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_textureframe = 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", "0", "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_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
170 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)"};
172 extern cvar_t v_glslgamma;
174 extern qboolean v_flipped_state;
176 static struct r_bloomstate_s
181 int bloomwidth, bloomheight;
183 int screentexturewidth, screentextureheight;
184 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
186 int bloomtexturewidth, bloomtextureheight;
187 rtexture_t *texture_bloom;
189 // arrays for rendering the screen passes
190 float screentexcoord2f[8];
191 float bloomtexcoord2f[8];
192 float offsettexcoord2f[8];
194 r_viewport_t viewport;
198 r_waterstate_t r_waterstate;
200 /// shadow volume bsp struct with automatically growing nodes buffer
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
231 typedef struct r_qwskincache_s
233 char name[MAX_QPATH];
234 skinframe_t *skinframe;
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
250 extern void R_DrawModelShadows(void);
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
255 for (i = 0;i < verts;i++)
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
269 for (i = 0;i < verts;i++)
279 // FIXME: move this to client?
282 if (gamemode == GAME_NEHAHRA)
284 Cvar_Set("gl_fogenable", "0");
285 Cvar_Set("gl_fogdensity", "0.2");
286 Cvar_Set("gl_fogred", "0.3");
287 Cvar_Set("gl_foggreen", "0.3");
288 Cvar_Set("gl_fogblue", "0.3");
290 r_refdef.fog_density = 0;
291 r_refdef.fog_red = 0;
292 r_refdef.fog_green = 0;
293 r_refdef.fog_blue = 0;
294 r_refdef.fog_alpha = 1;
295 r_refdef.fog_start = 0;
296 r_refdef.fog_end = 16384;
297 r_refdef.fog_height = 1<<30;
298 r_refdef.fog_fadedepth = 128;
301 static void R_BuildBlankTextures(void)
303 unsigned char data[4];
304 data[2] = 128; // normal X
305 data[1] = 128; // normal Y
306 data[0] = 255; // normal Z
307 data[3] = 128; // height
308 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
313 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326 static void R_BuildNoTexture(void)
329 unsigned char pix[16][16][4];
330 // this makes a light grey/dark grey checkerboard texture
331 for (y = 0;y < 16;y++)
333 for (x = 0;x < 16;x++)
335 if ((y < 8) ^ (x < 8))
351 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
354 static void R_BuildWhiteCube(void)
356 unsigned char data[6*1*1*4];
357 memset(data, 255, sizeof(data));
358 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
361 static void R_BuildNormalizationCube(void)
365 vec_t s, t, intensity;
368 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369 for (side = 0;side < 6;side++)
371 for (y = 0;y < NORMSIZE;y++)
373 for (x = 0;x < NORMSIZE;x++)
375 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
411 intensity = 127.0f / sqrt(DotProduct(v, v));
412 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415 data[((side*64+y)*64+x)*4+3] = 255;
419 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
423 static void R_BuildFogTexture(void)
427 unsigned char data1[FOGWIDTH][4];
428 //unsigned char data2[FOGWIDTH][4];
431 r_refdef.fogmasktable_start = r_refdef.fog_start;
432 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433 r_refdef.fogmasktable_range = r_refdef.fogrange;
434 r_refdef.fogmasktable_density = r_refdef.fog_density;
436 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
439 d = (x * r - r_refdef.fogmasktable_start);
440 if(developer_extra.integer)
441 Con_DPrintf("%f ", d);
443 if (r_fog_exp2.integer)
444 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
446 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447 if(developer_extra.integer)
448 Con_DPrintf(" : %f ", alpha);
449 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450 if(developer_extra.integer)
451 Con_DPrintf(" = %f\n", alpha);
452 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
455 for (x = 0;x < FOGWIDTH;x++)
457 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
462 //data2[x][0] = 255 - b;
463 //data2[x][1] = 255 - b;
464 //data2[x][2] = 255 - b;
467 if (r_texture_fogattenuation)
469 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
474 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);
475 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
479 //=======================================================================================================================================================
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "# extension GL_EXT_gpu_shader4 : enable\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "# extension GL_ARB_texture_gather : enable\n"
507 "# ifdef GL_AMD_texture_texture4\n"
508 "# extension GL_AMD_texture_texture4 : enable\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
541 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
553 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
558 "#ifdef FRAGMENT_SHADER\n"
561 " gl_FragColor = gl_Color;\n"
564 "#else // !MODE_SHOWDEPTH\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
573 "#ifdef VERTEX_SHADER\n"
576 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
579 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
587 "uniform sampler2D Texture_Second;\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
607 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
609 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
611 "#ifdef USEVIEWTINT\n"
612 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// 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"
618 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
622 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
623 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
626 "#ifdef USESATURATION\n"
627 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
633 "#ifdef USEGAMMARAMPS\n"
634 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
640 "#else // !MODE_POSTPROCESS\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
652 "#ifdef VERTEX_SHADER\n"
655 " gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USESPECULAR\n"
660 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
676 " gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
681 "#ifdef USESPECULAR\n"
682 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 " gl_FragColor *= tex2;\n"
687 " gl_FragColor += tex2;\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
695 "#else // !MODE_GENERIC\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
705 " gl_FrontColor = gl_Color;\n"
706 " TexCoord = gl_MultiTexCoord0.xy;\n"
707 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
718 " vec2 tc = TexCoord;\n"
719 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 " tc += BloomBlur_Parameters.xy;\n"
721 " for (i = 1;i < SAMPLES;i++)\n"
723 " color += texture2D(Texture_First, tc).rgb;\n"
724 " tc += BloomBlur_Parameters.xy;\n"
726 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
738 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 " ModelViewProjectionPosition = gl_Position;\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
759 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 " // FIXME temporary hack to detect the case that the reflection\n"
764 " // gets blackened at edges due to leaving the area that contains actual\n"
766 " // Remove this 'ack once we have a better way to stop this thing from\n"
768 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
776 "#else // !MODE_REFRACTION\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
791 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
816 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 " // FIXME temporary hack to detect the case that the reflection\n"
822 " // gets blackened at edges due to leaving the area that contains actual\n"
824 " // Remove this 'ack once we have a better way to stop this thing from\n"
826 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
840 "#else // !MODE_WATER\n"
845 "// common definitions between vertex shader and fragment shader:\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
891 "uniform vec4 FogPlane;\n"
897 "// 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"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
906 "uniform sampler2D Texture_Glow;\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
921 "uniform sampler2D Texture_FogMask;\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
952 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
958 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
960 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 " // 14 sample relief mapping: linear search and then binary search\n"
970 " // this basically steps forward a small amount repeatedly until it finds\n"
971 " // itself inside solid, then jitters forward and back using decreasing\n"
972 " // amounts to find the impact\n"
973 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 " vec3 RT = vec3(TexCoord, 1);\n"
977 " OffsetVector *= 0.1;\n"
978 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
988 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
989 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
990 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
991 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
994 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 " // this basically moves forward the full distance, and then backs up based\n"
996 " // on height of samples\n"
997 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 " TexCoord += OffsetVector;\n"
1001 " OffsetVector *= 0.333;\n"
1002 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 " return TexCoord;\n"
1008 "#endif // USEOFFSETMAPPING\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1051 " vec3 adir = abs(dir);\n"
1055 " if (adir.x > adir.y)\n"
1057 " if (adir.x > adir.z) // X\n"
1061 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1067 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1072 " if (adir.y > adir.z) // Y\n"
1076 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1082 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1086 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 " stc.z += ShadowMap_Parameters.z;\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1094 " vec3 adir = abs(dir);\n"
1095 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 " stc.z += ShadowMap_Parameters.z;\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1108 " vec3 adir = abs(dir);\n"
1109 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1116 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1118 "# ifdef USESHADOWSAMPLER\n"
1120 "# ifdef USESHADOWMAPPCF\n"
1121 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 " 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"
1124 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1129 "# ifdef USESHADOWMAPPCF\n"
1130 "# if USESHADOWMAPPCF > 1\n"
1131 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 " 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"
1134 " 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"
1135 " 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"
1136 " 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"
1137 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1140 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 " vec2 offset = fract(shadowmaptc.xy);\n"
1142 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1144 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1145 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1149 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1160 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1163 "# ifdef USESHADOWSAMPLER\n"
1164 "# ifdef USESHADOWMAPPCF\n"
1165 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1166 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 " 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"
1169 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1172 "# ifdef USESHADOWMAPPCF\n"
1173 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "# ifdef GL_ARB_texture_gather\n"
1175 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1177 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1179 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 " center *= ShadowMap_TextureScale;\n"
1181 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1184 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1185 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1189 "# ifdef GL_EXT_gpu_shader4\n"
1190 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1192 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1194 "# if USESHADOWMAPPCF > 1\n"
1195 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 " center *= ShadowMap_TextureScale;\n"
1197 " 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"
1198 " 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"
1199 " 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"
1200 " 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"
1201 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1204 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1207 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1208 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1213 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1223 " // apply depth texture cubemap as light filter\n"
1224 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1226 "# ifdef USESHADOWSAMPLER\n"
1227 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1229 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1249 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 " gl_FrontColor = gl_Color;\n"
1252 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1255 " // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1263 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1268 "#endif // VERTEX_SHADER\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 " // apply offsetmapping\n"
1275 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1279 "#ifdef USEALPHAKILL\n"
1280 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1295 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1299 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1312 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1315 "#endif // VERTEX_SHADER\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1330 " // calculate viewspace pixel position\n"
1331 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1333 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 " // decode viewspace pixel normal\n"
1336 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 " // surfacenormal = pixel normal in viewspace\n"
1339 " // LightVector = pixel to light in viewspace\n"
1340 " // CubeVector = position in lightspace\n"
1341 " // eyevector = pixel to view in viewspace\n"
1342 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 " // calculate diffuse shading\n"
1346 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1349 "#ifdef USESPECULAR\n"
1350 " // calculate directional shading\n"
1351 " vec3 eyevector = position * -1.0;\n"
1352 "# ifdef USEEXACTSPECULARMATH\n"
1353 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1355 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 " fade *= ShadowMapCompare(CubeVector);\n"
1364 "#ifdef USEDIFFUSE\n"
1365 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1367 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1369 "#ifdef USESPECULAR\n"
1370 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1372 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1375 "# ifdef USECUBEFILTER\n"
1376 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 " gl_FragData[0].rgb *= cubecolor;\n"
1378 " gl_FragData[1].rgb *= cubecolor;\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 " gl_FrontColor = gl_Color;\n"
1400 " // copy the surface texcoord\n"
1401 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1405 "#ifdef USELIGHTMAP\n"
1406 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 " // transform vertex position into light attenuation/cubemap space\n"
1411 " // (-1 to +1 across the light box)\n"
1412 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1414 "# ifdef USEDIFFUSE\n"
1415 " // transform unnormalized light direction into tangent space\n"
1416 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 " // normalize it per pixel)\n"
1418 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1431 " // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1440 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 " VectorS = gl_MultiTexCoord1.xyz;\n"
1446 " VectorT = gl_MultiTexCoord2.xyz;\n"
1447 " VectorR = gl_MultiTexCoord3.xyz;\n"
1450 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1453 "#ifdef USEREFLECTION\n"
1454 " ModelViewProjectionPosition = gl_Position;\n"
1457 "#endif // VERTEX_SHADER\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1473 "uniform myhalf3 Color_Glow;\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 " // apply offsetmapping\n"
1497 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1501 " // combine the diffuse textures (base, pants, shirt)\n"
1502 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 " if (color.a < 0.5)\n"
1507 " color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1517 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1520 " // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1524 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1527 " // get the material colors\n"
1528 " myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1533 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 " // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1557 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1560 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1563 " color.rgb = diffusetex * Color_Ambient;\n"
1565 " color.rgb *= LightColor;\n"
1566 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1570 "# ifdef USECUBEFILTER\n"
1571 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1580 "#ifdef USEDIFFUSE\n"
1581 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1587 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 " // convert modelspace light vector to tangentspace\n"
1591 " myhalf3 lightnormal;\n"
1592 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1608 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 " color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1630 "# ifdef USEDIFFUSE\n"
1631 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "# ifdef USESPECULAR\n"
1633 "# ifdef USEEXACTSPECULARMATH\n"
1634 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1636 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1639 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1641 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1644 " color.rgb = diffusetex * Color_Ambient;\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1658 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 " color.rgb *= myhalf(FogVertex());\n"
1666 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1670 " // 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"
1671 "#ifdef USEREFLECTION\n"
1672 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 " // FIXME temporary hack to detect the case that the reflection\n"
1677 " // gets blackened at edges due to leaving the area that contains actual\n"
1679 " // Remove this 'ack once we have a better way to stop this thing from\n"
1681 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1689 " gl_FragColor = vec4(color);\n"
1691 "#endif // FRAGMENT_SHADER\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1705 =========================================================================================================================================================
1709 =========================================================================================================================================================
1713 =========================================================================================================================================================
1717 =========================================================================================================================================================
1721 =========================================================================================================================================================
1725 =========================================================================================================================================================
1729 =========================================================================================================================================================
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1756 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1774 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1786 " gl_FragColor = gl_FrontColor;\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1796 "#ifdef VERTEX_SHADER\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1808 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1811 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1823 "uniform sampler2D Texture_Second,\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1843 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1845 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1847 "#ifdef USEVIEWTINT\n"
1848 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1858 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1859 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1862 "#ifdef USESATURATION\n"
1863 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1876 "#else // !MODE_POSTPROCESS\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1896 " gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1900 "#ifdef USESPECULAR\n"
1901 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1903 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1920 "out float4 gl_FragColor : COLOR\n"
1923 " gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1928 "#ifdef USESPECULAR\n"
1929 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 " gl_FragColor *= tex2;\n"
1934 " gl_FragColor += tex2;\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1942 "#else // !MODE_GENERIC\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1958 " TexCoord = gl_MultiTexCoord0.xy;\n"
1959 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1974 " float2 tc = TexCoord;\n"
1975 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 " tc += BloomBlur_Parameters.xy;\n"
1977 " for (i = 1;i < SAMPLES;i++)\n"
1979 " color += tex2D(Texture_First, tc).rgb;\n"
1980 " tc += BloomBlur_Parameters.xy;\n"
1982 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2001 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 " ModelViewProjectionPosition = gl_Position;\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2023 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 " // FIXME temporary hack to detect the case that the reflection\n"
2028 " // gets blackened at edges due to leaving the area that contains actual\n"
2030 " // Remove this 'ack once we have a better way to stop this thing from\n"
2032 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2040 "#else // !MODE_REFRACTION\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2061 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 " ModelViewProjectionPosition = gl_Position;\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2090 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 " // FIXME temporary hack to detect the case that the reflection\n"
2095 " // gets blackened at edges due to leaving the area that contains actual\n"
2097 " // Remove this 'ack once we have a better way to stop this thing from\n"
2099 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2113 "#else // !MODE_WATER\n"
2118 "// 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"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2130 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2132 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 " // 14 sample relief mapping: linear search and then binary search\n"
2141 " // this basically steps forward a small amount repeatedly until it finds\n"
2142 " // itself inside solid, then jitters forward and back using decreasing\n"
2143 " // amounts to find the impact\n"
2144 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 " float3 RT = float3(TexCoord, 1);\n"
2148 " OffsetVector *= 0.1;\n"
2149 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2159 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2160 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2161 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2162 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2165 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 " // this basically moves forward the full distance, and then backs up based\n"
2167 " // on height of samples\n"
2168 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 " TexCoord += OffsetVector;\n"
2172 " OffsetVector *= 0.333;\n"
2173 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 " return TexCoord;\n"
2179 "#endif // USEOFFSETMAPPING\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2186 " float3 adir = abs(dir);\n"
2190 " if (adir.x > adir.y)\n"
2192 " if (adir.x > adir.z) // X\n"
2196 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2202 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2207 " if (adir.y > adir.z) // Y\n"
2211 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2217 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2221 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 " stc.z += ShadowMap_Parameters.z;\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2229 " float3 adir = abs(dir);\n"
2230 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 " stc.z += ShadowMap_Parameters.z;\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2243 " float3 adir = abs(dir);\n"
2244 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2258 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2261 "# ifdef USESHADOWSAMPLER\n"
2263 "# ifdef USESHADOWMAPPCF\n"
2264 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 " 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"
2267 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2272 "# ifdef USESHADOWMAPPCF\n"
2273 "# if USESHADOWMAPPCF > 1\n"
2274 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 " 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"
2277 " 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"
2278 " 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"
2279 " 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"
2280 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2283 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 " float2 offset = frac(shadowmaptc.xy);\n"
2285 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2287 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2288 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2292 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2310 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2314 "# ifdef USESHADOWSAMPLER\n"
2315 "# ifdef USESHADOWMAPPCF\n"
2316 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2317 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 " 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"
2320 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2323 "# ifdef USESHADOWMAPPCF\n"
2324 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "# ifdef GL_ARB_texture_gather\n"
2326 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2328 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2330 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 " center *= ShadowMap_TextureScale;\n"
2332 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2335 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2336 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2340 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2341 "# if USESHADOWMAPPCF > 1\n"
2342 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 " center *= ShadowMap_TextureScale;\n"
2344 " 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"
2345 " 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"
2346 " 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"
2347 " 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"
2348 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2351 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2354 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2355 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2360 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2370 " // apply depth texture cubemap as light filter\n"
2371 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2373 "# ifdef USESHADOWSAMPLER\n"
2374 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2376 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2419 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 " gl_FrontColor = gl_Color;\n"
