int loc_ReflectFactor;
3317 int loc_ReflectOffset;
3318 int loc_RefractColor;
3320 int loc_ScreenCenterRefractReflect;
3321 int loc_ScreenScaleRefractReflect;
3322 int loc_ScreenToDepth;
3323 int loc_ShadowMap_Parameters;
3324 int loc_ShadowMap_TextureScale;
3325 int loc_SpecularPower;
3330 int loc_ViewTintColor;
3331 int loc_ViewToLight;
3332 int loc_ModelToLight;
3334 int loc_BackgroundTexMatrix;
3335 int loc_ModelViewProjectionMatrix;
3336 int loc_ModelViewMatrix;
3338 r_glsl_permutation_t;
3340 #define SHADERPERMUTATION_HASHSIZE 256
3342 /// information about each possible shader permutation
3343 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3344 /// currently selected permutation
3345 r_glsl_permutation_t *r_glsl_permutation;
3346 /// storage for permutations linked in the hash table
3347 memexpandablearray_t r_glsl_permutationarray;
3349 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3351 //unsigned int hashdepth = 0;
3352 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3353 r_glsl_permutation_t *p;
3354 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3356 if (p->mode == mode && p->permutation == permutation)
3358 //if (hashdepth > 10)
3359 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3364 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3366 p->permutation = permutation;
3367 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3368 r_glsl_permutationhash[mode][hashindex] = p;
3369 //if (hashdepth > 10)
3370 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3374 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3377 if (!filename || !filename[0])
3379 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3382 if (printfromdisknotice)
3383 Con_DPrintf("from disk %s... ", filename);
3384 return shaderstring;
3386 else if (!strcmp(filename, "glsl/default.glsl"))
3388 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
3389 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
3391 return shaderstring;
3394 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3397 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3398 int vertstrings_count = 0;
3399 int geomstrings_count = 0;
3400 int fragstrings_count = 0;
3401 char *vertexstring, *geometrystring, *fragmentstring;
3402 const char *vertstrings_list[32+3];
3403 const char *geomstrings_list[32+3];
3404 const char *fragstrings_list[32+3];
3405 char permutationname[256];
3412 permutationname[0] = 0;
3413 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3414 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3415 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3417 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3419 // the first pretext is which type of shader to compile as
3420 // (later these will all be bound together as a program object)
3421 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3422 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3423 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3425 // the second pretext is the mode (for example a light source)
3426 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3427 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3428 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3429 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3431 // now add all the permutation pretexts
3432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3434 if (permutation & (1<<i))
3436 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3437 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3438 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3439 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3443 // keep line numbers correct
3444 vertstrings_list[vertstrings_count++] = "\n";
3445 geomstrings_list[geomstrings_count++] = "\n";
3446 fragstrings_list[fragstrings_count++] = "\n";
3450 // now append the shader text itself
3451 vertstrings_list[vertstrings_count++] = vertexstring;
3452 geomstrings_list[geomstrings_count++] = geometrystring;
3453 fragstrings_list[fragstrings_count++] = fragmentstring;
3455 // if any sources were NULL, clear the respective list
3457 vertstrings_count = 0;
3458 if (!geometrystring)
3459 geomstrings_count = 0;
3460 if (!fragmentstring)
3461 fragstrings_count = 0;
3463 // compile the shader program
3464 if (vertstrings_count + geomstrings_count + fragstrings_count)
3465 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3469 qglUseProgramObjectARB(p->program);CHECKGLERROR
3470 // look up all the uniform variable names we care about, so we don't
3471 // have to look them up every time we set them
3473 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3474 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3475 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3476 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3477 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3478 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3479 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3480 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3481 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3482 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3483 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3484 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3485 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3486 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3487 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3488 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3489 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3490 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3491 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3492 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3493 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3494 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3495 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3496 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3497 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3498 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3499 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3500 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3501 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3502 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3503 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3504 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3505 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3506 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3507 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3508 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3509 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3510 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3511 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3512 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3513 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3514 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3515 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3516 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3517 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3518 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3519 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3520 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3521 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3522 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3523 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3524 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3525 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3526 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3527 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3528 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3529 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3530 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3531 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3532 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3533 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3534 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3535 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3536 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3537 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3538 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3539 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3540 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3541 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3542 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3543 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3544 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3545 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3546 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3547 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3548 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3549 // initialize the samplers to refer to the texture units we use
3550 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3551 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3552 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3553 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3554 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3555 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3556 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3557 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3558 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3559 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3560 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3561 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3562 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3563 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3564 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3565 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3566 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3567 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3568 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3569 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3570 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3571 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3572 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3573 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3574 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3575 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3576 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3577 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3579 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3582 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3586 Mem_Free(vertexstring);
3588 Mem_Free(geometrystring);
3590 Mem_Free(fragmentstring);
3593 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3595 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3596 if (r_glsl_permutation != perm)
3598 r_glsl_permutation = perm;
3599 if (!r_glsl_permutation->program)
3601 if (!r_glsl_permutation->compiled)
3602 R_GLSL_CompilePermutation(perm, mode, permutation);
3603 if (!r_glsl_permutation->program)
3605 // remove features until we find a valid permutation
3607 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3609 // reduce i more quickly whenever it would not remove any bits
3610 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3611 if (!(permutation & j))
3614 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3615 if (!r_glsl_permutation->compiled)
3616 R_GLSL_CompilePermutation(perm, mode, permutation);
3617 if (r_glsl_permutation->program)
3620 if (i >= SHADERPERMUTATION_COUNT)
3622 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3623 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3624 qglUseProgramObjectARB(0);CHECKGLERROR
3625 return; // no bit left to clear, entire mode is broken
3630 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3632 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3633 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3637 #include <Cg/cgGL.h>
3638 struct r_cg_permutation_s;
3639 typedef struct r_cg_permutation_s
3641 /// hash lookup data
3642 struct r_cg_permutation_s *hashnext;
3644 unsigned int permutation;
3646 /// indicates if we have tried compiling this permutation already
3648 /// 0 if compilation failed
3651 /// locations of detected parameters in programs, or NULL if not found
3652 CGparameter vp_EyePosition;
3653 CGparameter vp_FogPlane;
3654 CGparameter vp_LightDir;
3655 CGparameter vp_LightPosition;
3656 CGparameter vp_ModelToLight;
3657 CGparameter vp_TexMatrix;
3658 CGparameter vp_BackgroundTexMatrix;
3659 CGparameter vp_ModelViewProjectionMatrix;
3660 CGparameter vp_ModelViewMatrix;
3662 CGparameter fp_Texture_First;
3663 CGparameter fp_Texture_Second;
3664 CGparameter fp_Texture_GammaRamps;
3665 CGparameter fp_Texture_Normal;
3666 CGparameter fp_Texture_Color;
3667 CGparameter fp_Texture_Gloss;
3668 CGparameter fp_Texture_Glow;
3669 CGparameter fp_Texture_SecondaryNormal;
3670 CGparameter fp_Texture_SecondaryColor;
3671 CGparameter fp_Texture_SecondaryGloss;
3672 CGparameter fp_Texture_SecondaryGlow;
3673 CGparameter fp_Texture_Pants;
3674 CGparameter fp_Texture_Shirt;
3675 CGparameter fp_Texture_FogMask;
3676 CGparameter fp_Texture_Lightmap;
3677 CGparameter fp_Texture_Deluxemap;
3678 CGparameter fp_Texture_Attenuation;
3679 CGparameter fp_Texture_Cube;
3680 CGparameter fp_Texture_Refraction;
3681 CGparameter fp_Texture_Reflection;
3682 CGparameter fp_Texture_ShadowMapRect;
3683 CGparameter fp_Texture_ShadowMapCube;
3684 CGparameter fp_Texture_ShadowMap2D;
3685 CGparameter fp_Texture_CubeProjection;
3686 CGparameter fp_Texture_ScreenDepth;
3687 CGparameter fp_Texture_ScreenNormalMap;
3688 CGparameter fp_Texture_ScreenDiffuse;
3689 CGparameter fp_Texture_ScreenSpecular;
3690 CGparameter fp_Alpha;
3691 CGparameter fp_BloomBlur_Parameters;
3692 CGparameter fp_ClientTime;
3693 CGparameter fp_Color_Ambient;
3694 CGparameter fp_Color_Diffuse;
3695 CGparameter fp_Color_Specular;
3696 CGparameter fp_Color_Glow;
3697 CGparameter fp_Color_Pants;
3698 CGparameter fp_Color_Shirt;
3699 CGparameter fp_DeferredColor_Ambient;
3700 CGparameter fp_DeferredColor_Diffuse;
3701 CGparameter fp_DeferredColor_Specular;
3702 CGparameter fp_DeferredMod_Diffuse;
3703 CGparameter fp_DeferredMod_Specular;
3704 CGparameter fp_DistortScaleRefractReflect;
3705 CGparameter fp_EyePosition;
3706 CGparameter fp_FogColor;
3707 CGparameter fp_FogHeightFade;
3708 CGparameter fp_FogPlane;
3709 CGparameter fp_FogPlaneViewDist;
3710 CGparameter fp_FogRangeRecip;
3711 CGparameter fp_LightColor;
3712 CGparameter fp_LightDir;
3713 CGparameter fp_LightPosition;
3714 CGparameter fp_OffsetMapping_Scale;
3715 CGparameter fp_PixelSize;
3716 CGparameter fp_ReflectColor;
3717 CGparameter fp_ReflectFactor;
3718 CGparameter fp_ReflectOffset;
3719 CGparameter fp_RefractColor;
3720 CGparameter fp_Saturation;
3721 CGparameter fp_ScreenCenterRefractReflect;
3722 CGparameter fp_ScreenScaleRefractReflect;
3723 CGparameter fp_ScreenToDepth;
3724 CGparameter fp_ShadowMap_Parameters;
3725 CGparameter fp_ShadowMap_TextureScale;
3726 CGparameter fp_SpecularPower;
3727 CGparameter fp_UserVec1;
3728 CGparameter fp_UserVec2;
3729 CGparameter fp_UserVec3;
3730 CGparameter fp_UserVec4;
3731 CGparameter fp_ViewTintColor;
3732 CGparameter fp_ViewToLight;
3736 /// information about each possible shader permutation
3737 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3738 /// currently selected permutation
3739 r_cg_permutation_t *r_cg_permutation;
3740 /// storage for permutations linked in the hash table
3741 memexpandablearray_t r_cg_permutationarray;
3743 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3745 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3747 //unsigned int hashdepth = 0;
3748 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3749 r_cg_permutation_t *p;
3750 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3752 if (p->mode == mode && p->permutation == permutation)
3754 //if (hashdepth > 10)
3755 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3760 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3762 p->permutation = permutation;
3763 p->hashnext = r_cg_permutationhash[mode][hashindex];
3764 r_cg_permutationhash[mode][hashindex] = p;
3765 //if (hashdepth > 10)
3766 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3770 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3773 if (!filename || !filename[0])
3775 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3778 if (printfromdisknotice)
3779 Con_DPrintf("from disk %s... ", filename);
3780 return shaderstring;
3782 else if (!strcmp(filename, "cg/default.cg"))
3784 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
3785 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
3787 return shaderstring;
3790 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3793 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3794 int vertstrings_count = 0, vertstring_length = 0;
3795 int geomstrings_count = 0, geomstring_length = 0;
3796 int fragstrings_count = 0, fragstring_length = 0;
3798 char *vertexstring, *geometrystring, *fragmentstring;
3799 char *vertstring, *geomstring, *fragstring;
3800 const char *vertstrings_list[32+3];
3801 const char *geomstrings_list[32+3];
3802 const char *fragstrings_list[32+3];
3803 char permutationname[256];
3804 CGprofile vertexProfile;
3805 CGprofile fragmentProfile;
3813 permutationname[0] = 0;
3814 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 vertstring_length = 0;
3865 for (i = 0;i < vertstrings_count;i++)
3866 vertstring_length += strlen(vertstrings_list[i]);
3867 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3868 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3869 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3871 geomstring_length = 0;
3872 for (i = 0;i < geomstrings_count;i++)
3873 geomstring_length += strlen(geomstrings_list[i]);
3874 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3875 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3876 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3878 fragstring_length = 0;
3879 for (i = 0;i < fragstrings_count;i++)
3880 fragstring_length += strlen(fragstrings_list[i]);
3881 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3882 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3883 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3887 //vertexProfile = CG_PROFILE_ARBVP1;
3888 //fragmentProfile = CG_PROFILE_ARBFP1;
3889 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3890 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3891 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3892 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3893 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3896 // compile the vertex program
3897 if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
3900 cgCompileProgram(p->vprogram);CHECKCGERROR
3901 if (!cgIsProgramCompiled(p->vprogram))
3904 cgDestroyProgram(p->vprogram);CHECKCGERROR
3909 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3910 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3911 // look up all the uniform variable names we care about, so we don't
3912 // have to look them up every time we set them
3914 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3915 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3916 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3917 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3918 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3919 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3920 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3921 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3922 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3927 // compile the fragment program
3928 if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
3930 cgCompileProgram(p->fprogram);CHECKCGERROR
3931 if (!cgIsProgramCompiled(p->fprogram))
3934 cgDestroyProgram(p->fprogram);CHECKCGERROR
3939 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3940 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3942 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3943 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3944 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3945 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3946 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3947 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3948 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3949 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
3950 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
3951 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
3952 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
3953 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
3954 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
3955 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
3956 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
3957 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
3958 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
3959 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
3960 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
3961 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
3962 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
3963 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
3964 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
3965 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
3966 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
3967 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
3968 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
3969 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
3970 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
3971 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
3972 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
3973 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
3974 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
3975 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
3976 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
3977 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
3978 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
3979 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
3980 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
3981 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
3982 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
3983 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
3984 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
3985 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
3986 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
3987 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
3988 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
3989 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
3990 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
3991 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
3992 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
3993 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
3994 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
3995 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
3996 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
3997 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
3998 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
3999 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4000 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4001 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4002 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4003 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4004 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4005 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4006 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4007 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4008 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4009 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4010 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4011 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4012 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4017 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4018 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4020 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4024 Mem_Free(vertstring);
4026 Mem_Free(geomstring);
4028 Mem_Free(fragstring);
4030 Mem_Free(vertexstring);
4032 Mem_Free(geometrystring);
4034 Mem_Free(fragmentstring);
4037 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4039 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4042 if (r_cg_permutation != perm)
4044 r_cg_permutation = perm;
4045 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4047 if (!r_cg_permutation->compiled)
4048 R_CG_CompilePermutation(perm, mode, permutation);
4049 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4051 // remove features until we find a valid permutation
4053 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4055 // reduce i more quickly whenever it would not remove any bits
4056 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4057 if (!(permutation & j))
4060 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4061 if (!r_cg_permutation->compiled)
4062 R_CG_CompilePermutation(perm, mode, permutation);
4063 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4066 if (i >= SHADERPERMUTATION_COUNT)
4068 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4069 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4070 return; // no bit left to clear, entire mode is broken
4076 if (r_cg_permutation->vprogram)
4078 //cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4079 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4080 //cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4084 //cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4085 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4087 if (r_cg_permutation->fprogram)
4089 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4090 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4091 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4095 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4096 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4100 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4101 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4104 void CG_BindTexture(CGparameter param, int texnum)
4106 cgGLSetTextureParameter(param, texnum);
4107 cgGLEnableTextureParameter(param);
4111 void R_GLSL_Restart_f(void)
4113 unsigned int i, limit;
4114 switch(vid.renderpath)
4116 case RENDERPATH_GL20:
4118 r_glsl_permutation_t *p;
4119 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4120 for (i = 0;i < limit;i++)
4122 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4124 GL_Backend_FreeProgram(p->program);
4125 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4128 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4131 case RENDERPATH_CGGL:
4134 r_cg_permutation_t *p;
4135 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4136 for (i = 0;i < limit;i++)
4138 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4141 cgDestroyProgram(p->vprogram);
4143 cgDestroyProgram(p->fprogram);
4144 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4148 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4151 case RENDERPATH_GL13:
4152 case RENDERPATH_GL11:
4157 void R_GLSL_DumpShader_f(void)
4162 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4165 FS_Print(file, "/* The engine may define the following macros:\n");
4166 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4167 for (i = 0;i < SHADERMODE_COUNT;i++)
4168 FS_Print(file, glslshadermodeinfo[i].pretext);
4169 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4170 FS_Print(file, shaderpermutationinfo[i].pretext);
4171 FS_Print(file, "*/\n");
4172 FS_Print(file, builtinshaderstring);
4174 Con_Printf("glsl/default.glsl written\n");
4177 Con_Printf("failed to write to glsl/default.glsl\n");
4180 file = FS_OpenRealFile("cg/default.cg", "w", false);
4183 FS_Print(file, "/* The engine may define the following macros:\n");
4184 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4185 for (i = 0;i < SHADERMODE_COUNT;i++)
4186 FS_Print(file, cgshadermodeinfo[i].pretext);
4187 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4188 FS_Print(file, shaderpermutationinfo[i].pretext);
4189 FS_Print(file, "*/\n");
4190 FS_Print(file, builtincgshaderstring);
4192 Con_Printf("cg/default.cg written\n");
4195 Con_Printf("failed to write to cg/default.cg\n");
4199 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4202 texturemode = GL_MODULATE;
4203 switch (vid.renderpath)
4205 case RENDERPATH_GL20:
4206 R_SetupShader_SetPermutationGLSL(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))));
4207 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4208 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4210 case RENDERPATH_CGGL:
4213 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))));
4214 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4215 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4218 case RENDERPATH_GL13:
4219 R_Mesh_TexBind(0, first );
4220 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4221 R_Mesh_TexBind(1, second);
4223 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4225 case RENDERPATH_GL11:
4226 R_Mesh_TexBind(0, first );
4231 void R_SetupShader_DepthOrShadow(void)
4233 switch (vid.renderpath)
4235 case RENDERPATH_GL20:
4236 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4238 case RENDERPATH_CGGL:
4240 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4243 case RENDERPATH_GL13:
4244 R_Mesh_TexBind(0, 0);
4245 R_Mesh_TexBind(1, 0);
4247 case RENDERPATH_GL11:
4248 R_Mesh_TexBind(0, 0);
4253 void R_SetupShader_ShowDepth(void)
4255 switch (vid.renderpath)
4257 case RENDERPATH_GL20:
4258 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4260 case RENDERPATH_CGGL:
4262 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4265 case RENDERPATH_GL13:
4267 case RENDERPATH_GL11:
4272 extern qboolean r_shadow_usingdeferredprepass;
4273 extern cvar_t r_shadow_deferred_8bitrange;
4274 extern rtexture_t *r_shadow_attenuationgradienttexture;
4275 extern rtexture_t *r_shadow_attenuation2dtexture;
4276 extern rtexture_t *r_shadow_attenuation3dtexture;
4277 extern qboolean r_shadow_usingshadowmaprect;
4278 extern qboolean r_shadow_usingshadowmapcube;
4279 extern qboolean r_shadow_usingshadowmap2d;
4280 extern float r_shadow_shadowmap_texturescale[2];
4281 extern float r_shadow_shadowmap_parameters[4];
4282 extern qboolean r_shadow_shadowmapvsdct;
4283 extern qboolean r_shadow_shadowmapsampler;
4284 extern int r_shadow_shadowmappcf;
4285 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4286 extern rtexture_t *r_shadow_shadowmap2dtexture;
4287 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4288 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4289 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4290 extern int r_shadow_prepass_width;
4291 extern int r_shadow_prepass_height;
4292 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4293 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4294 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4295 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4296 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4298 // select a permutation of the lighting shader appropriate to this
4299 // combination of texture, entity, light source, and fogging, only use the
4300 // minimum features necessary to avoid wasting rendering time in the
4301 // fragment shader on features that are not being used
4302 unsigned int permutation = 0;
4303 unsigned int mode = 0;
4305 // TODO: implement geometry-shader based shadow volumes someday
4306 if (r_glsl_offsetmapping.integer)
4308 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4309 if (r_glsl_offsetmapping_reliefmapping.integer)
4310 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4312 if (rsurfacepass == RSURFPASS_BACKGROUND)
4314 // distorted background
4315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4316 mode = SHADERMODE_WATER;
4318 mode = SHADERMODE_REFRACTION;
4320 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4322 // normalmap (deferred prepass), may use alpha test on diffuse
4323 mode = SHADERMODE_DEFERREDGEOMETRY;
4324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4325 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4326 if (r_glsl_offsetmapping.integer)
4328 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4329 if (r_glsl_offsetmapping_reliefmapping.integer)
4330 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4333 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4336 mode = SHADERMODE_LIGHTSOURCE;
4337 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4338 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4339 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4340 permutation |= SHADERPERMUTATION_CUBEFILTER;
4341 if (diffusescale > 0)
4342 permutation |= SHADERPERMUTATION_DIFFUSE;
4343 if (specularscale > 0)
4344 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4345 if (r_refdef.fogenabled)
4346 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4347 if (rsurface.texture->colormapping)
4348 permutation |= SHADERPERMUTATION_COLORMAPPING;
4349 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4351 if (r_shadow_usingshadowmaprect)
4352 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4353 if (r_shadow_usingshadowmap2d)
4354 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4355 if (r_shadow_usingshadowmapcube)
4356 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4357 else if(r_shadow_shadowmapvsdct)
4358 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4360 if (r_shadow_shadowmapsampler)
4361 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4362 if (r_shadow_shadowmappcf > 1)
4363 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4364 else if (r_shadow_shadowmappcf)
4365 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4368 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4370 // unshaded geometry (fullbright or ambient model lighting)
4371 mode = SHADERMODE_FLATCOLOR;
4372 ambientscale = diffusescale = specularscale = 0;
4373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4374 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4375 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4376 permutation |= SHADERPERMUTATION_GLOW;
4377 if (r_refdef.fogenabled)
4378 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4379 if (rsurface.texture->colormapping)
4380 permutation |= SHADERPERMUTATION_COLORMAPPING;
4381 if (r_glsl_offsetmapping.integer)
4383 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4384 if (r_glsl_offsetmapping_reliefmapping.integer)
4385 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4387 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4388 permutation |= SHADERPERMUTATION_REFLECTION;
4390 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4392 // directional model lighting
4393 mode = SHADERMODE_LIGHTDIRECTION;
4394 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4395 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4396 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4397 permutation |= SHADERPERMUTATION_GLOW;
4398 permutation |= SHADERPERMUTATION_DIFFUSE;
4399 if (specularscale > 0)
4400 permutation |= SHADERPERMUTATION_SPECULAR;
4401 if (r_refdef.fogenabled)
4402 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4403 if (rsurface.texture->colormapping)
4404 permutation |= SHADERPERMUTATION_COLORMAPPING;
4405 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4406 permutation |= SHADERPERMUTATION_REFLECTION;
4407 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4408 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4410 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4412 // ambient model lighting
4413 mode = SHADERMODE_LIGHTDIRECTION;
4414 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4415 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4416 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4417 permutation |= SHADERPERMUTATION_GLOW;
4418 if (r_refdef.fogenabled)
4419 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4420 if (rsurface.texture->colormapping)
4421 permutation |= SHADERPERMUTATION_COLORMAPPING;
4422 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4423 permutation |= SHADERPERMUTATION_REFLECTION;
4424 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4425 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4430 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4432 // deluxemapping (light direction texture)
4433 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4434 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4436 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4437 permutation |= SHADERPERMUTATION_DIFFUSE;
4438 if (specularscale > 0)
4439 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4441 else if (r_glsl_deluxemapping.integer >= 2)
4443 // fake deluxemapping (uniform light direction in tangentspace)
4444 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4445 permutation |= SHADERPERMUTATION_DIFFUSE;
4446 if (specularscale > 0)
4447 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4449 else if (rsurface.uselightmaptexture)
4451 // ordinary lightmapping (q1bsp, q3bsp)
4452 mode = SHADERMODE_LIGHTMAP;
4456 // ordinary vertex coloring (q3bsp)
4457 mode = SHADERMODE_VERTEXCOLOR;
4459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4461 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4462 permutation |= SHADERPERMUTATION_GLOW;
4463 if (r_refdef.fogenabled)
4464 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4465 if (rsurface.texture->colormapping)
4466 permutation |= SHADERPERMUTATION_COLORMAPPING;
4467 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4468 permutation |= SHADERPERMUTATION_REFLECTION;
4469 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4470 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4472 if(permutation & SHADERPERMUTATION_SPECULAR)
4473 if(r_shadow_glossexact.integer)
4474 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4475 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
4476 permutation |= SHADERPERMUTATION_ALPHAKILL;
4477 switch(vid.renderpath)
4479 case RENDERPATH_GL20:
4480 R_SetupShader_SetPermutationGLSL(mode, permutation);
4481 if (mode == SHADERMODE_LIGHTSOURCE)
4483 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4484 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4485 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4486 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4487 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4488 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, specularscale, specularscale, specularscale);
4490 // additive passes are only darkened by fog, not tinted
4491 if (r_glsl_permutation->loc_FogColor >= 0)
4492 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4493 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
4494 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
4495 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4499 if (mode == SHADERMODE_FLATCOLOR)
4501 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4503 else if (mode == SHADERMODE_LIGHTDIRECTION)
4505 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_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]);
4506 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);
4507 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
4508 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_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);
4509 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4510 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4511 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
4515 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4516 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4517 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale, r_refdef.lightmapintensity * specularscale);
4518 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_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);
4519 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4521 // additive passes are only darkened by fog, not tinted
4522 if (r_glsl_permutation->loc_FogColor >= 0)
4524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4525 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4527 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4529 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_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);
4530 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
4531 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
4532 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4533 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4534 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4535 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4536 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4538 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4539 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4540 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4541 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4542 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4543 if (r_glsl_permutation->loc_Color_Pants >= 0)
4545 if (rsurface.texture->pantstexture)
4546 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4548 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4550 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4552 if (rsurface.texture->shirttexture)
4553 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4555 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4557 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
4558 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4559 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4560 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4561 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4562 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
4564 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4565 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4566 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4567 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4568 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4569 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4570 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4571 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4572 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4573 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4574 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4575 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4576 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4577 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4578 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4579 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4580 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4581 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4582 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4583 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4584 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4585 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4586 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4587 if (rsurface.rtlight)
4589 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4590 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4591 if (r_shadow_usingshadowmapcube)
4592 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4593 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4594 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4598 case RENDERPATH_CGGL:
4600 R_SetupShader_SetPermutationCG(mode, permutation);
4601 if (mode == SHADERMODE_LIGHTSOURCE)
4603 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4604 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4608 if (mode == SHADERMODE_LIGHTDIRECTION)
4610 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
4613 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4614 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4615 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4616 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
4619 if (mode == SHADERMODE_LIGHTSOURCE)
4621 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4622 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4623 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
4624 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
4625 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, specularscale, specularscale, specularscale);CHECKCGERROR
4627 // additive passes are only darkened by fog, not tinted
4628 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4629 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
4630 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
4631 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4635 if (mode == SHADERMODE_FLATCOLOR)
4637 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4639 else if (mode == SHADERMODE_LIGHTDIRECTION)
4641 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
4642 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity, r_refdef.lightmapintensity, r_refdef.lightmapintensity);CHECKCGERROR
4643 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
4644 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
4645 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
4646 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
4647 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
4651 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
4652 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
4653 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
4654 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
4655 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
4657 // additive passes are only darkened by fog, not tinted
4658 if (r_cg_permutation->fp_FogColor)
4660 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4661 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4663 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4666 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
4667 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
4668 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
4669 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4670 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4671 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4672 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4673 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4675 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4676 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4677 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4678 if (r_cg_permutation->fp_Color_Pants)
4680 if (rsurface.texture->pantstexture)
4681 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4683 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4686 if (r_cg_permutation->fp_Color_Shirt)
4688 if (rsurface.texture->shirttexture)
4689 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4691 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4694 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
4695 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4696 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4697 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4698 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4699 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
4701 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4702 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4703 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4704 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4705 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4706 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4707 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4708 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4709 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4710 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4711 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4712 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4713 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4714 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4715 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4716 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4717 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4718 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4719 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4720 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4721 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4722 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4723 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4724 if (rsurface.rtlight)
4726 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4727 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4728 if (r_shadow_usingshadowmapcube)
4729 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4730 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4731 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4737 case RENDERPATH_GL13:
4738 case RENDERPATH_GL11:
4743 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4745 // select a permutation of the lighting shader appropriate to this
4746 // combination of texture, entity, light source, and fogging, only use the
4747 // minimum features necessary to avoid wasting rendering time in the
4748 // fragment shader on features that are not being used
4749 unsigned int permutation = 0;
4750 unsigned int mode = 0;
4751 const float *lightcolorbase = rtlight->currentcolor;
4752 float ambientscale = rtlight->ambientscale;
4753 float diffusescale = rtlight->diffusescale;
4754 float specularscale = rtlight->specularscale;
4755 // this is the location of the light in view space
4756 vec3_t viewlightorigin;
4757 // this transforms from view space (camera) to light space (cubemap)
4758 matrix4x4_t viewtolight;
4759 matrix4x4_t lighttoview;
4760 float viewtolight16f[16];
4761 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4763 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4764 if (rtlight->currentcubemap != r_texture_whitecube)
4765 permutation |= SHADERPERMUTATION_CUBEFILTER;
4766 if (diffusescale > 0)
4767 permutation |= SHADERPERMUTATION_DIFFUSE;
4768 if (specularscale > 0)
4770 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4771 if (r_shadow_glossexact.integer)
4772 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4774 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4776 if (r_shadow_usingshadowmaprect)
4777 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4778 if (r_shadow_usingshadowmap2d)
4779 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4780 if (r_shadow_usingshadowmapcube)
4781 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4782 else if(r_shadow_shadowmapvsdct)
4783 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4785 if (r_shadow_shadowmapsampler)
4786 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4787 if (r_shadow_shadowmappcf > 1)
4788 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4789 else if (r_shadow_shadowmappcf)
4790 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4792 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
4793 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
4794 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
4795 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
4796 switch(vid.renderpath)
4798 case RENDERPATH_GL20:
4799 R_SetupShader_SetPermutationGLSL(mode, permutation);
4800 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
4801 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
4802 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);
4803 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
4804 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3fARB( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
4805 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
4806 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
4807 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4808 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
4810 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4811 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4812 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4813 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4814 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4815 if (r_shadow_usingshadowmapcube)
4816 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4817 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4818 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4820 case RENDERPATH_CGGL:
4822 R_SetupShader_SetPermutationCG(mode, permutation);
4823 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
4824 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
4825 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
4826 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
4827 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
4828 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
4829 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
4830 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
4831 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
4833 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4834 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4835 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4836 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4837 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4838 if (r_shadow_usingshadowmapcube)
4839 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4840 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4841 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4844 case RENDERPATH_GL13:
4845 case RENDERPATH_GL11:
4850 #define SKINFRAME_HASH 1024
4854 int loadsequence; // incremented each level change
4855 memexpandablearray_t array;
4856 skinframe_t *hash[SKINFRAME_HASH];
4859 r_skinframe_t r_skinframe;
4861 void R_SkinFrame_PrepareForPurge(void)
4863 r_skinframe.loadsequence++;
4864 // wrap it without hitting zero
4865 if (r_skinframe.loadsequence >= 200)
4866 r_skinframe.loadsequence = 1;
4869 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
4873 // mark the skinframe as used for the purging code
4874 skinframe->loadsequence = r_skinframe.loadsequence;
4877 void R_SkinFrame_Purge(void)
4881 for (i = 0;i < SKINFRAME_HASH;i++)
4883 for (s = r_skinframe.hash[i];s;s = s->next)
4885 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
4887 if (s->merged == s->base)
4889 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
4890 R_PurgeTexture(s->stain );s->stain = NULL;
4891 R_PurgeTexture(s->merged);s->merged = NULL;
4892 R_PurgeTexture(s->base );s->base = NULL;
4893 R_PurgeTexture(s->pants );s->pants = NULL;
4894 R_PurgeTexture(s->shirt );s->shirt = NULL;
4895 R_PurgeTexture(s->nmap );s->nmap = NULL;
4896 R_PurgeTexture(s->gloss );s->gloss = NULL;
4897 R_PurgeTexture(s->glow );s->glow = NULL;
4898 R_PurgeTexture(s->fog );s->fog = NULL;
4899 s->loadsequence = 0;
4905 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
4907 char basename[MAX_QPATH];
4909 Image_StripImageExtension(name, basename, sizeof(basename));
4911 if( last == NULL ) {
4913 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
4914 item = r_skinframe.hash[hashindex];
4919 // linearly search through the hash bucket
4920 for( ; item ; item = item->next ) {
4921 if( !strcmp( item->basename, basename ) ) {
4928 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
4932 char basename[MAX_QPATH];
4934 Image_StripImageExtension(name, basename, sizeof(basename));
4936 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
4937 for (item = r_skinframe.hash[hashindex];item;item = item->next)
4938 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
4942 rtexture_t *dyntexture;
4943 // check whether its a dynamic texture
4944 dyntexture = CL_GetDynTexture( basename );
4945 if (!add && !dyntexture)
4947 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
4948 memset(item, 0, sizeof(*item));
4949 strlcpy(item->basename, basename, sizeof(item->basename));
4950 item->base = dyntexture; // either NULL or dyntexture handle
4951 item->textureflags = textureflags;
4952 item->comparewidth = comparewidth;
4953 item->compareheight = compareheight;
4954 item->comparecrc = comparecrc;
4955 item->next = r_skinframe.hash[hashindex];
4956 r_skinframe.hash[hashindex] = item;
4958 else if( item->base == NULL )
4960 rtexture_t *dyntexture;
4961 // check whether its a dynamic texture
4962 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
4963 dyntexture = CL_GetDynTexture( basename );
4964 item->base = dyntexture; // either NULL or dyntexture handle
4967 R_SkinFrame_MarkUsed(item);
4971 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
4973 unsigned long long avgcolor[5], wsum; \
4981 for(pix = 0; pix < cnt; ++pix) \
4984 for(comp = 0; comp < 3; ++comp) \
4986 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
4989 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
4991 for(comp = 0; comp < 3; ++comp) \
4992 avgcolor[comp] += getpixel * w; \
4995 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
4996 avgcolor[4] += getpixel; \
4998 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5000 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5001 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5002 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5003 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5006 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5009 unsigned char *pixels;
5010 unsigned char *bumppixels;
5011 unsigned char *basepixels = NULL;
5012 int basepixels_width = 0;
5013 int basepixels_height = 0;
5014 skinframe_t *skinframe;
5015 rtexture_t *ddsbase = NULL;
5016 qboolean ddshasalpha = false;
5017 float ddsavgcolor[4];
5018 char basename[MAX_QPATH];
5020 if (cls.state == ca_dedicated)
5023 // return an existing skinframe if already loaded
5024 // if loading of the first image fails, don't make a new skinframe as it
5025 // would cause all future lookups of this to be missing
5026 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5027 if (skinframe && skinframe->base)
5030 Image_StripImageExtension(name, basename, sizeof(basename));
5032 // check for DDS texture file first
5033 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5035 basepixels = loadimagepixelsbgra(name, complain, true);
5036 if (basepixels == NULL)
5040 if (developer_loading.integer)
5041 Con_Printf("loading skin \"%s\"\n", name);
5043 // we've got some pixels to store, so really allocate this new texture now
5045 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5046 skinframe->stain = NULL;
5047 skinframe->merged = NULL;
5048 skinframe->base = NULL;
5049 skinframe->pants = NULL;
5050 skinframe->shirt = NULL;
5051 skinframe->nmap = NULL;
5052 skinframe->gloss = NULL;
5053 skinframe->glow = NULL;
5054 skinframe->fog = NULL;
5055 skinframe->hasalpha = false;
5059 skinframe->base = ddsbase;
5060 skinframe->hasalpha = ddshasalpha;
5061 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5062 if (r_loadfog && skinframe->hasalpha)
5063 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5064 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5068 basepixels_width = image_width;
5069 basepixels_height = image_height;
5070 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5071 if (textureflags & TEXF_ALPHA)
5073 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5075 if (basepixels[j] < 255)
5077 skinframe->hasalpha = true;
5081 if (r_loadfog && skinframe->hasalpha)
5083 // has transparent pixels
5084 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5085 for (j = 0;j < image_width * image_height * 4;j += 4)
5090 pixels[j+3] = basepixels[j+3];
5092 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5096 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5097 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5098 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5099 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5100 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5101 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5106 if (r_loadnormalmap)
5107 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5108 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5110 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5111 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5112 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5115 // _norm is the name used by tenebrae and has been adopted as standard
5116 if (r_loadnormalmap && skinframe->nmap == NULL)
5118 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5120 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5124 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5126 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5127 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5128 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5130 Mem_Free(bumppixels);
5132 else if (r_shadow_bumpscale_basetexture.value > 0)
5134 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5135 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5136 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5139 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5140 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5143 // _luma is supported only for tenebrae compatibility
5144 // _glow is the preferred name
5145 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5147 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5148 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5149 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5150 Mem_Free(pixels);pixels = NULL;
5153 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5155 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5156 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5157 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5162 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5164 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5165 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5166 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5171 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5173 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5174 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5175 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5181 Mem_Free(basepixels);
5186 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5187 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5190 unsigned char *temp1, *temp2;
5191 skinframe_t *skinframe;
5193 if (cls.state == ca_dedicated)
5196 // if already loaded just return it, otherwise make a new skinframe
5197 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5198 if (skinframe && skinframe->base)
5201 skinframe->stain = NULL;
5202 skinframe->merged = NULL;
5203 skinframe->base = NULL;
5204 skinframe->pants = NULL;
5205 skinframe->shirt = NULL;
5206 skinframe->nmap = NULL;
5207 skinframe->gloss = NULL;
5208 skinframe->glow = NULL;
5209 skinframe->fog = NULL;
5210 skinframe->hasalpha = false;
5212 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5216 if (developer_loading.integer)
5217 Con_Printf("loading 32bit skin \"%s\"\n", name);
5219 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5221 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5222 temp2 = temp1 + width * height * 4;
5223 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5224 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5227 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5228 if (textureflags & TEXF_ALPHA)
5230 for (i = 3;i < width * height * 4;i += 4)
5232 if (skindata[i] < 255)
5234 skinframe->hasalpha = true;
5238 if (r_loadfog && skinframe->hasalpha)
5240 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5241 memcpy(fogpixels, skindata, width * height * 4);
5242 for (i = 0;i < width * height * 4;i += 4)
5243 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5244 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5245 Mem_Free(fogpixels);
5249 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5250 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5255 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5259 skinframe_t *skinframe;
5261 if (cls.state == ca_dedicated)
5264 // if already loaded just return it, otherwise make a new skinframe
5265 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5266 if (skinframe && skinframe->base)
5269 skinframe->stain = NULL;
5270 skinframe->merged = NULL;
5271 skinframe->base = NULL;
5272 skinframe->pants = NULL;
5273 skinframe->shirt = NULL;
5274 skinframe->nmap = NULL;
5275 skinframe->gloss = NULL;
5276 skinframe->glow = NULL;
5277 skinframe->fog = NULL;
5278 skinframe->hasalpha = false;
5280 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5284 if (developer_loading.integer)
5285 Con_Printf("loading quake skin \"%s\"\n", name);
5287 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
5288 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5289 memcpy(skinframe->qpixels, skindata, width*height);
5290 skinframe->qwidth = width;
5291 skinframe->qheight = height;
5294 for (i = 0;i < width * height;i++)
5295 featuresmask |= palette_featureflags[skindata[i]];
5297 skinframe->hasalpha = false;
5298 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5299 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5300 skinframe->qgeneratemerged = true;
5301 skinframe->qgeneratebase = skinframe->qhascolormapping;
5302 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5304 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5305 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5310 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5314 unsigned char *skindata;