2422 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2425 " // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2433 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2438 "#endif // VERTEX_SHADER\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2464 " float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 " // apply offsetmapping\n"
2467 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2471 "#ifdef USEALPHAKILL\n"
2472 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2487 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2491 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2510 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2513 "#endif // VERTEX_SHADER\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2571 " // calculate viewspace pixel position\n"
2572 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 " float3 position;\n"
2575 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 " // decode viewspace pixel normal\n"
2578 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 " // surfacenormal = pixel normal in viewspace\n"
2581 " // LightVector = pixel to light in viewspace\n"
2582 " // CubeVector = position in lightspace\n"
2583 " // eyevector = pixel to view in viewspace\n"
2584 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 " // calculate diffuse shading\n"
2588 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2591 "#ifdef USESPECULAR\n"
2592 " // calculate directional shading\n"
2593 " float3 eyevector = position * -1.0;\n"
2594 "# ifdef USEEXACTSPECULARMATH\n"
2595 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2597 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 " fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2620 "#ifdef USEDIFFUSE\n"
2621 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2623 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2625 "#ifdef USESPECULAR\n"
2626 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2628 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2631 "# ifdef USECUBEFILTER\n"
2632 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 " gl_FragData0.rgb *= cubecolor;\n"
2634 " gl_FragData1.rgb *= cubecolor;\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2643 "#ifdef VERTEX_SHADER\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2701 "out float4 gl_Position : POSITION\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 " gl_FrontColor = gl_Color;\n"
2707 " // copy the surface texcoord\n"
2708 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2712 "#ifdef USELIGHTMAP\n"
2713 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 " // transform vertex position into light attenuation/cubemap space\n"
2718 " // (-1 to +1 across the light box)\n"
2719 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2721 "# ifdef USEDIFFUSE\n"
2722 " // transform unnormalized light direction into tangent space\n"
2723 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 " // normalize it per pixel)\n"
2725 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2738 " // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2747 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 " VectorS = gl_MultiTexCoord1.xyz;\n"
2753 " VectorT = gl_MultiTexCoord2.xyz;\n"
2754 " VectorR = gl_MultiTexCoord3.xyz;\n"
2757 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2760 "#ifdef USEREFLECTION\n"
2761 " ModelViewProjectionPosition = gl_Position;\n"
2764 "#endif // VERTEX_SHADER\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2810 "uniform sampler2D Texture_Glow,\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2873 "uniform half3 Color_Glow,\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2932 "out float4 gl_FragColor : COLOR\n"
2935 " float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 " // apply offsetmapping\n"
2941 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2945 " // combine the diffuse textures (base, pants, shirt)\n"
2946 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 " if (color.a < 0.5)\n"
2951 " color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2961 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2964 " // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2968 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2971 " // get the material colors\n"
2972 " half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2977 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 " vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 " // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 " half3 lightnormal = half3(normalize(LightVector));\n"
2995 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3001 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3004 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3007 " color.rgb = diffusetex * Color_Ambient;\n"
3009 " color.rgb *= LightColor;\n"
3010 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3029 "# ifdef USECUBEFILTER\n"
3030 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3039 "#ifdef USEDIFFUSE\n"
3040 " half3 lightnormal = half3(normalize(LightVector));\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3046 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 " // convert modelspace light vector to tangentspace\n"
3050 " half3 lightnormal;\n"
3051 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3067 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 " color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3089 "# ifdef USEDIFFUSE\n"
3090 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "# ifdef USESPECULAR\n"
3092 "# ifdef USEEXACTSPECULARMATH\n"
3093 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3095 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3098 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3100 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3103 " color.rgb = diffusetex * Color_Ambient;\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3117 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3125 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3129 " // 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"
3130 "#ifdef USEREFLECTION\n"
3131 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 " // FIXME temporary hack to detect the case that the reflection\n"
3136 " // gets blackened at edges due to leaving the area that contains actual\n"
3138 " // Remove this 'ack once we have a better way to stop this thing from\n"
3140 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3148 " gl_FragColor = float4(color);\n"
3150 "#endif // FRAGMENT_SHADER\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3166 //=======================================================================================================================================================
3168 typedef struct shaderpermutationinfo_s
3170 const char *pretext;
3173 shaderpermutationinfo_t;
3175 typedef struct shadermodeinfo_s
3177 const char *vertexfilename;
3178 const char *geometryfilename;
3179 const char *fragmentfilename;
3180 const char *pretext;
3185 typedef enum shaderpermutation_e
3187 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3217 shaderpermutation_t;
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3222 {"#define USEDIFFUSE\n", " diffuse"},
3223 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224 {"#define USEVIEWTINT\n", " viewtint"},
3225 {"#define USECOLORMAPPING\n", " colormapping"},
3226 {"#define USESATURATION\n", " saturation"},
3227 {"#define USEFOGINSIDE\n", " foginside"},
3228 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229 {"#define USEGAMMARAMPS\n", " gammaramps"},
3230 {"#define USECUBEFILTER\n", " cubefilter"},
3231 {"#define USEGLOW\n", " glow"},
3232 {"#define USEBLOOM\n", " bloom"},
3233 {"#define USESPECULAR\n", " specular"},
3234 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236 {"#define USEREFLECTION\n", " reflection"},
3237 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247 {"#define USEALPHAKILL\n", " alphakill"},
3248 {"#define USEREFLECTCUBE\n", " reflectcube"},
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3254 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3276 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3296 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3317 /// hash lookup data
3318 struct r_glsl_permutation_s *hashnext;
3320 unsigned int permutation;
3322 /// indicates if we have tried compiling this permutation already
3324 /// 0 if compilation failed
3326 /// locations of detected uniforms in program object, or -1 if not found
3327 int loc_Texture_First;
3328 int loc_Texture_Second;
3329 int loc_Texture_GammaRamps;
3330 int loc_Texture_Normal;
3331 int loc_Texture_Color;
3332 int loc_Texture_Gloss;
3333 int loc_Texture_Glow;
3334 int loc_Texture_SecondaryNormal;
3335 int loc_Texture_SecondaryColor;
3336 int loc_Texture_SecondaryGloss;
3337 int loc_Texture_SecondaryGlow;
3338 int loc_Texture_Pants;
3339 int loc_Texture_Shirt;
3340 int loc_Texture_FogMask;
3341 int loc_Texture_Lightmap;
3342 int loc_Texture_Deluxemap;
3343 int loc_Texture_Attenuation;
3344 int loc_Texture_Cube;
3345 int loc_Texture_Refraction;
3346 int loc_Texture_Reflection;
3347 int loc_Texture_ShadowMapRect;
3348 int loc_Texture_ShadowMapCube;
3349 int loc_Texture_ShadowMap2D;
3350 int loc_Texture_CubeProjection;
3351 int loc_Texture_ScreenDepth;
3352 int loc_Texture_ScreenNormalMap;
3353 int loc_Texture_ScreenDiffuse;
3354 int loc_Texture_ScreenSpecular;
3355 int loc_Texture_ReflectMask;
3356 int loc_Texture_ReflectCube;
3358 int loc_BloomBlur_Parameters;
3360 int loc_Color_Ambient;
3361 int loc_Color_Diffuse;
3362 int loc_Color_Specular;
3364 int loc_Color_Pants;
3365 int loc_Color_Shirt;
3366 int loc_DeferredColor_Ambient;
3367 int loc_DeferredColor_Diffuse;
3368 int loc_DeferredColor_Specular;
3369 int loc_DeferredMod_Diffuse;
3370 int loc_DeferredMod_Specular;
3371 int loc_DistortScaleRefractReflect;
3372 int loc_EyePosition;
3374 int loc_FogHeightFade;
3376 int loc_FogPlaneViewDist;
3377 int loc_FogRangeRecip;
3380 int loc_LightPosition;
3381 int loc_OffsetMapping_Scale;
3383 int loc_ReflectColor;
3384 int loc_ReflectFactor;
3385 int loc_ReflectOffset;
3386 int loc_RefractColor;
3388 int loc_ScreenCenterRefractReflect;
3389 int loc_ScreenScaleRefractReflect;
3390 int loc_ScreenToDepth;
3391 int loc_ShadowMap_Parameters;
3392 int loc_ShadowMap_TextureScale;
3393 int loc_SpecularPower;
3398 int loc_ViewTintColor;
3399 int loc_ViewToLight;
3400 int loc_ModelToLight;
3402 int loc_BackgroundTexMatrix;
3403 int loc_ModelViewProjectionMatrix;
3404 int loc_ModelViewMatrix;
3405 int loc_PixelToScreenTexCoord;
3406 int loc_ModelToReflectCube;
3408 r_glsl_permutation_t;
3410 #define SHADERPERMUTATION_HASHSIZE 256
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3421 //unsigned int hashdepth = 0;
3422 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423 r_glsl_permutation_t *p;
3424 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3426 if (p->mode == mode && p->permutation == permutation)
3428 //if (hashdepth > 10)
3429 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3434 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3436 p->permutation = permutation;
3437 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438 r_glsl_permutationhash[mode][hashindex] = p;
3439 //if (hashdepth > 10)
3440 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3447 if (!filename || !filename[0])
3449 if (!strcmp(filename, "glsl/default.glsl"))
3451 if (!glslshaderstring)
3453 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454 if (glslshaderstring)
3455 Con_DPrintf("Loading shaders from file %s...\n", filename);
3457 glslshaderstring = (char *)builtinshaderstring;
3459 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461 return shaderstring;
3463 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3466 if (printfromdisknotice)
3467 Con_DPrintf("from disk %s... ", filename);
3468 return shaderstring;
3470 return shaderstring;
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3476 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477 int vertstrings_count = 0;
3478 int geomstrings_count = 0;
3479 int fragstrings_count = 0;
3480 char *vertexstring, *geometrystring, *fragmentstring;
3481 const char *vertstrings_list[32+3];
3482 const char *geomstrings_list[32+3];
3483 const char *fragstrings_list[32+3];
3484 char permutationname[256];
3491 permutationname[0] = 0;
3492 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3496 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3498 // the first pretext is which type of shader to compile as
3499 // (later these will all be bound together as a program object)
3500 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3504 // the second pretext is the mode (for example a light source)
3505 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3510 // now add all the permutation pretexts
3511 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3513 if (permutation & (1<<i))
3515 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3522 // keep line numbers correct
3523 vertstrings_list[vertstrings_count++] = "\n";
3524 geomstrings_list[geomstrings_count++] = "\n";
3525 fragstrings_list[fragstrings_count++] = "\n";
3529 // now append the shader text itself
3530 vertstrings_list[vertstrings_count++] = vertexstring;
3531 geomstrings_list[geomstrings_count++] = geometrystring;
3532 fragstrings_list[fragstrings_count++] = fragmentstring;
3534 // if any sources were NULL, clear the respective list
3536 vertstrings_count = 0;
3537 if (!geometrystring)
3538 geomstrings_count = 0;
3539 if (!fragmentstring)
3540 fragstrings_count = 0;
3542 // compile the shader program
3543 if (vertstrings_count + geomstrings_count + fragstrings_count)
3544 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3548 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549 // look up all the uniform variable names we care about, so we don't
3550 // have to look them up every time we set them
3552 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3553 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3554 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3557 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3583 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3585 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3588 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3589 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3590 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3598 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3599 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3601 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3604 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3605 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3606 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3608 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3609 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3612 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3613 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3619 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3620 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3621 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3622 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3623 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3625 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3626 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3627 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632 // initialize the samplers to refer to the texture units we use
3633 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3634 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3635 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3636 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3637 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3638 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3639 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3640 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3644 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3645 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3646 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3647 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3648 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3649 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3650 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3651 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3652 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3653 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3654 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3655 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3656 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3658 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3660 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3662 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3664 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3667 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3671 Mem_Free(vertexstring);
3673 Mem_Free(geometrystring);
3675 Mem_Free(fragmentstring);
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3680 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681 if (r_glsl_permutation != perm)
3683 r_glsl_permutation = perm;
3684 if (!r_glsl_permutation->program)
3686 if (!r_glsl_permutation->compiled)
3687 R_GLSL_CompilePermutation(perm, mode, permutation);
3688 if (!r_glsl_permutation->program)
3690 // remove features until we find a valid permutation
3692 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3694 // reduce i more quickly whenever it would not remove any bits
3695 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696 if (!(permutation & j))
3699 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700 if (!r_glsl_permutation->compiled)
3701 R_GLSL_CompilePermutation(perm, mode, permutation);
3702 if (r_glsl_permutation->program)
3705 if (i >= SHADERPERMUTATION_COUNT)
3707 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709 qglUseProgramObjectARB(0);CHECKGLERROR
3710 return; // no bit left to clear, entire mode is broken
3715 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3717 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3726 /// hash lookup data
3727 struct r_cg_permutation_s *hashnext;
3729 unsigned int permutation;
3731 /// indicates if we have tried compiling this permutation already
3733 /// 0 if compilation failed
3736 /// locations of detected parameters in programs, or NULL if not found
3737 CGparameter vp_EyePosition;
3738 CGparameter vp_FogPlane;
3739 CGparameter vp_LightDir;
3740 CGparameter vp_LightPosition;
3741 CGparameter vp_ModelToLight;
3742 CGparameter vp_TexMatrix;
3743 CGparameter vp_BackgroundTexMatrix;
3744 CGparameter vp_ModelViewProjectionMatrix;
3745 CGparameter vp_ModelViewMatrix;
3747 CGparameter fp_Texture_First;
3748 CGparameter fp_Texture_Second;
3749 CGparameter fp_Texture_GammaRamps;
3750 CGparameter fp_Texture_Normal;
3751 CGparameter fp_Texture_Color;
3752 CGparameter fp_Texture_Gloss;
3753 CGparameter fp_Texture_Glow;
3754 CGparameter fp_Texture_SecondaryNormal;
3755 CGparameter fp_Texture_SecondaryColor;
3756 CGparameter fp_Texture_SecondaryGloss;
3757 CGparameter fp_Texture_SecondaryGlow;
3758 CGparameter fp_Texture_Pants;
3759 CGparameter fp_Texture_Shirt;
3760 CGparameter fp_Texture_FogMask;
3761 CGparameter fp_Texture_Lightmap;
3762 CGparameter fp_Texture_Deluxemap;
3763 CGparameter fp_Texture_Attenuation;
3764 CGparameter fp_Texture_Cube;
3765 CGparameter fp_Texture_Refraction;
3766 CGparameter fp_Texture_Reflection;
3767 CGparameter fp_Texture_ShadowMapRect;
3768 CGparameter fp_Texture_ShadowMapCube;
3769 CGparameter fp_Texture_ShadowMap2D;
3770 CGparameter fp_Texture_CubeProjection;
3771 CGparameter fp_Texture_ScreenDepth;
3772 CGparameter fp_Texture_ScreenNormalMap;
3773 CGparameter fp_Texture_ScreenDiffuse;
3774 CGparameter fp_Texture_ScreenSpecular;
3775 CGparameter fp_Texture_ReflectMask;
3776 CGparameter fp_Texture_ReflectCube;
3777 CGparameter fp_Alpha;
3778 CGparameter fp_BloomBlur_Parameters;
3779 CGparameter fp_ClientTime;
3780 CGparameter fp_Color_Ambient;
3781 CGparameter fp_Color_Diffuse;
3782 CGparameter fp_Color_Specular;
3783 CGparameter fp_Color_Glow;
3784 CGparameter fp_Color_Pants;
3785 CGparameter fp_Color_Shirt;
3786 CGparameter fp_DeferredColor_Ambient;
3787 CGparameter fp_DeferredColor_Diffuse;
3788 CGparameter fp_DeferredColor_Specular;
3789 CGparameter fp_DeferredMod_Diffuse;
3790 CGparameter fp_DeferredMod_Specular;
3791 CGparameter fp_DistortScaleRefractReflect;
3792 CGparameter fp_EyePosition;
3793 CGparameter fp_FogColor;
3794 CGparameter fp_FogHeightFade;
3795 CGparameter fp_FogPlane;
3796 CGparameter fp_FogPlaneViewDist;
3797 CGparameter fp_FogRangeRecip;
3798 CGparameter fp_LightColor;
3799 CGparameter fp_LightDir;
3800 CGparameter fp_LightPosition;
3801 CGparameter fp_OffsetMapping_Scale;
3802 CGparameter fp_PixelSize;
3803 CGparameter fp_ReflectColor;
3804 CGparameter fp_ReflectFactor;
3805 CGparameter fp_ReflectOffset;
3806 CGparameter fp_RefractColor;
3807 CGparameter fp_Saturation;
3808 CGparameter fp_ScreenCenterRefractReflect;
3809 CGparameter fp_ScreenScaleRefractReflect;
3810 CGparameter fp_ScreenToDepth;
3811 CGparameter fp_ShadowMap_Parameters;
3812 CGparameter fp_ShadowMap_TextureScale;
3813 CGparameter fp_SpecularPower;
3814 CGparameter fp_UserVec1;
3815 CGparameter fp_UserVec2;
3816 CGparameter fp_UserVec3;
3817 CGparameter fp_UserVec4;
3818 CGparameter fp_ViewTintColor;
3819 CGparameter fp_ViewToLight;
3820 CGparameter fp_PixelToScreenTexCoord;
3821 CGparameter fp_ModelToReflectCube;
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3832 #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));}}
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3836 //unsigned int hashdepth = 0;
3837 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838 r_cg_permutation_t *p;
3839 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3841 if (p->mode == mode && p->permutation == permutation)
3843 //if (hashdepth > 10)
3844 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3849 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3851 p->permutation = permutation;
3852 p->hashnext = r_cg_permutationhash[mode][hashindex];
3853 r_cg_permutationhash[mode][hashindex] = p;
3854 //if (hashdepth > 10)
3855 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3862 if (!filename || !filename[0])
3864 if (!strcmp(filename, "cg/default.cg"))
3866 if (!cgshaderstring)
3868 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3870 Con_DPrintf("Loading shaders from file %s...\n", filename);
3872 cgshaderstring = (char *)builtincgshaderstring;
3874 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876 return shaderstring;
3878 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3881 if (printfromdisknotice)
3882 Con_DPrintf("from disk %s... ", filename);
3883 return shaderstring;
3885 return shaderstring;
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3890 // TODO: load or create .fp and .vp shader files
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3896 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897 int vertstrings_count = 0, vertstring_length = 0;
3898 int geomstrings_count = 0, geomstring_length = 0;
3899 int fragstrings_count = 0, fragstring_length = 0;
3901 char *vertexstring, *geometrystring, *fragmentstring;
3902 char *vertstring, *geomstring, *fragstring;
3903 const char *vertstrings_list[32+3];
3904 const char *geomstrings_list[32+3];
3905 const char *fragstrings_list[32+3];
3906 char permutationname[256];
3907 char cachename[256];
3908 CGprofile vertexProfile;
3909 CGprofile fragmentProfile;
3917 permutationname[0] = 0;
3919 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3920 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3923 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924 strlcat(cachename, "cg/", sizeof(cachename));
3926 // the first pretext is which type of shader to compile as
3927 // (later these will all be bound together as a program object)
3928 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3932 // the second pretext is the mode (for example a light source)
3933 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937 strlcat(cachename, modeinfo->name, sizeof(cachename));
3939 // now add all the permutation pretexts
3940 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3942 if (permutation & (1<<i))
3944 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3952 // keep line numbers correct
3953 vertstrings_list[vertstrings_count++] = "\n";
3954 geomstrings_list[geomstrings_count++] = "\n";
3955 fragstrings_list[fragstrings_count++] = "\n";
3959 // replace spaces in the cachename with _ characters
3960 for (i = 0;cachename[i];i++)
3961 if (cachename[i] == ' ')
3964 // now append the shader text itself
3965 vertstrings_list[vertstrings_count++] = vertexstring;
3966 geomstrings_list[geomstrings_count++] = geometrystring;
3967 fragstrings_list[fragstrings_count++] = fragmentstring;
3969 // if any sources were NULL, clear the respective list
3971 vertstrings_count = 0;
3972 if (!geometrystring)
3973 geomstrings_count = 0;
3974 if (!fragmentstring)
3975 fragstrings_count = 0;
3977 vertstring_length = 0;
3978 for (i = 0;i < vertstrings_count;i++)
3979 vertstring_length += strlen(vertstrings_list[i]);
3980 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3984 geomstring_length = 0;
3985 for (i = 0;i < geomstrings_count;i++)
3986 geomstring_length += strlen(geomstrings_list[i]);
3987 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3991 fragstring_length = 0;
3992 for (i = 0;i < fragstrings_count;i++)
3993 fragstring_length += strlen(fragstrings_list[i]);
3994 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4000 //vertexProfile = CG_PROFILE_ARBVP1;
4001 //fragmentProfile = CG_PROFILE_ARBFP1;
4002 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4009 // try to load the cached shader, or generate one
4010 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4012 // if caching failed, do a dynamic compile for now
4014 if (vertstring[0] && !p->vprogram)
4015 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4017 if (fragstring[0] && !p->fprogram)
4018 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4021 // look up all the uniform variable names we care about, so we don't
4022 // have to look them up every time we set them
4026 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4029 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4030 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4031 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4032 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4042 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4045 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4075 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4077 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4090 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4091 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4093 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4096 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4097 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4098 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4100 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4104 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4105 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4112 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4113 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4114 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4115 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4122 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4125 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4129 Mem_Free(vertstring);
4131 Mem_Free(geomstring);
4133 Mem_Free(fragstring);
4135 Mem_Free(vertexstring);
4137 Mem_Free(geometrystring);
4139 Mem_Free(fragmentstring);
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4144 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4147 if (r_cg_permutation != perm)
4149 r_cg_permutation = perm;
4150 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4152 if (!r_cg_permutation->compiled)
4153 R_CG_CompilePermutation(perm, mode, permutation);
4154 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4156 // remove features until we find a valid permutation
4158 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4160 // reduce i more quickly whenever it would not remove any bits
4161 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162 if (!(permutation & j))
4165 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166 if (!r_cg_permutation->compiled)
4167 R_CG_CompilePermutation(perm, mode, permutation);