5316 if (!skinframe->qpixels)
5319 if (!skinframe->qhascolormapping)
5320 colormapped = false;
5324 if (!skinframe->qgeneratebase)
5329 if (!skinframe->qgeneratemerged)
5333 width = skinframe->qwidth;
5334 height = skinframe->qheight;
5335 skindata = skinframe->qpixels;
5337 if (skinframe->qgeneratenmap)
5339 unsigned char *temp1, *temp2;
5340 skinframe->qgeneratenmap = false;
5341 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5342 temp2 = temp1 + width * height * 4;
5343 // use either a custom palette or the quake palette
5344 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5345 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5346 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5350 if (skinframe->qgenerateglow)
5352 skinframe->qgenerateglow = false;
5353 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5358 skinframe->qgeneratebase = false;
5359 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5360 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5361 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5365 skinframe->qgeneratemerged = false;
5366 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5369 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5371 Mem_Free(skinframe->qpixels);
5372 skinframe->qpixels = NULL;
5376 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
5379 skinframe_t *skinframe;
5381 if (cls.state == ca_dedicated)
5384 // if already loaded just return it, otherwise make a new skinframe
5385 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5386 if (skinframe && skinframe->base)
5389 skinframe->stain = NULL;
5390 skinframe->merged = NULL;
5391 skinframe->base = NULL;
5392 skinframe->pants = NULL;
5393 skinframe->shirt = NULL;
5394 skinframe->nmap = NULL;
5395 skinframe->gloss = NULL;
5396 skinframe->glow = NULL;
5397 skinframe->fog = NULL;
5398 skinframe->hasalpha = false;
5400 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5404 if (developer_loading.integer)
5405 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5407 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5408 if (textureflags & TEXF_ALPHA)
5410 for (i = 0;i < width * height;i++)
5412 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5414 skinframe->hasalpha = true;
5418 if (r_loadfog && skinframe->hasalpha)
5419 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5422 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5423 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5428 skinframe_t *R_SkinFrame_LoadMissing(void)
5430 skinframe_t *skinframe;
5432 if (cls.state == ca_dedicated)
5435 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5436 skinframe->stain = NULL;
5437 skinframe->merged = NULL;
5438 skinframe->base = NULL;
5439 skinframe->pants = NULL;
5440 skinframe->shirt = NULL;
5441 skinframe->nmap = NULL;
5442 skinframe->gloss = NULL;
5443 skinframe->glow = NULL;
5444 skinframe->fog = NULL;
5445 skinframe->hasalpha = false;
5447 skinframe->avgcolor[0] = rand() / RAND_MAX;
5448 skinframe->avgcolor[1] = rand() / RAND_MAX;
5449 skinframe->avgcolor[2] = rand() / RAND_MAX;
5450 skinframe->avgcolor[3] = 1;
5455 void R_Main_FreeViewCache(void)
5457 if (r_refdef.viewcache.entityvisible)
5458 Mem_Free(r_refdef.viewcache.entityvisible);
5459 if (r_refdef.viewcache.world_pvsbits)
5460 Mem_Free(r_refdef.viewcache.world_pvsbits);
5461 if (r_refdef.viewcache.world_leafvisible)
5462 Mem_Free(r_refdef.viewcache.world_leafvisible);
5463 if (r_refdef.viewcache.world_surfacevisible)
5464 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5465 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5468 void R_Main_ResizeViewCache(void)
5470 int numentities = r_refdef.scene.numentities;
5471 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5472 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5473 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5474 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5475 if (r_refdef.viewcache.maxentities < numentities)
5477 r_refdef.viewcache.maxentities = numentities;
5478 if (r_refdef.viewcache.entityvisible)
5479 Mem_Free(r_refdef.viewcache.entityvisible);
5480 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5482 if (r_refdef.viewcache.world_numclusters != numclusters)
5484 r_refdef.viewcache.world_numclusters = numclusters;
5485 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5486 if (r_refdef.viewcache.world_pvsbits)
5487 Mem_Free(r_refdef.viewcache.world_pvsbits);
5488 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5490 if (r_refdef.viewcache.world_numleafs != numleafs)
5492 r_refdef.viewcache.world_numleafs = numleafs;
5493 if (r_refdef.viewcache.world_leafvisible)
5494 Mem_Free(r_refdef.viewcache.world_leafvisible);
5495 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5497 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5499 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5500 if (r_refdef.viewcache.world_surfacevisible)
5501 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5502 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5506 extern rtexture_t *loadingscreentexture;
5507 void gl_main_start(void)
5509 loadingscreentexture = NULL;
5510 r_texture_blanknormalmap = NULL;
5511 r_texture_white = NULL;
5512 r_texture_grey128 = NULL;
5513 r_texture_black = NULL;
5514 r_texture_whitecube = NULL;
5515 r_texture_normalizationcube = NULL;
5516 r_texture_fogattenuation = NULL;
5517 r_texture_gammaramps = NULL;
5519 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5520 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5522 switch(vid.renderpath)
5524 case RENDERPATH_GL20:
5525 case RENDERPATH_CGGL:
5526 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5527 Cvar_SetValueQuick(&gl_combine, 1);
5528 Cvar_SetValueQuick(&r_glsl, 1);
5529 r_loadnormalmap = true;
5533 case RENDERPATH_GL13:
5534 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5535 Cvar_SetValueQuick(&gl_combine, 1);
5536 Cvar_SetValueQuick(&r_glsl, 0);
5537 r_loadnormalmap = false;
5538 r_loadgloss = false;
5541 case RENDERPATH_GL11:
5542 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5543 Cvar_SetValueQuick(&gl_combine, 0);
5544 Cvar_SetValueQuick(&r_glsl, 0);
5545 r_loadnormalmap = false;
5546 r_loadgloss = false;
5552 R_FrameData_Reset();
5556 memset(r_queries, 0, sizeof(r_queries));
5558 r_qwskincache = NULL;
5559 r_qwskincache_size = 0;
5561 // set up r_skinframe loading system for textures
5562 memset(&r_skinframe, 0, sizeof(r_skinframe));
5563 r_skinframe.loadsequence = 1;
5564 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5566 r_main_texturepool = R_AllocTexturePool();
5567 R_BuildBlankTextures();
5569 if (vid.support.arb_texture_cube_map)
5572 R_BuildNormalizationCube();
5574 r_texture_fogattenuation = NULL;
5575 r_texture_gammaramps = NULL;
5576 //r_texture_fogintensity = NULL;
5577 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5578 memset(&r_waterstate, 0, sizeof(r_waterstate));
5579 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5580 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5582 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5583 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5585 memset(&r_svbsp, 0, sizeof (r_svbsp));
5587 r_refdef.fogmasktable_density = 0;
5590 void gl_main_shutdown(void)
5593 R_FrameData_Reset();
5595 R_Main_FreeViewCache();
5598 qglDeleteQueriesARB(r_maxqueries, r_queries);
5602 memset(r_queries, 0, sizeof(r_queries));
5604 r_qwskincache = NULL;
5605 r_qwskincache_size = 0;
5607 // clear out the r_skinframe state
5608 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5609 memset(&r_skinframe, 0, sizeof(r_skinframe));
5612 Mem_Free(r_svbsp.nodes);
5613 memset(&r_svbsp, 0, sizeof (r_svbsp));
5614 R_FreeTexturePool(&r_main_texturepool);
5615 loadingscreentexture = NULL;
5616 r_texture_blanknormalmap = NULL;
5617 r_texture_white = NULL;
5618 r_texture_grey128 = NULL;
5619 r_texture_black = NULL;
5620 r_texture_whitecube = NULL;
5621 r_texture_normalizationcube = NULL;
5622 r_texture_fogattenuation = NULL;
5623 r_texture_gammaramps = NULL;
5624 //r_texture_fogintensity = NULL;
5625 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5626 memset(&r_waterstate, 0, sizeof(r_waterstate));
5630 extern void CL_ParseEntityLump(char *entitystring);
5631 void gl_main_newmap(void)
5633 // FIXME: move this code to client
5635 char *entities, entname[MAX_QPATH];
5637 Mem_Free(r_qwskincache);
5638 r_qwskincache = NULL;
5639 r_qwskincache_size = 0;
5642 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5643 l = (int)strlen(entname) - 4;
5644 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5646 memcpy(entname + l, ".ent", 5);
5647 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5649 CL_ParseEntityLump(entities);
5654 if (cl.worldmodel->brush.entities)
5655 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5657 R_Main_FreeViewCache();
5659 R_FrameData_Reset();
5662 void GL_Main_Init(void)
5664 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5666 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5667 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5668 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5669 if (gamemode == GAME_NEHAHRA)
5671 Cvar_RegisterVariable (&gl_fogenable);
5672 Cvar_RegisterVariable (&gl_fogdensity);
5673 Cvar_RegisterVariable (&gl_fogred);
5674 Cvar_RegisterVariable (&gl_foggreen);
5675 Cvar_RegisterVariable (&gl_fogblue);
5676 Cvar_RegisterVariable (&gl_fogstart);
5677 Cvar_RegisterVariable (&gl_fogend);
5678 Cvar_RegisterVariable (&gl_skyclip);
5680 Cvar_RegisterVariable(&r_motionblur);
5681 Cvar_RegisterVariable(&r_motionblur_maxblur);
5682 Cvar_RegisterVariable(&r_motionblur_bmin);
5683 Cvar_RegisterVariable(&r_motionblur_vmin);
5684 Cvar_RegisterVariable(&r_motionblur_vmax);
5685 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5686 Cvar_RegisterVariable(&r_motionblur_randomize);
5687 Cvar_RegisterVariable(&r_damageblur);
5688 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5689 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5690 Cvar_RegisterVariable(&r_equalize_entities_by);
5691 Cvar_RegisterVariable(&r_equalize_entities_to);
5692 Cvar_RegisterVariable(&r_depthfirst);
5693 Cvar_RegisterVariable(&r_useinfinitefarclip);
5694 Cvar_RegisterVariable(&r_farclip_base);
5695 Cvar_RegisterVariable(&r_farclip_world);
5696 Cvar_RegisterVariable(&r_nearclip);
5697 Cvar_RegisterVariable(&r_showbboxes);
5698 Cvar_RegisterVariable(&r_showsurfaces);
5699 Cvar_RegisterVariable(&r_showtris);
5700 Cvar_RegisterVariable(&r_shownormals);
5701 Cvar_RegisterVariable(&r_showlighting);
5702 Cvar_RegisterVariable(&r_showshadowvolumes);
5703 Cvar_RegisterVariable(&r_showcollisionbrushes);
5704 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5705 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5706 Cvar_RegisterVariable(&r_showdisabledepthtest);
5707 Cvar_RegisterVariable(&r_drawportals);
5708 Cvar_RegisterVariable(&r_drawentities);
5709 Cvar_RegisterVariable(&r_cullentities_trace);
5710 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5711 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5712 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5713 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5714 Cvar_RegisterVariable(&r_drawviewmodel);
5715 Cvar_RegisterVariable(&r_speeds);
5716 Cvar_RegisterVariable(&r_fullbrights);
5717 Cvar_RegisterVariable(&r_wateralpha);
5718 Cvar_RegisterVariable(&r_dynamic);
5719 Cvar_RegisterVariable(&r_fullbright);
5720 Cvar_RegisterVariable(&r_shadows);
5721 Cvar_RegisterVariable(&r_shadows_darken);
5722 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5723 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5724 Cvar_RegisterVariable(&r_shadows_throwdistance);
5725 Cvar_RegisterVariable(&r_shadows_throwdirection);
5726 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5727 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5728 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5729 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5730 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5731 Cvar_RegisterVariable(&r_fog_exp2);
5732 Cvar_RegisterVariable(&r_drawfog);
5733 Cvar_RegisterVariable(&r_transparentdepthmasking);
5734 Cvar_RegisterVariable(&r_texture_dds_load);
5735 Cvar_RegisterVariable(&r_texture_dds_save);
5736 Cvar_RegisterVariable(&r_textureunits);
5737 Cvar_RegisterVariable(&gl_combine);
5738 Cvar_RegisterVariable(&r_glsl);
5739 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5740 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5741 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5742 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5743 Cvar_RegisterVariable(&r_glsl_postprocess);
5744 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5745 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5746 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5747 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5748 Cvar_RegisterVariable(&r_water);
5749 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5750 Cvar_RegisterVariable(&r_water_clippingplanebias);
5751 Cvar_RegisterVariable(&r_water_refractdistort);
5752 Cvar_RegisterVariable(&r_water_reflectdistort);
5753 Cvar_RegisterVariable(&r_lerpsprites);
5754 Cvar_RegisterVariable(&r_lerpmodels);
5755 Cvar_RegisterVariable(&r_lerplightstyles);
5756 Cvar_RegisterVariable(&r_waterscroll);
5757 Cvar_RegisterVariable(&r_bloom);
5758 Cvar_RegisterVariable(&r_bloom_colorscale);
5759 Cvar_RegisterVariable(&r_bloom_brighten);
5760 Cvar_RegisterVariable(&r_bloom_blur);
5761 Cvar_RegisterVariable(&r_bloom_resolution);
5762 Cvar_RegisterVariable(&r_bloom_colorexponent);
5763 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5764 Cvar_RegisterVariable(&r_hdr);
5765 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5766 Cvar_RegisterVariable(&r_hdr_glowintensity);
5767 Cvar_RegisterVariable(&r_hdr_range);
5768 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5769 Cvar_RegisterVariable(&developer_texturelogging);
5770 Cvar_RegisterVariable(&gl_lightmaps);
5771 Cvar_RegisterVariable(&r_test);
5772 Cvar_RegisterVariable(&r_batchmode);
5773 Cvar_RegisterVariable(&r_glsl_saturation);
5774 Cvar_RegisterVariable(&r_framedatasize);
5775 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
5776 Cvar_SetValue("r_fullbrights", 0);
5777 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
5779 Cvar_RegisterVariable(&r_track_sprites);
5780 Cvar_RegisterVariable(&r_track_sprites_flags);
5781 Cvar_RegisterVariable(&r_track_sprites_scalew);
5782 Cvar_RegisterVariable(&r_track_sprites_scaleh);
5785 extern void R_Textures_Init(void);
5786 extern void GL_Draw_Init(void);
5787 extern void GL_Main_Init(void);
5788 extern void R_Shadow_Init(void);
5789 extern void R_Sky_Init(void);
5790 extern void GL_Surf_Init(void);
5791 extern void R_Particles_Init(void);
5792 extern void R_Explosion_Init(void);
5793 extern void gl_backend_init(void);
5794 extern void Sbar_Init(void);
5795 extern void R_LightningBeams_Init(void);
5796 extern void Mod_RenderInit(void);
5797 extern void Font_Init(void);
5799 void Render_Init(void)
5812 R_LightningBeams_Init();
5821 extern char *ENGINE_EXTENSIONS;
5824 gl_renderer = (const char *)qglGetString(GL_RENDERER);
5825 gl_vendor = (const char *)qglGetString(GL_VENDOR);
5826 gl_version = (const char *)qglGetString(GL_VERSION);
5827 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
5831 if (!gl_platformextensions)
5832 gl_platformextensions = "";
5834 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
5835 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
5836 Con_Printf("GL_VERSION: %s\n", gl_version);
5837 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
5838 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
5840 VID_CheckExtensions();
5842 // LordHavoc: report supported extensions
5843 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
5845 // clear to black (loading plaque will be seen over this)
5847 qglClearColor(0,0,0,1);CHECKGLERROR
5848 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
5851 int R_CullBox(const vec3_t mins, const vec3_t maxs)
5855 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5857 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
5860 p = r_refdef.view.frustum + i;
5865 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5869 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5873 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5877 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5881 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5885 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5889 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5893 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5901 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
5905 for (i = 0;i < numplanes;i++)
5912 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5916 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5920 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5924 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5928 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5932 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5936 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5940 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5948 //==================================================================================
5950 // LordHavoc: this stores temporary data used within the same frame
5952 qboolean r_framedata_failed;
5953 static size_t r_framedata_size;
5954 static size_t r_framedata_current;
5955 static void *r_framedata_base;
5957 void R_FrameData_Reset(void)
5959 if (r_framedata_base)
5960 Mem_Free(r_framedata_base);
5961 r_framedata_base = NULL;
5962 r_framedata_size = 0;
5963 r_framedata_current = 0;
5964 r_framedata_failed = false;
5967 void R_FrameData_NewFrame(void)
5970 if (r_framedata_failed)
5971 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
5972 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
5973 wantedsize = bound(65536, wantedsize, 128*1024*1024);
5974 if (r_framedata_size != wantedsize)
5976 r_framedata_size = wantedsize;
5977 if (r_framedata_base)
5978 Mem_Free(r_framedata_base);
5979 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
5981 r_framedata_current = 0;
5982 r_framedata_failed = false;
5985 void *R_FrameData_Alloc(size_t size)
5989 // align to 16 byte boundary
5990 size = (size + 15) & ~15;
5991 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
5992 r_framedata_current += size;
5995 if (r_framedata_current > r_framedata_size)
5996 r_framedata_failed = true;
5998 // return NULL on everything after a failure
5999 if (r_framedata_failed)
6005 void *R_FrameData_Store(size_t size, void *data)
6007 void *d = R_FrameData_Alloc(size);
6009 memcpy(d, data, size);
6013 //==================================================================================
6015 // LordHavoc: animcache originally written by Echon, rewritten since then
6018 * Animation cache prevents re-generating mesh data for an animated model
6019 * multiple times in one frame for lighting, shadowing, reflections, etc.
6022 void R_AnimCache_Free(void)
6026 void R_AnimCache_ClearCache(void)
6029 entity_render_t *ent;
6031 for (i = 0;i < r_refdef.scene.numentities;i++)
6033 ent = r_refdef.scene.entities[i];
6034 ent->animcache_vertex3f = NULL;
6035 ent->animcache_normal3f = NULL;
6036 ent->animcache_svector3f = NULL;
6037 ent->animcache_tvector3f = NULL;
6041 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6043 dp_model_t *model = ent->model;
6045 // see if it's already cached this frame
6046 if (ent->animcache_vertex3f)
6048 // add normals/tangents if needed
6049 if (wantnormals || wanttangents)
6051 if (ent->animcache_normal3f)
6052 wantnormals = false;
6053 if (ent->animcache_svector3f)
6054 wanttangents = false;
6055 if (wantnormals || wanttangents)
6057 numvertices = model->surfmesh.num_vertices;
6059 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6062 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6063 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6065 if (!r_framedata_failed)
6066 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6072 // see if this ent is worth caching
6073 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6075 // get some memory for this entity and generate mesh data
6076 numvertices = model->surfmesh.num_vertices;
6077 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6079 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6082 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6083 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6085 if (!r_framedata_failed)
6086 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6088 return !r_framedata_failed;
6091 void R_AnimCache_CacheVisibleEntities(void)
6094 qboolean wantnormals = !r_showsurfaces.integer;
6095 qboolean wanttangents = !r_showsurfaces.integer;
6097 switch(vid.renderpath)
6099 case RENDERPATH_GL20:
6100 case RENDERPATH_CGGL:
6102 case RENDERPATH_GL13:
6103 case RENDERPATH_GL11:
6104 wanttangents = false;
6108 // TODO: thread this
6109 // NOTE: R_PrepareRTLights() also caches entities
6111 for (i = 0;i < r_refdef.scene.numentities;i++)
6112 if (r_refdef.viewcache.entityvisible[i])
6113 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6115 if (r_shadows.integer)
6116 for (i = 0;i < r_refdef.scene.numentities;i++)
6117 if (!r_refdef.viewcache.entityvisible[i])
6118 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6121 //==================================================================================
6123 static void R_View_UpdateEntityLighting (void)
6126 entity_render_t *ent;
6127 vec3_t tempdiffusenormal, avg;
6128 vec_t f, fa, fd, fdd;
6130 for (i = 0;i < r_refdef.scene.numentities;i++)
6132 ent = r_refdef.scene.entities[i];
6134 // skip unseen models
6135 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6139 if (ent->model && ent->model->brush.num_leafs)
6141 // TODO: use modellight for r_ambient settings on world?
6142 VectorSet(ent->modellight_ambient, 0, 0, 0);
6143 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6144 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6148 // fetch the lighting from the worldmodel data
6149 VectorClear(ent->modellight_ambient);
6150 VectorClear(ent->modellight_diffuse);
6151 VectorClear(tempdiffusenormal);
6152 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6155 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6156 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6157 if(ent->flags & RENDER_EQUALIZE)
6159 // first fix up ambient lighting...
6160 if(r_equalize_entities_minambient.value > 0)
6162 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6165 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6166 if(fa < r_equalize_entities_minambient.value * fd)
6169 // fa'/fd' = minambient
6170 // fa'+0.25*fd' = fa+0.25*fd
6172 // fa' = fd' * minambient
6173 // fd'*(0.25+minambient) = fa+0.25*fd
6175 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6176 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6178 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6179 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6180 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6181 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6186 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6188 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6189 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6192 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6193 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6194 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6200 VectorSet(ent->modellight_ambient, 1, 1, 1);
6202 // move the light direction into modelspace coordinates for lighting code
6203 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6204 if(VectorLength2(ent->modellight_lightdir) == 0)
6205 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6206 VectorNormalize(ent->modellight_lightdir);
6210 #define MAX_LINEOFSIGHTTRACES 64
6212 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6215 vec3_t boxmins, boxmaxs;
6218 dp_model_t *model = r_refdef.scene.worldmodel;
6220 if (!model || !model->brush.TraceLineOfSight)
6223 // expand the box a little
6224 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6225 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6226 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6227 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6228 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6229 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6232 VectorCopy(eye, start);
6233 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6234 if (model->brush.TraceLineOfSight(model, start, end))
6237 // try various random positions
6238 for (i = 0;i < numsamples;i++)
6240 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6241 if (model->brush.TraceLineOfSight(model, start, end))
6249 static void R_View_UpdateEntityVisible (void)
6254 entity_render_t *ent;
6256 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6257 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6259 // worldmodel can check visibility
6260 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6261 for (i = 0;i < r_refdef.scene.numentities;i++)
6263 ent = r_refdef.scene.entities[i];
6264 if (!(ent->flags & renderimask))
6265 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6266 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
6267 r_refdef.viewcache.entityvisible[i] = true;
6269 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6271 for (i = 0;i < r_refdef.scene.numentities;i++)
6273 ent = r_refdef.scene.entities[i];
6274 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6276 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6278 continue; // temp entities do pvs only
6279 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6280 ent->last_trace_visibility = realtime;
6281 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6282 r_refdef.viewcache.entityvisible[i] = 0;
6289 // no worldmodel or it can't check visibility
6290 for (i = 0;i < r_refdef.scene.numentities;i++)
6292 ent = r_refdef.scene.entities[i];
6293 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
6298 /// only used if skyrendermasked, and normally returns false
6299 int R_DrawBrushModelsSky (void)
6302 entity_render_t *ent;
6305 for (i = 0;i < r_refdef.scene.numentities;i++)
6307 if (!r_refdef.viewcache.entityvisible[i])
6309 ent = r_refdef.scene.entities[i];
6310 if (!ent->model || !ent->model->DrawSky)
6312 ent->model->DrawSky(ent);
6318 static void R_DrawNoModel(entity_render_t *ent);
6319 static void R_DrawModels(void)
6322 entity_render_t *ent;
6324 for (i = 0;i < r_refdef.scene.numentities;i++)
6326 if (!r_refdef.viewcache.entityvisible[i])
6328 ent = r_refdef.scene.entities[i];
6329 r_refdef.stats.entities++;
6330 if (ent->model && ent->model->Draw != NULL)
6331 ent->model->Draw(ent);
6337 static void R_DrawModelsDepth(void)
6340 entity_render_t *ent;
6342 for (i = 0;i < r_refdef.scene.numentities;i++)
6344 if (!r_refdef.viewcache.entityvisible[i])
6346 ent = r_refdef.scene.entities[i];
6347 if (ent->model && ent->model->DrawDepth != NULL)
6348 ent->model->DrawDepth(ent);
6352 static void R_DrawModelsDebug(void)
6355 entity_render_t *ent;
6357 for (i = 0;i < r_refdef.scene.numentities;i++)
6359 if (!r_refdef.viewcache.entityvisible[i])
6361 ent = r_refdef.scene.entities[i];
6362 if (ent->model && ent->model->DrawDebug != NULL)
6363 ent->model->DrawDebug(ent);
6367 static void R_DrawModelsAddWaterPlanes(void)
6370 entity_render_t *ent;
6372 for (i = 0;i < r_refdef.scene.numentities;i++)
6374 if (!r_refdef.viewcache.entityvisible[i])
6376 ent = r_refdef.scene.entities[i];
6377 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6378 ent->model->DrawAddWaterPlanes(ent);
6382 static void R_View_SetFrustum(void)
6385 double slopex, slopey;
6386 vec3_t forward, left, up, origin;
6388 // we can't trust r_refdef.view.forward and friends in reflected scenes
6389 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6392 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6393 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6394 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6395 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6396 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6397 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6398 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6399 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6400 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6401 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6402 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6403 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6407 zNear = r_refdef.nearclip;
6408 nudge = 1.0 - 1.0 / (1<<23);
6409 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6410 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6411 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6412 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6413 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6414 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6415 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6416 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6422 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6423 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6424 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6425 r_refdef.view.frustum[0].dist = m[15] - m[12];
6427 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6428 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6429 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6430 r_refdef.view.frustum[1].dist = m[15] + m[12];
6432 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6433 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6434 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6435 r_refdef.view.frustum[2].dist = m[15] - m[13];
6437 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6438 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6439 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6440 r_refdef.view.frustum[3].dist = m[15] + m[13];
6442 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6443 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6444 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6445 r_refdef.view.frustum[4].dist = m[15] - m[14];
6447 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6448 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6449 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6450 r_refdef.view.frustum[5].dist = m[15] + m[14];
6453 if (r_refdef.view.useperspective)
6455 slopex = 1.0 / r_refdef.view.frustum_x;
6456 slopey = 1.0 / r_refdef.view.frustum_y;
6457 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6458 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6459 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6460 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6461 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6463 // Leaving those out was a mistake, those were in the old code, and they
6464 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6465 // I couldn't reproduce it after adding those normalizations. --blub
6466 VectorNormalize(r_refdef.view.frustum[0].normal);
6467 VectorNormalize(r_refdef.view.frustum[1].normal);
6468 VectorNormalize(r_refdef.view.frustum[2].normal);
6469 VectorNormalize(r_refdef.view.frustum[3].normal);
6471 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6472 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
6473 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
6474 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
6475 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
6477 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6478 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6479 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6480 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6481 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6485 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6486 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6487 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6488 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6489 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6490 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6491 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6492 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6493 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6494 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6496 r_refdef.view.numfrustumplanes = 5;
6498 if (r_refdef.view.useclipplane)
6500 r_refdef.view.numfrustumplanes = 6;
6501 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6504 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6505 PlaneClassify(r_refdef.view.frustum + i);
6507 // LordHavoc: note to all quake engine coders, Quake had a special case
6508 // for 90 degrees which assumed a square view (wrong), so I removed it,
6509 // Quake2 has it disabled as well.
6511 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6512 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6513 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6514 //PlaneClassify(&frustum[0]);
6516 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6517 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6518 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6519 //PlaneClassify(&frustum[1]);
6521 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6522 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6523 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6524 //PlaneClassify(&frustum[2]);
6526 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6527 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6528 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6529 //PlaneClassify(&frustum[3]);
6532 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6533 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6534 //PlaneClassify(&frustum[4]);
6537 void R_View_Update(void)
6539 R_Main_ResizeViewCache();
6540 R_View_SetFrustum();
6541 R_View_WorldVisibility(r_refdef.view.useclipplane);
6542 R_View_UpdateEntityVisible();
6543 R_View_UpdateEntityLighting();
6546 void R_SetupView(qboolean allowwaterclippingplane)
6548 const float *customclipplane = NULL;
6550 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6552 // LordHavoc: couldn't figure out how to make this approach the
6553 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6554 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6555 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6556 dist = r_refdef.view.clipplane.dist;
6557 plane[0] = r_refdef.view.clipplane.normal[0];
6558 plane[1] = r_refdef.view.clipplane.normal[1];
6559 plane[2] = r_refdef.view.clipplane.normal[2];
6561 customclipplane = plane;
6564 if (!r_refdef.view.useperspective)
6565 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
6566 else if (vid.stencil && r_useinfinitefarclip.integer)
6567 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
6569 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
6570 R_SetViewport(&r_refdef.view.viewport);
6573 void R_EntityMatrix(const matrix4x4_t *matrix)
6575 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6577 gl_modelmatrixchanged = false;
6578 gl_modelmatrix = *matrix;
6579 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6580 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6581 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6582 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6584 switch(vid.renderpath)
6586 case RENDERPATH_GL20:
6587 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6588 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6589 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6591 case RENDERPATH_CGGL:
6594 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6595 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6596 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6599 case RENDERPATH_GL13:
6600 case RENDERPATH_GL11:
6601 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6607 void R_ResetViewRendering2D(void)
6609 r_viewport_t viewport;
6612 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6613 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
6614 R_SetViewport(&viewport);
6615 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6616 GL_Color(1, 1, 1, 1);
6617 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6618 GL_BlendFunc(GL_ONE, GL_ZERO);
6619 GL_AlphaTest(false);
6620 GL_ScissorTest(false);
6621 GL_DepthMask(false);
6622 GL_DepthRange(0, 1);
6623 GL_DepthTest(false);
6624 R_EntityMatrix(&identitymatrix);
6625 R_Mesh_ResetTextureState();
6626 GL_PolygonOffset(0, 0);
6627 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6628 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6629 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6630 qglStencilMask(~0);CHECKGLERROR
6631 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6632 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6633 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6636 void R_ResetViewRendering3D(void)
6641 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6642 GL_Color(1, 1, 1, 1);
6643 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6644 GL_BlendFunc(GL_ONE, GL_ZERO);
6645 GL_AlphaTest(false);
6646 GL_ScissorTest(true);
6648 GL_DepthRange(0, 1);
6650 R_EntityMatrix(&identitymatrix);
6651 R_Mesh_ResetTextureState();
6652 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6653 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6654 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6655 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6656 qglStencilMask(~0);CHECKGLERROR
6657 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6658 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6659 GL_CullFace(r_refdef.view.cullface_back);
6662 void R_RenderScene(void);
6663 void R_RenderWaterPlanes(void);
6665 static void R_Water_StartFrame(void)
6668 int waterwidth, waterheight, texturewidth, textureheight;
6669 r_waterstate_waterplane_t *p;
6671 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6674 switch(vid.renderpath)
6676 case RENDERPATH_GL20:
6677 case RENDERPATH_CGGL:
6679 case RENDERPATH_GL13:
6680 case RENDERPATH_GL11:
6684 // set waterwidth and waterheight to the water resolution that will be
6685 // used (often less than the screen resolution for faster rendering)
6686 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6687 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6689 // calculate desired texture sizes
6690 // can't use water if the card does not support the texture size
6691 if (!r_water.integer || r_showsurfaces.integer)
6692 texturewidth = textureheight = waterwidth = waterheight = 0;
6693 else if (vid.support.arb_texture_non_power_of_two)
6695 texturewidth = waterwidth;
6696 textureheight = waterheight;
6700 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6701 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6704 // allocate textures as needed
6705 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6707 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6708 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6710 if (p->texture_refraction)
6711 R_FreeTexture(p->texture_refraction);
6712 p->texture_refraction = NULL;
6713 if (p->texture_reflection)
6714 R_FreeTexture(p->texture_reflection);
6715 p->texture_reflection = NULL;
6717 memset(&r_waterstate, 0, sizeof(r_waterstate));
6718 r_waterstate.texturewidth = texturewidth;
6719 r_waterstate.textureheight = textureheight;
6722 if (r_waterstate.texturewidth)
6724 r_waterstate.enabled = true;
6726 // when doing a reduced render (HDR) we want to use a smaller area
6727 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6728 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6730 // set up variables that will be used in shader setup
6731 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6732 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6733 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6734 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6737 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6738 r_waterstate.numwaterplanes = 0;
6741 void R_Water_AddWaterPlane(msurface_t *surface)
6743 int triangleindex, planeindex;
6749 r_waterstate_waterplane_t *p;
6750 texture_t *t = R_GetCurrentTexture(surface->texture);
6751 // just use the first triangle with a valid normal for any decisions
6752 VectorClear(normal);
6753 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6755 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6756 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6757 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6758 TriangleNormal(vert[0], vert[1], vert[2], normal);
6759 if (VectorLength2(normal) >= 0.001)
6763 VectorCopy(normal, plane.normal);
6764 VectorNormalize(plane.normal);
6765 plane.dist = DotProduct(vert[0], plane.normal);
6766 PlaneClassify(&plane);
6767 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6769 // skip backfaces (except if nocullface is set)
6770 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6772 VectorNegate(plane.normal, plane.normal);
6774 PlaneClassify(&plane);
6778 // find a matching plane if there is one
6779 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6780 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
6782 if (planeindex >= r_waterstate.maxwaterplanes)
6783 return; // nothing we can do, out of planes
6785 // if this triangle does not fit any known plane rendered this frame, add one
6786 if (planeindex >= r_waterstate.numwaterplanes)
6788 // store the new plane
6789 r_waterstate.numwaterplanes++;
6791 // clear materialflags and pvs
6792 p->materialflags = 0;
6793 p->pvsvalid = false;
6795 // merge this surface's materialflags into the waterplane
6796 p->materialflags |= t->currentmaterialflags;
6797 // merge this surface's PVS into the waterplane
6798 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
6799 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6800 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6802 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6807 static void R_Water_ProcessPlanes(void)
6809 r_refdef_view_t originalview;
6810 r_refdef_view_t myview;
6812 r_waterstate_waterplane_t *p;
6814 originalview = r_refdef.view;
6816 // make sure enough textures are allocated
6817 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6819 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6821 if (!p->texture_refraction)
6822 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6823 if (!p->texture_refraction)
6827 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6829 if (!p->texture_reflection)
6830 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6831 if (!p->texture_reflection)
6837 r_refdef.view = originalview;
6838 r_refdef.view.showdebug = false;
6839 r_refdef.view.width = r_waterstate.waterwidth;
6840 r_refdef.view.height = r_waterstate.waterheight;
6841 r_refdef.view.useclipplane = true;
6842 myview = r_refdef.view;
6843 r_waterstate.renderingscene = true;
6844 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6846 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6848 r_refdef.view = myview;
6849 // render reflected scene and copy into texture
6850 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6851 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6852 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6853 r_refdef.view.clipplane = p->plane;
6854 // reverse the cullface settings for this render
6855 r_refdef.view.cullface_front = GL_FRONT;
6856 r_refdef.view.cullface_back = GL_BACK;
6857 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6859 r_refdef.view.usecustompvs = true;
6861 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6863 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6866 R_ResetViewRendering3D();
6867 R_ClearScreen(r_refdef.fogenabled);
6871 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6874 // render the normal view scene and copy into texture
6875 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
6876 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6878 r_refdef.view = myview;
6879 r_refdef.view.clipplane = p->plane;
6880 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6881 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6882 PlaneClassify(&r_refdef.view.clipplane);
6884 R_ResetViewRendering3D();
6885 R_ClearScreen(r_refdef.fogenabled);
6889 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6893 r_waterstate.renderingscene = false;
6894 r_refdef.view = originalview;
6895 R_ResetViewRendering3D();
6896 R_ClearScreen(r_refdef.fogenabled);
6900 r_refdef.view = originalview;
6901 r_waterstate.renderingscene = false;
6902 Cvar_SetValueQuick(&r_water, 0);
6903 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6907 void R_Bloom_StartFrame(void)
6909 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6911 switch(vid.renderpath)
6913 case RENDERPATH_GL20:
6914 case RENDERPATH_CGGL:
6916 case RENDERPATH_GL13:
6917 case RENDERPATH_GL11:
6921 // set bloomwidth and bloomheight to the bloom resolution that will be
6922 // used (often less than the screen resolution for faster rendering)
6923 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6924 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6925 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6926 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6927 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6929 // calculate desired texture sizes
6930 if (vid.support.arb_texture_non_power_of_two)
6932 screentexturewidth = r_refdef.view.width;
6933 screentextureheight = r_refdef.view.height;
6934 bloomtexturewidth = r_bloomstate.bloomwidth;
6935 bloomtextureheight = r_bloomstate.bloomheight;
6939 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6940 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6941 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6942 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6945 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6947 Cvar_SetValueQuick(&r_hdr, 0);
6948 Cvar_SetValueQuick(&r_bloom, 0);
6949 Cvar_SetValueQuick(&r_motionblur, 0);
6950 Cvar_SetValueQuick(&r_damageblur, 0);
6953 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
6954 screentexturewidth = screentextureheight = 0;
6955 if (!r_hdr.integer && !r_bloom.integer)
6956 bloomtexturewidth = bloomtextureheight = 0;
6958 // allocate textures as needed
6959 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
6961 if (r_bloomstate.texture_screen)
6962 R_FreeTexture(r_bloomstate.texture_screen);
6963 r_bloomstate.texture_screen = NULL;
6964 r_bloomstate.screentexturewidth = screentexturewidth;
6965 r_bloomstate.screentextureheight = screentextureheight;
6966 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6967 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
6969 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
6971 if (r_bloomstate.texture_bloom)
6972 R_FreeTexture(r_bloomstate.texture_bloom);
6973 r_bloomstate.texture_bloom = NULL;
6974 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6975 r_bloomstate.bloomtextureheight = bloomtextureheight;
6976 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6977 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
6980 // when doing a reduced render (HDR) we want to use a smaller area
6981 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6982 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6983 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6984 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6985 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6987 // set up a texcoord array for the full resolution screen image
6988 // (we have to keep this around to copy back during final render)
6989 r_bloomstate.screentexcoord2f[0] = 0;
6990 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
6991 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
6992 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
6993 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
6994 r_bloomstate.screentexcoord2f[5] = 0;
6995 r_bloomstate.screentexcoord2f[6] = 0;
6996 r_bloomstate.screentexcoord2f[7] = 0;
6998 // set up a texcoord array for the reduced resolution bloom image
6999 // (which will be additive blended over the screen image)
7000 r_bloomstate.bloomtexcoord2f[0] = 0;
7001 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7002 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7003 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7004 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7005 r_bloomstate.bloomtexcoord2f[5] = 0;
7006 r_bloomstate.bloomtexcoord2f[6] = 0;
7007 r_bloomstate.bloomtexcoord2f[7] = 0;
7009 if (r_hdr.integer || r_bloom.integer)
7011 r_bloomstate.enabled = true;
7012 r_bloomstate.hdr = r_hdr.integer != 0;
7015 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
7018 void R_Bloom_CopyBloomTexture(float colorscale)
7020 r_refdef.stats.bloom++;
7022 // scale down screen texture to the bloom texture size
7024 R_SetViewport(&r_bloomstate.viewport);
7025 GL_BlendFunc(GL_ONE, GL_ZERO);
7026 GL_Color(colorscale, colorscale, colorscale, 1);
7027 // TODO: optimize with multitexture or GLSL
7028 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7029 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7030 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7031 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7033 // we now have a bloom image in the framebuffer
7034 // copy it into the bloom image texture for later processing
7035 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7036 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7039 void R_Bloom_CopyHDRTexture(void)
7041 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7042 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7045 void R_Bloom_MakeTexture(void)
7048 float xoffset, yoffset, r, brighten;
7050 r_refdef.stats.bloom++;
7052 R_ResetViewRendering2D();
7053 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7054 R_Mesh_ColorPointer(NULL, 0, 0);
7056 // we have a bloom image in the framebuffer
7058 R_SetViewport(&r_bloomstate.viewport);
7060 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7063 r = bound(0, r_bloom_colorexponent.value / x, 1);
7064 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7065 GL_Color(r, r, r, 1);
7066 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7067 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7068 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7069 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7071 // copy the vertically blurred bloom view to a texture
7072 GL_ActiveTexture(0);
7074 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7075 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7078 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7079 brighten = r_bloom_brighten.value;
7081 brighten *= r_hdr_range.value;
7082 brighten = sqrt(brighten);
7084 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7085 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7086 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7088 for (dir = 0;dir < 2;dir++)
7090 // blend on at multiple vertical offsets to achieve a vertical blur
7091 // TODO: do offset blends using GLSL
7092 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7093 GL_BlendFunc(GL_ONE, GL_ZERO);
7094 for (x = -range;x <= range;x++)
7096 if (!dir){xoffset = 0;yoffset = x;}
7097 else {xoffset = x;yoffset = 0;}
7098 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7099 yoffset /= (float)r_bloomstate.bloomtextureheight;
7100 // compute a texcoord array with the specified x and y offset
7101 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7102 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7103 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7104 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7105 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7106 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7107 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7108 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7109 // this r value looks like a 'dot' particle, fading sharply to
7110 // black at the edges
7111 // (probably not realistic but looks good enough)
7112 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7113 //r = brighten/(range*2+1);
7114 r = brighten / (range * 2 + 1);
7116 r *= (1 - x*x/(float)(range*range));
7117 GL_Color(r, r, r, 1);
7118 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7119 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7120 GL_BlendFunc(GL_ONE, GL_ONE);
7123 // copy the vertically blurred bloom view to a texture
7124 GL_ActiveTexture(0);
7126 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
7127 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7130 // apply subtract last
7131 // (just like it would be in a GLSL shader)
7132 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7134 GL_BlendFunc(GL_ONE, GL_ZERO);
7135 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7136 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7137 GL_Color(1, 1, 1, 1);
7138 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7139 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7141 GL_BlendFunc(GL_ONE, GL_ONE);
7142 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7143 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7144 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7145 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7146 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7147 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7148 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7150 // copy the darkened bloom view to a texture
7151 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7152 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7156 void R_HDR_RenderBloomTexture(void)
7158 int oldwidth, oldheight;
7159 float oldcolorscale;
7161 oldcolorscale = r_refdef.view.colorscale;
7162 oldwidth = r_refdef.view.width;
7163 oldheight = r_refdef.view.height;
7164 r_refdef.view.width = r_bloomstate.bloomwidth;
7165 r_refdef.view.height = r_bloomstate.bloomheight;
7167 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7168 // TODO: add exposure compensation features
7169 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7171 r_refdef.view.showdebug = false;
7172 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7174 R_ResetViewRendering3D();
7176 R_ClearScreen(r_refdef.fogenabled);
7177 if (r_timereport_active)
7178 R_TimeReport("HDRclear");
7181 if (r_timereport_active)
7182 R_TimeReport("visibility");
7184 // only do secondary renders with HDR if r_hdr is 2 or higher
7185 r_waterstate.numwaterplanes = 0;
7186 if (r_waterstate.enabled && r_hdr.integer >= 2)
7187 R_RenderWaterPlanes();
7189 r_refdef.view.showdebug = true;
7191 r_waterstate.numwaterplanes = 0;
7193 R_ResetViewRendering2D();
7195 R_Bloom_CopyHDRTexture();
7196 R_Bloom_MakeTexture();
7198 // restore the view settings
7199 r_refdef.view.width = oldwidth;
7200 r_refdef.view.height = oldheight;
7201 r_refdef.view.colorscale = oldcolorscale;
7202 r_frame++; // used only by R_GetCurrentTexture
7204 R_ResetViewRendering3D();
7206 R_ClearScreen(r_refdef.fogenabled);
7207 if (r_timereport_active)
7208 R_TimeReport("viewclear");
7211 static void R_BlendView(void)
7213 unsigned int permutation;
7214 float uservecs[4][4];
7216 switch (vid.renderpath)
7218 case RENDERPATH_GL20:
7219 case RENDERPATH_CGGL:
7221 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7222 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7223 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7224 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7225 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7227 if (r_bloomstate.texture_screen)
7229 // make sure the buffer is available
7230 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7232 R_ResetViewRendering2D();
7233 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7234 R_Mesh_ColorPointer(NULL, 0, 0);
7236 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7238 // declare variables
7240 static float avgspeed;
7242 speed = VectorLength(cl.movement_velocity);
7244 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7245 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7247 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7248 speed = bound(0, speed, 1);
7249 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7251 // calculate values into a standard alpha
7252 cl.motionbluralpha = 1 - exp(-
7254 (r_motionblur.value * speed / 80)
7256 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7259 max(0.0001, cl.time - cl.oldtime) // fps independent
7262 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7263 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7265 if (cl.motionbluralpha > 0)
7267 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7268 GL_Color(1, 1, 1, cl.motionbluralpha);
7269 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7270 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7271 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7272 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7276 // copy view into the screen texture
7277 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7278 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7280 else if (!r_bloomstate.texture_bloom)
7282 // we may still have to do view tint...
7283 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7285 // apply a color tint to the whole view
7286 R_ResetViewRendering2D();
7287 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7288 R_Mesh_ColorPointer(NULL, 0, 0);
7289 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7290 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7291 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7292 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7294 break; // no screen processing, no bloom, skip it
7297 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7299 // render simple bloom effect
7300 // copy the screen and shrink it and darken it for the bloom process
7301 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7302 // make the bloom texture
7303 R_Bloom_MakeTexture();
7306 #if _MSC_VER >= 1400
7307 #define sscanf sscanf_s
7309 memset(uservecs, 0, sizeof(uservecs));
7310 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7311 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7312 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7313 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7315 R_ResetViewRendering2D();
7316 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7317 R_Mesh_ColorPointer(NULL, 0, 0);
7318 GL_Color(1, 1, 1, 1);
7319 GL_BlendFunc(GL_ONE, GL_ZERO);
7320 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7321 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7323 switch(vid.renderpath)
7325 case RENDERPATH_GL20:
7326 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7327 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7328 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7329 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7330 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7331 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7332 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7333 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
7334 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
7335 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
7336 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
7337 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7339 case RENDERPATH_CGGL:
7341 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7342 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7343 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7344 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7345 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
7346 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7347 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7348 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
7349 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
7350 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
7351 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
7352 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7358 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7359 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7361 case RENDERPATH_GL13:
7362 case RENDERPATH_GL11:
7363 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7365 // apply a color tint to the whole view
7366 R_ResetViewRendering2D();
7367 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7368 R_Mesh_ColorPointer(NULL, 0, 0);
7369 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7370 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7371 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7372 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7378 matrix4x4_t r_waterscrollmatrix;
7380 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7382 if (r_refdef.fog_density)
7384 r_refdef.fogcolor[0] = r_refdef.fog_red;
7385 r_refdef.fogcolor[1] = r_refdef.fog_green;
7386 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7388 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7389 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7390 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7391 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7395 VectorCopy(r_refdef.fogcolor, fogvec);
7396 // color.rgb *= ContrastBoost * SceneBrightness;
7397 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7398 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7399 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7400 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7405 void R_UpdateVariables(void)
7409 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7411 r_refdef.farclip = r_farclip_base.value;
7412 if (r_refdef.scene.worldmodel)
7413 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7414 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7416 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7417 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7418 r_refdef.polygonfactor = 0;
7419 r_refdef.polygonoffset = 0;
7420 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7421 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7423 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7424 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7425 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7426 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7427 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7428 if (r_showsurfaces.integer)
7430 r_refdef.scene.rtworld = false;
7431 r_refdef.scene.rtworldshadows = false;
7432 r_refdef.scene.rtdlight = false;
7433 r_refdef.scene.rtdlightshadows = false;
7434 r_refdef.lightmapintensity = 0;
7437 if (gamemode == GAME_NEHAHRA)
7439 if (gl_fogenable.integer)
7441 r_refdef.oldgl_fogenable = true;
7442 r_refdef.fog_density = gl_fogdensity.value;
7443 r_refdef.fog_red = gl_fogred.value;
7444 r_refdef.fog_green = gl_foggreen.value;
7445 r_refdef.fog_blue = gl_fogblue.value;
7446 r_refdef.fog_alpha = 1;
7447 r_refdef.fog_start = 0;
7448 r_refdef.fog_end = gl_skyclip.value;
7449 r_refdef.fog_height = 1<<30;
7450 r_refdef.fog_fadedepth = 128;
7452 else if (r_refdef.oldgl_fogenable)
7454 r_refdef.oldgl_fogenable = false;
7455 r_refdef.fog_density = 0;
7456 r_refdef.fog_red = 0;
7457 r_refdef.fog_green = 0;
7458 r_refdef.fog_blue = 0;
7459 r_refdef.fog_alpha = 0;
7460 r_refdef.fog_start = 0;
7461 r_refdef.fog_end = 0;
7462 r_refdef.fog_height = 1<<30;
7463 r_refdef.fog_fadedepth = 128;
7467 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7468 r_refdef.fog_start = max(0, r_refdef.fog_start);
7469 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7471 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7473 if (r_refdef.fog_density && r_drawfog.integer)
7475 r_refdef.fogenabled = true;
7476 // this is the point where the fog reaches 0.9986 alpha, which we
7477 // consider a good enough cutoff point for the texture
7478 // (0.9986 * 256 == 255.6)
7479 if (r_fog_exp2.integer)