4168 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4171 if (i >= SHADERPERMUTATION_COUNT)
4173 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175 return; // no bit left to clear, entire mode is broken
4181 if (r_cg_permutation->vprogram)
4183 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4189 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4192 if (r_cg_permutation->fprogram)
4194 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4200 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4205 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4211 cgGLSetTextureParameter(param, R_GetTexture(tex));
4212 cgGLEnableTextureParameter(param);
4216 void R_GLSL_Restart_f(void)
4218 unsigned int i, limit;
4219 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220 Mem_Free(glslshaderstring);
4221 glslshaderstring = NULL;
4222 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223 Mem_Free(cgshaderstring);
4224 cgshaderstring = NULL;
4225 switch(vid.renderpath)
4227 case RENDERPATH_GL20:
4229 r_glsl_permutation_t *p;
4230 r_glsl_permutation = NULL;
4231 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232 for (i = 0;i < limit;i++)
4234 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4236 GL_Backend_FreeProgram(p->program);
4237 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4240 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4243 case RENDERPATH_CGGL:
4246 r_cg_permutation_t *p;
4247 r_cg_permutation = NULL;
4248 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253 for (i = 0;i < limit;i++)
4255 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4258 cgDestroyProgram(p->vprogram);
4260 cgDestroyProgram(p->fprogram);
4261 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4264 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4268 case RENDERPATH_GL13:
4269 case RENDERPATH_GL11:
4274 void R_GLSL_DumpShader_f(void)
4279 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4282 FS_Print(file, "/* The engine may define the following macros:\n");
4283 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284 for (i = 0;i < SHADERMODE_COUNT;i++)
4285 FS_Print(file, glslshadermodeinfo[i].pretext);
4286 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287 FS_Print(file, shaderpermutationinfo[i].pretext);
4288 FS_Print(file, "*/\n");
4289 FS_Print(file, builtinshaderstring);
4291 Con_Printf("glsl/default.glsl written\n");
4294 Con_Printf("failed to write to glsl/default.glsl\n");
4297 file = FS_OpenRealFile("cg/default.cg", "w", false);
4300 FS_Print(file, "/* The engine may define the following macros:\n");
4301 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302 for (i = 0;i < SHADERMODE_COUNT;i++)
4303 FS_Print(file, cgshadermodeinfo[i].pretext);
4304 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305 FS_Print(file, shaderpermutationinfo[i].pretext);
4306 FS_Print(file, "*/\n");
4307 FS_Print(file, builtincgshaderstring);
4309 Con_Printf("cg/default.cg written\n");
4312 Con_Printf("failed to write to cg/default.cg\n");
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4319 texturemode = GL_MODULATE;
4320 switch (vid.renderpath)
4322 case RENDERPATH_GL20:
4323 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))));
4324 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4327 case RENDERPATH_CGGL:
4330 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))));
4331 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4335 case RENDERPATH_GL13:
4336 R_Mesh_TexBind(0, first );
4337 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338 R_Mesh_TexBind(1, second);
4340 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4342 case RENDERPATH_GL11:
4343 R_Mesh_TexBind(0, first );
4348 void R_SetupShader_DepthOrShadow(void)
4350 switch (vid.renderpath)
4352 case RENDERPATH_GL20:
4353 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4355 case RENDERPATH_CGGL:
4357 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4360 case RENDERPATH_GL13:
4361 R_Mesh_TexBind(0, 0);
4362 R_Mesh_TexBind(1, 0);
4364 case RENDERPATH_GL11:
4365 R_Mesh_TexBind(0, 0);
4370 void R_SetupShader_ShowDepth(void)
4372 switch (vid.renderpath)
4374 case RENDERPATH_GL20:
4375 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4377 case RENDERPATH_CGGL:
4379 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4382 case RENDERPATH_GL13:
4384 case RENDERPATH_GL11:
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4415 // select a permutation of the lighting shader appropriate to this
4416 // combination of texture, entity, light source, and fogging, only use the
4417 // minimum features necessary to avoid wasting rendering time in the
4418 // fragment shader on features that are not being used
4419 unsigned int permutation = 0;
4420 unsigned int mode = 0;
4422 if (rsurfacepass == RSURFPASS_BACKGROUND)
4424 // distorted background
4425 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426 mode = SHADERMODE_WATER;
4428 mode = SHADERMODE_REFRACTION;
4429 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434 R_Mesh_ColorPointer(NULL, 0, 0);
4435 GL_AlphaTest(false);
4436 GL_BlendFunc(GL_ONE, GL_ZERO);
4438 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4440 if (r_glsl_offsetmapping.integer)
4442 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443 if (r_glsl_offsetmapping_reliefmapping.integer)
4444 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449 permutation |= SHADERPERMUTATION_ALPHAKILL;
4450 // normalmap (deferred prepass), may use alpha test on diffuse
4451 mode = SHADERMODE_DEFERREDGEOMETRY;
4452 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4462 R_Mesh_ColorPointer(NULL, 0, 0);
4463 GL_AlphaTest(false);
4464 GL_BlendFunc(GL_ONE, GL_ZERO);
4466 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4468 if (r_glsl_offsetmapping.integer)
4470 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471 if (r_glsl_offsetmapping_reliefmapping.integer)
4472 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4474 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4477 mode = SHADERMODE_LIGHTSOURCE;
4478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481 permutation |= SHADERPERMUTATION_CUBEFILTER;
4482 if (diffusescale > 0)
4483 permutation |= SHADERPERMUTATION_DIFFUSE;
4484 if (specularscale > 0)
4486 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487 if (r_shadow_glossexact.integer)
4488 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4490 if (r_refdef.fogenabled)
4491 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492 if (rsurface.texture->colormapping)
4493 permutation |= SHADERPERMUTATION_COLORMAPPING;
4494 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4496 if (r_shadow_usingshadowmaprect)
4497 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498 if (r_shadow_usingshadowmap2d)
4499 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500 if (r_shadow_usingshadowmapcube)
4501 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502 else if(r_shadow_shadowmapvsdct)
4503 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4505 if (r_shadow_shadowmapsampler)
4506 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507 if (r_shadow_shadowmappcf > 1)
4508 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509 else if (r_shadow_shadowmappcf)
4510 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4512 if (rsurface.texture->reflectmasktexture)
4513 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4517 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4523 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4527 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4531 R_Mesh_ColorPointer(NULL, 0, 0);
4532 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4535 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4537 if (r_glsl_offsetmapping.integer)
4539 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540 if (r_glsl_offsetmapping_reliefmapping.integer)
4541 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4543 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545 // unshaded geometry (fullbright or ambient model lighting)
4546 mode = SHADERMODE_FLATCOLOR;
4547 ambientscale = diffusescale = specularscale = 0;
4548 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549 permutation |= SHADERPERMUTATION_GLOW;
4550 if (r_refdef.fogenabled)
4551 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552 if (rsurface.texture->colormapping)
4553 permutation |= SHADERPERMUTATION_COLORMAPPING;
4554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555 permutation |= SHADERPERMUTATION_REFLECTION;
4556 if (rsurface.texture->reflectmasktexture)
4557 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4561 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4567 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4571 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4575 R_Mesh_ColorPointer(NULL, 0, 0);
4576 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4579 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4581 if (r_glsl_offsetmapping.integer)
4583 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584 if (r_glsl_offsetmapping_reliefmapping.integer)
4585 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589 // directional model lighting
4590 mode = SHADERMODE_LIGHTDIRECTION;
4591 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592 permutation |= SHADERPERMUTATION_GLOW;
4593 permutation |= SHADERPERMUTATION_DIFFUSE;
4594 if (specularscale > 0)
4596 permutation |= SHADERPERMUTATION_SPECULAR;
4597 if (r_shadow_glossexact.integer)
4598 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4600 if (r_refdef.fogenabled)
4601 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602 if (rsurface.texture->colormapping)
4603 permutation |= SHADERPERMUTATION_COLORMAPPING;
4604 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605 permutation |= SHADERPERMUTATION_REFLECTION;
4606 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608 if (rsurface.texture->reflectmasktexture)
4609 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4613 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4619 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4623 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624 R_Mesh_ColorPointer(NULL, 0, 0);
4625 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4628 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4630 if (r_glsl_offsetmapping.integer)
4632 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633 if (r_glsl_offsetmapping_reliefmapping.integer)
4634 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4636 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638 // ambient model lighting
4639 mode = SHADERMODE_LIGHTDIRECTION;
4640 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641 permutation |= SHADERPERMUTATION_GLOW;
4642 if (r_refdef.fogenabled)
4643 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644 if (rsurface.texture->colormapping)
4645 permutation |= SHADERPERMUTATION_COLORMAPPING;
4646 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647 permutation |= SHADERPERMUTATION_REFLECTION;
4648 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650 if (rsurface.texture->reflectmasktexture)
4651 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4655 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4661 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4665 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666 R_Mesh_ColorPointer(NULL, 0, 0);
4667 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4672 if (r_glsl_offsetmapping.integer)
4674 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675 if (r_glsl_offsetmapping_reliefmapping.integer)
4676 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4678 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4681 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682 permutation |= SHADERPERMUTATION_GLOW;
4683 if (r_refdef.fogenabled)
4684 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685 if (rsurface.texture->colormapping)
4686 permutation |= SHADERPERMUTATION_COLORMAPPING;
4687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688 permutation |= SHADERPERMUTATION_REFLECTION;
4689 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691 if (rsurface.texture->reflectmasktexture)
4692 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4695 // deluxemapping (light direction texture)
4696 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4699 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700 permutation |= SHADERPERMUTATION_DIFFUSE;
4701 if (specularscale > 0)
4703 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704 if (r_shadow_glossexact.integer)
4705 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4707 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4711 R_Mesh_ColorPointer(NULL, 0, 0);
4713 else if (r_glsl_deluxemapping.integer >= 2)
4715 // fake deluxemapping (uniform light direction in tangentspace)
4716 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717 permutation |= SHADERPERMUTATION_DIFFUSE;
4718 if (specularscale > 0)
4720 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721 if (r_shadow_glossexact.integer)
4722 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4724 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4728 R_Mesh_ColorPointer(NULL, 0, 0);
4730 else if (rsurface.uselightmaptexture)
4732 // ordinary lightmapping (q1bsp, q3bsp)
4733 mode = SHADERMODE_LIGHTMAP;
4734 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4738 R_Mesh_ColorPointer(NULL, 0, 0);
4742 // ordinary vertex coloring (q3bsp)
4743 mode = SHADERMODE_VERTEXCOLOR;
4744 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4747 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4750 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4756 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4760 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4763 switch(vid.renderpath)
4765 case RENDERPATH_GL20:
4766 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768 if (mode == SHADERMODE_LIGHTSOURCE)
4770 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773 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);
4774 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);
4775 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4777 // additive passes are only darkened by fog, not tinted
4778 if (r_glsl_permutation->loc_FogColor >= 0)
4779 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780 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]);
4781 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]);
4782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4786 if (mode == SHADERMODE_FLATCOLOR)
4788 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4790 else if (mode == SHADERMODE_LIGHTDIRECTION)
4792 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]);
4793 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4794 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4795 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);
4796 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);
4797 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]);
4798 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]);
4802 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]);
4803 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]);
4804 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4805 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);
4806 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);
4808 // additive passes are only darkened by fog, not tinted
4809 if (r_glsl_permutation->loc_FogColor >= 0)
4811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4814 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4816 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);
4817 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]);
4818 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]);
4819 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4825 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830 if (r_glsl_permutation->loc_Color_Pants >= 0)
4832 if (rsurface.texture->pantstexture)
4833 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4835 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4837 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4839 if (rsurface.texture->shirttexture)
4840 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4842 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4844 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]);
4845 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849 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]);
4850 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4852 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4853 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4854 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4855 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4856 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4857 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4858 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4859 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4860 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4861 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4862 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4863 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4864 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4865 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
4866 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4868 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4869 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4870 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4871 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4872 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4873 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4874 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4875 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4876 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4877 if (rsurface.rtlight)
4879 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4880 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4881 if (r_shadow_usingshadowmapcube)
4882 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4884 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4888 case RENDERPATH_CGGL:
4890 R_SetupShader_SetPermutationCG(mode, permutation);
4891 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892 if (mode == SHADERMODE_LIGHTSOURCE)
4894 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4899 if (mode == SHADERMODE_LIGHTDIRECTION)
4901 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
4904 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907 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
4910 if (mode == SHADERMODE_LIGHTSOURCE)
4912 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914 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
4915 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
4916 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
4918 // additive passes are only darkened by fog, not tinted
4919 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920 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
4921 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
4922 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4926 if (mode == SHADERMODE_FLATCOLOR)
4928 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4930 else if (mode == SHADERMODE_LIGHTDIRECTION)
4932 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
4933 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
4934 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4935 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
4936 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
4937 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
4938 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
4942 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
4943 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
4944 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4945 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
4946 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
4948 // additive passes are only darkened by fog, not tinted
4949 if (r_cg_permutation->fp_FogColor)
4951 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4954 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957 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
4958 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
4959 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
4960 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4966 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969 if (r_cg_permutation->fp_Color_Pants)
4971 if (rsurface.texture->pantstexture)
4972 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4974 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4977 if (r_cg_permutation->fp_Color_Shirt)
4979 if (rsurface.texture->shirttexture)
4980 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4982 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4985 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
4986 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990 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
4991 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4993 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4994 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4995 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4996 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4997 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4998 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4999 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5000 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5001 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5003 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5004 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5005 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5006 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5007 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5008 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5009 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5010 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5011 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5012 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5013 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5014 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5015 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5016 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5017 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5018 if (rsurface.rtlight)
5020 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5021 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5022 if (r_shadow_usingshadowmapcube)
5023 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5025 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5031 case RENDERPATH_GL13:
5032 case RENDERPATH_GL11:
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5039 // select a permutation of the lighting shader appropriate to this
5040 // combination of texture, entity, light source, and fogging, only use the
5041 // minimum features necessary to avoid wasting rendering time in the
5042 // fragment shader on features that are not being used
5043 unsigned int permutation = 0;
5044 unsigned int mode = 0;
5045 const float *lightcolorbase = rtlight->currentcolor;
5046 float ambientscale = rtlight->ambientscale;
5047 float diffusescale = rtlight->diffusescale;
5048 float specularscale = rtlight->specularscale;
5049 // this is the location of the light in view space
5050 vec3_t viewlightorigin;
5051 // this transforms from view space (camera) to light space (cubemap)
5052 matrix4x4_t viewtolight;
5053 matrix4x4_t lighttoview;
5054 float viewtolight16f[16];
5055 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5057 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058 if (rtlight->currentcubemap != r_texture_whitecube)
5059 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060 if (diffusescale > 0)
5061 permutation |= SHADERPERMUTATION_DIFFUSE;
5062 if (specularscale > 0)
5064 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065 if (r_shadow_glossexact.integer)
5066 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5068 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5070 if (r_shadow_usingshadowmaprect)
5071 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072 if (r_shadow_usingshadowmap2d)
5073 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074 if (r_shadow_usingshadowmapcube)
5075 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076 else if(r_shadow_shadowmapvsdct)
5077 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5079 if (r_shadow_shadowmapsampler)
5080 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081 if (r_shadow_shadowmappcf > 1)
5082 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083 else if (r_shadow_shadowmappcf)
5084 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5086 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090 switch(vid.renderpath)
5092 case RENDERPATH_GL20:
5093 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5096 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);
5097 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);
5098 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);
5099 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]);
5100 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]);
5101 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));
5102 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]);
5103 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5105 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5106 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5107 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5108 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5109 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5110 if (r_shadow_usingshadowmapcube)
5111 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5113 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5115 case RENDERPATH_CGGL:
5117 R_SetupShader_SetPermutationCG(mode, permutation);
5118 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120 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
5121 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
5122 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
5123 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
5124 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
5125 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
5126 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
5127 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5129 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5130 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5131 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5132 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5133 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5134 if (r_shadow_usingshadowmapcube)
5135 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5137 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5140 case RENDERPATH_GL13:
5141 case RENDERPATH_GL11:
5146 #define SKINFRAME_HASH 1024
5150 int loadsequence; // incremented each level change
5151 memexpandablearray_t array;
5152 skinframe_t *hash[SKINFRAME_HASH];
5155 r_skinframe_t r_skinframe;
5157 void R_SkinFrame_PrepareForPurge(void)
5159 r_skinframe.loadsequence++;
5160 // wrap it without hitting zero
5161 if (r_skinframe.loadsequence >= 200)
5162 r_skinframe.loadsequence = 1;
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5169 // mark the skinframe as used for the purging code
5170 skinframe->loadsequence = r_skinframe.loadsequence;
5173 void R_SkinFrame_Purge(void)
5177 for (i = 0;i < SKINFRAME_HASH;i++)
5179 for (s = r_skinframe.hash[i];s;s = s->next)
5181 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5183 if (s->merged == s->base)
5185 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186 R_PurgeTexture(s->stain );s->stain = NULL;
5187 R_PurgeTexture(s->merged);s->merged = NULL;
5188 R_PurgeTexture(s->base );s->base = NULL;
5189 R_PurgeTexture(s->pants );s->pants = NULL;
5190 R_PurgeTexture(s->shirt );s->shirt = NULL;
5191 R_PurgeTexture(s->nmap );s->nmap = NULL;
5192 R_PurgeTexture(s->gloss );s->gloss = NULL;
5193 R_PurgeTexture(s->glow );s->glow = NULL;
5194 R_PurgeTexture(s->fog );s->fog = NULL;
5195 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196 s->loadsequence = 0;
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5204 char basename[MAX_QPATH];
5206 Image_StripImageExtension(name, basename, sizeof(basename));
5208 if( last == NULL ) {
5210 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211 item = r_skinframe.hash[hashindex];