7480 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7482 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7483 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7484 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7485 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7486 // fog color was already set
7487 // update the fog texture
7488 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
7489 R_BuildFogTexture();
7492 r_refdef.fogenabled = false;
7494 switch(vid.renderpath)
7496 case RENDERPATH_GL20:
7497 case RENDERPATH_CGGL:
7498 if(v_glslgamma.integer && !vid_gammatables_trivial)
7500 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7502 // build GLSL gamma texture
7503 #define RAMPWIDTH 256
7504 unsigned short ramp[RAMPWIDTH * 3];
7505 unsigned char rampbgr[RAMPWIDTH][4];
7508 r_texture_gammaramps_serial = vid_gammatables_serial;
7510 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7511 for(i = 0; i < RAMPWIDTH; ++i)
7513 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7514 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7515 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7518 if (r_texture_gammaramps)
7520 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7524 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
7530 // remove GLSL gamma texture
7533 case RENDERPATH_GL13:
7534 case RENDERPATH_GL11:
7539 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7540 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7546 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7547 if( scenetype != r_currentscenetype ) {
7548 // store the old scenetype
7549 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7550 r_currentscenetype = scenetype;
7551 // move in the new scene
7552 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7561 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7563 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7564 if( scenetype == r_currentscenetype ) {
7565 return &r_refdef.scene;
7567 return &r_scenes_store[ scenetype ];
7576 void R_RenderView(void)
7578 if (r_timereport_active)
7579 R_TimeReport("start");
7580 r_frame++; // used only by R_GetCurrentTexture
7581 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7583 if (!r_drawentities.integer)
7584 r_refdef.scene.numentities = 0;
7586 R_AnimCache_ClearCache();
7587 R_FrameData_NewFrame();
7589 if (r_refdef.view.isoverlay)
7591 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7592 GL_Clear( GL_DEPTH_BUFFER_BIT );
7593 R_TimeReport("depthclear");
7595 r_refdef.view.showdebug = false;
7597 r_waterstate.enabled = false;
7598 r_waterstate.numwaterplanes = 0;
7606 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7607 return; //Host_Error ("R_RenderView: NULL worldmodel");
7609 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7611 // break apart the view matrix into vectors for various purposes
7612 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7613 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7614 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7615 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7616 // make an inverted copy of the view matrix for tracking sprites
7617 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7619 R_Shadow_UpdateWorldLightSelection();
7621 R_Bloom_StartFrame();
7622 R_Water_StartFrame();
7625 if (r_timereport_active)
7626 R_TimeReport("viewsetup");
7628 R_ResetViewRendering3D();
7630 if (r_refdef.view.clear || r_refdef.fogenabled)
7632 R_ClearScreen(r_refdef.fogenabled);
7633 if (r_timereport_active)
7634 R_TimeReport("viewclear");
7636 r_refdef.view.clear = true;
7638 // this produces a bloom texture to be used in R_BlendView() later
7639 if (r_hdr.integer && r_bloomstate.bloomwidth)
7640 R_HDR_RenderBloomTexture();
7642 r_refdef.view.showdebug = true;
7645 if (r_timereport_active)
7646 R_TimeReport("visibility");
7648 r_waterstate.numwaterplanes = 0;
7649 if (r_waterstate.enabled)
7650 R_RenderWaterPlanes();
7653 r_waterstate.numwaterplanes = 0;
7656 if (r_timereport_active)
7657 R_TimeReport("blendview");
7659 GL_Scissor(0, 0, vid.width, vid.height);
7660 GL_ScissorTest(false);
7664 void R_RenderWaterPlanes(void)
7666 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7668 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7669 if (r_timereport_active)
7670 R_TimeReport("waterworld");
7673 // don't let sound skip if going slow
7674 if (r_refdef.scene.extraupdate)
7677 R_DrawModelsAddWaterPlanes();
7678 if (r_timereport_active)
7679 R_TimeReport("watermodels");
7681 if (r_waterstate.numwaterplanes)
7683 R_Water_ProcessPlanes();
7684 if (r_timereport_active)
7685 R_TimeReport("waterscenes");
7689 extern void R_DrawLightningBeams (void);
7690 extern void VM_CL_AddPolygonsToMeshQueue (void);
7691 extern void R_DrawPortals (void);
7692 extern cvar_t cl_locs_show;
7693 static void R_DrawLocs(void);
7694 static void R_DrawEntityBBoxes(void);
7695 static void R_DrawModelDecals(void);
7696 extern cvar_t cl_decals_newsystem;
7697 extern qboolean r_shadow_usingdeferredprepass;
7698 void R_RenderScene(void)
7700 r_refdef.stats.renders++;
7704 // don't let sound skip if going slow
7705 if (r_refdef.scene.extraupdate)
7708 R_MeshQueue_BeginScene();
7712 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7714 if (cl.csqc_vidvars.drawworld)
7716 // don't let sound skip if going slow
7717 if (r_refdef.scene.extraupdate)
7720 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7722 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7723 if (r_timereport_active)
7724 R_TimeReport("worldsky");
7727 if (R_DrawBrushModelsSky() && r_timereport_active)
7728 R_TimeReport("bmodelsky");
7730 if (skyrendermasked && skyrenderlater)
7732 // we have to force off the water clipping plane while rendering sky
7736 if (r_timereport_active)
7737 R_TimeReport("sky");
7741 R_AnimCache_CacheVisibleEntities();
7742 if (r_timereport_active)
7743 R_TimeReport("animation");
7745 R_Shadow_PrepareLights();
7746 if (r_timereport_active)
7747 R_TimeReport("preparelights");
7749 if (r_shadow_usingdeferredprepass)
7750 R_Shadow_DrawPrepass();
7752 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7754 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7755 if (r_timereport_active)
7756 R_TimeReport("worlddepth");
7758 if (r_depthfirst.integer >= 2)
7760 R_DrawModelsDepth();
7761 if (r_timereport_active)
7762 R_TimeReport("modeldepth");
7765 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7767 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7768 if (r_timereport_active)
7769 R_TimeReport("world");
7772 // don't let sound skip if going slow
7773 if (r_refdef.scene.extraupdate)
7777 if (r_timereport_active)
7778 R_TimeReport("models");
7780 // don't let sound skip if going slow
7781 if (r_refdef.scene.extraupdate)
7784 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7786 R_DrawModelShadows();
7787 R_ResetViewRendering3D();
7788 // don't let sound skip if going slow
7789 if (r_refdef.scene.extraupdate)
7793 if (!r_shadow_usingdeferredprepass)
7795 R_Shadow_DrawLights();
7796 if (r_timereport_active)
7797 R_TimeReport("rtlights");
7800 // don't let sound skip if going slow
7801 if (r_refdef.scene.extraupdate)
7804 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7806 R_DrawModelShadows();
7807 R_ResetViewRendering3D();
7808 // don't let sound skip if going slow
7809 if (r_refdef.scene.extraupdate)
7813 if (cl.csqc_vidvars.drawworld)
7815 if (cl_decals_newsystem.integer)
7817 R_DrawModelDecals();
7818 if (r_timereport_active)
7819 R_TimeReport("modeldecals");
7824 if (r_timereport_active)
7825 R_TimeReport("decals");
7829 if (r_timereport_active)
7830 R_TimeReport("particles");
7833 if (r_timereport_active)
7834 R_TimeReport("explosions");
7836 R_DrawLightningBeams();
7837 if (r_timereport_active)
7838 R_TimeReport("lightning");
7841 VM_CL_AddPolygonsToMeshQueue();
7843 if (r_refdef.view.showdebug)
7845 if (cl_locs_show.integer)
7848 if (r_timereport_active)
7849 R_TimeReport("showlocs");
7852 if (r_drawportals.integer)
7855 if (r_timereport_active)
7856 R_TimeReport("portals");
7859 if (r_showbboxes.value > 0)
7861 R_DrawEntityBBoxes();
7862 if (r_timereport_active)
7863 R_TimeReport("bboxes");
7867 R_MeshQueue_RenderTransparent();
7868 if (r_timereport_active)
7869 R_TimeReport("drawtrans");
7871 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
7873 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7874 if (r_timereport_active)
7875 R_TimeReport("worlddebug");
7876 R_DrawModelsDebug();
7877 if (r_timereport_active)
7878 R_TimeReport("modeldebug");
7881 if (cl.csqc_vidvars.drawworld)
7883 R_Shadow_DrawCoronas();
7884 if (r_timereport_active)
7885 R_TimeReport("coronas");
7888 // don't let sound skip if going slow
7889 if (r_refdef.scene.extraupdate)
7892 R_ResetViewRendering2D();
7895 static const unsigned short bboxelements[36] =
7905 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7908 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7910 RSurf_ActiveWorldEntity();
7912 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7913 GL_DepthMask(false);
7914 GL_DepthRange(0, 1);
7915 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7916 R_Mesh_ResetTextureState();
7918 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7919 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7920 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7921 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7922 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7923 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7924 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7925 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7926 R_FillColors(color4f, 8, cr, cg, cb, ca);
7927 if (r_refdef.fogenabled)
7929 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7931 f1 = RSurf_FogVertex(v);
7933 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7934 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7935 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7938 R_Mesh_VertexPointer(vertex3f, 0, 0);
7939 R_Mesh_ColorPointer(color4f, 0, 0);
7940 R_Mesh_ResetTextureState();
7941 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7942 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
7945 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7949 prvm_edict_t *edict;
7950 prvm_prog_t *prog_save = prog;
7952 // this function draws bounding boxes of server entities
7956 GL_CullFace(GL_NONE);
7957 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7961 for (i = 0;i < numsurfaces;i++)
7963 edict = PRVM_EDICT_NUM(surfacelist[i]);
7964 switch ((int)edict->fields.server->solid)
7966 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7967 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7968 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7969 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7970 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7971 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7973 color[3] *= r_showbboxes.value;
7974 color[3] = bound(0, color[3], 1);
7975 GL_DepthTest(!r_showdisabledepthtest.integer);
7976 GL_CullFace(r_refdef.view.cullface_front);
7977 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7983 static void R_DrawEntityBBoxes(void)
7986 prvm_edict_t *edict;
7988 prvm_prog_t *prog_save = prog;
7990 // this function draws bounding boxes of server entities
7996 for (i = 0;i < prog->num_edicts;i++)
7998 edict = PRVM_EDICT_NUM(i);
7999 if (edict->priv.server->free)
8001 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8002 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8004 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8006 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8007 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8013 static const int nomodelelement3i[24] =
8025 static const unsigned short nomodelelement3s[24] =
8037 static const float nomodelvertex3f[6*3] =
8047 static const float nomodelcolor4f[6*4] =
8049 0.0f, 0.0f, 0.5f, 1.0f,
8050 0.0f, 0.0f, 0.5f, 1.0f,
8051 0.0f, 0.5f, 0.0f, 1.0f,
8052 0.0f, 0.5f, 0.0f, 1.0f,
8053 0.5f, 0.0f, 0.0f, 1.0f,
8054 0.5f, 0.0f, 0.0f, 1.0f
8057 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8063 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8065 // this is only called once per entity so numsurfaces is always 1, and
8066 // surfacelist is always {0}, so this code does not handle batches
8068 if (rsurface.ent_flags & RENDER_ADDITIVE)
8070 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8071 GL_DepthMask(false);
8073 else if (rsurface.colormod[3] < 1)
8075 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8076 GL_DepthMask(false);
8080 GL_BlendFunc(GL_ONE, GL_ZERO);
8083 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8084 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8085 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8086 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8087 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8088 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8089 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8090 R_Mesh_ColorPointer(color4f, 0, 0);
8091 for (i = 0, c = color4f;i < 6;i++, c += 4)
8093 c[0] *= rsurface.colormod[0];
8094 c[1] *= rsurface.colormod[1];
8095 c[2] *= rsurface.colormod[2];
8096 c[3] *= rsurface.colormod[3];
8098 if (r_refdef.fogenabled)
8100 for (i = 0, c = color4f;i < 6;i++, c += 4)
8102 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8104 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8105 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8106 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8109 R_Mesh_ResetTextureState();
8110 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8113 void R_DrawNoModel(entity_render_t *ent)
8116 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8117 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8118 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8120 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8123 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8125 vec3_t right1, right2, diff, normal;
8127 VectorSubtract (org2, org1, normal);
8129 // calculate 'right' vector for start
8130 VectorSubtract (r_refdef.view.origin, org1, diff);
8131 CrossProduct (normal, diff, right1);
8132 VectorNormalize (right1);
8134 // calculate 'right' vector for end
8135 VectorSubtract (r_refdef.view.origin, org2, diff);
8136 CrossProduct (normal, diff, right2);
8137 VectorNormalize (right2);
8139 vert[ 0] = org1[0] + width * right1[0];
8140 vert[ 1] = org1[1] + width * right1[1];
8141 vert[ 2] = org1[2] + width * right1[2];
8142 vert[ 3] = org1[0] - width * right1[0];
8143 vert[ 4] = org1[1] - width * right1[1];
8144 vert[ 5] = org1[2] - width * right1[2];
8145 vert[ 6] = org2[0] - width * right2[0];
8146 vert[ 7] = org2[1] - width * right2[1];
8147 vert[ 8] = org2[2] - width * right2[2];
8148 vert[ 9] = org2[0] + width * right2[0];
8149 vert[10] = org2[1] + width * right2[1];
8150 vert[11] = org2[2] + width * right2[2];
8153 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
8155 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8156 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8157 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8158 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8159 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8160 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8161 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8162 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8163 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8164 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8165 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8166 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8169 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8174 VectorSet(v, x, y, z);
8175 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8176 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8178 if (i == mesh->numvertices)
8180 if (mesh->numvertices < mesh->maxvertices)
8182 VectorCopy(v, vertex3f);
8183 mesh->numvertices++;
8185 return mesh->numvertices;
8191 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8195 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8196 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8197 e = mesh->element3i + mesh->numtriangles * 3;
8198 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8200 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8201 if (mesh->numtriangles < mesh->maxtriangles)
8206 mesh->numtriangles++;
8208 element[1] = element[2];
8212 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8216 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8217 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8218 e = mesh->element3i + mesh->numtriangles * 3;
8219 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8221 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8222 if (mesh->numtriangles < mesh->maxtriangles)
8227 mesh->numtriangles++;
8229 element[1] = element[2];
8233 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8234 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8236 int planenum, planenum2;
8239 mplane_t *plane, *plane2;
8241 double temppoints[2][256*3];
8242 // figure out how large a bounding box we need to properly compute this brush
8244 for (w = 0;w < numplanes;w++)
8245 maxdist = max(maxdist, fabs(planes[w].dist));
8246 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8247 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8248 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8252 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8253 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8255 if (planenum2 == planenum)
8257 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
8260 if (tempnumpoints < 3)
8262 // generate elements forming a triangle fan for this polygon
8263 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8267 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
8269 texturelayer_t *layer;
8270 layer = t->currentlayers + t->currentnumlayers++;
8272 layer->depthmask = depthmask;
8273 layer->blendfunc1 = blendfunc1;
8274 layer->blendfunc2 = blendfunc2;
8275 layer->texture = texture;
8276 layer->texmatrix = *matrix;
8277 layer->color[0] = r;
8278 layer->color[1] = g;
8279 layer->color[2] = b;
8280 layer->color[3] = a;
8283 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8286 index = parms[2] + r_refdef.scene.time * parms[3];
8287 index -= floor(index);
8291 case Q3WAVEFUNC_NONE:
8292 case Q3WAVEFUNC_NOISE:
8293 case Q3WAVEFUNC_COUNT:
8296 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8297 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8298 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8299 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8300 case Q3WAVEFUNC_TRIANGLE:
8302 f = index - floor(index);
8313 return (float)(parms[0] + parms[1] * f);
8316 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8321 matrix4x4_t matrix, temp;
8322 switch(tcmod->tcmod)
8326 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8327 matrix = r_waterscrollmatrix;
8329 matrix = identitymatrix;
8331 case Q3TCMOD_ENTITYTRANSLATE:
8332 // this is used in Q3 to allow the gamecode to control texcoord
8333 // scrolling on the entity, which is not supported in darkplaces yet.
8334 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8336 case Q3TCMOD_ROTATE:
8337 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8338 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8339 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8342 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8344 case Q3TCMOD_SCROLL:
8345 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8347 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8348 w = (int) tcmod->parms[0];
8349 h = (int) tcmod->parms[1];
8350 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8352 idx = (int) floor(f * w * h);
8353 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8355 case Q3TCMOD_STRETCH:
8356 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8357 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8359 case Q3TCMOD_TRANSFORM:
8360 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8361 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8362 VectorSet(tcmat + 6, 0 , 0 , 1);
8363 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8364 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8366 case Q3TCMOD_TURBULENT:
8367 // this is handled in the RSurf_PrepareVertices function
8368 matrix = identitymatrix;
8372 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8375 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8377 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8378 char name[MAX_QPATH];
8379 skinframe_t *skinframe;
8380 unsigned char pixels[296*194];
8381 strlcpy(cache->name, skinname, sizeof(cache->name));
8382 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8383 if (developer_loading.integer)
8384 Con_Printf("loading %s\n", name);
8385 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8386 if (!skinframe || !skinframe->base)
8389 fs_offset_t filesize;
8391 f = FS_LoadFile(name, tempmempool, true, &filesize);
8394 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8395 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8399 cache->skinframe = skinframe;
8402 texture_t *R_GetCurrentTexture(texture_t *t)
8405 const entity_render_t *ent = rsurface.entity;
8406 dp_model_t *model = ent->model;
8407 q3shaderinfo_layer_tcmod_t *tcmod;
8409 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
8410 return t->currentframe;
8411 t->update_lastrenderframe = r_frame;
8412 t->update_lastrenderentity = (void *)ent;
8414 // switch to an alternate material if this is a q1bsp animated material
8416 texture_t *texture = t;
8417 int s = rsurface.ent_skinnum;
8418 if ((unsigned int)s >= (unsigned int)model->numskins)
8420 if (model->skinscenes)
8422 if (model->skinscenes[s].framecount > 1)
8423 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8425 s = model->skinscenes[s].firstframe;
8428 t = t + s * model->num_surfaces;
8431 // use an alternate animation if the entity's frame is not 0,
8432 // and only if the texture has an alternate animation
8433 if (rsurface.ent_alttextures && t->anim_total[1])
8434 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8436 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8438 texture->currentframe = t;
8441 // update currentskinframe to be a qw skin or animation frame
8442 if (rsurface.ent_qwskin >= 0)
8444 i = rsurface.ent_qwskin;
8445 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8447 r_qwskincache_size = cl.maxclients;
8449 Mem_Free(r_qwskincache);
8450 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8452 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8453 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8454 t->currentskinframe = r_qwskincache[i].skinframe;
8455 if (t->currentskinframe == NULL)
8456 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8458 else if (t->numskinframes >= 2)
8459 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8460 if (t->backgroundnumskinframes >= 2)
8461 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8463 t->currentmaterialflags = t->basematerialflags;
8464 t->currentalpha = rsurface.colormod[3];
8465 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8466 t->currentalpha *= r_wateralpha.value;
8467 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8468 t->currentalpha *= t->r_water_wateralpha;
8469 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8470 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8471 if (!(rsurface.ent_flags & RENDER_LIGHT))
8472 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8473 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8475 // pick a model lighting mode
8476 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8477 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8479 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8481 if (rsurface.ent_flags & RENDER_ADDITIVE)
8482 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8483 else if (t->currentalpha < 1)
8484 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8485 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8486 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8487 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8488 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8489 if (t->backgroundnumskinframes)
8490 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8491 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8493 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8494 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8497 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8498 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8499 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8501 // there is no tcmod
8502 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8504 t->currenttexmatrix = r_waterscrollmatrix;
8505 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8507 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8509 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8510 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8513 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8514 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8515 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8516 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8518 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8519 if (t->currentskinframe->qpixels)
8520 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8521 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8522 if (!t->basetexture)
8523 t->basetexture = r_texture_notexture;
8524 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8525 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8526 t->nmaptexture = t->currentskinframe->nmap;
8527 if (!t->nmaptexture)
8528 t->nmaptexture = r_texture_blanknormalmap;
8529 t->glosstexture = r_texture_black;
8530 t->glowtexture = t->currentskinframe->glow;
8531 t->fogtexture = t->currentskinframe->fog;
8532 if (t->backgroundnumskinframes)
8534 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8535 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8536 t->backgroundglosstexture = r_texture_black;
8537 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8538 if (!t->backgroundnmaptexture)
8539 t->backgroundnmaptexture = r_texture_blanknormalmap;
8543 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8544 t->backgroundnmaptexture = r_texture_blanknormalmap;
8545 t->backgroundglosstexture = r_texture_black;
8546 t->backgroundglowtexture = NULL;
8548 t->specularpower = r_shadow_glossexponent.value;
8549 // TODO: store reference values for these in the texture?
8550 t->specularscale = 0;
8551 if (r_shadow_gloss.integer > 0)
8553 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8555 if (r_shadow_glossintensity.value > 0)
8557 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8558 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8559 t->specularscale = r_shadow_glossintensity.value;
8562 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8564 t->glosstexture = r_texture_white;
8565 t->backgroundglosstexture = r_texture_white;
8566 t->specularscale = r_shadow_gloss2intensity.value;
8567 t->specularpower = r_shadow_gloss2exponent.value;
8570 t->specularscale *= t->specularscalemod;
8571 t->specularpower *= t->specularpowermod;
8573 // lightmaps mode looks bad with dlights using actual texturing, so turn
8574 // off the colormap and glossmap, but leave the normalmap on as it still
8575 // accurately represents the shading involved
8576 if (gl_lightmaps.integer)
8578 t->basetexture = r_texture_grey128;
8579 t->pantstexture = r_texture_black;
8580 t->shirttexture = r_texture_black;
8581 t->nmaptexture = r_texture_blanknormalmap;
8582 t->glosstexture = r_texture_black;
8583 t->glowtexture = NULL;
8584 t->fogtexture = NULL;
8585 t->backgroundbasetexture = NULL;
8586 t->backgroundnmaptexture = r_texture_blanknormalmap;
8587 t->backgroundglosstexture = r_texture_black;
8588 t->backgroundglowtexture = NULL;
8589 t->specularscale = 0;
8590 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8593 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8594 VectorClear(t->dlightcolor);
8595 t->currentnumlayers = 0;
8596 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8598 int blendfunc1, blendfunc2;
8600 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8602 blendfunc1 = GL_SRC_ALPHA;
8603 blendfunc2 = GL_ONE;
8605 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8607 blendfunc1 = GL_SRC_ALPHA;
8608 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8610 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8612 blendfunc1 = t->customblendfunc[0];
8613 blendfunc2 = t->customblendfunc[1];
8617 blendfunc1 = GL_ONE;
8618 blendfunc2 = GL_ZERO;
8620 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8621 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8623 // fullbright is not affected by r_refdef.lightmapintensity
8624 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8625 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8626 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8627 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8628 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8632 vec3_t ambientcolor;
8634 // set the color tint used for lights affecting this surface
8635 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8637 // q3bsp has no lightmap updates, so the lightstylevalue that
8638 // would normally be baked into the lightmap must be
8639 // applied to the color
8640 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8641 if (model->type == mod_brushq3)
8642 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8643 colorscale *= r_refdef.lightmapintensity;
8644 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8645 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8646 // basic lit geometry
8647 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8648 // add pants/shirt if needed
8649 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8650 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8651 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8652 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8653 // now add ambient passes if needed
8654 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8656 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8657 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8658 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8659 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8660 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8663 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8664 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8665 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8667 // if this is opaque use alpha blend which will darken the earlier
8670 // if this is an alpha blended material, all the earlier passes
8671 // were darkened by fog already, so we only need to add the fog
8672 // color ontop through the fog mask texture
8674 // if this is an additive blended material, all the earlier passes
8675 // were darkened by fog already, and we should not add fog color
8676 // (because the background was not darkened, there is no fog color
8677 // that was lost behind it).