5216 // linearly search through the hash bucket
5217 for( ; item ; item = item->next ) {
5218 if( !strcmp( item->basename, basename ) ) {
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5229 char basename[MAX_QPATH];
5231 Image_StripImageExtension(name, basename, sizeof(basename));
5233 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5239 rtexture_t *dyntexture;
5240 // check whether its a dynamic texture
5241 dyntexture = CL_GetDynTexture( basename );
5242 if (!add && !dyntexture)
5244 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245 memset(item, 0, sizeof(*item));
5246 strlcpy(item->basename, basename, sizeof(item->basename));
5247 item->base = dyntexture; // either NULL or dyntexture handle
5248 item->textureflags = textureflags;
5249 item->comparewidth = comparewidth;
5250 item->compareheight = compareheight;
5251 item->comparecrc = comparecrc;
5252 item->next = r_skinframe.hash[hashindex];
5253 r_skinframe.hash[hashindex] = item;
5255 else if( item->base == NULL )
5257 rtexture_t *dyntexture;
5258 // check whether its a dynamic texture
5259 // 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]
5260 dyntexture = CL_GetDynTexture( basename );
5261 item->base = dyntexture; // either NULL or dyntexture handle
5264 R_SkinFrame_MarkUsed(item);
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5270 unsigned long long avgcolor[5], wsum; \
5278 for(pix = 0; pix < cnt; ++pix) \
5281 for(comp = 0; comp < 3; ++comp) \
5283 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5286 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5288 for(comp = 0; comp < 3; ++comp) \
5289 avgcolor[comp] += getpixel * w; \
5292 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293 avgcolor[4] += getpixel; \
5295 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5297 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5306 unsigned char *pixels;
5307 unsigned char *bumppixels;
5308 unsigned char *basepixels = NULL;
5309 int basepixels_width = 0;
5310 int basepixels_height = 0;
5311 skinframe_t *skinframe;
5312 rtexture_t *ddsbase = NULL;
5313 qboolean ddshasalpha = false;
5314 float ddsavgcolor[4];
5315 char basename[MAX_QPATH];
5317 if (cls.state == ca_dedicated)
5320 // return an existing skinframe if already loaded
5321 // if loading of the first image fails, don't make a new skinframe as it
5322 // would cause all future lookups of this to be missing
5323 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324 if (skinframe && skinframe->base)
5327 Image_StripImageExtension(name, basename, sizeof(basename));
5329 // check for DDS texture file first
5330 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5332 basepixels = loadimagepixelsbgra(name, complain, true);
5333 if (basepixels == NULL)
5337 if (developer_loading.integer)
5338 Con_Printf("loading skin \"%s\"\n", name);
5340 // we've got some pixels to store, so really allocate this new texture now
5342 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343 skinframe->stain = NULL;
5344 skinframe->merged = NULL;
5345 skinframe->base = NULL;
5346 skinframe->pants = NULL;
5347 skinframe->shirt = NULL;
5348 skinframe->nmap = NULL;
5349 skinframe->gloss = NULL;
5350 skinframe->glow = NULL;
5351 skinframe->fog = NULL;
5352 skinframe->reflect = NULL;
5353 skinframe->hasalpha = false;
5357 skinframe->base = ddsbase;
5358 skinframe->hasalpha = ddshasalpha;
5359 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360 if (r_loadfog && skinframe->hasalpha)
5361 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362 //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]);
5366 basepixels_width = image_width;
5367 basepixels_height = image_height;
5368 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);
5369 if (textureflags & TEXF_ALPHA)
5371 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5373 if (basepixels[j] < 255)
5375 skinframe->hasalpha = true;
5379 if (r_loadfog && skinframe->hasalpha)
5381 // has transparent pixels
5382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383 for (j = 0;j < image_width * image_height * 4;j += 4)
5388 pixels[j+3] = basepixels[j+3];
5390 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);
5394 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395 //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]);
5396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5404 if (r_loadnormalmap)
5405 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5408 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5414 // _norm is the name used by tenebrae and has been adopted as standard
5415 if (r_loadnormalmap && skinframe->nmap == NULL)
5417 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5419 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);
5423 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5425 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427 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);
5429 Mem_Free(bumppixels);
5431 else if (r_shadow_bumpscale_basetexture.value > 0)
5433 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435 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);
5438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5442 // _luma is supported only for tenebrae compatibility
5443 // _glow is the preferred name
5444 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5446 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);
5447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449 Mem_Free(pixels);pixels = NULL;
5452 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5454 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);
5455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5463 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);
5464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5470 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5472 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);
5473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5479 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5481 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5482 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5489 Mem_Free(basepixels);
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5498 unsigned char *temp1, *temp2;
5499 skinframe_t *skinframe;
5501 if (cls.state == ca_dedicated)
5504 // if already loaded just return it, otherwise make a new skinframe
5505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506 if (skinframe && skinframe->base)
5509 skinframe->stain = NULL;
5510 skinframe->merged = NULL;
5511 skinframe->base = NULL;
5512 skinframe->pants = NULL;
5513 skinframe->shirt = NULL;
5514 skinframe->nmap = NULL;
5515 skinframe->gloss = NULL;
5516 skinframe->glow = NULL;
5517 skinframe->fog = NULL;
5518 skinframe->reflect = NULL;
5519 skinframe->hasalpha = false;
5521 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5525 if (developer_loading.integer)
5526 Con_Printf("loading 32bit skin \"%s\"\n", name);
5528 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5530 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531 temp2 = temp1 + width * height * 4;
5532 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5536 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537 if (textureflags & TEXF_ALPHA)
5539 for (i = 3;i < width * height * 4;i += 4)
5541 if (skindata[i] < 255)
5543 skinframe->hasalpha = true;
5547 if (r_loadfog && skinframe->hasalpha)
5549 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550 memcpy(fogpixels, skindata, width * height * 4);
5551 for (i = 0;i < width * height * 4;i += 4)
5552 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554 Mem_Free(fogpixels);
5558 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559 //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]);
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5568 skinframe_t *skinframe;
5570 if (cls.state == ca_dedicated)
5573 // if already loaded just return it, otherwise make a new skinframe
5574 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575 if (skinframe && skinframe->base)
5578 skinframe->stain = NULL;
5579 skinframe->merged = NULL;
5580 skinframe->base = NULL;
5581 skinframe->pants = NULL;
5582 skinframe->shirt = NULL;
5583 skinframe->nmap = NULL;
5584 skinframe->gloss = NULL;
5585 skinframe->glow = NULL;
5586 skinframe->fog = NULL;
5587 skinframe->reflect = NULL;
5588 skinframe->hasalpha = false;
5590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5594 if (developer_loading.integer)
5595 Con_Printf("loading quake skin \"%s\"\n", name);
5597 // 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)
5598 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599 memcpy(skinframe->qpixels, skindata, width*height);
5600 skinframe->qwidth = width;
5601 skinframe->qheight = height;
5604 for (i = 0;i < width * height;i++)
5605 featuresmask |= palette_featureflags[skindata[i]];
5607 skinframe->hasalpha = false;
5608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610 skinframe->qgeneratemerged = true;
5611 skinframe->qgeneratebase = skinframe->qhascolormapping;
5612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615 //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]);
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5624 unsigned char *skindata;
5626 if (!skinframe->qpixels)
5629 if (!skinframe->qhascolormapping)
5630 colormapped = false;
5634 if (!skinframe->qgeneratebase)
5639 if (!skinframe->qgeneratemerged)
5643 width = skinframe->qwidth;
5644 height = skinframe->qheight;
5645 skindata = skinframe->qpixels;
5647 if (skinframe->qgeneratenmap)
5649 unsigned char *temp1, *temp2;
5650 skinframe->qgeneratenmap = false;
5651 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652 temp2 = temp1 + width * height * 4;
5653 // use either a custom palette or the quake palette
5654 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5660 if (skinframe->qgenerateglow)
5662 skinframe->qgenerateglow = false;
5663 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5668 skinframe->qgeneratebase = false;
5669 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);
5670 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5675 skinframe->qgeneratemerged = false;
5676 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5679 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5681 Mem_Free(skinframe->qpixels);
5682 skinframe->qpixels = NULL;
5686 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)
5689 skinframe_t *skinframe;
5691 if (cls.state == ca_dedicated)
5694 // if already loaded just return it, otherwise make a new skinframe
5695 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696 if (skinframe && skinframe->base)
5699 skinframe->stain = NULL;
5700 skinframe->merged = NULL;
5701 skinframe->base = NULL;
5702 skinframe->pants = NULL;
5703 skinframe->shirt = NULL;
5704 skinframe->nmap = NULL;
5705 skinframe->gloss = NULL;
5706 skinframe->glow = NULL;
5707 skinframe->fog = NULL;
5708 skinframe->reflect = NULL;
5709 skinframe->hasalpha = false;
5711 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5715 if (developer_loading.integer)
5716 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5718 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719 if (textureflags & TEXF_ALPHA)
5721 for (i = 0;i < width * height;i++)
5723 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5725 skinframe->hasalpha = true;
5729 if (r_loadfog && skinframe->hasalpha)
5730 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5733 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734 //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]);
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5741 skinframe_t *skinframe;
5743 if (cls.state == ca_dedicated)
5746 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747 skinframe->stain = NULL;
5748 skinframe->merged = NULL;
5749 skinframe->base = NULL;
5750 skinframe->pants = NULL;
5751 skinframe->shirt = NULL;
5752 skinframe->nmap = NULL;
5753 skinframe->gloss = NULL;
5754 skinframe->glow = NULL;
5755 skinframe->fog = NULL;
5756 skinframe->reflect = NULL;
5757 skinframe->hasalpha = false;
5759 skinframe->avgcolor[0] = rand() / RAND_MAX;
5760 skinframe->avgcolor[1] = rand() / RAND_MAX;
5761 skinframe->avgcolor[2] = rand() / RAND_MAX;
5762 skinframe->avgcolor[3] = 1;
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5771 qboolean flipx, flipy, flipdiagonal;
5774 static suffixinfo_t suffix[3][6] =
5777 {"px", false, false, false},
5778 {"nx", false, false, false},
5779 {"py", false, false, false},
5780 {"ny", false, false, false},
5781 {"pz", false, false, false},
5782 {"nz", false, false, false}
5785 {"posx", false, false, false},
5786 {"negx", false, false, false},
5787 {"posy", false, false, false},
5788 {"negy", false, false, false},
5789 {"posz", false, false, false},
5790 {"negz", false, false, false}
5793 {"rt", true, false, true},
5794 {"lf", false, true, true},
5795 {"ft", true, true, false},
5796 {"bk", false, false, false},
5797 {"up", true, false, true},
5798 {"dn", true, false, true}
5802 static int componentorder[4] = {0, 1, 2, 3};
5804 rtexture_t *R_LoadCubemap(const char *basename)
5806 int i, j, cubemapsize;
5807 unsigned char *cubemappixels, *image_buffer;
5808 rtexture_t *cubemaptexture;
5810 // must start 0 so the first loadimagepixels has no requested width/height
5812 cubemappixels = NULL;
5813 cubemaptexture = NULL;
5814 // keep trying different suffix groups (posx, px, rt) until one loads
5815 for (j = 0;j < 3 && !cubemappixels;j++)
5817 // load the 6 images in the suffix group
5818 for (i = 0;i < 6;i++)
5820 // generate an image name based on the base and and suffix
5821 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5823 if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5825 // an image loaded, make sure width and height are equal
5826 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5828 // if this is the first image to load successfully, allocate the cubemap memory
5829 if (!cubemappixels && image_width >= 1)
5831 cubemapsize = image_width;
5832 // note this clears to black, so unavailable sides are black
5833 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5835 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5837 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
5840 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5842 Mem_Free(image_buffer);
5846 // if a cubemap loaded, upload it
5849 if (developer_loading.integer)
5850 Con_Printf("loading cubemap \"%s\"\n", basename);
5852 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853 Mem_Free(cubemappixels);
5857 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858 if (developer_loading.integer)
5860 Con_Printf("(tried tried images ");
5861 for (j = 0;j < 3;j++)
5862 for (i = 0;i < 6;i++)
5863 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864 Con_Print(" and was unable to find any of them).\n");
5867 return cubemaptexture;
5870 rtexture_t *R_GetCubemap(const char *basename)
5873 for (i = 0;i < r_texture_numcubemaps;i++)
5874 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876 if (i >= MAX_CUBEMAPS)
5877 return r_texture_whitecube;
5878 r_texture_numcubemaps++;
5879 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881 return r_texture_cubemaps[i].texture;
5884 void R_FreeCubemaps(void)
5887 for (i = 0;i < r_texture_numcubemaps;i++)
5889 if (developer_loading.integer)
5890 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891 if (r_texture_cubemaps[i].texture)
5892 R_FreeTexture(r_texture_cubemaps[i].texture);
5894 r_texture_numcubemaps = 0;
5897 void R_Main_FreeViewCache(void)
5899 if (r_refdef.viewcache.entityvisible)
5900 Mem_Free(r_refdef.viewcache.entityvisible);
5901 if (r_refdef.viewcache.world_pvsbits)
5902 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903 if (r_refdef.viewcache.world_leafvisible)
5904 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905 if (r_refdef.viewcache.world_surfacevisible)
5906 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5910 void R_Main_ResizeViewCache(void)
5912 int numentities = r_refdef.scene.numentities;
5913 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917 if (r_refdef.viewcache.maxentities < numentities)
5919 r_refdef.viewcache.maxentities = numentities;
5920 if (r_refdef.viewcache.entityvisible)
5921 Mem_Free(r_refdef.viewcache.entityvisible);
5922 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5924 if (r_refdef.viewcache.world_numclusters != numclusters)
5926 r_refdef.viewcache.world_numclusters = numclusters;
5927 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928 if (r_refdef.viewcache.world_pvsbits)
5929 Mem_Free(r_refdef.viewcache.world_pvsbits);
5930 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5932 if (r_refdef.viewcache.world_numleafs != numleafs)
5934 r_refdef.viewcache.world_numleafs = numleafs;
5935 if (r_refdef.viewcache.world_leafvisible)
5936 Mem_Free(r_refdef.viewcache.world_leafvisible);
5937 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5939 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5941 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942 if (r_refdef.viewcache.world_surfacevisible)
5943 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5951 loadingscreentexture = NULL;
5952 r_texture_blanknormalmap = NULL;
5953 r_texture_white = NULL;
5954 r_texture_grey128 = NULL;
5955 r_texture_black = NULL;
5956 r_texture_whitecube = NULL;
5957 r_texture_normalizationcube = NULL;
5958 r_texture_fogattenuation = NULL;
5959 r_texture_gammaramps = NULL;
5960 r_texture_numcubemaps = 0;
5962 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5965 switch(vid.renderpath)
5967 case RENDERPATH_GL20:
5968 case RENDERPATH_CGGL:
5969 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970 Cvar_SetValueQuick(&gl_combine, 1);
5971 Cvar_SetValueQuick(&r_glsl, 1);
5972 r_loadnormalmap = true;
5976 case RENDERPATH_GL13:
5977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978 Cvar_SetValueQuick(&gl_combine, 1);
5979 Cvar_SetValueQuick(&r_glsl, 0);
5980 r_loadnormalmap = false;
5981 r_loadgloss = false;
5984 case RENDERPATH_GL11:
5985 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986 Cvar_SetValueQuick(&gl_combine, 0);
5987 Cvar_SetValueQuick(&r_glsl, 0);
5988 r_loadnormalmap = false;
5989 r_loadgloss = false;
5995 R_FrameData_Reset();
5999 memset(r_queries, 0, sizeof(r_queries));
6001 r_qwskincache = NULL;
6002 r_qwskincache_size = 0;
6004 // set up r_skinframe loading system for textures
6005 memset(&r_skinframe, 0, sizeof(r_skinframe));
6006 r_skinframe.loadsequence = 1;
6007 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6009 r_main_texturepool = R_AllocTexturePool();
6010 R_BuildBlankTextures();
6012 if (vid.support.arb_texture_cube_map)
6015 R_BuildNormalizationCube();
6017 r_texture_fogattenuation = NULL;
6018 r_texture_gammaramps = NULL;
6019 //r_texture_fogintensity = NULL;
6020 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021 memset(&r_waterstate, 0, sizeof(r_waterstate));
6022 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024 glslshaderstring = NULL;
6026 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028 cgshaderstring = NULL;
6030 memset(&r_svbsp, 0, sizeof (r_svbsp));
6032 r_refdef.fogmasktable_density = 0;
6035 void gl_main_shutdown(void)
6038 R_FrameData_Reset();
6040 R_Main_FreeViewCache();
6043 qglDeleteQueriesARB(r_maxqueries, r_queries);
6047 memset(r_queries, 0, sizeof(r_queries));
6049 r_qwskincache = NULL;
6050 r_qwskincache_size = 0;
6052 // clear out the r_skinframe state
6053 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054 memset(&r_skinframe, 0, sizeof(r_skinframe));
6057 Mem_Free(r_svbsp.nodes);
6058 memset(&r_svbsp, 0, sizeof (r_svbsp));
6059 R_FreeTexturePool(&r_main_texturepool);
6060 loadingscreentexture = NULL;
6061 r_texture_blanknormalmap = NULL;
6062 r_texture_white = NULL;
6063 r_texture_grey128 = NULL;
6064 r_texture_black = NULL;
6065 r_texture_whitecube = NULL;
6066 r_texture_normalizationcube = NULL;
6067 r_texture_fogattenuation = NULL;
6068 r_texture_gammaramps = NULL;
6069 r_texture_numcubemaps = 0;
6070 //r_texture_fogintensity = NULL;
6071 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072 memset(&r_waterstate, 0, sizeof(r_waterstate));
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6079 // FIXME: move this code to client
6081 char *entities, entname[MAX_QPATH];
6083 Mem_Free(r_qwskincache);
6084 r_qwskincache = NULL;
6085 r_qwskincache_size = 0;
6088 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089 l = (int)strlen(entname) - 4;
6090 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6092 memcpy(entname + l, ".ent", 5);
6093 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6095 CL_ParseEntityLump(entities);
6100 if (cl.worldmodel->brush.entities)
6101 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6103 R_Main_FreeViewCache();
6105 R_FrameData_Reset();
6108 void GL_Main_Init(void)
6110 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6112 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115 if (gamemode == GAME_NEHAHRA)
6117 Cvar_RegisterVariable (&gl_fogenable);
6118 Cvar_RegisterVariable (&gl_fogdensity);
6119 Cvar_RegisterVariable (&gl_fogred);
6120 Cvar_RegisterVariable (&gl_foggreen);
6121 Cvar_RegisterVariable (&gl_fogblue);
6122 Cvar_RegisterVariable (&gl_fogstart);
6123 Cvar_RegisterVariable (&gl_fogend);
6124 Cvar_RegisterVariable (&gl_skyclip);
6126 Cvar_RegisterVariable(&r_motionblur);
6127 Cvar_RegisterVariable(&r_motionblur_maxblur);
6128 Cvar_RegisterVariable(&r_motionblur_bmin);
6129 Cvar_RegisterVariable(&r_motionblur_vmin);
6130 Cvar_RegisterVariable(&r_motionblur_vmax);
6131 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132 Cvar_RegisterVariable(&r_motionblur_randomize);
6133 Cvar_RegisterVariable(&r_damageblur);
6134 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136 Cvar_RegisterVariable(&r_equalize_entities_by);
6137 Cvar_RegisterVariable(&r_equalize_entities_to);
6138 Cvar_RegisterVariable(&r_depthfirst);
6139 Cvar_RegisterVariable(&r_useinfinitefarclip);
6140 Cvar_RegisterVariable(&r_farclip_base);
6141 Cvar_RegisterVariable(&r_farclip_world);
6142 Cvar_RegisterVariable(&r_nearclip);
6143 Cvar_RegisterVariable(&r_showbboxes);
6144 Cvar_RegisterVariable(&r_showsurfaces);
6145 Cvar_RegisterVariable(&r_showtris);
6146 Cvar_RegisterVariable(&r_shownormals);
6147 Cvar_RegisterVariable(&r_showlighting);
6148 Cvar_RegisterVariable(&r_showshadowvolumes);
6149 Cvar_RegisterVariable(&r_showcollisionbrushes);
6150 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152 Cvar_RegisterVariable(&r_showdisabledepthtest);
6153 Cvar_RegisterVariable(&r_drawportals);
6154 Cvar_RegisterVariable(&r_drawentities);
6155 Cvar_RegisterVariable(&r_cullentities_trace);
6156 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160 Cvar_RegisterVariable(&r_drawviewmodel);
6161 Cvar_RegisterVariable(&r_speeds);
6162 Cvar_RegisterVariable(&r_fullbrights);
6163 Cvar_RegisterVariable(&r_wateralpha);
6164 Cvar_RegisterVariable(&r_dynamic);
6165 Cvar_RegisterVariable(&r_fullbright);
6166 Cvar_RegisterVariable(&r_shadows);
6167 Cvar_RegisterVariable(&r_shadows_darken);
6168 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170 Cvar_RegisterVariable(&r_shadows_throwdistance);
6171 Cvar_RegisterVariable(&r_shadows_throwdirection);
6172 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177 Cvar_RegisterVariable(&r_fog_exp2);
6178 Cvar_RegisterVariable(&r_drawfog);
6179 Cvar_RegisterVariable(&r_transparentdepthmasking);
6180 Cvar_RegisterVariable(&r_texture_dds_load);
6181 Cvar_RegisterVariable(&r_texture_dds_save);
6182 Cvar_RegisterVariable(&r_textureunits);
6183 Cvar_RegisterVariable(&gl_combine);
6184 Cvar_RegisterVariable(&r_glsl);
6185 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189 Cvar_RegisterVariable(&r_glsl_postprocess);
6190 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194 Cvar_RegisterVariable(&r_water);
6195 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196 Cvar_RegisterVariable(&r_water_clippingplanebias);
6197 Cvar_RegisterVariable(&r_water_refractdistort);
6198 Cvar_RegisterVariable(&r_water_reflectdistort);
6199 Cvar_RegisterVariable(&r_lerpsprites);
6200 Cvar_RegisterVariable(&r_lerpmodels);
6201 Cvar_RegisterVariable(&r_lerplightstyles);
6202 Cvar_RegisterVariable(&r_waterscroll);
6203 Cvar_RegisterVariable(&r_bloom);
6204 Cvar_RegisterVariable(&r_bloom_colorscale);
6205 Cvar_RegisterVariable(&r_bloom_brighten);
6206 Cvar_RegisterVariable(&r_bloom_blur);
6207 Cvar_RegisterVariable(&r_bloom_resolution);
6208 Cvar_RegisterVariable(&r_bloom_colorexponent);
6209 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210 Cvar_RegisterVariable(&r_hdr);
6211 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212 Cvar_RegisterVariable(&r_hdr_glowintensity);
6213 Cvar_RegisterVariable(&r_hdr_range);
6214 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215 Cvar_RegisterVariable(&developer_texturelogging);
6216 Cvar_RegisterVariable(&gl_lightmaps);
6217 Cvar_RegisterVariable(&r_test);
6218 Cvar_RegisterVariable(&r_batchmode);
6219 Cvar_RegisterVariable(&r_glsl_saturation);
6220 Cvar_RegisterVariable(&r_framedatasize);
6221 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222 Cvar_SetValue("r_fullbrights", 0);
6223 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6225 Cvar_RegisterVariable(&r_track_sprites);
6226 Cvar_RegisterVariable(&r_track_sprites_flags);
6227 Cvar_RegisterVariable(&r_track_sprites_scalew);
6228 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6247 void Render_Init(void)
6260 R_LightningBeams_Init();
6269 extern char *ENGINE_EXTENSIONS;
6272 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274 gl_version = (const char *)qglGetString(GL_VERSION);
6275 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6279 if (!gl_platformextensions)
6280 gl_platformextensions = "";
6282 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284 Con_Printf("GL_VERSION: %s\n", gl_version);
6285 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6288 VID_CheckExtensions();
6290 // LordHavoc: report supported extensions
6291 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6293 // clear to black (loading plaque will be seen over this)
6295 qglClearColor(0,0,0,1);CHECKGLERROR
6296 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6303 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6305 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6308 p = r_refdef.view.frustum + i;
6313 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6317 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6321 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6325 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6329 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6333 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6337 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6341 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6353 for (i = 0;i < numplanes;i++)
6360 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6364 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6368 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6372 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6376 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6380 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6384 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6388 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6396 //==================================================================================
6398 // LordHavoc: this stores temporary data used within the same frame
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6405 void R_FrameData_Reset(void)
6407 if (r_framedata_base)
6408 Mem_Free(r_framedata_base);
6409 r_framedata_base = NULL;
6410 r_framedata_size = 0;
6411 r_framedata_current = 0;
6412 r_framedata_failed = false;
6415 void R_FrameData_NewFrame(void)
6418 if (r_framedata_failed)
6419 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422 if (r_framedata_size != wantedsize)
6424 r_framedata_size = wantedsize;
6425 if (r_framedata_base)
6426 Mem_Free(r_framedata_base);
6427 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6429 r_framedata_current = 0;
6430 r_framedata_failed = false;
6433 void *R_FrameData_Alloc(size_t size)
6437 // align to 16 byte boundary
6438 size = (size + 15) & ~15;
6439 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440 r_framedata_current += size;
6443 if (r_framedata_current > r_framedata_size)
6444 r_framedata_failed = true;
6446 // return NULL on everything after a failure
6447 if (r_framedata_failed)
6453 void *R_FrameData_Store(size_t size, void *data)
6455 void *d = R_FrameData_Alloc(size);
6457 memcpy(d, data, size);
6461 //==================================================================================
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6466 * Animation cache prevents re-generating mesh data for an animated model
6467 * multiple times in one frame for lighting, shadowing, reflections, etc.
6470 void R_AnimCache_Free(void)
6474 void R_AnimCache_ClearCache(void)
6477 entity_render_t *ent;
6479 for (i = 0;i < r_refdef.scene.numentities;i++)
6481 ent = r_refdef.scene.entities[i];
6482 ent->animcache_vertex3f = NULL;
6483 ent->animcache_normal3f = NULL;
6484 ent->animcache_svector3f = NULL;
6485 ent->animcache_tvector3f = NULL;
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6491 dp_model_t *model = ent->model;
6493 // see if it's already cached this frame
6494 if (ent->animcache_vertex3f)
6496 // add normals/tangents if needed
6497 if (wantnormals || wanttangents)
6499 if (ent->animcache_normal3f)
6500 wantnormals = false;
6501 if (ent->animcache_svector3f)
6502 wanttangents = false;
6503 if (wantnormals || wanttangents)
6505 numvertices = model->surfmesh.num_vertices;
6507 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6510 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6513 if (!r_framedata_failed)
6514 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6520 // see if this ent is worth caching
6521 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6523 // get some memory for this entity and generate mesh data
6524 numvertices = model->surfmesh.num_vertices;
6525 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6527 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6530 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6533 if (!r_framedata_failed)
6534 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6536 return !r_framedata_failed;
6539 void R_AnimCache_CacheVisibleEntities(void)
6542 qboolean wantnormals = !r_showsurfaces.integer;
6543 qboolean wanttangents = !r_showsurfaces.integer;
6545 switch(vid.renderpath)
6547 case RENDERPATH_GL20:
6548 case RENDERPATH_CGGL:
6550 case RENDERPATH_GL13:
6551 case RENDERPATH_GL11:
6552 wanttangents = false;
6556 // TODO: thread this
6557 // NOTE: R_PrepareRTLights() also caches entities
6559 for (i = 0;i < r_refdef.scene.numentities;i++)
6560 if (r_refdef.viewcache.entityvisible[i])
6561 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6563 if (r_shadows.integer)
6564 for (i = 0;i < r_refdef.scene.numentities;i++)
6565 if (!r_refdef.viewcache.entityvisible[i])
6566 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6569 //==================================================================================
6571 static void R_View_UpdateEntityLighting (void)
6574 entity_render_t *ent;
6575 vec3_t tempdiffusenormal, avg;
6576 vec_t f, fa, fd, fdd;
6578 for (i = 0;i < r_refdef.scene.numentities;i++)
6580 ent = r_refdef.scene.entities[i];
6582 // skip unseen models
6583 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6587 if (ent->model && ent->model->brush.num_leafs)
6589 // TODO: use modellight for r_ambient settings on world?
6590 VectorSet(ent->modellight_ambient, 0, 0, 0);
6591 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6596 // fetch the lighting from the worldmodel data
6597 VectorClear(ent->modellight_ambient);
6598 VectorClear(ent->modellight_diffuse);
6599 VectorClear(tempdiffusenormal);
6600 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6603 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605 if(ent->flags & RENDER_EQUALIZE)
6607 // first fix up ambient lighting...
6608 if(r_equalize_entities_minambient.value > 0)
6610 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6613 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614 if(fa < r_equalize_entities_minambient.value * fd)
6617 // fa'/fd' = minambient
6618 // fa'+0.25*fd' = fa+0.25*fd
6620 // fa' = fd' * minambient
6621 // fd'*(0.25+minambient) = fa+0.25*fd
6623 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6626 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627 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
6628 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6634 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6636 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6640 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6648 VectorSet(ent->modellight_ambient, 1, 1, 1);
6650 // move the light direction into modelspace coordinates for lighting code
6651 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652 if(VectorLength2(ent->modellight_lightdir) == 0)
6653 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654 VectorNormalize(ent->modellight_lightdir);
6658 #define MAX_LINEOFSIGHTTRACES 64
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6663 vec3_t boxmins, boxmaxs;
6666 dp_model_t *model = r_refdef.scene.worldmodel;
6668 if (!model || !model->brush.TraceLineOfSight)
6671 // expand the box a little
6672 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6680 VectorCopy(eye, start);
6681 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6682 if (model->brush.TraceLineOfSight(model, start, end))
6685 // try various random positions
6686 for (i = 0;i < numsamples;i++)
6688 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6689 if (model->brush.TraceLineOfSight(model, start, end))
6697 static void R_View_UpdateEntityVisible (void)
6702 entity_render_t *ent;
6704 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6705 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6707 // worldmodel can check visibility
6708 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6709 for (i = 0;i < r_refdef.scene.numentities;i++)
6711 ent = r_refdef.scene.entities[i];
6712 if (!(ent->flags & renderimask))
6713 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)))
6714 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))
6715 if (!(ent->flags & (RENDER_VIEWMODEL)) || r_drawviewmodel.integer)
6716 r_refdef.viewcache.entityvisible[i] = true;
6718 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6720 for (i = 0;i < r_refdef.scene.numentities;i++)
6722 ent = r_refdef.scene.entities[i];
6723 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6725 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6727 continue; // temp entities do pvs only
6728 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6729 ent->last_trace_visibility = realtime;
6730 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6731 r_refdef.viewcache.entityvisible[i] = 0;
6738 // no worldmodel or it can't check visibility
6739 for (i = 0;i < r_refdef.scene.numentities;i++)
6741 ent = r_refdef.scene.entities[i];
6742 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));
6747 /// only used if skyrendermasked, and normally returns false
6748 int R_DrawBrushModelsSky (void)
6751 entity_render_t *ent;
6754 for (i = 0;i < r_refdef.scene.numentities;i++)
6756 if (!r_refdef.viewcache.entityvisible[i])
6758 ent = r_refdef.scene.entities[i];
6759 if (!ent->model || !ent->model->DrawSky)
6761 ent->model->DrawSky(ent);
6767 static void R_DrawNoModel(entity_render_t *ent);
6768 static void R_DrawModels(void)
6771 entity_render_t *ent;
6773 for (i = 0;i < r_refdef.scene.numentities;i++)
6775 if (!r_refdef.viewcache.entityvisible[i])
6777 ent = r_refdef.scene.entities[i];
6778 r_refdef.stats.entities++;
6779 if (ent->model && ent->model->Draw != NULL)
6780 ent->model->Draw(ent);
6786 static void R_DrawModelsDepth(void)
6789 entity_render_t *ent;
6791 for (i = 0;i < r_refdef.scene.numentities;i++)
6793 if (!r_refdef.viewcache.entityvisible[i])
6795 ent = r_refdef.scene.entities[i];
6796 if (ent->model && ent->model->DrawDepth != NULL)
6797 ent->model->DrawDepth(ent);
6801 static void R_DrawModelsDebug(void)
6804 entity_render_t *ent;
6806 for (i = 0;i < r_refdef.scene.numentities;i++)
6808 if (!r_refdef.viewcache.entityvisible[i])
6810 ent = r_refdef.scene.entities[i];
6811 if (ent->model && ent->model->DrawDebug != NULL)
6812 ent->model->DrawDebug(ent);
6816 static void R_DrawModelsAddWaterPlanes(void)
6819 entity_render_t *ent;
6821 for (i = 0;i < r_refdef.scene.numentities;i++)
6823 if (!r_refdef.viewcache.entityvisible[i])
6825 ent = r_refdef.scene.entities[i];
6826 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6827 ent->model->DrawAddWaterPlanes(ent);
6831 static void R_View_SetFrustum(void)
6834 double slopex, slopey;
6835 vec3_t forward, left, up, origin;
6837 // we can't trust r_refdef.view.forward and friends in reflected scenes
6838 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6841 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6842 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6843 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6844 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6845 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6846 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6847 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6848 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6849 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6850 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6851 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6852 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6856 zNear = r_refdef.nearclip;
6857 nudge = 1.0 - 1.0 / (1<<23);
6858 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6859 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6860 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6861 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6862 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6863 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6864 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6865 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6871 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6872 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6873 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6874 r_refdef.view.frustum[0].dist = m[15] - m[12];
6876 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6877 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6878 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6879 r_refdef.view.frustum[1].dist = m[15] + m[12];
6881 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6882 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6883 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6884 r_refdef.view.frustum[2].dist = m[15] - m[13];
6886 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6887 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6888 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6889 r_refdef.view.frustum[3].dist = m[15] + m[13];
6891 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6892 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6893 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6894 r_refdef.view.frustum[4].dist = m[15] - m[14];
6896 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6897 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6898 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6899 r_refdef.view.frustum[5].dist = m[15] + m[14];
6902 if (r_refdef.view.useperspective)
6904 slopex = 1.0 / r_refdef.view.frustum_x;
6905 slopey = 1.0 / r_refdef.view.frustum_y;
6906 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6907 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6908 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6909 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6910 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6912 // Leaving those out was a mistake, those were in the old code, and they
6913 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6914 // I couldn't reproduce it after adding those normalizations. --blub
6915 VectorNormalize(r_refdef.view.frustum[0].normal);
6916 VectorNormalize(r_refdef.view.frustum[1].normal);
6917 VectorNormalize(r_refdef.view.frustum[2].normal);
6918 VectorNormalize(r_refdef.view.frustum[3].normal);
6920 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6921 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]);
6922 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]);
6923 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]);
6924 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]);
6926 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6927 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6928 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6929 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6930 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6934 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6935 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6936 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6937 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6938 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6939 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6940 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6941 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6942 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6943 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6945 r_refdef.view.numfrustumplanes = 5;
6947 if (r_refdef.view.useclipplane)
6949 r_refdef.view.numfrustumplanes = 6;
6950 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6953 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6954 PlaneClassify(r_refdef.view.frustum + i);
6956 // LordHavoc: note to all quake engine coders, Quake had a special case
6957 // for 90 degrees which assumed a square view (wrong), so I removed it,
6958 // Quake2 has it disabled as well.
6960 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6961 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6962 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6963 //PlaneClassify(&frustum[0]);
6965 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6966 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6967 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6968 //PlaneClassify(&frustum[1]);
6970 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6971 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6972 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6973 //PlaneClassify(&frustum[2]);
6975 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6976 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6977 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6978 //PlaneClassify(&frustum[3]);
6981 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6982 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6983 //PlaneClassify(&frustum[4]);
6986 void R_View_Update(void)
6988 R_Main_ResizeViewCache();
6989 R_View_SetFrustum();
6990 R_View_WorldVisibility(r_refdef.view.useclipplane);
6991 R_View_UpdateEntityVisible();
6992 R_View_UpdateEntityLighting();
6995 void R_SetupView(qboolean allowwaterclippingplane)
6997 const float *customclipplane = NULL;
6999 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7001 // LordHavoc: couldn't figure out how to make this approach the
7002 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7003 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7004 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7005 dist = r_refdef.view.clipplane.dist;
7006 plane[0] = r_refdef.view.clipplane.normal[0];
7007 plane[1] = r_refdef.view.clipplane.normal[1];
7008 plane[2] = r_refdef.view.clipplane.normal[2];
7010 customclipplane = plane;
7013 if (!r_refdef.view.useperspective)
7014 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);
7015 else if (vid.stencil && r_useinfinitefarclip.integer)
7016 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);
7018 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);
7019 R_SetViewport(&r_refdef.view.viewport);
7022 void R_EntityMatrix(const matrix4x4_t *matrix)
7024 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7026 gl_modelmatrixchanged = false;
7027 gl_modelmatrix = *matrix;
7028 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7029 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7030 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7031 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7033 switch(vid.renderpath)
7035 case RENDERPATH_GL20:
7036 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7037 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7038 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7040 case RENDERPATH_CGGL:
7043 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7044 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7045 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7048 case RENDERPATH_GL13:
7049 case RENDERPATH_GL11:
7050 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7056 void R_ResetViewRendering2D(void)
7058 r_viewport_t viewport;
7061 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7062 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);
7063 R_SetViewport(&viewport);
7064 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7065 GL_Color(1, 1, 1, 1);
7066 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7067 GL_BlendFunc(GL_ONE, GL_ZERO);
7068 GL_AlphaTest(false);
7069 GL_ScissorTest(false);
7070 GL_DepthMask(false);
7071 GL_DepthRange(0, 1);
7072 GL_DepthTest(false);
7073 R_EntityMatrix(&identitymatrix);
7074 R_Mesh_ResetTextureState();
7075 GL_PolygonOffset(0, 0);
7076 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7077 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7078 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7079 qglStencilMask(~0);CHECKGLERROR
7080 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7081 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7082 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7085 void R_ResetViewRendering3D(void)
7090 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7091 GL_Color(1, 1, 1, 1);
7092 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7093 GL_BlendFunc(GL_ONE, GL_ZERO);
7094 GL_AlphaTest(false);
7095 GL_ScissorTest(true);
7097 GL_DepthRange(0, 1);
7099 R_EntityMatrix(&identitymatrix);
7100 R_Mesh_ResetTextureState();
7101 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7102 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7103 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7104 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7105 qglStencilMask(~0);CHECKGLERROR
7106 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7107 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7108 GL_CullFace(r_refdef.view.cullface_back);
7111 void R_RenderScene(void);
7112 void R_RenderWaterPlanes(void);
7114 static void R_Water_StartFrame(void)
7117 int waterwidth, waterheight, texturewidth, textureheight;
7118 r_waterstate_waterplane_t *p;
7120 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7123 switch(vid.renderpath)
7125 case RENDERPATH_GL20:
7126 case RENDERPATH_CGGL:
7128 case RENDERPATH_GL13:
7129 case RENDERPATH_GL11:
7133 // set waterwidth and waterheight to the water resolution that will be
7134 // used (often less than the screen resolution for faster rendering)
7135 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7136 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7138 // calculate desired texture sizes
7139 // can't use water if the card does not support the texture size
7140 if (!r_water.integer || r_showsurfaces.integer)
7141 texturewidth = textureheight = waterwidth = waterheight = 0;
7142 else if (vid.support.arb_texture_non_power_of_two)
7144 texturewidth = waterwidth;
7145 textureheight = waterheight;
7149 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7150 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7153 // allocate textures as needed
7154 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7156 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7157 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7159 if (p->texture_refraction)
7160 R_FreeTexture(p->texture_refraction);
7161 p->texture_refraction = NULL;
7162 if (p->texture_reflection)
7163 R_FreeTexture(p->texture_reflection);
7164 p->texture_reflection = NULL;
7166 memset(&r_waterstate, 0, sizeof(r_waterstate));
7167 r_waterstate.texturewidth = texturewidth;
7168 r_waterstate.textureheight = textureheight;
7171 if (r_waterstate.texturewidth)
7173 r_waterstate.enabled = true;
7175 // when doing a reduced render (HDR) we want to use a smaller area
7176 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7177 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7179 // set up variables that will be used in shader setup
7180 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7181 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7182 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7183 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7186 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7187 r_waterstate.numwaterplanes = 0;
7190 void R_Water_AddWaterPlane(msurface_t *surface)
7192 int triangleindex, planeindex;
7198 r_waterstate_waterplane_t *p;
7199 texture_t *t = R_GetCurrentTexture(surface->texture);
7200 // just use the first triangle with a valid normal for any decisions
7201 VectorClear(normal);
7202 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7204 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7205 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7206 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7207 TriangleNormal(vert[0], vert[1], vert[2], normal);
7208 if (VectorLength2(normal) >= 0.001)
7212 VectorCopy(normal, plane.normal);
7213 VectorNormalize(plane.normal);
7214 plane.dist = DotProduct(vert[0], plane.normal);
7215 PlaneClassify(&plane);
7216 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7218 // skip backfaces (except if nocullface is set)
7219 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7221 VectorNegate(plane.normal, plane.normal);
7223 PlaneClassify(&plane);
7227 // find a matching plane if there is one
7228 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7229 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7231 if (planeindex >= r_waterstate.maxwaterplanes)
7232 return; // nothing we can do, out of planes
7234 // if this triangle does not fit any known plane rendered this frame, add one
7235 if (planeindex >= r_waterstate.numwaterplanes)
7237 // store the new plane
7238 r_waterstate.numwaterplanes++;
7240 // clear materialflags and pvs
7241 p->materialflags = 0;
7242 p->pvsvalid = false;
7244 // merge this surface's materialflags into the waterplane
7245 p->materialflags |= t->currentmaterialflags;
7246 // merge this surface's PVS into the waterplane
7247 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7248 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7249 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7251 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7256 static void R_Water_ProcessPlanes(void)
7258 r_refdef_view_t originalview;
7259 r_refdef_view_t myview;
7261 r_waterstate_waterplane_t *p;
7263 originalview = r_refdef.view;
7265 // make sure enough textures are allocated
7266 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7268 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7270 if (!p->texture_refraction)
7271 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7272 if (!p->texture_refraction)
7276 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7278 if (!p->texture_reflection)
7279 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7280 if (!p->texture_reflection)
7286 r_refdef.view = originalview;
7287 r_refdef.view.showdebug = false;
7288 r_refdef.view.width = r_waterstate.waterwidth;
7289 r_refdef.view.height = r_waterstate.waterheight;
7290 r_refdef.view.useclipplane = true;
7291 myview = r_refdef.view;
7292 r_waterstate.renderingscene = true;
7293 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7295 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7297 r_refdef.view = myview;
7298 // render reflected scene and copy into texture
7299 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7300 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7301 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7302 r_refdef.view.clipplane = p->plane;
7303 // reverse the cullface settings for this render
7304 r_refdef.view.cullface_front = GL_FRONT;
7305 r_refdef.view.cullface_back = GL_BACK;
7306 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7308 r_refdef.view.usecustompvs = true;
7310 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7312 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7315 R_ResetViewRendering3D();
7316 R_ClearScreen(r_refdef.fogenabled);
7320 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);
7323 // render the normal view scene and copy into texture
7324 // (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)
7325 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7327 r_refdef.view = myview;
7328 r_refdef.view.clipplane = p->plane;
7329 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7330 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7331 PlaneClassify(&r_refdef.view.clipplane);
7333 R_ResetViewRendering3D();
7334 R_ClearScreen(r_refdef.fogenabled);
7338 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);
7342 r_waterstate.renderingscene = false;
7343 r_refdef.view = originalview;
7344 R_ResetViewRendering3D();
7345 R_ClearScreen(r_refdef.fogenabled);
7349 r_refdef.view = originalview;
7350 r_waterstate.renderingscene = false;
7351 Cvar_SetValueQuick(&r_water, 0);
7352 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7356 void R_Bloom_StartFrame(void)
7358 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7360 switch(vid.renderpath)
7362 case RENDERPATH_GL20:
7363 case RENDERPATH_CGGL:
7365 case RENDERPATH_GL13:
7366 case RENDERPATH_GL11:
7370 // set bloomwidth and bloomheight to the bloom resolution that will be
7371 // used (often less than the screen resolution for faster rendering)
7372 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7373 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7374 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7375 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7376 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7378 // calculate desired texture sizes
7379 if (vid.support.arb_texture_non_power_of_two)
7381 screentexturewidth = r_refdef.view.width;
7382 screentextureheight = r_refdef.view.height;
7383 bloomtexturewidth = r_bloomstate.bloomwidth;
7384 bloomtextureheight = r_bloomstate.bloomheight;
7388 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7389 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7390 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7391 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7394 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))
7396 Cvar_SetValueQuick(&r_hdr, 0);
7397 Cvar_SetValueQuick(&r_bloom, 0);
7398 Cvar_SetValueQuick(&r_motionblur, 0);
7399 Cvar_SetValueQuick(&r_damageblur, 0);
7402 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)))
7403 screentexturewidth = screentextureheight = 0;
7404 if (!r_hdr.integer && !r_bloom.integer)
7405 bloomtexturewidth = bloomtextureheight = 0;
7407 // allocate textures as needed
7408 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7410 if (r_bloomstate.texture_screen)
7411 R_FreeTexture(r_bloomstate.texture_screen);
7412 r_bloomstate.texture_screen = NULL;
7413 r_bloomstate.screentexturewidth = screentexturewidth;
7414 r_bloomstate.screentextureheight = screentextureheight;
7415 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7416 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7418 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7420 if (r_bloomstate.texture_bloom)
7421 R_FreeTexture(r_bloomstate.texture_bloom);
7422 r_bloomstate.texture_bloom = NULL;
7423 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7424 r_bloomstate.bloomtextureheight = bloomtextureheight;
7425 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7426 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7429 // when doing a reduced render (HDR) we want to use a smaller area
7430 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7431 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7432 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7433 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7434 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7436 // set up a texcoord array for the full resolution screen image
7437 // (we have to keep this around to copy back during final render)
7438 r_bloomstate.screentexcoord2f[0] = 0;
7439 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7440 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7441 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7442 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7443 r_bloomstate.screentexcoord2f[5] = 0;
7444 r_bloomstate.screentexcoord2f[6] = 0;
7445 r_bloomstate.screentexcoord2f[7] = 0;
7447 // set up a texcoord array for the reduced resolution bloom image
7448 // (which will be additive blended over the screen image)
7449 r_bloomstate.bloomtexcoord2f[0] = 0;
7450 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7451 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7452 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7453 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7454 r_bloomstate.bloomtexcoord2f[5] = 0;
7455 r_bloomstate.bloomtexcoord2f[6] = 0;
7456 r_bloomstate.bloomtexcoord2f[7] = 0;
7458 if (r_hdr.integer || r_bloom.integer)
7460 r_bloomstate.enabled = true;
7461 r_bloomstate.hdr = r_hdr.integer != 0;
7464 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);
7467 void R_Bloom_CopyBloomTexture(float colorscale)
7469 r_refdef.stats.bloom++;
7471 // scale down screen texture to the bloom texture size
7473 R_SetViewport(&r_bloomstate.viewport);
7474 GL_BlendFunc(GL_ONE, GL_ZERO);
7475 GL_Color(colorscale, colorscale, colorscale, 1);
7476 // TODO: optimize with multitexture or GLSL
7477 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7478 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7479 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7480 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7482 // we now have a bloom image in the framebuffer
7483 // copy it into the bloom image texture for later processing
7484 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);
7485 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7488 void R_Bloom_CopyHDRTexture(void)
7490 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);
7491 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7494 void R_Bloom_MakeTexture(void)
7497 float xoffset, yoffset, r, brighten;
7499 r_refdef.stats.bloom++;
7501 R_ResetViewRendering2D();
7502 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7503 R_Mesh_ColorPointer(NULL, 0, 0);
7505 // we have a bloom image in the framebuffer
7507 R_SetViewport(&r_bloomstate.viewport);
7509 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7512 r = bound(0, r_bloom_colorexponent.value / x, 1);
7513 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7514 GL_Color(r, r, r, 1);
7515 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7516 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7517 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7518 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7520 // copy the vertically blurred bloom view to a texture
7521 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);
7522 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7525 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7526 brighten = r_bloom_brighten.value;
7528 brighten *= r_hdr_range.value;
7529 brighten = sqrt(brighten);
7531 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7532 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7533 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7535 for (dir = 0;dir < 2;dir++)
7537 // blend on at multiple vertical offsets to achieve a vertical blur
7538 // TODO: do offset blends using GLSL
7539 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7540 GL_BlendFunc(GL_ONE, GL_ZERO);
7541 for (x = -range;x <= range;x++)
7543 if (!dir){xoffset = 0;yoffset = x;}
7544 else {xoffset = x;yoffset = 0;}
7545 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7546 yoffset /= (float)r_bloomstate.bloomtextureheight;
7547 // compute a texcoord array with the specified x and y offset