8678 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8682 return t->currentframe;
8685 rsurfacestate_t rsurface;
8687 void R_Mesh_ResizeArrays(int newvertices)
8690 if (rsurface.array_size >= newvertices)
8692 if (rsurface.array_modelvertex3f)
8693 Mem_Free(rsurface.array_modelvertex3f);
8694 rsurface.array_size = (newvertices + 1023) & ~1023;
8695 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8696 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8697 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8698 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8699 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8700 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8701 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8702 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8703 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8704 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8705 rsurface.array_color4f = base + rsurface.array_size * 27;
8706 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8709 void RSurf_ActiveWorldEntity(void)
8711 dp_model_t *model = r_refdef.scene.worldmodel;
8712 //if (rsurface.entity == r_refdef.scene.worldentity)
8714 rsurface.entity = r_refdef.scene.worldentity;
8715 rsurface.skeleton = NULL;
8716 rsurface.ent_skinnum = 0;
8717 rsurface.ent_qwskin = -1;
8718 rsurface.ent_shadertime = 0;
8719 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8720 if (rsurface.array_size < model->surfmesh.num_vertices)
8721 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8722 rsurface.matrix = identitymatrix;
8723 rsurface.inversematrix = identitymatrix;
8724 rsurface.matrixscale = 1;
8725 rsurface.inversematrixscale = 1;
8726 R_EntityMatrix(&identitymatrix);
8727 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8728 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8729 rsurface.fograngerecip = r_refdef.fograngerecip;
8730 rsurface.fogheightfade = r_refdef.fogheightfade;
8731 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8732 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8733 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8734 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8735 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8736 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8737 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8738 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8739 rsurface.colormod[3] = 1;
8740 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8741 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8742 rsurface.frameblend[0].lerp = 1;
8743 rsurface.ent_alttextures = false;
8744 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8745 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8746 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8747 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8748 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8749 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8750 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8751 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8752 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8753 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8754 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8755 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8756 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8757 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8758 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8759 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8760 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8761 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8762 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8763 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8764 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8765 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8766 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8767 rsurface.modelelement3i = model->surfmesh.data_element3i;
8768 rsurface.modelelement3s = model->surfmesh.data_element3s;
8769 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8770 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8771 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8772 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8773 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8774 rsurface.modelsurfaces = model->data_surfaces;
8775 rsurface.generatedvertex = false;
8776 rsurface.vertex3f = rsurface.modelvertex3f;
8777 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8778 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8779 rsurface.svector3f = rsurface.modelsvector3f;
8780 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8781 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8782 rsurface.tvector3f = rsurface.modeltvector3f;
8783 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8784 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8785 rsurface.normal3f = rsurface.modelnormal3f;
8786 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8787 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8788 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8791 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8793 dp_model_t *model = ent->model;
8794 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8796 rsurface.entity = (entity_render_t *)ent;
8797 rsurface.skeleton = ent->skeleton;
8798 rsurface.ent_skinnum = ent->skinnum;
8799 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8800 rsurface.ent_shadertime = ent->shadertime;
8801 rsurface.ent_flags = ent->flags;
8802 if (rsurface.array_size < model->surfmesh.num_vertices)
8803 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8804 rsurface.matrix = ent->matrix;
8805 rsurface.inversematrix = ent->inversematrix;
8806 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8807 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8808 R_EntityMatrix(&rsurface.matrix);
8809 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8810 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8811 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8812 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8813 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8814 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8815 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8816 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8817 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8818 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8819 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8820 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8821 rsurface.colormod[3] = ent->alpha;
8822 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8823 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8824 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8825 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8826 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8827 if (ent->model->brush.submodel && !prepass)
8829 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8830 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8832 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
8834 if (ent->animcache_vertex3f && !r_framedata_failed)
8836 rsurface.modelvertex3f = ent->animcache_vertex3f;
8837 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8838 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8839 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8841 else if (wanttangents)
8843 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8844 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
8845 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
8846 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
8847 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
8849 else if (wantnormals)
8851 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8852 rsurface.modelsvector3f = NULL;
8853 rsurface.modeltvector3f = NULL;
8854 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
8855 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
8859 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8860 rsurface.modelsvector3f = NULL;
8861 rsurface.modeltvector3f = NULL;
8862 rsurface.modelnormal3f = NULL;
8863 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
8865 rsurface.modelvertex3f_bufferobject = 0;
8866 rsurface.modelvertex3f_bufferoffset = 0;
8867 rsurface.modelsvector3f_bufferobject = 0;
8868 rsurface.modelsvector3f_bufferoffset = 0;
8869 rsurface.modeltvector3f_bufferobject = 0;
8870 rsurface.modeltvector3f_bufferoffset = 0;
8871 rsurface.modelnormal3f_bufferobject = 0;
8872 rsurface.modelnormal3f_bufferoffset = 0;
8873 rsurface.generatedvertex = true;
8877 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8878 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8879 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8880 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8881 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8882 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8883 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8884 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8885 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8886 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8887 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8888 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8889 rsurface.generatedvertex = false;
8891 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8892 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8893 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8894 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8895 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8896 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8897 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8898 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8899 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8900 rsurface.modelelement3i = model->surfmesh.data_element3i;
8901 rsurface.modelelement3s = model->surfmesh.data_element3s;
8902 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8903 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8904 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8905 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8906 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8907 rsurface.modelsurfaces = model->data_surfaces;
8908 rsurface.vertex3f = rsurface.modelvertex3f;
8909 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8910 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8911 rsurface.svector3f = rsurface.modelsvector3f;
8912 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8913 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8914 rsurface.tvector3f = rsurface.modeltvector3f;
8915 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8916 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8917 rsurface.normal3f = rsurface.modelnormal3f;
8918 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8919 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8920 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8923 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8925 rsurface.entity = r_refdef.scene.worldentity;
8926 rsurface.skeleton = NULL;
8927 rsurface.ent_skinnum = 0;
8928 rsurface.ent_qwskin = -1;
8929 rsurface.ent_shadertime = shadertime;
8930 rsurface.ent_flags = entflags;
8931 rsurface.modelnum_vertices = numvertices;
8932 rsurface.modelnum_triangles = numtriangles;
8933 if (rsurface.array_size < rsurface.modelnum_vertices)
8934 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
8935 rsurface.matrix = *matrix;
8936 rsurface.inversematrix = *inversematrix;
8937 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8938 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8939 R_EntityMatrix(&rsurface.matrix);
8940 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8941 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8942 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8943 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8944 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8945 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8946 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8947 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8948 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8949 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8950 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8951 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8952 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8953 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8954 rsurface.frameblend[0].lerp = 1;
8955 rsurface.ent_alttextures = false;
8956 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8957 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8960 rsurface.modelvertex3f = vertex3f;
8961 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
8962 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
8963 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
8965 else if (wantnormals)
8967 rsurface.modelvertex3f = vertex3f;
8968 rsurface.modelsvector3f = NULL;
8969 rsurface.modeltvector3f = NULL;
8970 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
8974 rsurface.modelvertex3f = vertex3f;
8975 rsurface.modelsvector3f = NULL;
8976 rsurface.modeltvector3f = NULL;
8977 rsurface.modelnormal3f = NULL;
8979 rsurface.modelvertex3f_bufferobject = 0;
8980 rsurface.modelvertex3f_bufferoffset = 0;
8981 rsurface.modelsvector3f_bufferobject = 0;
8982 rsurface.modelsvector3f_bufferoffset = 0;
8983 rsurface.modeltvector3f_bufferobject = 0;
8984 rsurface.modeltvector3f_bufferoffset = 0;
8985 rsurface.modelnormal3f_bufferobject = 0;
8986 rsurface.modelnormal3f_bufferoffset = 0;
8987 rsurface.generatedvertex = true;
8988 rsurface.modellightmapcolor4f = color4f;
8989 rsurface.modellightmapcolor4f_bufferobject = 0;
8990 rsurface.modellightmapcolor4f_bufferoffset = 0;
8991 rsurface.modeltexcoordtexture2f = texcoord2f;
8992 rsurface.modeltexcoordtexture2f_bufferobject = 0;
8993 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8994 rsurface.modeltexcoordlightmap2f = NULL;
8995 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
8996 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8997 rsurface.modelelement3i = element3i;
8998 rsurface.modelelement3s = element3s;
8999 rsurface.modelelement3i_bufferobject = 0;
9000 rsurface.modelelement3s_bufferobject = 0;
9001 rsurface.modellightmapoffsets = NULL;
9002 rsurface.modelsurfaces = NULL;
9003 rsurface.vertex3f = rsurface.modelvertex3f;
9004 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9005 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9006 rsurface.svector3f = rsurface.modelsvector3f;
9007 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9008 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9009 rsurface.tvector3f = rsurface.modeltvector3f;
9010 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9011 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9012 rsurface.normal3f = rsurface.modelnormal3f;
9013 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9014 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9015 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9017 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9019 if ((wantnormals || wanttangents) && !normal3f)
9020 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9021 if (wanttangents && !svector3f)
9022 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9026 float RSurf_FogPoint(const float *v)
9028 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9029 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9030 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9031 float FogHeightFade = r_refdef.fogheightfade;
9033 unsigned int fogmasktableindex;
9034 if (r_refdef.fogplaneviewabove)
9035 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9037 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9038 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9039 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9042 float RSurf_FogVertex(const float *v)
9044 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9045 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9046 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9047 float FogHeightFade = rsurface.fogheightfade;
9049 unsigned int fogmasktableindex;
9050 if (r_refdef.fogplaneviewabove)
9051 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9053 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9054 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9055 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9058 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9059 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9062 int texturesurfaceindex;
9067 const float *v1, *in_tc;
9069 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9071 q3shaderinfo_deform_t *deform;
9072 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9073 if (rsurface.generatedvertex)
9075 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9076 generatenormals = true;
9077 for (i = 0;i < Q3MAXDEFORMS;i++)
9079 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9081 generatetangents = true;
9082 generatenormals = true;
9084 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9085 generatenormals = true;
9087 if (generatenormals && !rsurface.modelnormal3f)
9089 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9090 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9091 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9092 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9094 if (generatetangents && !rsurface.modelsvector3f)
9096 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9097 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9098 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9099 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9100 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9101 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9102 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9105 rsurface.vertex3f = rsurface.modelvertex3f;
9106 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9107 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9108 rsurface.svector3f = rsurface.modelsvector3f;
9109 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9110 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9111 rsurface.tvector3f = rsurface.modeltvector3f;
9112 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9113 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9114 rsurface.normal3f = rsurface.modelnormal3f;
9115 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9116 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9117 // if vertices are deformed (sprite flares and things in maps, possibly
9118 // water waves, bulges and other deformations), generate them into
9119 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9120 // (may be static model data or generated data for an animated model, or
9121 // the previous deform pass)
9122 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9124 switch (deform->deform)
9127 case Q3DEFORM_PROJECTIONSHADOW:
9128 case Q3DEFORM_TEXT0:
9129 case Q3DEFORM_TEXT1:
9130 case Q3DEFORM_TEXT2:
9131 case Q3DEFORM_TEXT3:
9132 case Q3DEFORM_TEXT4:
9133 case Q3DEFORM_TEXT5:
9134 case Q3DEFORM_TEXT6:
9135 case Q3DEFORM_TEXT7:
9138 case Q3DEFORM_AUTOSPRITE:
9139 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9140 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9141 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9142 VectorNormalize(newforward);
9143 VectorNormalize(newright);
9144 VectorNormalize(newup);
9145 // make deformed versions of only the model vertices used by the specified surfaces
9146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9149 // a single autosprite surface can contain multiple sprites...
9150 for (j = 0;j < surface->num_vertices - 3;j += 4)
9152 VectorClear(center);
9153 for (i = 0;i < 4;i++)
9154 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9155 VectorScale(center, 0.25f, center);
9156 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9157 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9158 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9159 for (i = 0;i < 4;i++)
9161 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9162 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9165 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9166 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9168 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9169 rsurface.vertex3f_bufferobject = 0;
9170 rsurface.vertex3f_bufferoffset = 0;
9171 rsurface.svector3f = rsurface.array_deformedsvector3f;
9172 rsurface.svector3f_bufferobject = 0;
9173 rsurface.svector3f_bufferoffset = 0;
9174 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9175 rsurface.tvector3f_bufferobject = 0;
9176 rsurface.tvector3f_bufferoffset = 0;
9177 rsurface.normal3f = rsurface.array_deformednormal3f;
9178 rsurface.normal3f_bufferobject = 0;
9179 rsurface.normal3f_bufferoffset = 0;
9181 case Q3DEFORM_AUTOSPRITE2:
9182 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9183 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9184 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9185 VectorNormalize(newforward);
9186 VectorNormalize(newright);
9187 VectorNormalize(newup);
9188 // make deformed versions of only the model vertices used by the specified surfaces
9189 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9191 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9192 const float *v1, *v2;
9202 memset(shortest, 0, sizeof(shortest));
9203 // a single autosprite surface can contain multiple sprites...
9204 for (j = 0;j < surface->num_vertices - 3;j += 4)
9206 VectorClear(center);
9207 for (i = 0;i < 4;i++)
9208 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9209 VectorScale(center, 0.25f, center);
9210 // find the two shortest edges, then use them to define the
9211 // axis vectors for rotating around the central axis
9212 for (i = 0;i < 6;i++)
9214 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9215 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9217 Debug_PolygonBegin(NULL, 0);
9218 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9219 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9220 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9223 l = VectorDistance2(v1, v2);
9224 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9226 l += (1.0f / 1024.0f);
9227 if (shortest[0].length2 > l || i == 0)
9229 shortest[1] = shortest[0];
9230 shortest[0].length2 = l;
9231 shortest[0].v1 = v1;
9232 shortest[0].v2 = v2;
9234 else if (shortest[1].length2 > l || i == 1)
9236 shortest[1].length2 = l;
9237 shortest[1].v1 = v1;
9238 shortest[1].v2 = v2;
9241 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9242 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9244 Debug_PolygonBegin(NULL, 0);
9245 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9246 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9247 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9250 // this calculates the right vector from the shortest edge
9251 // and the up vector from the edge midpoints
9252 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9253 VectorNormalize(right);
9254 VectorSubtract(end, start, up);
9255 VectorNormalize(up);
9256 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9257 VectorSubtract(rsurface.localvieworigin, center, forward);
9258 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9259 VectorNegate(forward, forward);
9260 VectorReflect(forward, 0, up, forward);
9261 VectorNormalize(forward);
9262 CrossProduct(up, forward, newright);
9263 VectorNormalize(newright);
9265 Debug_PolygonBegin(NULL, 0);
9266 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9267 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9268 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9272 Debug_PolygonBegin(NULL, 0);
9273 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9274 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9275 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9278 // rotate the quad around the up axis vector, this is made
9279 // especially easy by the fact we know the quad is flat,
9280 // so we only have to subtract the center position and
9281 // measure distance along the right vector, and then
9282 // multiply that by the newright vector and add back the
9284 // we also need to subtract the old position to undo the
9285 // displacement from the center, which we do with a
9286 // DotProduct, the subtraction/addition of center is also
9287 // optimized into DotProducts here
9288 l = DotProduct(right, center);
9289 for (i = 0;i < 4;i++)
9291 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9292 f = DotProduct(right, v1) - l;
9293 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9296 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9297 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9299 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9300 rsurface.vertex3f_bufferobject = 0;
9301 rsurface.vertex3f_bufferoffset = 0;
9302 rsurface.svector3f = rsurface.array_deformedsvector3f;
9303 rsurface.svector3f_bufferobject = 0;
9304 rsurface.svector3f_bufferoffset = 0;
9305 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9306 rsurface.tvector3f_bufferobject = 0;
9307 rsurface.tvector3f_bufferoffset = 0;
9308 rsurface.normal3f = rsurface.array_deformednormal3f;
9309 rsurface.normal3f_bufferobject = 0;
9310 rsurface.normal3f_bufferoffset = 0;
9312 case Q3DEFORM_NORMAL:
9313 // deform the normals to make reflections wavey
9314 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9316 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9317 for (j = 0;j < surface->num_vertices;j++)
9320 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9321 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9322 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9323 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9324 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9325 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9326 VectorNormalize(normal);
9328 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9330 rsurface.svector3f = rsurface.array_deformedsvector3f;
9331 rsurface.svector3f_bufferobject = 0;
9332 rsurface.svector3f_bufferoffset = 0;
9333 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9334 rsurface.tvector3f_bufferobject = 0;
9335 rsurface.tvector3f_bufferoffset = 0;
9336 rsurface.normal3f = rsurface.array_deformednormal3f;
9337 rsurface.normal3f_bufferobject = 0;
9338 rsurface.normal3f_bufferoffset = 0;
9341 // deform vertex array to make wavey water and flags and such
9342 waveparms[0] = deform->waveparms[0];
9343 waveparms[1] = deform->waveparms[1];
9344 waveparms[2] = deform->waveparms[2];
9345 waveparms[3] = deform->waveparms[3];
9346 // this is how a divisor of vertex influence on deformation
9347 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9348 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9349 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9351 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9352 for (j = 0;j < surface->num_vertices;j++)
9354 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9355 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9356 // if the wavefunc depends on time, evaluate it per-vertex
9359 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9360 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9362 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9365 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9366 rsurface.vertex3f_bufferobject = 0;
9367 rsurface.vertex3f_bufferoffset = 0;
9369 case Q3DEFORM_BULGE:
9370 // deform vertex array to make the surface have moving bulges
9371 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9373 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9374 for (j = 0;j < surface->num_vertices;j++)
9376 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9377 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9380 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9381 rsurface.vertex3f_bufferobject = 0;
9382 rsurface.vertex3f_bufferoffset = 0;
9385 // deform vertex array
9386 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9387 VectorScale(deform->parms, scale, waveparms);
9388 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9390 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9391 for (j = 0;j < surface->num_vertices;j++)
9392 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9394 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9395 rsurface.vertex3f_bufferobject = 0;
9396 rsurface.vertex3f_bufferoffset = 0;
9400 // generate texcoords based on the chosen texcoord source
9401 switch(rsurface.texture->tcgen.tcgen)
9404 case Q3TCGEN_TEXTURE:
9405 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9406 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9407 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9409 case Q3TCGEN_LIGHTMAP:
9410 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9411 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9412 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9414 case Q3TCGEN_VECTOR:
9415 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9417 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9418 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9420 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9421 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9424 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9425 rsurface.texcoordtexture2f_bufferobject = 0;
9426 rsurface.texcoordtexture2f_bufferoffset = 0;
9428 case Q3TCGEN_ENVIRONMENT:
9429 // make environment reflections using a spheremap
9430 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9432 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9433 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9434 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9435 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9436 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9438 // identical to Q3A's method, but executed in worldspace so
9439 // carried models can be shiny too
9441 float viewer[3], d, reflected[3], worldreflected[3];
9443 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9444 // VectorNormalize(viewer);
9446 d = DotProduct(normal, viewer);
9448 reflected[0] = normal[0]*2*d - viewer[0];
9449 reflected[1] = normal[1]*2*d - viewer[1];
9450 reflected[2] = normal[2]*2*d - viewer[2];
9451 // note: this is proportinal to viewer, so we can normalize later
9453 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9454 VectorNormalize(worldreflected);
9456 // note: this sphere map only uses world x and z!
9457 // so positive and negative y will LOOK THE SAME.
9458 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9459 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9462 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9463 rsurface.texcoordtexture2f_bufferobject = 0;
9464 rsurface.texcoordtexture2f_bufferoffset = 0;
9467 // the only tcmod that needs software vertex processing is turbulent, so
9468 // check for it here and apply the changes if needed
9469 // and we only support that as the first one
9470 // (handling a mixture of turbulent and other tcmods would be problematic
9471 // without punting it entirely to a software path)
9472 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9474 amplitude = rsurface.texture->tcmods[0].parms[1];
9475 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9476 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9478 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9479 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9481 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9482 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9485 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9486 rsurface.texcoordtexture2f_bufferobject = 0;
9487 rsurface.texcoordtexture2f_bufferoffset = 0;
9489 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9490 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9491 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9492 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9495 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9498 const msurface_t *surface = texturesurfacelist[0];
9499 const msurface_t *surface2;
9504 // TODO: lock all array ranges before render, rather than on each surface
9505 if (texturenumsurfaces == 1)
9507 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9508 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9510 else if (r_batchmode.integer == 2)
9512 #define MAXBATCHTRIANGLES 4096
9513 int batchtriangles = 0;
9514 static int batchelements[MAXBATCHTRIANGLES*3];
9515 for (i = 0;i < texturenumsurfaces;i = j)
9517 surface = texturesurfacelist[i];
9519 if (surface->num_triangles > MAXBATCHTRIANGLES)
9521 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9524 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9525 batchtriangles = surface->num_triangles;
9526 firstvertex = surface->num_firstvertex;
9527 endvertex = surface->num_firstvertex + surface->num_vertices;
9528 for (;j < texturenumsurfaces;j++)
9530 surface2 = texturesurfacelist[j];
9531 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9533 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9534 batchtriangles += surface2->num_triangles;
9535 firstvertex = min(firstvertex, surface2->num_firstvertex);
9536 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9538 surface2 = texturesurfacelist[j-1];
9539 numvertices = endvertex - firstvertex;
9540 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9543 else if (r_batchmode.integer == 1)
9545 for (i = 0;i < texturenumsurfaces;i = j)
9547 surface = texturesurfacelist[i];
9548 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9549 if (texturesurfacelist[j] != surface2)
9551 surface2 = texturesurfacelist[j-1];
9552 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9553 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9554 GL_LockArrays(surface->num_firstvertex, numvertices);
9555 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9560 for (i = 0;i < texturenumsurfaces;i++)
9562 surface = texturesurfacelist[i];
9563 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9564 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9569 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9571 switch(vid.renderpath)
9573 case RENDERPATH_CGGL:
9575 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9576 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9579 case RENDERPATH_GL20:
9580 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9581 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9583 case RENDERPATH_GL13:
9584 case RENDERPATH_GL11:
9585 R_Mesh_TexBind(0, surface->lightmaptexture);
9590 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9592 // pick the closest matching water plane and bind textures
9593 int planeindex, vertexindex;
9597 r_waterstate_waterplane_t *p, *bestp;
9600 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9603 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9605 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9606 d += fabs(PlaneDiff(vert, &p->plane));
9608 if (bestd > d || !bestp)
9614 switch(vid.renderpath)
9616 case RENDERPATH_CGGL:
9618 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9619 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9622 case RENDERPATH_GL20:
9623 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9624 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9626 case RENDERPATH_GL13:
9627 case RENDERPATH_GL11:
9632 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9635 const msurface_t *surface;
9636 if (r_waterstate.renderingscene)
9638 for (i = 0;i < texturenumsurfaces;i++)
9640 surface = texturesurfacelist[i];
9641 RSurf_BindLightmapForSurface(surface);
9642 RSurf_BindReflectionForSurface(surface);
9643 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9644 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9648 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9652 const msurface_t *surface = texturesurfacelist[0];
9653 const msurface_t *surface2;
9658 if (texturenumsurfaces == 1)
9660 RSurf_BindLightmapForSurface(surface);
9661 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9662 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9664 else if (r_batchmode.integer == 2)
9666 #define MAXBATCHTRIANGLES 4096
9667 int batchtriangles = 0;
9668 static int batchelements[MAXBATCHTRIANGLES*3];
9669 for (i = 0;i < texturenumsurfaces;i = j)
9671 surface = texturesurfacelist[i];
9672 RSurf_BindLightmapForSurface(surface);
9674 if (surface->num_triangles > MAXBATCHTRIANGLES)
9676 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9679 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9680 batchtriangles = surface->num_triangles;
9681 firstvertex = surface->num_firstvertex;
9682 endvertex = surface->num_firstvertex + surface->num_vertices;
9683 for (;j < texturenumsurfaces;j++)
9685 surface2 = texturesurfacelist[j];
9686 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9688 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9689 batchtriangles += surface2->num_triangles;
9690 firstvertex = min(firstvertex, surface2->num_firstvertex);
9691 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9693 surface2 = texturesurfacelist[j-1];
9694 numvertices = endvertex - firstvertex;
9695 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9698 else if (r_batchmode.integer == 1)
9701 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9702 for (i = 0;i < texturenumsurfaces;i = j)
9704 surface = texturesurfacelist[i];
9705 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9706 if (texturesurfacelist[j] != surface2)
9708 Con_Printf(" %i", j - i);
9711 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9713 for (i = 0;i < texturenumsurfaces;i = j)
9715 surface = texturesurfacelist[i];
9716 RSurf_BindLightmapForSurface(surface);
9717 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9718 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9721 Con_Printf(" %i", j - i);
9723 surface2 = texturesurfacelist[j-1];
9724 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9725 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9726 GL_LockArrays(surface->num_firstvertex, numvertices);
9727 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9735 for (i = 0;i < texturenumsurfaces;i++)
9737 surface = texturesurfacelist[i];
9738 RSurf_BindLightmapForSurface(surface);
9739 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9740 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9745 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9748 int texturesurfaceindex;
9749 if (r_showsurfaces.integer == 2)
9751 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9753 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9754 for (j = 0;j < surface->num_triangles;j++)
9756 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9757 GL_Color(f, f, f, 1);
9758 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9764 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9766 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9767 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9768 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
9769 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9770 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9775 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9777 int texturesurfaceindex;
9781 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9783 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9784 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
9792 rsurface.lightmapcolor4f = rsurface.array_color4f;
9793 rsurface.lightmapcolor4f_bufferobject = 0;
9794 rsurface.lightmapcolor4f_bufferoffset = 0;
9797 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9799 int texturesurfaceindex;
9805 if (rsurface.lightmapcolor4f)
9807 // generate color arrays for the surfaces in this list
9808 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9810 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9811 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
9813 f = RSurf_FogVertex(v);
9823 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9825 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9826 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
9828 f = RSurf_FogVertex(v);
9836 rsurface.lightmapcolor4f = rsurface.array_color4f;
9837 rsurface.lightmapcolor4f_bufferobject = 0;
9838 rsurface.lightmapcolor4f_bufferoffset = 0;
9841 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9843 int texturesurfaceindex;
9849 if (!rsurface.lightmapcolor4f)
9851 // generate color arrays for the surfaces in this list
9852 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9854 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9855 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
9857 f = RSurf_FogVertex(v);
9858 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9859 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9860 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9864 rsurface.lightmapcolor4f = rsurface.array_color4f;
9865 rsurface.lightmapcolor4f_bufferobject = 0;
9866 rsurface.lightmapcolor4f_bufferoffset = 0;
9869 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
9871 int texturesurfaceindex;
9875 if (!rsurface.lightmapcolor4f)
9877 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9879 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9880 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
9888 rsurface.lightmapcolor4f = rsurface.array_color4f;
9889 rsurface.lightmapcolor4f_bufferobject = 0;
9890 rsurface.lightmapcolor4f_bufferoffset = 0;
9893 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9895 int texturesurfaceindex;
9899 if (!rsurface.lightmapcolor4f)
9901 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9903 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9904 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
9906 c2[0] = c[0] + r_refdef.scene.ambient;
9907 c2[1] = c[1] + r_refdef.scene.ambient;
9908 c2[2] = c[2] + r_refdef.scene.ambient;
9912 rsurface.lightmapcolor4f = rsurface.array_color4f;
9913 rsurface.lightmapcolor4f_bufferobject = 0;
9914 rsurface.lightmapcolor4f_bufferoffset = 0;
9917 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9920 rsurface.lightmapcolor4f = NULL;
9921 rsurface.lightmapcolor4f_bufferobject = 0;
9922 rsurface.lightmapcolor4f_bufferoffset = 0;
9923 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
9924 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
9925 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
9926 GL_Color(r, g, b, a);
9927 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
9930 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9932 // TODO: optimize applyfog && applycolor case
9933 // just apply fog if necessary, and tint the fog color array if necessary
9934 rsurface.lightmapcolor4f = NULL;
9935 rsurface.lightmapcolor4f_bufferobject = 0;
9936 rsurface.lightmapcolor4f_bufferoffset = 0;
9937 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
9938 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
9939 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
9940 GL_Color(r, g, b, a);
9941 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9944 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9946 int texturesurfaceindex;
9950 if (texturesurfacelist[0]->lightmapinfo)
9952 // generate color arrays for the surfaces in this list
9953 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9955 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9956 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
9958 if (surface->lightmapinfo->samples)
9960 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
9961 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
9962 VectorScale(lm, scale, c);
9963 if (surface->lightmapinfo->styles[1] != 255)
9965 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9967 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
9968 VectorMA(c, scale, lm, c);
9969 if (surface->lightmapinfo->styles[2] != 255)
9972 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
9973 VectorMA(c, scale, lm, c);
9974 if (surface->lightmapinfo->styles[3] != 255)
9977 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
9978 VectorMA(c, scale, lm, c);
9988 rsurface.lightmapcolor4f = rsurface.array_color4f;
9989 rsurface.lightmapcolor4f_bufferobject = 0;
9990 rsurface.lightmapcolor4f_bufferoffset = 0;
9994 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
9995 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
9996 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9998 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
9999 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10000 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10001 GL_Color(r, g, b, a);
10002 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10005 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10007 int texturesurfaceindex;
10014 vec3_t ambientcolor;
10015 vec3_t diffusecolor;
10019 VectorCopy(rsurface.modellight_lightdir, lightdir);
10020 f = 0.5f * r_refdef.lightmapintensity;
10021 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10022 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10023 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10024 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10025 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10026 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10028 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10030 // generate color arrays for the surfaces in this list
10031 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10033 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10034 int numverts = surface->num_vertices;
10035 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10036 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10037 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10038 // q3-style directional shading
10039 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10041 if ((f = DotProduct(n, lightdir)) > 0)
10042 VectorMA(ambientcolor, f, diffusecolor, c);
10044 VectorCopy(ambientcolor, c);
10052 rsurface.lightmapcolor4f = rsurface.array_color4f;
10053 rsurface.lightmapcolor4f_bufferobject = 0;
10054 rsurface.lightmapcolor4f_bufferoffset = 0;
10055 *applycolor = false;
10059 *r = ambientcolor[0];
10060 *g = ambientcolor[1];
10061 *b = ambientcolor[2];
10062 rsurface.lightmapcolor4f = NULL;
10063 rsurface.lightmapcolor4f_bufferobject = 0;
10064 rsurface.lightmapcolor4f_bufferoffset = 0;
10068 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10070 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10071 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10072 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10073 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10074 GL_Color(r, g, b, a);
10075 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10078 void RSurf_SetupDepthAndCulling(void)
10080 // submodels are biased to avoid z-fighting with world surfaces that they
10081 // may be exactly overlapping (avoids z-fighting artifacts on certain
10082 // doors and things in Quake maps)
10083 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10084 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10085 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10086 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10089 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10091 // transparent sky would be ridiculous
10092 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10094 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10095 skyrenderlater = true;
10096 RSurf_SetupDepthAndCulling();
10097 GL_DepthMask(true);
10098 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10099 // skymasking on them, and Quake3 never did sky masking (unlike
10100 // software Quake and software Quake2), so disable the sky masking
10101 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10102 // and skymasking also looks very bad when noclipping outside the
10103 // level, so don't use it then either.