7548 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7549 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7550 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7551 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7552 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7553 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7554 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7555 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7556 // this r value looks like a 'dot' particle, fading sharply to
7557 // black at the edges
7558 // (probably not realistic but looks good enough)
7559 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7560 //r = brighten/(range*2+1);
7561 r = brighten / (range * 2 + 1);
7563 r *= (1 - x*x/(float)(range*range));
7564 GL_Color(r, r, r, 1);
7565 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7566 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7567 GL_BlendFunc(GL_ONE, GL_ONE);
7570 // copy the vertically blurred bloom view to a texture
7571 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);
7572 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7575 // apply subtract last
7576 // (just like it would be in a GLSL shader)
7577 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7579 GL_BlendFunc(GL_ONE, GL_ZERO);
7580 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7581 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7582 GL_Color(1, 1, 1, 1);
7583 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7584 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7586 GL_BlendFunc(GL_ONE, GL_ONE);
7587 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7588 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7589 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7590 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7591 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7592 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7593 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7595 // copy the darkened bloom view to a texture
7596 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);
7597 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7601 void R_HDR_RenderBloomTexture(void)
7603 int oldwidth, oldheight;
7604 float oldcolorscale;
7606 oldcolorscale = r_refdef.view.colorscale;
7607 oldwidth = r_refdef.view.width;
7608 oldheight = r_refdef.view.height;
7609 r_refdef.view.width = r_bloomstate.bloomwidth;
7610 r_refdef.view.height = r_bloomstate.bloomheight;
7612 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7613 // TODO: add exposure compensation features
7614 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7616 r_refdef.view.showdebug = false;
7617 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7619 R_ResetViewRendering3D();
7621 R_ClearScreen(r_refdef.fogenabled);
7622 if (r_timereport_active)
7623 R_TimeReport("HDRclear");
7626 if (r_timereport_active)
7627 R_TimeReport("visibility");
7629 // only do secondary renders with HDR if r_hdr is 2 or higher
7630 r_waterstate.numwaterplanes = 0;
7631 if (r_waterstate.enabled && r_hdr.integer >= 2)
7632 R_RenderWaterPlanes();
7634 r_refdef.view.showdebug = true;
7636 r_waterstate.numwaterplanes = 0;
7638 R_ResetViewRendering2D();
7640 R_Bloom_CopyHDRTexture();
7641 R_Bloom_MakeTexture();
7643 // restore the view settings
7644 r_refdef.view.width = oldwidth;
7645 r_refdef.view.height = oldheight;
7646 r_refdef.view.colorscale = oldcolorscale;
7648 R_ResetViewRendering3D();
7650 R_ClearScreen(r_refdef.fogenabled);
7651 if (r_timereport_active)
7652 R_TimeReport("viewclear");
7655 static void R_BlendView(void)
7657 unsigned int permutation;
7658 float uservecs[4][4];
7660 switch (vid.renderpath)
7662 case RENDERPATH_GL20:
7663 case RENDERPATH_CGGL:
7665 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7666 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7667 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7668 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7669 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7671 if (r_bloomstate.texture_screen)
7673 // make sure the buffer is available
7674 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7676 R_ResetViewRendering2D();
7677 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7678 R_Mesh_ColorPointer(NULL, 0, 0);
7680 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7682 // declare variables
7684 static float avgspeed;
7686 speed = VectorLength(cl.movement_velocity);
7688 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7689 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7691 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7692 speed = bound(0, speed, 1);
7693 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7695 // calculate values into a standard alpha
7696 cl.motionbluralpha = 1 - exp(-
7698 (r_motionblur.value * speed / 80)
7700 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7703 max(0.0001, cl.time - cl.oldtime) // fps independent
7706 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7707 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7709 if (cl.motionbluralpha > 0)
7711 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7712 GL_Color(1, 1, 1, cl.motionbluralpha);
7713 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7714 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7715 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7716 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7720 // copy view into the screen texture
7721 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);
7722 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7724 else if (!r_bloomstate.texture_bloom)
7726 // we may still have to do view tint...
7727 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7729 // apply a color tint to the whole view
7730 R_ResetViewRendering2D();
7731 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7732 R_Mesh_ColorPointer(NULL, 0, 0);
7733 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7735 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7736 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7738 break; // no screen processing, no bloom, skip it
7741 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7743 // render simple bloom effect
7744 // copy the screen and shrink it and darken it for the bloom process
7745 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7746 // make the bloom texture
7747 R_Bloom_MakeTexture();
7750 #if _MSC_VER >= 1400
7751 #define sscanf sscanf_s
7753 memset(uservecs, 0, sizeof(uservecs));
7754 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7755 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7756 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7757 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7759 R_ResetViewRendering2D();
7760 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7761 R_Mesh_ColorPointer(NULL, 0, 0);
7762 GL_Color(1, 1, 1, 1);
7763 GL_BlendFunc(GL_ONE, GL_ZERO);
7764 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7765 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7767 switch(vid.renderpath)
7769 case RENDERPATH_GL20:
7770 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7771 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7772 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7773 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7774 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]);
7775 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7776 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7777 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]);
7778 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]);
7779 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]);
7780 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]);
7781 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7782 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7784 case RENDERPATH_CGGL:
7786 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7787 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7788 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7789 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7790 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
7791 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7792 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7793 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
7794 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
7795 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
7796 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
7797 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7798 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7804 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7805 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7807 case RENDERPATH_GL13:
7808 case RENDERPATH_GL11:
7809 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7811 // apply a color tint to the whole view
7812 R_ResetViewRendering2D();
7813 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7814 R_Mesh_ColorPointer(NULL, 0, 0);
7815 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7816 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7817 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7818 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7824 matrix4x4_t r_waterscrollmatrix;
7826 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7828 if (r_refdef.fog_density)
7830 r_refdef.fogcolor[0] = r_refdef.fog_red;
7831 r_refdef.fogcolor[1] = r_refdef.fog_green;
7832 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7834 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7835 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7836 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7837 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7841 VectorCopy(r_refdef.fogcolor, fogvec);
7842 // color.rgb *= ContrastBoost * SceneBrightness;
7843 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7844 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7845 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7846 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7851 void R_UpdateVariables(void)
7855 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7857 r_refdef.farclip = r_farclip_base.value;
7858 if (r_refdef.scene.worldmodel)
7859 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7860 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7862 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7863 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7864 r_refdef.polygonfactor = 0;
7865 r_refdef.polygonoffset = 0;
7866 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7867 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7869 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7870 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7871 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7872 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7873 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7874 if (r_showsurfaces.integer)
7876 r_refdef.scene.rtworld = false;
7877 r_refdef.scene.rtworldshadows = false;
7878 r_refdef.scene.rtdlight = false;
7879 r_refdef.scene.rtdlightshadows = false;
7880 r_refdef.lightmapintensity = 0;
7883 if (gamemode == GAME_NEHAHRA)
7885 if (gl_fogenable.integer)
7887 r_refdef.oldgl_fogenable = true;
7888 r_refdef.fog_density = gl_fogdensity.value;
7889 r_refdef.fog_red = gl_fogred.value;
7890 r_refdef.fog_green = gl_foggreen.value;
7891 r_refdef.fog_blue = gl_fogblue.value;
7892 r_refdef.fog_alpha = 1;
7893 r_refdef.fog_start = 0;
7894 r_refdef.fog_end = gl_skyclip.value;
7895 r_refdef.fog_height = 1<<30;
7896 r_refdef.fog_fadedepth = 128;
7898 else if (r_refdef.oldgl_fogenable)
7900 r_refdef.oldgl_fogenable = false;
7901 r_refdef.fog_density = 0;
7902 r_refdef.fog_red = 0;
7903 r_refdef.fog_green = 0;
7904 r_refdef.fog_blue = 0;
7905 r_refdef.fog_alpha = 0;
7906 r_refdef.fog_start = 0;
7907 r_refdef.fog_end = 0;
7908 r_refdef.fog_height = 1<<30;
7909 r_refdef.fog_fadedepth = 128;
7913 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7914 r_refdef.fog_start = max(0, r_refdef.fog_start);
7915 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7917 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7919 if (r_refdef.fog_density && r_drawfog.integer)
7921 r_refdef.fogenabled = true;
7922 // this is the point where the fog reaches 0.9986 alpha, which we
7923 // consider a good enough cutoff point for the texture
7924 // (0.9986 * 256 == 255.6)
7925 if (r_fog_exp2.integer)
7926 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7928 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7929 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7930 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7931 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7932 // fog color was already set
7933 // update the fog texture
7934 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)
7935 R_BuildFogTexture();
7938 r_refdef.fogenabled = false;
7940 switch(vid.renderpath)
7942 case RENDERPATH_GL20:
7943 case RENDERPATH_CGGL:
7944 if(v_glslgamma.integer && !vid_gammatables_trivial)
7946 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7948 // build GLSL gamma texture
7949 #define RAMPWIDTH 256
7950 unsigned short ramp[RAMPWIDTH * 3];
7951 unsigned char rampbgr[RAMPWIDTH][4];
7954 r_texture_gammaramps_serial = vid_gammatables_serial;
7956 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7957 for(i = 0; i < RAMPWIDTH; ++i)
7959 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7960 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7961 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7964 if (r_texture_gammaramps)
7966 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7970 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);
7976 // remove GLSL gamma texture
7979 case RENDERPATH_GL13:
7980 case RENDERPATH_GL11:
7985 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7986 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7992 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7993 if( scenetype != r_currentscenetype ) {
7994 // store the old scenetype
7995 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7996 r_currentscenetype = scenetype;
7997 // move in the new scene
7998 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8007 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8009 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8010 if( scenetype == r_currentscenetype ) {
8011 return &r_refdef.scene;
8013 return &r_scenes_store[ scenetype ];
8022 void R_RenderView(void)
8024 if (r_timereport_active)
8025 R_TimeReport("start");
8026 r_textureframe++; // used only by R_GetCurrentTexture
8027 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8029 if (!r_drawentities.integer)
8030 r_refdef.scene.numentities = 0;
8032 R_AnimCache_ClearCache();
8033 R_FrameData_NewFrame();
8035 if (r_refdef.view.isoverlay)
8037 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8038 GL_Clear( GL_DEPTH_BUFFER_BIT );
8039 R_TimeReport("depthclear");
8041 r_refdef.view.showdebug = false;
8043 r_waterstate.enabled = false;
8044 r_waterstate.numwaterplanes = 0;
8052 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8053 return; //Host_Error ("R_RenderView: NULL worldmodel");
8055 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8057 // break apart the view matrix into vectors for various purposes
8058 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8059 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8060 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8061 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8062 // make an inverted copy of the view matrix for tracking sprites
8063 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8065 R_Shadow_UpdateWorldLightSelection();
8067 R_Bloom_StartFrame();
8068 R_Water_StartFrame();
8071 if (r_timereport_active)
8072 R_TimeReport("viewsetup");
8074 R_ResetViewRendering3D();
8076 if (r_refdef.view.clear || r_refdef.fogenabled)
8078 R_ClearScreen(r_refdef.fogenabled);
8079 if (r_timereport_active)
8080 R_TimeReport("viewclear");
8082 r_refdef.view.clear = true;
8084 // this produces a bloom texture to be used in R_BlendView() later
8085 if (r_hdr.integer && r_bloomstate.bloomwidth)
8087 R_HDR_RenderBloomTexture();
8088 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8089 r_textureframe++; // used only by R_GetCurrentTexture
8092 r_refdef.view.showdebug = true;
8095 if (r_timereport_active)
8096 R_TimeReport("visibility");
8098 r_waterstate.numwaterplanes = 0;
8099 if (r_waterstate.enabled)
8100 R_RenderWaterPlanes();
8103 r_waterstate.numwaterplanes = 0;
8106 if (r_timereport_active)
8107 R_TimeReport("blendview");
8109 GL_Scissor(0, 0, vid.width, vid.height);
8110 GL_ScissorTest(false);
8114 void R_RenderWaterPlanes(void)
8116 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8118 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8119 if (r_timereport_active)
8120 R_TimeReport("waterworld");
8123 // don't let sound skip if going slow
8124 if (r_refdef.scene.extraupdate)
8127 R_DrawModelsAddWaterPlanes();
8128 if (r_timereport_active)
8129 R_TimeReport("watermodels");
8131 if (r_waterstate.numwaterplanes)
8133 R_Water_ProcessPlanes();
8134 if (r_timereport_active)
8135 R_TimeReport("waterscenes");
8139 extern void R_DrawLightningBeams (void);
8140 extern void VM_CL_AddPolygonsToMeshQueue (void);
8141 extern void R_DrawPortals (void);
8142 extern cvar_t cl_locs_show;
8143 static void R_DrawLocs(void);
8144 static void R_DrawEntityBBoxes(void);
8145 static void R_DrawModelDecals(void);
8146 extern cvar_t cl_decals_newsystem;
8147 extern qboolean r_shadow_usingdeferredprepass;
8148 void R_RenderScene(void)
8150 r_refdef.stats.renders++;
8154 // don't let sound skip if going slow
8155 if (r_refdef.scene.extraupdate)
8158 R_MeshQueue_BeginScene();
8162 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);
8164 if (cl.csqc_vidvars.drawworld)
8166 // don't let sound skip if going slow
8167 if (r_refdef.scene.extraupdate)
8170 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8172 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8173 if (r_timereport_active)
8174 R_TimeReport("worldsky");
8177 if (R_DrawBrushModelsSky() && r_timereport_active)
8178 R_TimeReport("bmodelsky");
8180 if (skyrendermasked && skyrenderlater)
8182 // we have to force off the water clipping plane while rendering sky
8183 qboolean save = r_refdef.view.showdebug;
8185 r_refdef.view.showdebug = false;
8187 r_refdef.view.showdebug = save;
8189 if (r_timereport_active)
8190 R_TimeReport("sky");
8194 R_AnimCache_CacheVisibleEntities();
8195 if (r_timereport_active)
8196 R_TimeReport("animation");
8198 R_Shadow_PrepareLights();
8199 if (r_timereport_active)
8200 R_TimeReport("preparelights");
8202 if (r_shadow_usingdeferredprepass)
8203 R_Shadow_DrawPrepass();
8205 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8207 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8208 if (r_timereport_active)
8209 R_TimeReport("worlddepth");
8211 if (r_depthfirst.integer >= 2)
8213 R_DrawModelsDepth();
8214 if (r_timereport_active)
8215 R_TimeReport("modeldepth");
8218 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8220 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8221 if (r_timereport_active)
8222 R_TimeReport("world");
8225 // don't let sound skip if going slow
8226 if (r_refdef.scene.extraupdate)
8230 if (r_timereport_active)
8231 R_TimeReport("models");
8233 // don't let sound skip if going slow
8234 if (r_refdef.scene.extraupdate)
8237 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8239 R_DrawModelShadows();
8240 R_ResetViewRendering3D();
8241 // don't let sound skip if going slow
8242 if (r_refdef.scene.extraupdate)
8246 if (!r_shadow_usingdeferredprepass)
8248 R_Shadow_DrawLights();
8249 if (r_timereport_active)
8250 R_TimeReport("rtlights");
8253 // don't let sound skip if going slow
8254 if (r_refdef.scene.extraupdate)
8257 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8259 R_DrawModelShadows();
8260 R_ResetViewRendering3D();
8261 // don't let sound skip if going slow
8262 if (r_refdef.scene.extraupdate)
8266 if (cl.csqc_vidvars.drawworld)
8268 if (cl_decals_newsystem.integer)
8270 R_DrawModelDecals();
8271 if (r_timereport_active)
8272 R_TimeReport("modeldecals");
8277 if (r_timereport_active)
8278 R_TimeReport("decals");
8282 if (r_timereport_active)
8283 R_TimeReport("particles");
8286 if (r_timereport_active)
8287 R_TimeReport("explosions");
8289 R_DrawLightningBeams();
8290 if (r_timereport_active)
8291 R_TimeReport("lightning");
8294 VM_CL_AddPolygonsToMeshQueue();
8296 if (r_refdef.view.showdebug)
8298 if (cl_locs_show.integer)
8301 if (r_timereport_active)
8302 R_TimeReport("showlocs");
8305 if (r_drawportals.integer)
8308 if (r_timereport_active)
8309 R_TimeReport("portals");
8312 if (r_showbboxes.value > 0)
8314 R_DrawEntityBBoxes();
8315 if (r_timereport_active)
8316 R_TimeReport("bboxes");
8320 R_MeshQueue_RenderTransparent();
8321 if (r_timereport_active)
8322 R_TimeReport("drawtrans");
8324 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))
8326 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8327 if (r_timereport_active)
8328 R_TimeReport("worlddebug");
8329 R_DrawModelsDebug();
8330 if (r_timereport_active)
8331 R_TimeReport("modeldebug");
8334 if (cl.csqc_vidvars.drawworld)
8336 R_Shadow_DrawCoronas();
8337 if (r_timereport_active)
8338 R_TimeReport("coronas");
8341 // don't let sound skip if going slow
8342 if (r_refdef.scene.extraupdate)
8345 R_ResetViewRendering2D();
8348 static const unsigned short bboxelements[36] =
8358 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8361 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8363 RSurf_ActiveWorldEntity();
8365 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8366 GL_DepthMask(false);
8367 GL_DepthRange(0, 1);
8368 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8369 R_Mesh_ResetTextureState();
8371 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8372 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8373 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8374 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8375 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8376 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8377 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8378 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8379 R_FillColors(color4f, 8, cr, cg, cb, ca);
8380 if (r_refdef.fogenabled)
8382 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8384 f1 = RSurf_FogVertex(v);
8386 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8387 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8388 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8391 R_Mesh_VertexPointer(vertex3f, 0, 0);
8392 R_Mesh_ColorPointer(color4f, 0, 0);
8393 R_Mesh_ResetTextureState();
8394 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8395 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8398 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8402 prvm_edict_t *edict;
8403 prvm_prog_t *prog_save = prog;
8405 // this function draws bounding boxes of server entities
8409 GL_CullFace(GL_NONE);
8410 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8414 for (i = 0;i < numsurfaces;i++)
8416 edict = PRVM_EDICT_NUM(surfacelist[i]);
8417 switch ((int)edict->fields.server->solid)
8419 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8420 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8421 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8422 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8423 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8424 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8426 color[3] *= r_showbboxes.value;
8427 color[3] = bound(0, color[3], 1);
8428 GL_DepthTest(!r_showdisabledepthtest.integer);
8429 GL_CullFace(r_refdef.view.cullface_front);
8430 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8436 static void R_DrawEntityBBoxes(void)
8439 prvm_edict_t *edict;
8441 prvm_prog_t *prog_save = prog;
8443 // this function draws bounding boxes of server entities
8449 for (i = 0;i < prog->num_edicts;i++)
8451 edict = PRVM_EDICT_NUM(i);
8452 if (edict->priv.server->free)
8454 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8455 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8457 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8459 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8460 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8466 static const int nomodelelement3i[24] =
8478 static const unsigned short nomodelelement3s[24] =
8490 static const float nomodelvertex3f[6*3] =
8500 static const float nomodelcolor4f[6*4] =
8502 0.0f, 0.0f, 0.5f, 1.0f,
8503 0.0f, 0.0f, 0.5f, 1.0f,
8504 0.0f, 0.5f, 0.0f, 1.0f,
8505 0.0f, 0.5f, 0.0f, 1.0f,
8506 0.5f, 0.0f, 0.0f, 1.0f,
8507 0.5f, 0.0f, 0.0f, 1.0f
8510 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8516 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);
8518 // this is only called once per entity so numsurfaces is always 1, and
8519 // surfacelist is always {0}, so this code does not handle batches
8521 if (rsurface.ent_flags & RENDER_ADDITIVE)
8523 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8524 GL_DepthMask(false);
8526 else if (rsurface.colormod[3] < 1)
8528 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8529 GL_DepthMask(false);
8533 GL_BlendFunc(GL_ONE, GL_ZERO);
8536 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8537 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8538 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8539 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8540 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8541 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8542 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8543 R_Mesh_ColorPointer(color4f, 0, 0);
8544 for (i = 0, c = color4f;i < 6;i++, c += 4)
8546 c[0] *= rsurface.colormod[0];
8547 c[1] *= rsurface.colormod[1];
8548 c[2] *= rsurface.colormod[2];
8549 c[3] *= rsurface.colormod[3];
8551 if (r_refdef.fogenabled)
8553 for (i = 0, c = color4f;i < 6;i++, c += 4)
8555 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8557 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8558 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8559 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8562 R_Mesh_ResetTextureState();
8563 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8566 void R_DrawNoModel(entity_render_t *ent)
8569 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8570 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8571 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8573 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8576 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8578 vec3_t right1, right2, diff, normal;
8580 VectorSubtract (org2, org1, normal);
8582 // calculate 'right' vector for start
8583 VectorSubtract (r_refdef.view.origin, org1, diff);
8584 CrossProduct (normal, diff, right1);
8585 VectorNormalize (right1);
8587 // calculate 'right' vector for end
8588 VectorSubtract (r_refdef.view.origin, org2, diff);
8589 CrossProduct (normal, diff, right2);
8590 VectorNormalize (right2);
8592 vert[ 0] = org1[0] + width * right1[0];
8593 vert[ 1] = org1[1] + width * right1[1];
8594 vert[ 2] = org1[2] + width * right1[2];
8595 vert[ 3] = org1[0] - width * right1[0];
8596 vert[ 4] = org1[1] - width * right1[1];
8597 vert[ 5] = org1[2] - width * right1[2];
8598 vert[ 6] = org2[0] - width * right2[0];
8599 vert[ 7] = org2[1] - width * right2[1];
8600 vert[ 8] = org2[2] - width * right2[2];
8601 vert[ 9] = org2[0] + width * right2[0];
8602 vert[10] = org2[1] + width * right2[1];
8603 vert[11] = org2[2] + width * right2[2];
8606 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)
8608 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8609 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8610 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8611 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8612 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8613 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8614 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8615 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8616 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8617 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8618 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8619 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8622 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8627 VectorSet(v, x, y, z);
8628 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8629 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8631 if (i == mesh->numvertices)
8633 if (mesh->numvertices < mesh->maxvertices)
8635 VectorCopy(v, vertex3f);
8636 mesh->numvertices++;
8638 return mesh->numvertices;
8644 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8648 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8649 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8650 e = mesh->element3i + mesh->numtriangles * 3;
8651 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8653 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8654 if (mesh->numtriangles < mesh->maxtriangles)
8659 mesh->numtriangles++;
8661 element[1] = element[2];
8665 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8669 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8670 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8671 e = mesh->element3i + mesh->numtriangles * 3;
8672 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8674 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8675 if (mesh->numtriangles < mesh->maxtriangles)
8680 mesh->numtriangles++;
8682 element[1] = element[2];
8686 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8687 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8689 int planenum, planenum2;
8692 mplane_t *plane, *plane2;
8694 double temppoints[2][256*3];
8695 // figure out how large a bounding box we need to properly compute this brush
8697 for (w = 0;w < numplanes;w++)
8698 maxdist = max(maxdist, fabs(planes[w].dist));
8699 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8700 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8701 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8705 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8706 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8708 if (planenum2 == planenum)
8710 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);
8713 if (tempnumpoints < 3)
8715 // generate elements forming a triangle fan for this polygon
8716 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8720 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)
8722 texturelayer_t *layer;
8723 layer = t->currentlayers + t->currentnumlayers++;
8725 layer->depthmask = depthmask;
8726 layer->blendfunc1 = blendfunc1;
8727 layer->blendfunc2 = blendfunc2;
8728 layer->texture = texture;
8729 layer->texmatrix = *matrix;
8730 layer->color[0] = r;
8731 layer->color[1] = g;
8732 layer->color[2] = b;
8733 layer->color[3] = a;
8736 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8739 index = parms[2] + r_refdef.scene.time * parms[3];
8740 index -= floor(index);
8744 case Q3WAVEFUNC_NONE:
8745 case Q3WAVEFUNC_NOISE:
8746 case Q3WAVEFUNC_COUNT:
8749 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8750 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8751 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8752 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8753 case Q3WAVEFUNC_TRIANGLE:
8755 f = index - floor(index);
8766 return (float)(parms[0] + parms[1] * f);
8769 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8774 matrix4x4_t matrix, temp;
8775 switch(tcmod->tcmod)
8779 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8780 matrix = r_waterscrollmatrix;
8782 matrix = identitymatrix;
8784 case Q3TCMOD_ENTITYTRANSLATE:
8785 // this is used in Q3 to allow the gamecode to control texcoord
8786 // scrolling on the entity, which is not supported in darkplaces yet.
8787 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8789 case Q3TCMOD_ROTATE:
8790 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8791 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8792 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8795 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8797 case Q3TCMOD_SCROLL:
8798 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8800 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8801 w = (int) tcmod->parms[0];
8802 h = (int) tcmod->parms[1];
8803 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8805 idx = (int) floor(f * w * h);
8806 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8808 case Q3TCMOD_STRETCH:
8809 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8810 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8812 case Q3TCMOD_TRANSFORM:
8813 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8814 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8815 VectorSet(tcmat + 6, 0 , 0 , 1);
8816 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8817 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8819 case Q3TCMOD_TURBULENT:
8820 // this is handled in the RSurf_PrepareVertices function
8821 matrix = identitymatrix;
8825 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8828 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8830 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8831 char name[MAX_QPATH];
8832 skinframe_t *skinframe;
8833 unsigned char pixels[296*194];
8834 strlcpy(cache->name, skinname, sizeof(cache->name));
8835 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8836 if (developer_loading.integer)
8837 Con_Printf("loading %s\n", name);
8838 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8839 if (!skinframe || !skinframe->base)
8842 fs_offset_t filesize;
8844 f = FS_LoadFile(name, tempmempool, true, &filesize);
8847 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8848 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8852 cache->skinframe = skinframe;
8855 texture_t *R_GetCurrentTexture(texture_t *t)
8858 const entity_render_t *ent = rsurface.entity;
8859 dp_model_t *model = ent->model;
8860 q3shaderinfo_layer_tcmod_t *tcmod;
8862 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8863 return t->currentframe;
8864 t->update_lastrenderframe = r_textureframe;
8865 t->update_lastrenderentity = (void *)ent;
8867 // switch to an alternate material if this is a q1bsp animated material
8869 texture_t *texture = t;
8870 int s = rsurface.ent_skinnum;
8871 if ((unsigned int)s >= (unsigned int)model->numskins)
8873 if (model->skinscenes)
8875 if (model->skinscenes[s].framecount > 1)
8876 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8878 s = model->skinscenes[s].firstframe;
8881 t = t + s * model->num_surfaces;
8884 // use an alternate animation if the entity's frame is not 0,
8885 // and only if the texture has an alternate animation
8886 if (rsurface.ent_alttextures && t->anim_total[1])
8887 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8889 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8891 texture->currentframe = t;
8894 // update currentskinframe to be a qw skin or animation frame
8895 if (rsurface.ent_qwskin >= 0)
8897 i = rsurface.ent_qwskin;
8898 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8900 r_qwskincache_size = cl.maxclients;
8902 Mem_Free(r_qwskincache);
8903 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8905 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8906 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8907 t->currentskinframe = r_qwskincache[i].skinframe;
8908 if (t->currentskinframe == NULL)
8909 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8911 else if (t->numskinframes >= 2)
8912 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8913 if (t->backgroundnumskinframes >= 2)
8914 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8916 t->currentmaterialflags = t->basematerialflags;
8917 t->currentalpha = rsurface.colormod[3];
8918 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8919 t->currentalpha *= r_wateralpha.value;
8920 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8921 t->currentalpha *= t->r_water_wateralpha;
8922 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8923 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8924 if (!(rsurface.ent_flags & RENDER_LIGHT))
8925 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8926 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8928 // pick a model lighting mode
8929 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8930 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8932 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8934 if (rsurface.ent_flags & RENDER_ADDITIVE)
8935 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8936 else if (t->currentalpha < 1)
8937 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8938 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8939 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8940 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8941 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8942 if (t->backgroundnumskinframes)
8943 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8944 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8946 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8947 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8950 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8951 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8952 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8954 // there is no tcmod
8955 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8957 t->currenttexmatrix = r_waterscrollmatrix;
8958 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8960 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8962 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8963 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8966 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8967 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8968 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8969 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8971 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8972 if (t->currentskinframe->qpixels)
8973 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8974 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8975 if (!t->basetexture)
8976 t->basetexture = r_texture_notexture;
8977 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8978 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8979 t->nmaptexture = t->currentskinframe->nmap;
8980 if (!t->nmaptexture)
8981 t->nmaptexture = r_texture_blanknormalmap;
8982 t->glosstexture = r_texture_black;
8983 t->glowtexture = t->currentskinframe->glow;
8984 t->fogtexture = t->currentskinframe->fog;
8985 t->reflectmasktexture = t->currentskinframe->reflect;
8986 if (t->backgroundnumskinframes)
8988 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8989 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8990 t->backgroundglosstexture = r_texture_black;
8991 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8992 if (!t->backgroundnmaptexture)
8993 t->backgroundnmaptexture = r_texture_blanknormalmap;
8997 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8998 t->backgroundnmaptexture = r_texture_blanknormalmap;
8999 t->backgroundglosstexture = r_texture_black;
9000 t->backgroundglowtexture = NULL;
9002 t->specularpower = r_shadow_glossexponent.value;
9003 // TODO: store reference values for these in the texture?
9004 t->specularscale = 0;
9005 if (r_shadow_gloss.integer > 0)
9007 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9009 if (r_shadow_glossintensity.value > 0)
9011 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9012 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9013 t->specularscale = r_shadow_glossintensity.value;
9016 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9018 t->glosstexture = r_texture_white;
9019 t->backgroundglosstexture = r_texture_white;
9020 t->specularscale = r_shadow_gloss2intensity.value;
9021 t->specularpower = r_shadow_gloss2exponent.value;
9024 t->specularscale *= t->specularscalemod;
9025 t->specularpower *= t->specularpowermod;
9027 // lightmaps mode looks bad with dlights using actual texturing, so turn
9028 // off the colormap and glossmap, but leave the normalmap on as it still
9029 // accurately represents the shading involved
9030 if (gl_lightmaps.integer)
9032 t->basetexture = r_texture_grey128;
9033 t->pantstexture = r_texture_black;
9034 t->shirttexture = r_texture_black;
9035 t->nmaptexture = r_texture_blanknormalmap;
9036 t->glosstexture = r_texture_black;
9037 t->glowtexture = NULL;
9038 t->fogtexture = NULL;
9039 t->reflectmasktexture = NULL;
9040 t->backgroundbasetexture = NULL;
9041 t->backgroundnmaptexture = r_texture_blanknormalmap;
9042 t->backgroundglosstexture = r_texture_black;
9043 t->backgroundglowtexture = NULL;
9044 t->specularscale = 0;
9045 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9048 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9049 VectorClear(t->dlightcolor);
9050 t->currentnumlayers = 0;
9051 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9053 int blendfunc1, blendfunc2;
9055 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9057 blendfunc1 = GL_SRC_ALPHA;
9058 blendfunc2 = GL_ONE;
9060 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9062 blendfunc1 = GL_SRC_ALPHA;
9063 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9065 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9067 blendfunc1 = t->customblendfunc[0];
9068 blendfunc2 = t->customblendfunc[1];
9072 blendfunc1 = GL_ONE;
9073 blendfunc2 = GL_ZERO;
9075 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9076 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9078 // fullbright is not affected by r_refdef.lightmapintensity
9079 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]);
9080 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9081 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]);
9082 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9083 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]);
9087 vec3_t ambientcolor;
9089 // set the color tint used for lights affecting this surface
9090 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9092 // q3bsp has no lightmap updates, so the lightstylevalue that
9093 // would normally be baked into the lightmap must be
9094 // applied to the color
9095 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9096 if (model->type == mod_brushq3)
9097 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9098 colorscale *= r_refdef.lightmapintensity;
9099 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9100 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9101 // basic lit geometry
9102 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]);
9103 // add pants/shirt if needed
9104 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9105 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]);
9106 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9107 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]);
9108 // now add ambient passes if needed
9109 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9111 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]);
9112 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9113 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]);
9114 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9115 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]);
9118 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9119 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]);
9120 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9122 // if this is opaque use alpha blend which will darken the earlier
9125 // if this is an alpha blended material, all the earlier passes
9126 // were darkened by fog already, so we only need to add the fog
9127 // color ontop through the fog mask texture
9129 // if this is an additive blended material, all the earlier passes
9130 // were darkened by fog already, and we should not add fog color
9131 // (because the background was not darkened, there is no fog color
9132 // that was lost behind it).
9133 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]);
9137 return t->currentframe;
9140 rsurfacestate_t rsurface;
9142 void R_Mesh_ResizeArrays(int newvertices)
9145 if (rsurface.array_size >= newvertices)
9147 if (rsurface.array_modelvertex3f)
9148 Mem_Free(rsurface.array_modelvertex3f);
9149 rsurface.array_size = (newvertices + 1023) & ~1023;
9150 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9151 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9152 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9153 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9154 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9155 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9156 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9157 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9158 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9159 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9160 rsurface.array_color4f = base + rsurface.array_size * 27;
9161 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9164 void RSurf_ActiveWorldEntity(void)
9166 dp_model_t *model = r_refdef.scene.worldmodel;
9167 //if (rsurface.entity == r_refdef.scene.worldentity)
9169 rsurface.entity = r_refdef.scene.worldentity;
9170 rsurface.skeleton = NULL;
9171 rsurface.ent_skinnum = 0;
9172 rsurface.ent_qwskin = -1;
9173 rsurface.ent_shadertime = 0;
9174 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9175 if (rsurface.array_size < model->surfmesh.num_vertices)
9176 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9177 rsurface.matrix = identitymatrix;
9178 rsurface.inversematrix = identitymatrix;
9179 rsurface.matrixscale = 1;
9180 rsurface.inversematrixscale = 1;
9181 R_EntityMatrix(&identitymatrix);
9182 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9183 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9184 rsurface.fograngerecip = r_refdef.fograngerecip;
9185 rsurface.fogheightfade = r_refdef.fogheightfade;
9186 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9187 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9188 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9189 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9190 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9191 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9192 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9193 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9194 rsurface.colormod[3] = 1;
9195 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);
9196 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9197 rsurface.frameblend[0].lerp = 1;
9198 rsurface.ent_alttextures = false;
9199 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9200 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9201 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9202 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9203 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9204 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9205 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9206 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9207 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9208 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9209 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9210 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9211 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9212 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9213 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9214 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9215 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9216 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9217 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9218 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9219 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9220 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9221 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9222 rsurface.modelelement3i = model->surfmesh.data_element3i;
9223 rsurface.modelelement3s = model->surfmesh.data_element3s;
9224 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9225 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9226 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9227 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9228 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9229 rsurface.modelsurfaces = model->data_surfaces;
9230 rsurface.generatedvertex = false;
9231 rsurface.vertex3f = rsurface.modelvertex3f;
9232 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9233 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9234 rsurface.svector3f = rsurface.modelsvector3f;
9235 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9236 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9237 rsurface.tvector3f = rsurface.modeltvector3f;
9238 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9239 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9240 rsurface.normal3f = rsurface.modelnormal3f;
9241 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9242 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9243 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9246 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9248 dp_model_t *model = ent->model;
9249 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9251 rsurface.entity = (entity_render_t *)ent;
9252 rsurface.skeleton = ent->skeleton;
9253 rsurface.ent_skinnum = ent->skinnum;
9254 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;
9255 rsurface.ent_shadertime = ent->shadertime;
9256 rsurface.ent_flags = ent->flags;
9257 if (rsurface.array_size < model->surfmesh.num_vertices)
9258 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9259 rsurface.matrix = ent->matrix;
9260 rsurface.inversematrix = ent->inversematrix;
9261 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9262 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9263 R_EntityMatrix(&rsurface.matrix);
9264 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9265 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9266 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9267 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9268 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9269 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9270 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9271 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9272 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9273 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9274 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9275 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9276 rsurface.colormod[3] = ent->alpha;
9277 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9278 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9279 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9280 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9281 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9282 if (ent->model->brush.submodel && !prepass)
9284 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9285 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9287 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9289 if (ent->animcache_vertex3f && !r_framedata_failed)
9291 rsurface.modelvertex3f = ent->animcache_vertex3f;
9292 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9293 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9294 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9296 else if (wanttangents)
9298 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9299 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9300 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9301 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9302 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9304 else if (wantnormals)
9306 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9307 rsurface.modelsvector3f = NULL;
9308 rsurface.modeltvector3f = NULL;
9309 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9310 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9314 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9315 rsurface.modelsvector3f = NULL;
9316 rsurface.modeltvector3f = NULL;
9317 rsurface.modelnormal3f = NULL;
9318 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9320 rsurface.modelvertex3f_bufferobject = 0;
9321 rsurface.modelvertex3f_bufferoffset = 0;
9322 rsurface.modelsvector3f_bufferobject = 0;
9323 rsurface.modelsvector3f_bufferoffset = 0;
9324 rsurface.modeltvector3f_bufferobject = 0;
9325 rsurface.modeltvector3f_bufferoffset = 0;
9326 rsurface.modelnormal3f_bufferobject = 0;
9327 rsurface.modelnormal3f_bufferoffset = 0;
9328 rsurface.generatedvertex = true;
9332 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9333 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9334 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9335 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9336 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9337 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9338 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9339 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9340 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9341 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9342 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9343 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9344 rsurface.generatedvertex = false;
9346 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9347 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9348 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9349 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9350 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9351 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9352 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9353 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9354 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9355 rsurface.modelelement3i = model->surfmesh.data_element3i;
9356 rsurface.modelelement3s = model->surfmesh.data_element3s;
9357 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9358 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9359 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9360 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9361 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9362 rsurface.modelsurfaces = model->data_surfaces;
9363 rsurface.vertex3f = rsurface.modelvertex3f;
9364 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9365 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9366 rsurface.svector3f = rsurface.modelsvector3f;
9367 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9368 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9369 rsurface.tvector3f = rsurface.modeltvector3f;
9370 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9371 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9372 rsurface.normal3f = rsurface.modelnormal3f;
9373 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9374 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9375 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9378 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)
9380 rsurface.entity = r_refdef.scene.worldentity;
9381 rsurface.skeleton = NULL;
9382 rsurface.ent_skinnum = 0;
9383 rsurface.ent_qwskin = -1;
9384 rsurface.ent_shadertime = shadertime;
9385 rsurface.ent_flags = entflags;
9386 rsurface.modelnum_vertices = numvertices;
9387 rsurface.modelnum_triangles = numtriangles;
9388 if (rsurface.array_size < rsurface.modelnum_vertices)
9389 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9390 rsurface.matrix = *matrix;
9391 rsurface.inversematrix = *inversematrix;
9392 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9393 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9394 R_EntityMatrix(&rsurface.matrix);
9395 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9396 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9397 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9398 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9399 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9400 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9401 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9402 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9403 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9404 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9405 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9406 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9407 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);
9408 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9409 rsurface.frameblend[0].lerp = 1;
9410 rsurface.ent_alttextures = false;
9411 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9412 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9415 rsurface.modelvertex3f = vertex3f;
9416 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9417 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9418 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9420 else if (wantnormals)
9422 rsurface.modelvertex3f = vertex3f;
9423 rsurface.modelsvector3f = NULL;
9424 rsurface.modeltvector3f = NULL;
9425 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9429 rsurface.modelvertex3f = vertex3f;
9430 rsurface.modelsvector3f = NULL;
9431 rsurface.modeltvector3f = NULL;
9432 rsurface.modelnormal3f = NULL;
9434 rsurface.modelvertex3f_bufferobject = 0;
9435 rsurface.modelvertex3f_bufferoffset = 0;
9436 rsurface.modelsvector3f_bufferobject = 0;
9437 rsurface.modelsvector3f_bufferoffset = 0;
9438 rsurface.modeltvector3f_bufferobject = 0;
9439 rsurface.modeltvector3f_bufferoffset = 0;
9440 rsurface.modelnormal3f_bufferobject = 0;
9441 rsurface.modelnormal3f_bufferoffset = 0;
9442 rsurface.generatedvertex = true;
9443 rsurface.modellightmapcolor4f = color4f;
9444 rsurface.modellightmapcolor4f_bufferobject = 0;
9445 rsurface.modellightmapcolor4f_bufferoffset = 0;
9446 rsurface.modeltexcoordtexture2f = texcoord2f;
9447 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9448 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9449 rsurface.modeltexcoordlightmap2f = NULL;
9450 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9451 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9452 rsurface.modelelement3i = element3i;
9453 rsurface.modelelement3s = element3s;
9454 rsurface.modelelement3i_bufferobject = 0;
9455 rsurface.modelelement3s_bufferobject = 0;
9456 rsurface.modellightmapoffsets = NULL;
9457 rsurface.modelsurfaces = NULL;
9458 rsurface.vertex3f = rsurface.modelvertex3f;
9459 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9460 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9461 rsurface.svector3f = rsurface.modelsvector3f;
9462 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9463 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9464 rsurface.tvector3f = rsurface.modeltvector3f;
9465 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9466 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9467 rsurface.normal3f = rsurface.modelnormal3f;
9468 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9469 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9470 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9472 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9474 if ((wantnormals || wanttangents) && !normal3f)
9475 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9476 if (wanttangents && !svector3f)
9477 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);
9481 float RSurf_FogPoint(const float *v)
9483 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9484 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9485 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9486 float FogHeightFade = r_refdef.fogheightfade;
9488 unsigned int fogmasktableindex;
9489 if (r_refdef.fogplaneviewabove)
9490 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9492 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9493 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9494 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9497 float RSurf_FogVertex(const float *v)
9499 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9500 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9501 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9502 float FogHeightFade = rsurface.fogheightfade;
9504 unsigned int fogmasktableindex;
9505 if (r_refdef.fogplaneviewabove)
9506 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9508 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9509 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9510 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9513 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9514 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9517 int texturesurfaceindex;
9522 const float *v1, *in_tc;
9524 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9526 q3shaderinfo_deform_t *deform;
9527 // 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
9528 if (rsurface.generatedvertex)
9530 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9531 generatenormals = true;
9532 for (i = 0;i < Q3MAXDEFORMS;i++)
9534 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9536 generatetangents = true;
9537 generatenormals = true;
9539 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9540 generatenormals = true;
9542 if (generatenormals && !rsurface.modelnormal3f)
9544 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9545 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9546 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9547 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9549 if (generatetangents && !rsurface.modelsvector3f)
9551 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9552 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9553 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9554 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9555 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9556 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9557 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);
9560 rsurface.vertex3f = rsurface.modelvertex3f;
9561 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9562 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9563 rsurface.svector3f = rsurface.modelsvector3f;
9564 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9565 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9566 rsurface.tvector3f = rsurface.modeltvector3f;
9567 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9568 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9569 rsurface.normal3f = rsurface.modelnormal3f;
9570 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9571 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9572 // if vertices are deformed (sprite flares and things in maps, possibly
9573 // water waves, bulges and other deformations), generate them into
9574 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9575 // (may be static model data or generated data for an animated model, or
9576 // the previous deform pass)
9577 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9579 switch (deform->deform)
9582 case Q3DEFORM_PROJECTIONSHADOW:
9583 case Q3DEFORM_TEXT0:
9584 case Q3DEFORM_TEXT1:
9585 case Q3DEFORM_TEXT2:
9586 case Q3DEFORM_TEXT3:
9587 case Q3DEFORM_TEXT4:
9588 case Q3DEFORM_TEXT5:
9589 case Q3DEFORM_TEXT6:
9590 case Q3DEFORM_TEXT7:
9593 case Q3DEFORM_AUTOSPRITE:
9594 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9595 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9596 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9597 VectorNormalize(newforward);
9598 VectorNormalize(newright);
9599 VectorNormalize(newup);
9600 // make deformed versions of only the model vertices used by the specified surfaces
9601 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9603 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9604 // a single autosprite surface can contain multiple sprites...