10104 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10106 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10107 R_Mesh_ColorPointer(NULL, 0, 0);
10108 R_Mesh_ResetTextureState();
10109 if (skyrendermasked)
10111 R_SetupShader_DepthOrShadow();
10112 // depth-only (masking)
10113 GL_ColorMask(0,0,0,0);
10114 // just to make sure that braindead drivers don't draw
10115 // anything despite that colormask...
10116 GL_BlendFunc(GL_ZERO, GL_ONE);
10120 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10122 GL_BlendFunc(GL_ONE, GL_ZERO);
10124 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10125 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10126 if (skyrendermasked)
10127 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10129 R_Mesh_ResetTextureState();
10130 GL_Color(1, 1, 1, 1);
10133 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10134 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10135 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10137 qboolean reflect = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) && !prepass;
10138 qboolean refract = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass;
10140 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10143 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
10144 R_Mesh_ColorPointer(NULL, 0, 0);
10146 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
10150 // render background
10151 GL_BlendFunc(GL_ONE, GL_ZERO);
10152 GL_DepthMask(true);
10153 GL_AlphaTest(false);
10155 GL_Color(1, 1, 1, 1);
10156 R_Mesh_ColorPointer(NULL, 0, 0);
10158 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10159 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10160 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10161 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
10162 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
10163 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
10164 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10165 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10166 GL_LockArrays(0, 0);
10168 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
10169 GL_DepthMask(false);
10170 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
10171 R_Mesh_ColorPointer(NULL, 0, 0);
10173 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
10176 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10178 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10179 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10180 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
10181 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
10182 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
10184 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10187 GL_DepthMask(true);
10189 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10190 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
10191 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass);
10193 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10195 if (refract || reflect)
10196 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10198 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10202 if (refract || reflect)
10203 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10205 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10207 GL_LockArrays(0, 0);
10210 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10212 // OpenGL 1.3 path - anything not completely ancient
10213 int texturesurfaceindex;
10214 qboolean applycolor;
10217 const texturelayer_t *layer;
10218 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10220 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10223 int layertexrgbscale;
10224 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10226 if (layerindex == 0)
10227 GL_AlphaTest(true);
10230 GL_AlphaTest(false);
10231 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10234 GL_DepthMask(layer->depthmask && writedepth);
10235 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10236 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10238 layertexrgbscale = 4;
10239 VectorScale(layer->color, 0.25f, layercolor);
10241 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10243 layertexrgbscale = 2;
10244 VectorScale(layer->color, 0.5f, layercolor);
10248 layertexrgbscale = 1;
10249 VectorScale(layer->color, 1.0f, layercolor);
10251 layercolor[3] = layer->color[3];
10252 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10253 R_Mesh_ColorPointer(NULL, 0, 0);
10254 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10255 switch (layer->type)
10257 case TEXTURELAYERTYPE_LITTEXTURE:
10258 // single-pass lightmapped texture with 2x rgbscale
10259 //R_Mesh_TexBind(0, r_texture_white);
10260 R_Mesh_TexMatrix(0, NULL);
10261 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10262 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10263 R_Mesh_TexBind(1, layer->texture);
10264 R_Mesh_TexMatrix(1, &layer->texmatrix);
10265 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10266 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10268 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10269 else if (rsurface.uselightmaptexture)
10270 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10272 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10274 case TEXTURELAYERTYPE_TEXTURE:
10275 // singletexture unlit texture with transparency support
10276 R_Mesh_TexBind(0, layer->texture);
10277 R_Mesh_TexMatrix(0, &layer->texmatrix);
10278 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10279 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10280 R_Mesh_TexBind(1, 0);
10281 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10282 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10284 case TEXTURELAYERTYPE_FOG:
10285 // singletexture fogging
10286 if (layer->texture)
10288 R_Mesh_TexBind(0, layer->texture);
10289 R_Mesh_TexMatrix(0, &layer->texmatrix);
10290 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10291 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10295 R_Mesh_TexBind(0, 0);
10296 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10298 R_Mesh_TexBind(1, 0);
10299 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10300 // generate a color array for the fog pass
10301 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10302 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10308 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10309 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10311 f = 1 - RSurf_FogVertex(v);
10312 c[0] = layercolor[0];
10313 c[1] = layercolor[1];
10314 c[2] = layercolor[2];
10315 c[3] = f * layercolor[3];
10318 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10321 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10323 GL_LockArrays(0, 0);
10326 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10328 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10329 GL_AlphaTest(false);
10333 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10335 // OpenGL 1.1 - crusty old voodoo path
10336 int texturesurfaceindex;
10339 const texturelayer_t *layer;
10340 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10342 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10346 if (layerindex == 0)
10347 GL_AlphaTest(true);
10350 GL_AlphaTest(false);
10351 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10354 GL_DepthMask(layer->depthmask && writedepth);
10355 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10356 R_Mesh_ColorPointer(NULL, 0, 0);
10357 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10358 switch (layer->type)
10360 case TEXTURELAYERTYPE_LITTEXTURE:
10361 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10363 // two-pass lit texture with 2x rgbscale
10364 // first the lightmap pass
10365 //R_Mesh_TexBind(0, r_texture_white);
10366 R_Mesh_TexMatrix(0, NULL);
10367 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10368 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10369 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10370 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10371 else if (rsurface.uselightmaptexture)
10372 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10374 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10375 GL_LockArrays(0, 0);
10376 // then apply the texture to it
10377 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10378 R_Mesh_TexBind(0, layer->texture);
10379 R_Mesh_TexMatrix(0, &layer->texmatrix);
10380 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10381 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10382 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10386 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10387 R_Mesh_TexBind(0, layer->texture);
10388 R_Mesh_TexMatrix(0, &layer->texmatrix);
10389 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10390 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10392 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10394 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10397 case TEXTURELAYERTYPE_TEXTURE:
10398 // singletexture unlit texture with transparency support
10399 R_Mesh_TexBind(0, layer->texture);
10400 R_Mesh_TexMatrix(0, &layer->texmatrix);
10401 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10402 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10403 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10405 case TEXTURELAYERTYPE_FOG:
10406 // singletexture fogging
10407 if (layer->texture)
10409 R_Mesh_TexBind(0, layer->texture);
10410 R_Mesh_TexMatrix(0, &layer->texmatrix);
10411 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10412 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10416 R_Mesh_TexBind(0, 0);
10417 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10419 // generate a color array for the fog pass
10420 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10421 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10427 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10428 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10430 f = 1 - RSurf_FogVertex(v);
10431 c[0] = layer->color[0];
10432 c[1] = layer->color[1];
10433 c[2] = layer->color[2];
10434 c[3] = f * layer->color[3];
10437 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10440 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10442 GL_LockArrays(0, 0);
10445 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10447 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10448 GL_AlphaTest(false);
10452 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10456 GL_AlphaTest(false);
10457 R_Mesh_ColorPointer(NULL, 0, 0);
10458 R_Mesh_ResetTextureState();
10459 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10461 if(rsurface.texture && rsurface.texture->currentskinframe)
10463 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10464 c[3] *= rsurface.texture->currentalpha;
10474 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10476 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10477 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10478 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10481 // brighten it up (as texture value 127 means "unlit")
10482 c[0] *= 2 * r_refdef.view.colorscale;
10483 c[1] *= 2 * r_refdef.view.colorscale;
10484 c[2] *= 2 * r_refdef.view.colorscale;
10486 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10487 c[3] *= r_wateralpha.value;
10489 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10491 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10492 GL_DepthMask(false);
10494 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10496 GL_BlendFunc(GL_ONE, GL_ONE);
10497 GL_DepthMask(false);
10499 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10501 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10502 GL_DepthMask(false);
10504 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10506 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10507 GL_DepthMask(false);
10511 GL_BlendFunc(GL_ONE, GL_ZERO);
10512 GL_DepthMask(writedepth);
10515 rsurface.lightmapcolor4f = NULL;
10517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10519 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10521 rsurface.lightmapcolor4f = NULL;
10522 rsurface.lightmapcolor4f_bufferobject = 0;
10523 rsurface.lightmapcolor4f_bufferoffset = 0;
10525 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10527 qboolean applycolor = true;
10530 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10532 r_refdef.lightmapintensity = 1;
10533 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10534 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10538 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10540 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10541 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10542 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10545 if(!rsurface.lightmapcolor4f)
10546 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10548 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10549 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10550 if(r_refdef.fogenabled)
10551 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10553 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10554 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10557 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10560 RSurf_SetupDepthAndCulling();
10561 if (r_showsurfaces.integer == 3 && !prepass)
10563 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10566 switch (vid.renderpath)
10568 case RENDERPATH_GL20:
10569 case RENDERPATH_CGGL:
10570 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10572 case RENDERPATH_GL13:
10573 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10575 case RENDERPATH_GL11:
10576 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10582 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10585 RSurf_SetupDepthAndCulling();
10586 if (r_showsurfaces.integer == 3 && !prepass)
10588 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10591 switch (vid.renderpath)
10593 case RENDERPATH_GL20:
10594 case RENDERPATH_CGGL:
10595 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10597 case RENDERPATH_GL13:
10598 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10600 case RENDERPATH_GL11:
10601 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10607 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10610 int texturenumsurfaces, endsurface;
10611 texture_t *texture;
10612 const msurface_t *surface;
10613 const msurface_t *texturesurfacelist[256];
10615 // if the model is static it doesn't matter what value we give for
10616 // wantnormals and wanttangents, so this logic uses only rules applicable
10617 // to a model, knowing that they are meaningless otherwise
10618 if (ent == r_refdef.scene.worldentity)
10619 RSurf_ActiveWorldEntity();
10620 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10621 RSurf_ActiveModelEntity(ent, false, false, false);
10624 switch (vid.renderpath)
10626 case RENDERPATH_GL20:
10627 case RENDERPATH_CGGL:
10628 RSurf_ActiveModelEntity(ent, true, true, false);
10630 case RENDERPATH_GL13:
10631 case RENDERPATH_GL11:
10632 RSurf_ActiveModelEntity(ent, true, false, false);
10637 if (r_transparentdepthmasking.integer)
10639 qboolean setup = false;
10640 for (i = 0;i < numsurfaces;i = j)
10643 surface = rsurface.modelsurfaces + surfacelist[i];
10644 texture = surface->texture;
10645 rsurface.texture = R_GetCurrentTexture(texture);
10646 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10647 // scan ahead until we find a different texture
10648 endsurface = min(i + 1024, numsurfaces);
10649 texturenumsurfaces = 0;
10650 texturesurfacelist[texturenumsurfaces++] = surface;
10651 for (;j < endsurface;j++)
10653 surface = rsurface.modelsurfaces + surfacelist[j];
10654 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10656 texturesurfacelist[texturenumsurfaces++] = surface;
10658 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10660 // render the range of surfaces as depth
10664 GL_ColorMask(0,0,0,0);
10666 GL_DepthTest(true);
10667 GL_BlendFunc(GL_ONE, GL_ZERO);
10668 GL_DepthMask(true);
10669 GL_AlphaTest(false);
10670 R_Mesh_ColorPointer(NULL, 0, 0);
10671 R_Mesh_ResetTextureState();
10672 R_SetupShader_DepthOrShadow();
10674 RSurf_SetupDepthAndCulling();
10675 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10676 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10679 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10682 for (i = 0;i < numsurfaces;i = j)
10685 surface = rsurface.modelsurfaces + surfacelist[i];
10686 texture = surface->texture;
10687 rsurface.texture = R_GetCurrentTexture(texture);
10688 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10689 // scan ahead until we find a different texture
10690 endsurface = min(i + 1024, numsurfaces);
10691 texturenumsurfaces = 0;
10692 texturesurfacelist[texturenumsurfaces++] = surface;
10693 for (;j < endsurface;j++)
10695 surface = rsurface.modelsurfaces + surfacelist[j];
10696 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10698 texturesurfacelist[texturenumsurfaces++] = surface;
10700 // render the range of surfaces
10701 if (ent == r_refdef.scene.worldentity)
10702 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10704 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10706 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10707 GL_AlphaTest(false);
10710 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10712 // transparent surfaces get pushed off into the transparent queue
10713 int surfacelistindex;
10714 const msurface_t *surface;
10715 vec3_t tempcenter, center;
10716 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10718 surface = texturesurfacelist[surfacelistindex];
10719 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10720 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10721 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10722 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10723 if (queueentity->transparent_offset) // transparent offset
10725 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10726 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10727 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10729 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10733 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10735 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10739 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10741 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10743 RSurf_SetupDepthAndCulling();
10744 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10745 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10749 if (!rsurface.texture->currentnumlayers)
10751 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10752 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10754 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10756 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10758 RSurf_SetupDepthAndCulling();
10759 GL_AlphaTest(false);
10760 R_Mesh_ColorPointer(NULL, 0, 0);
10761 R_Mesh_ResetTextureState();
10762 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10763 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10764 GL_DepthMask(true);
10765 GL_BlendFunc(GL_ONE, GL_ZERO);
10766 GL_Color(0, 0, 0, 1);
10767 GL_DepthTest(writedepth);
10768 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10770 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10772 RSurf_SetupDepthAndCulling();
10773 GL_AlphaTest(false);
10774 R_Mesh_ColorPointer(NULL, 0, 0);
10775 R_Mesh_ResetTextureState();
10776 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10777 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10778 GL_DepthMask(true);
10779 GL_BlendFunc(GL_ONE, GL_ZERO);
10780 GL_DepthTest(true);
10781 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10783 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10784 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10785 else if (!rsurface.texture->currentnumlayers)
10787 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10789 // in the deferred case, transparent surfaces were queued during prepass
10790 if (!r_shadow_usingdeferredprepass)
10791 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10795 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10796 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10801 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10804 texture_t *texture;
10805 // break the surface list down into batches by texture and use of lightmapping
10806 for (i = 0;i < numsurfaces;i = j)
10809 // texture is the base texture pointer, rsurface.texture is the
10810 // current frame/skin the texture is directing us to use (for example
10811 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10812 // use skin 1 instead)
10813 texture = surfacelist[i]->texture;
10814 rsurface.texture = R_GetCurrentTexture(texture);
10815 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10816 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10818 // if this texture is not the kind we want, skip ahead to the next one
10819 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10823 // simply scan ahead until we find a different texture or lightmap state
10824 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10826 // render the range of surfaces
10827 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10831 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10836 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10838 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10840 RSurf_SetupDepthAndCulling();
10841 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10842 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10846 if (!rsurface.texture->currentnumlayers)
10848 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10849 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10851 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10853 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
10855 RSurf_SetupDepthAndCulling();
10856 GL_AlphaTest(false);
10857 R_Mesh_ColorPointer(NULL, 0, 0);
10858 R_Mesh_ResetTextureState();
10859 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10860 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10861 GL_DepthMask(true);
10862 GL_BlendFunc(GL_ONE, GL_ZERO);
10863 GL_Color(0, 0, 0, 1);
10864 GL_DepthTest(writedepth);
10865 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10867 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10869 RSurf_SetupDepthAndCulling();
10870 GL_AlphaTest(false);
10871 R_Mesh_ColorPointer(NULL, 0, 0);
10872 R_Mesh_ResetTextureState();
10873 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10874 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10875 GL_DepthMask(true);
10876 GL_BlendFunc(GL_ONE, GL_ZERO);
10877 GL_DepthTest(true);
10878 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10880 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10881 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10882 else if (!rsurface.texture->currentnumlayers)
10884 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10886 // in the deferred case, transparent surfaces were queued during prepass
10887 if (!r_shadow_usingdeferredprepass)
10888 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10892 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10893 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10898 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10901 texture_t *texture;
10902 // break the surface list down into batches by texture and use of lightmapping
10903 for (i = 0;i < numsurfaces;i = j)
10906 // texture is the base texture pointer, rsurface.texture is the
10907 // current frame/skin the texture is directing us to use (for example
10908 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10909 // use skin 1 instead)
10910 texture = surfacelist[i]->texture;
10911 rsurface.texture = R_GetCurrentTexture(texture);
10912 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10913 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10915 // if this texture is not the kind we want, skip ahead to the next one
10916 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10920 // simply scan ahead until we find a different texture or lightmap state
10921 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10923 // render the range of surfaces
10924 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10928 float locboxvertex3f[6*4*3] =
10930 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10931 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10932 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10933 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10934 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10935 1,0,0, 0,0,0, 0,1,0, 1,1,0
10938 unsigned short locboxelements[6*2*3] =
10943 12,13,14, 12,14,15,
10944 16,17,18, 16,18,19,
10948 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10951 cl_locnode_t *loc = (cl_locnode_t *)ent;
10953 float vertex3f[6*4*3];
10955 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10956 GL_DepthMask(false);
10957 GL_DepthRange(0, 1);
10958 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10959 GL_DepthTest(true);
10960 GL_CullFace(GL_NONE);
10961 R_EntityMatrix(&identitymatrix);
10963 R_Mesh_VertexPointer(vertex3f, 0, 0);
10964 R_Mesh_ColorPointer(NULL, 0, 0);
10965 R_Mesh_ResetTextureState();
10966 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10968 i = surfacelist[0];
10969 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10970 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10971 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10972 surfacelist[0] < 0 ? 0.5f : 0.125f);
10974 if (VectorCompare(loc->mins, loc->maxs))
10976 VectorSet(size, 2, 2, 2);
10977 VectorMA(loc->mins, -0.5f, size, mins);
10981 VectorCopy(loc->mins, mins);
10982 VectorSubtract(loc->maxs, loc->mins, size);
10985 for (i = 0;i < 6*4*3;)
10986 for (j = 0;j < 3;j++, i++)
10987 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10989 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
10992 void R_DrawLocs(void)
10995 cl_locnode_t *loc, *nearestloc;
10997 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10998 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11000 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11001 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11005 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11007 if (decalsystem->decals)
11008 Mem_Free(decalsystem->decals);
11009 memset(decalsystem, 0, sizeof(*decalsystem));
11012 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11015 tridecal_t *decals;
11019 // expand or initialize the system
11020 if (decalsystem->maxdecals <= decalsystem->numdecals)
11022 decalsystem_t old = *decalsystem;
11023 qboolean useshortelements;
11024 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11025 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11026 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11027 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11028 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11029 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11030 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11031 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11032 if (decalsystem->numdecals)
11033 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11035 Mem_Free(old.decals);
11036 for (i = 0;i < decalsystem->maxdecals*3;i++)
11037 decalsystem->element3i[i] = i;
11038 if (useshortelements)
11039 for (i = 0;i < decalsystem->maxdecals*3;i++)
11040 decalsystem->element3s[i] = i;
11043 // grab a decal and search for another free slot for the next one
11044 maxdecals = decalsystem->maxdecals;
11045 decals = decalsystem->decals;
11046 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11047 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11049 decalsystem->freedecal = i;
11050 if (decalsystem->numdecals <= i)
11051 decalsystem->numdecals = i + 1;
11053 // initialize the decal
11055 decal->triangleindex = triangleindex;
11056 decal->surfaceindex = surfaceindex;
11057 decal->decalsequence = decalsequence;
11058 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11059 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11060 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11061 decal->color4ub[0][3] = 255;
11062 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11063 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11064 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11065 decal->color4ub[1][3] = 255;
11066 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11067 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11068 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11069 decal->color4ub[2][3] = 255;
11070 decal->vertex3f[0][0] = v0[0];
11071 decal->vertex3f[0][1] = v0[1];
11072 decal->vertex3f[0][2] = v0[2];
11073 decal->vertex3f[1][0] = v1[0];
11074 decal->vertex3f[1][1] = v1[1];
11075 decal->vertex3f[1][2] = v1[2];
11076 decal->vertex3f[2][0] = v2[0];
11077 decal->vertex3f[2][1] = v2[1];
11078 decal->vertex3f[2][2] = v2[2];
11079 decal->texcoord2f[0][0] = t0[0];
11080 decal->texcoord2f[0][1] = t0[1];
11081 decal->texcoord2f[1][0] = t1[0];
11082 decal->texcoord2f[1][1] = t1[1];
11083 decal->texcoord2f[2][0] = t2[0];
11084 decal->texcoord2f[2][1] = t2[1];
11087 extern cvar_t cl_decals_bias;
11088 extern cvar_t cl_decals_models;
11089 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11090 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11092 matrix4x4_t projection;
11093 decalsystem_t *decalsystem;
11096 const float *vertex3f;
11097 const msurface_t *surface;
11098 const msurface_t *surfaces;
11099 const int *surfacelist;
11100 const texture_t *texture;
11103 int numsurfacelist;
11104 int surfacelistindex;
11107 int decalsurfaceindex;
11112 float localorigin[3];
11113 float localnormal[3];
11114 float localmins[3];
11115 float localmaxs[3];
11122 float planes[6][4];
11124 float points[2][9][3];
11128 decalsystem = &ent->decalsystem;
11129 model = ent->model;
11130 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11132 R_DecalSystem_Reset(&ent->decalsystem);
11136 if (!model->brush.data_nodes && !cl_decals_models.integer)
11138 if (decalsystem->model)
11139 R_DecalSystem_Reset(decalsystem);
11143 if (decalsystem->model != model)
11144 R_DecalSystem_Reset(decalsystem);
11145 decalsystem->model = model;
11147 RSurf_ActiveModelEntity(ent, false, false, false);
11149 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11150 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11151 VectorNormalize(localnormal);
11152 localsize = worldsize*rsurface.inversematrixscale;
11153 ilocalsize = 1.0f / localsize;
11154 localmins[0] = localorigin[0] - localsize;
11155 localmins[1] = localorigin[1] - localsize;
11156 localmins[2] = localorigin[2] - localsize;
11157 localmaxs[0] = localorigin[0] + localsize;
11158 localmaxs[1] = localorigin[1] + localsize;
11159 localmaxs[2] = localorigin[2] + localsize;
11161 //VectorCopy(localnormal, planes[4]);
11162 //VectorVectors(planes[4], planes[2], planes[0]);
11163 AnglesFromVectors(angles, localnormal, NULL, false);
11164 AngleVectors(angles, planes[0], planes[2], planes[4]);
11165 VectorNegate(planes[0], planes[1]);
11166 VectorNegate(planes[2], planes[3]);
11167 VectorNegate(planes[4], planes[5]);
11168 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11169 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11170 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11171 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11172 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11173 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11178 matrix4x4_t forwardprojection;
11179 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11180 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11185 float projectionvector[4][3];
11186 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11187 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11188 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11189 projectionvector[0][0] = planes[0][0] * ilocalsize;
11190 projectionvector[0][1] = planes[1][0] * ilocalsize;
11191 projectionvector[0][2] = planes[2][0] * ilocalsize;
11192 projectionvector[1][0] = planes[0][1] * ilocalsize;
11193 projectionvector[1][1] = planes[1][1] * ilocalsize;
11194 projectionvector[1][2] = planes[2][1] * ilocalsize;
11195 projectionvector[2][0] = planes[0][2] * ilocalsize;
11196 projectionvector[2][1] = planes[1][2] * ilocalsize;
11197 projectionvector[2][2] = planes[2][2] * ilocalsize;
11198 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11199 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11200 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11201 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11205 dynamic = model->surfmesh.isanimated;
11206 vertex3f = rsurface.modelvertex3f;
11207 numsurfacelist = model->nummodelsurfaces;
11208 surfacelist = model->sortedmodelsurfaces;
11209 surfaces = model->data_surfaces;
11210 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11212 surfaceindex = surfacelist[surfacelistindex];
11213 surface = surfaces + surfaceindex;
11214 // skip transparent surfaces
11215 texture = surface->texture;
11216 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11218 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11220 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11222 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11223 numvertices = surface->num_vertices;
11224 numtriangles = surface->num_triangles;
11225 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11227 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11229 index = 3*e[cornerindex];
11230 VectorCopy(vertex3f + index, v[cornerindex]);
11233 //TriangleNormal(v[0], v[1], v[2], normal);
11234 //if (DotProduct(normal, localnormal) < 0.0f)
11236 // clip by each of the box planes formed from the projection matrix
11237 // if anything survives, we emit the decal
11238 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11241 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11244 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11247 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11250 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11253 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11256 // some part of the triangle survived, so we have to accept it...
11259 // dynamic always uses the original triangle
11261 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11263 index = 3*e[cornerindex];
11264 VectorCopy(vertex3f + index, v[cornerindex]);
11267 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11269 // convert vertex positions to texcoords
11270 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11271 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11272 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11273 // calculate distance fade from the projection origin
11274 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11275 f = bound(0.0f, f, 1.0f);
11276 c[cornerindex][0] = r * f;
11277 c[cornerindex][1] = g * f;
11278 c[cornerindex][2] = b * f;
11279 c[cornerindex][3] = 1.0f;
11280 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11283 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11285 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11286 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11291 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11292 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11294 int renderentityindex;
11295 float worldmins[3];
11296 float worldmaxs[3];
11297 entity_render_t *ent;
11299 if (!cl_decals_newsystem.integer)
11302 worldmins[0] = worldorigin[0] - worldsize;
11303 worldmins[1] = worldorigin[1] - worldsize;
11304 worldmins[2] = worldorigin[2] - worldsize;
11305 worldmaxs[0] = worldorigin[0] + worldsize;
11306 worldmaxs[1] = worldorigin[1] + worldsize;
11307 worldmaxs[2] = worldorigin[2] + worldsize;
11309 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11311 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11313 ent = r_refdef.scene.entities[renderentityindex];
11314 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11317 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11321 typedef struct r_decalsystem_splatqueue_s
11323 vec3_t worldorigin;
11324 vec3_t worldnormal;
11330 r_decalsystem_splatqueue_t;
11332 int r_decalsystem_numqueued = 0;
11333 #define MAX_DECALSYSTEM_QUEUE 1024
11334 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11336 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11338 r_decalsystem_splatqueue_t *queue;
11340 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11343 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11344 VectorCopy(worldorigin, queue->worldorigin);
11345 VectorCopy(worldnormal, queue->worldnormal);
11346 Vector4Set(queue->color, r, g, b, a);
11347 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11348 queue->worldsize = worldsize;
11349 queue->decalsequence = cl.decalsequence++;
11352 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11355 r_decalsystem_splatqueue_t *queue;
11357 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11358 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11359 r_decalsystem_numqueued = 0;
11362 extern cvar_t cl_decals_max;
11363 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11366 decalsystem_t *decalsystem = &ent->decalsystem;
11373 if (!decalsystem->numdecals)
11376 if (r_showsurfaces.integer)
11379 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11381 R_DecalSystem_Reset(decalsystem);
11385 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11386 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11388 if (decalsystem->lastupdatetime)
11389 frametime = (cl.time - decalsystem->lastupdatetime);
11392 decalsystem->lastupdatetime = cl.time;
11393 decal = decalsystem->decals;
11394 numdecals = decalsystem->numdecals;
11396 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11398 if (decal->color4ub[0][3])
11400 decal->lived += frametime;
11401 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11403 memset(decal, 0, sizeof(*decal));
11404 if (decalsystem->freedecal > i)
11405 decalsystem->freedecal = i;
11409 decal = decalsystem->decals;
11410 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11413 // collapse the array by shuffling the tail decals into the gaps
11416 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11417 decalsystem->freedecal++;
11418 if (decalsystem->freedecal == numdecals)
11420 decal[decalsystem->freedecal] = decal[--numdecals];
11423 decalsystem->numdecals = numdecals;
11425 if (numdecals <= 0)
11427 // if there are no decals left, reset decalsystem
11428 R_DecalSystem_Reset(decalsystem);
11432 extern skinframe_t *decalskinframe;
11433 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11436 decalsystem_t *decalsystem = &ent->decalsystem;
11446 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11449 numdecals = decalsystem->numdecals;
11453 if (r_showsurfaces.integer)
11456 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11458 R_DecalSystem_Reset(decalsystem);
11462 // if the model is static it doesn't matter what value we give for
11463 // wantnormals and wanttangents, so this logic uses only rules applicable
11464 // to a model, knowing that they are meaningless otherwise
11465 if (ent == r_refdef.scene.worldentity)
11466 RSurf_ActiveWorldEntity();
11468 RSurf_ActiveModelEntity(ent, false, false, false);
11470 decalsystem->lastupdatetime = cl.time;
11471 decal = decalsystem->decals;
11473 fadedelay = cl_decals_time.value;
11474 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11476 // update vertex positions for animated models
11477 v3f = decalsystem->vertex3f;
11478 c4f = decalsystem->color4f;
11479 t2f = decalsystem->texcoord2f;
11480 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11482 if (!decal->color4ub[0][3])
11485 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11488 // update color values for fading decals
11489 if (decal->lived >= cl_decals_time.value)
11491 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11492 alpha *= (1.0f/255.0f);
11495 alpha = 1.0f/255.0f;
11497 c4f[ 0] = decal->color4ub[0][0] * alpha;
11498 c4f[ 1] = decal->color4ub[0][1] * alpha;
11499 c4f[ 2] = decal->color4ub[0][2] * alpha;
11501 c4f[ 4] = decal->color4ub[1][0] * alpha;
11502 c4f[ 5] = decal->color4ub[1][1] * alpha;
11503 c4f[ 6] = decal->color4ub[1][2] * alpha;
11505 c4f[ 8] = decal->color4ub[2][0] * alpha;
11506 c4f[ 9] = decal->color4ub[2][1] * alpha;
11507 c4f[10] = decal->color4ub[2][2] * alpha;
11510 t2f[0] = decal->texcoord2f[0][0];
11511 t2f[1] = decal->texcoord2f[0][1];
11512 t2f[2] = decal->texcoord2f[1][0];
11513 t2f[3] = decal->texcoord2f[1][1];
11514 t2f[4] = decal->texcoord2f[2][0];
11515 t2f[5] = decal->texcoord2f[2][1];
11517 // update vertex positions for animated models
11518 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11520 e = rsurface.modelelement3i + 3*decal->triangleindex;
11521 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11522 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11523 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11527 VectorCopy(decal->vertex3f[0], v3f);
11528 VectorCopy(decal->vertex3f[1], v3f + 3);
11529 VectorCopy(decal->vertex3f[2], v3f + 6);
11540 r_refdef.stats.drawndecals += numtris;
11542 if (r_refdef.fogenabled)
11544 switch(vid.renderpath)
11546 case RENDERPATH_GL20:
11547 case RENDERPATH_CGGL:
11548 case RENDERPATH_GL13:
11549 case RENDERPATH_GL11:
11550 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11552 alpha = RSurf_FogVertex(v3f);
11561 // now render the decals all at once
11562 // (this assumes they all use one particle font texture!)
11563 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11564 R_Mesh_ResetTextureState();
11565 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11566 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11567 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11568 GL_DepthMask(false);
11569 GL_DepthRange(0, 1);
11570 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11571 GL_DepthTest(true);
11572 GL_CullFace(GL_NONE);
11573 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11574 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11575 GL_LockArrays(0, numtris * 3);
11576 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11577 GL_LockArrays(0, 0);
11581 static void R_DrawModelDecals(void)
11585 // fade faster when there are too many decals
11586 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11587 for (i = 0;i < r_refdef.scene.numentities;i++)
11588 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11590 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11591 for (i = 0;i < r_refdef.scene.numentities;i++)
11592 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11593 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11595 R_DecalSystem_ApplySplatEntitiesQueue();
11597 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11598 for (i = 0;i < r_refdef.scene.numentities;i++)
11599 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11601 r_refdef.stats.totaldecals += numdecals;
11603 if (r_showsurfaces.integer)
11606 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11608 for (i = 0;i < r_refdef.scene.numentities;i++)
11610 if (!r_refdef.viewcache.entityvisible[i])
11612 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11613 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11617 void R_DrawDebugModel(void)
11619 entity_render_t *ent = rsurface.entity;
11620 int i, j, k, l, flagsmask;
11621 const int *elements;
11623 const msurface_t *surface;
11624 dp_model_t *model = ent->model;
11627 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11629 R_Mesh_ColorPointer(NULL, 0, 0);
11630 R_Mesh_ResetTextureState();
11631 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11632 GL_DepthRange(0, 1);
11633 GL_DepthTest(!r_showdisabledepthtest.integer);
11634 GL_DepthMask(false);
11635 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11637 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11639 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11640 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11642 if (brush->colbrushf && brush->colbrushf->numtriangles)
11644 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11645 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11646 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11649 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11651 if (surface->num_collisiontriangles)
11653 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11654 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11655 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11660 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11662 if (r_showtris.integer || r_shownormals.integer)
11664 if (r_showdisabledepthtest.integer)
11666 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11667 GL_DepthMask(false);
11671 GL_BlendFunc(GL_ONE, GL_ZERO);
11672 GL_DepthMask(true);
11674 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11676 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11678 rsurface.texture = R_GetCurrentTexture(surface->texture);
11679 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11681 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11682 if (r_showtris.value > 0)
11684 if (!rsurface.texture->currentlayers->depthmask)
11685 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11686 else if (ent == r_refdef.scene.worldentity)
11687 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11689 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11690 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11691 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11692 R_Mesh_ColorPointer(NULL, 0, 0);
11693 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11694 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11695 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11696 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11697 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11700 if (r_shownormals.value < 0)
11702 qglBegin(GL_LINES);
11703 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11705 VectorCopy(rsurface.vertex3f + l * 3, v);
11706 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11707 qglVertex3f(v[0], v[1], v[2]);
11708 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11709 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11710 qglVertex3f(v[0], v[1], v[2]);
11715 if (r_shownormals.value > 0)
11717 qglBegin(GL_LINES);
11718 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11720 VectorCopy(rsurface.vertex3f + l * 3, v);
11721 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11722 qglVertex3f(v[0], v[1], v[2]);
11723 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11724 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11725 qglVertex3f(v[0], v[1], v[2]);
11729 qglBegin(GL_LINES);
11730 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11732 VectorCopy(rsurface.vertex3f + l * 3, v);
11733 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11734 qglVertex3f(v[0], v[1], v[2]);
11735 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11736 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11737 qglVertex3f(v[0], v[1], v[2]);
11741 qglBegin(GL_LINES);
11742 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11744 VectorCopy(rsurface.vertex3f + l * 3, v);
11745 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11746 qglVertex3f(v[0], v[1], v[2]);
11747 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11748 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11749 qglVertex3f(v[0], v[1], v[2]);
11756 rsurface.texture = NULL;
11760 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11761 int r_maxsurfacelist = 0;
11762 const msurface_t **r_surfacelist = NULL;
11763 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11765 int i, j, endj, f, flagsmask;
11767 dp_model_t *model = r_refdef.scene.worldmodel;
11768 msurface_t *surfaces;
11769 unsigned char *update;
11770 int numsurfacelist = 0;
11774 if (r_maxsurfacelist < model->num_surfaces)
11776 r_maxsurfacelist = model->num_surfaces;
11778 Mem_Free((msurface_t**)r_surfacelist);
11779 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11782 RSurf_ActiveWorldEntity();
11784 surfaces = model->data_surfaces;
11785 update = model->brushq1.lightmapupdateflags;
11787 // update light styles on this submodel
11788 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11790 model_brush_lightstyleinfo_t *style;
11791 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11793 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11795 int *list = style->surfacelist;
11796 style->value = r_refdef.scene.lightstylevalue[style->style];
11797 for (j = 0;j < style->numsurfaces;j++)
11798 update[list[j]] = true;
11803 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11807 R_DrawDebugModel();
11808 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11814 rsurface.uselightmaptexture = false;
11815 rsurface.texture = NULL;
11816 rsurface.rtlight = NULL;
11817 numsurfacelist = 0;
11818 // add visible surfaces to draw list
11819 for (i = 0;i < model->nummodelsurfaces;i++)
11821 j = model->sortedmodelsurfaces[i];
11822 if (r_refdef.viewcache.world_surfacevisible[j])
11823 r_surfacelist[numsurfacelist++] = surfaces + j;
11825 // update lightmaps if needed
11829 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11831 if (r_refdef.viewcache.world_surfacevisible[j])
11836 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11841 // don't do anything if there were no surfaces
11842 if (!numsurfacelist)
11844 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11847 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11848 GL_AlphaTest(false);
11850 // add to stats if desired
11851 if (r_speeds.integer && !skysurfaces && !depthonly)
11853 r_refdef.stats.world_surfaces += numsurfacelist;
11854 for (j = 0;j < numsurfacelist;j++)
11855 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11858 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11861 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11863 int i, j, endj, f, flagsmask;
11865 dp_model_t *model = ent->model;
11866 msurface_t *surfaces;
11867 unsigned char *update;
11868 int numsurfacelist = 0;
11872 if (r_maxsurfacelist < model->num_surfaces)
11874 r_maxsurfacelist = model->num_surfaces;
11876 Mem_Free((msurface_t **)r_surfacelist);
11877 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11880 // if the model is static it doesn't matter what value we give for
11881 // wantnormals and wanttangents, so this logic uses only rules applicable
11882 // to a model, knowing that they are meaningless otherwise
11883 if (ent == r_refdef.scene.worldentity)
11884 RSurf_ActiveWorldEntity();
11885 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11886 RSurf_ActiveModelEntity(ent, false, false, false);
11888 RSurf_ActiveModelEntity(ent, true, true, true);
11889 else if (depthonly)
11890 RSurf_ActiveModelEntity(ent, false, false, false);
11893 switch (vid.renderpath)
11895 case RENDERPATH_GL20:
11896 case RENDERPATH_CGGL:
11897 RSurf_ActiveModelEntity(ent, true, true, false);
11899 case RENDERPATH_GL13:
11900 case RENDERPATH_GL11:
11901 RSurf_ActiveModelEntity(ent, true, false, false);
11906 surfaces = model->data_surfaces;
11907 update = model->brushq1.lightmapupdateflags;
11909 // update light styles
11910 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11912 model_brush_lightstyleinfo_t *style;
11913 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11915 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11917 int *list = style->surfacelist;
11918 style->value = r_refdef.scene.lightstylevalue[style->style];
11919 for (j = 0;j < style->numsurfaces;j++)
11920 update[list[j]] = true;
11925 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11929 R_DrawDebugModel();
11930 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11936 rsurface.uselightmaptexture = false;
11937 rsurface.texture = NULL;
11938 rsurface.rtlight = NULL;
11939 numsurfacelist = 0;
11940 // add visible surfaces to draw list
11941 for (i = 0;i < model->nummodelsurfaces;i++)
11942 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11943 // don't do anything if there were no surfaces
11944 if (!numsurfacelist)
11946 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11949 // update lightmaps if needed
11953 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11958 R_BuildLightMap(ent, surfaces + j);
11963 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11965 R_BuildLightMap(ent, surfaces + j);
11966 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11967 GL_AlphaTest(false);
11969 // add to stats if desired
11970 if (r_speeds.integer && !skysurfaces && !depthonly)
11972 r_refdef.stats.entities_surfaces += numsurfacelist;
11973 for (j = 0;j < numsurfacelist;j++)
11974 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11977 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11980 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11982 static texture_t texture;
11983 static msurface_t surface;
11984 const msurface_t *surfacelist = &surface;
11986 // fake enough texture and surface state to render this geometry
11988 texture.update_lastrenderframe = -1; // regenerate this texture
11989 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11990 texture.currentskinframe = skinframe;
11991 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11992 texture.specularscalemod = 1;
11993 texture.specularpowermod = 1;
11995 surface.texture = &texture;
11996 surface.num_triangles = numtriangles;
11997 surface.num_firsttriangle = firsttriangle;
11998 surface.num_vertices = numvertices;
11999 surface.num_firstvertex = firstvertex;
12002 rsurface.texture = R_GetCurrentTexture(surface.texture);
12003 rsurface.uselightmaptexture = false;
12004 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12007 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12009 static msurface_t surface;
12010 const msurface_t *surfacelist = &surface;
12012 // fake enough texture and surface state to render this geometry
12014 surface.texture = texture;
12015 surface.num_triangles = numtriangles;
12016 surface.num_firsttriangle = firsttriangle;
12017 surface.num_vertices = numvertices;
12018 surface.num_firstvertex = firstvertex;
12021 rsurface.texture = R_GetCurrentTexture(surface.texture);
12022 rsurface.uselightmaptexture = false;
12023 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);