9605 for (j = 0;j < surface->num_vertices - 3;j += 4)
9607 VectorClear(center);
9608 for (i = 0;i < 4;i++)
9609 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9610 VectorScale(center, 0.25f, center);
9611 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9612 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9613 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9614 for (i = 0;i < 4;i++)
9616 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9617 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9620 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);
9621 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);
9623 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9624 rsurface.vertex3f_bufferobject = 0;
9625 rsurface.vertex3f_bufferoffset = 0;
9626 rsurface.svector3f = rsurface.array_deformedsvector3f;
9627 rsurface.svector3f_bufferobject = 0;
9628 rsurface.svector3f_bufferoffset = 0;
9629 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9630 rsurface.tvector3f_bufferobject = 0;
9631 rsurface.tvector3f_bufferoffset = 0;
9632 rsurface.normal3f = rsurface.array_deformednormal3f;
9633 rsurface.normal3f_bufferobject = 0;
9634 rsurface.normal3f_bufferoffset = 0;
9636 case Q3DEFORM_AUTOSPRITE2:
9637 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9638 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9639 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9640 VectorNormalize(newforward);
9641 VectorNormalize(newright);
9642 VectorNormalize(newup);
9643 // make deformed versions of only the model vertices used by the specified surfaces
9644 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9646 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9647 const float *v1, *v2;
9657 memset(shortest, 0, sizeof(shortest));
9658 // a single autosprite surface can contain multiple sprites...
9659 for (j = 0;j < surface->num_vertices - 3;j += 4)
9661 VectorClear(center);
9662 for (i = 0;i < 4;i++)
9663 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9664 VectorScale(center, 0.25f, center);
9665 // find the two shortest edges, then use them to define the
9666 // axis vectors for rotating around the central axis
9667 for (i = 0;i < 6;i++)
9669 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9670 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9672 Debug_PolygonBegin(NULL, 0);
9673 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9674 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);
9675 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9678 l = VectorDistance2(v1, v2);
9679 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9681 l += (1.0f / 1024.0f);
9682 if (shortest[0].length2 > l || i == 0)
9684 shortest[1] = shortest[0];
9685 shortest[0].length2 = l;
9686 shortest[0].v1 = v1;
9687 shortest[0].v2 = v2;
9689 else if (shortest[1].length2 > l || i == 1)
9691 shortest[1].length2 = l;
9692 shortest[1].v1 = v1;
9693 shortest[1].v2 = v2;
9696 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9697 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9699 Debug_PolygonBegin(NULL, 0);
9700 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9701 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);
9702 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9705 // this calculates the right vector from the shortest edge
9706 // and the up vector from the edge midpoints
9707 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9708 VectorNormalize(right);
9709 VectorSubtract(end, start, up);
9710 VectorNormalize(up);
9711 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9712 VectorSubtract(rsurface.localvieworigin, center, forward);
9713 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9714 VectorNegate(forward, forward);
9715 VectorReflect(forward, 0, up, forward);
9716 VectorNormalize(forward);
9717 CrossProduct(up, forward, newright);
9718 VectorNormalize(newright);
9720 Debug_PolygonBegin(NULL, 0);
9721 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);
9722 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9723 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9727 Debug_PolygonBegin(NULL, 0);
9728 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9729 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9730 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9733 // rotate the quad around the up axis vector, this is made
9734 // especially easy by the fact we know the quad is flat,
9735 // so we only have to subtract the center position and
9736 // measure distance along the right vector, and then
9737 // multiply that by the newright vector and add back the
9739 // we also need to subtract the old position to undo the
9740 // displacement from the center, which we do with a
9741 // DotProduct, the subtraction/addition of center is also
9742 // optimized into DotProducts here
9743 l = DotProduct(right, center);
9744 for (i = 0;i < 4;i++)
9746 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9747 f = DotProduct(right, v1) - l;
9748 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9751 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);
9752 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);
9754 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9755 rsurface.vertex3f_bufferobject = 0;
9756 rsurface.vertex3f_bufferoffset = 0;
9757 rsurface.svector3f = rsurface.array_deformedsvector3f;
9758 rsurface.svector3f_bufferobject = 0;
9759 rsurface.svector3f_bufferoffset = 0;
9760 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9761 rsurface.tvector3f_bufferobject = 0;
9762 rsurface.tvector3f_bufferoffset = 0;
9763 rsurface.normal3f = rsurface.array_deformednormal3f;
9764 rsurface.normal3f_bufferobject = 0;
9765 rsurface.normal3f_bufferoffset = 0;
9767 case Q3DEFORM_NORMAL:
9768 // deform the normals to make reflections wavey
9769 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9771 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9772 for (j = 0;j < surface->num_vertices;j++)
9775 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9776 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9777 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9778 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9779 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9780 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9781 VectorNormalize(normal);
9783 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);
9785 rsurface.svector3f = rsurface.array_deformedsvector3f;
9786 rsurface.svector3f_bufferobject = 0;
9787 rsurface.svector3f_bufferoffset = 0;
9788 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9789 rsurface.tvector3f_bufferobject = 0;
9790 rsurface.tvector3f_bufferoffset = 0;
9791 rsurface.normal3f = rsurface.array_deformednormal3f;
9792 rsurface.normal3f_bufferobject = 0;
9793 rsurface.normal3f_bufferoffset = 0;
9796 // deform vertex array to make wavey water and flags and such
9797 waveparms[0] = deform->waveparms[0];
9798 waveparms[1] = deform->waveparms[1];
9799 waveparms[2] = deform->waveparms[2];
9800 waveparms[3] = deform->waveparms[3];
9801 // this is how a divisor of vertex influence on deformation
9802 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9803 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9804 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9806 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9807 for (j = 0;j < surface->num_vertices;j++)
9809 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9810 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9811 // if the wavefunc depends on time, evaluate it per-vertex
9814 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9815 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9817 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9820 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9821 rsurface.vertex3f_bufferobject = 0;
9822 rsurface.vertex3f_bufferoffset = 0;
9824 case Q3DEFORM_BULGE:
9825 // deform vertex array to make the surface have moving bulges
9826 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9828 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9829 for (j = 0;j < surface->num_vertices;j++)
9831 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9832 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9835 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9836 rsurface.vertex3f_bufferobject = 0;
9837 rsurface.vertex3f_bufferoffset = 0;
9840 // deform vertex array
9841 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9842 VectorScale(deform->parms, scale, waveparms);
9843 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9845 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9846 for (j = 0;j < surface->num_vertices;j++)
9847 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9849 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9850 rsurface.vertex3f_bufferobject = 0;
9851 rsurface.vertex3f_bufferoffset = 0;
9855 // generate texcoords based on the chosen texcoord source
9856 switch(rsurface.texture->tcgen.tcgen)
9859 case Q3TCGEN_TEXTURE:
9860 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9861 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9862 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9864 case Q3TCGEN_LIGHTMAP:
9865 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9866 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9867 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9869 case Q3TCGEN_VECTOR:
9870 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9872 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9873 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)
9875 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9876 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9879 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9880 rsurface.texcoordtexture2f_bufferobject = 0;
9881 rsurface.texcoordtexture2f_bufferoffset = 0;
9883 case Q3TCGEN_ENVIRONMENT:
9884 // make environment reflections using a spheremap
9885 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9887 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9888 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9889 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9890 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9891 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9893 // identical to Q3A's method, but executed in worldspace so
9894 // carried models can be shiny too
9896 float viewer[3], d, reflected[3], worldreflected[3];
9898 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9899 // VectorNormalize(viewer);
9901 d = DotProduct(normal, viewer);
9903 reflected[0] = normal[0]*2*d - viewer[0];
9904 reflected[1] = normal[1]*2*d - viewer[1];
9905 reflected[2] = normal[2]*2*d - viewer[2];
9906 // note: this is proportinal to viewer, so we can normalize later
9908 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9909 VectorNormalize(worldreflected);
9911 // note: this sphere map only uses world x and z!
9912 // so positive and negative y will LOOK THE SAME.
9913 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9914 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9917 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9918 rsurface.texcoordtexture2f_bufferobject = 0;
9919 rsurface.texcoordtexture2f_bufferoffset = 0;
9922 // the only tcmod that needs software vertex processing is turbulent, so
9923 // check for it here and apply the changes if needed
9924 // and we only support that as the first one
9925 // (handling a mixture of turbulent and other tcmods would be problematic
9926 // without punting it entirely to a software path)
9927 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9929 amplitude = rsurface.texture->tcmods[0].parms[1];
9930 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9931 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9933 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9934 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)
9936 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9937 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9940 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9941 rsurface.texcoordtexture2f_bufferobject = 0;
9942 rsurface.texcoordtexture2f_bufferoffset = 0;
9944 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9945 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9946 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9947 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9950 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9953 const msurface_t *surface = texturesurfacelist[0];
9954 const msurface_t *surface2;
9959 // TODO: lock all array ranges before render, rather than on each surface
9960 if (texturenumsurfaces == 1)
9961 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);
9962 else if (r_batchmode.integer == 2)
9964 #define MAXBATCHTRIANGLES 4096
9965 int batchtriangles = 0;
9966 static int batchelements[MAXBATCHTRIANGLES*3];
9967 for (i = 0;i < texturenumsurfaces;i = j)
9969 surface = texturesurfacelist[i];
9971 if (surface->num_triangles > MAXBATCHTRIANGLES)
9973 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);
9976 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9977 batchtriangles = surface->num_triangles;
9978 firstvertex = surface->num_firstvertex;
9979 endvertex = surface->num_firstvertex + surface->num_vertices;
9980 for (;j < texturenumsurfaces;j++)
9982 surface2 = texturesurfacelist[j];
9983 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9985 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9986 batchtriangles += surface2->num_triangles;
9987 firstvertex = min(firstvertex, surface2->num_firstvertex);
9988 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9990 surface2 = texturesurfacelist[j-1];
9991 numvertices = endvertex - firstvertex;
9992 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9995 else if (r_batchmode.integer == 1)
9997 for (i = 0;i < texturenumsurfaces;i = j)
9999 surface = texturesurfacelist[i];
10000 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10001 if (texturesurfacelist[j] != surface2)
10003 surface2 = texturesurfacelist[j-1];
10004 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10005 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10006 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10011 for (i = 0;i < texturenumsurfaces;i++)
10013 surface = texturesurfacelist[i];
10014 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);
10019 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10021 switch(vid.renderpath)
10023 case RENDERPATH_CGGL:
10025 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10026 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10029 case RENDERPATH_GL20:
10030 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10031 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10033 case RENDERPATH_GL13:
10034 case RENDERPATH_GL11:
10035 R_Mesh_TexBind(0, surface->lightmaptexture);
10040 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10042 // pick the closest matching water plane and bind textures
10043 int planeindex, vertexindex;
10047 r_waterstate_waterplane_t *p, *bestp;
10050 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10053 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10055 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10056 d += fabs(PlaneDiff(vert, &p->plane));
10058 if (bestd > d || !bestp)
10064 switch(vid.renderpath)
10066 case RENDERPATH_CGGL:
10068 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10069 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10072 case RENDERPATH_GL20:
10073 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10074 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10076 case RENDERPATH_GL13:
10077 case RENDERPATH_GL11:
10082 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10085 const msurface_t *surface;
10086 if (r_waterstate.renderingscene)
10088 for (i = 0;i < texturenumsurfaces;i++)
10090 surface = texturesurfacelist[i];
10091 RSurf_BindLightmapForSurface(surface);
10092 RSurf_BindReflectionForSurface(surface);
10093 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);
10097 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10101 const msurface_t *surface = texturesurfacelist[0];
10102 const msurface_t *surface2;
10107 if (texturenumsurfaces == 1)
10109 RSurf_BindLightmapForSurface(surface);
10110 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);
10112 else if (r_batchmode.integer == 2)
10114 #define MAXBATCHTRIANGLES 4096
10115 int batchtriangles = 0;
10116 static int batchelements[MAXBATCHTRIANGLES*3];
10117 for (i = 0;i < texturenumsurfaces;i = j)
10119 surface = texturesurfacelist[i];
10120 RSurf_BindLightmapForSurface(surface);
10122 if (surface->num_triangles > MAXBATCHTRIANGLES)
10124 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);
10127 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10128 batchtriangles = surface->num_triangles;
10129 firstvertex = surface->num_firstvertex;
10130 endvertex = surface->num_firstvertex + surface->num_vertices;
10131 for (;j < texturenumsurfaces;j++)
10133 surface2 = texturesurfacelist[j];
10134 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10136 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10137 batchtriangles += surface2->num_triangles;
10138 firstvertex = min(firstvertex, surface2->num_firstvertex);
10139 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10141 surface2 = texturesurfacelist[j-1];
10142 numvertices = endvertex - firstvertex;
10143 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10146 else if (r_batchmode.integer == 1)
10149 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10150 for (i = 0;i < texturenumsurfaces;i = j)
10152 surface = texturesurfacelist[i];
10153 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10154 if (texturesurfacelist[j] != surface2)
10156 Con_Printf(" %i", j - i);
10159 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10161 for (i = 0;i < texturenumsurfaces;i = j)
10163 surface = texturesurfacelist[i];
10164 RSurf_BindLightmapForSurface(surface);
10165 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10166 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10169 Con_Printf(" %i", j - i);
10171 surface2 = texturesurfacelist[j-1];
10172 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10173 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10174 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10182 for (i = 0;i < texturenumsurfaces;i++)
10184 surface = texturesurfacelist[i];
10185 RSurf_BindLightmapForSurface(surface);
10186 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);
10191 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10194 int texturesurfaceindex;
10195 if (r_showsurfaces.integer == 2)
10197 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10199 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10200 for (j = 0;j < surface->num_triangles;j++)
10202 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10203 GL_Color(f, f, f, 1);
10204 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10210 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10212 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10213 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10214 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);
10215 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);
10220 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10222 int texturesurfaceindex;
10226 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10228 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10229 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)
10237 rsurface.lightmapcolor4f = rsurface.array_color4f;
10238 rsurface.lightmapcolor4f_bufferobject = 0;
10239 rsurface.lightmapcolor4f_bufferoffset = 0;
10242 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10244 int texturesurfaceindex;
10250 if (rsurface.lightmapcolor4f)
10252 // generate color arrays for the surfaces in this list
10253 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10255 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10256 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)
10258 f = RSurf_FogVertex(v);
10268 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10270 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10271 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)
10273 f = RSurf_FogVertex(v);
10281 rsurface.lightmapcolor4f = rsurface.array_color4f;
10282 rsurface.lightmapcolor4f_bufferobject = 0;
10283 rsurface.lightmapcolor4f_bufferoffset = 0;
10286 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10288 int texturesurfaceindex;
10294 if (!rsurface.lightmapcolor4f)
10296 // generate color arrays for the surfaces in this list
10297 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10299 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10300 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)
10302 f = RSurf_FogVertex(v);
10303 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10304 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10305 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10309 rsurface.lightmapcolor4f = rsurface.array_color4f;
10310 rsurface.lightmapcolor4f_bufferobject = 0;
10311 rsurface.lightmapcolor4f_bufferoffset = 0;
10314 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10316 int texturesurfaceindex;
10320 if (!rsurface.lightmapcolor4f)
10322 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10324 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10325 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)
10333 rsurface.lightmapcolor4f = rsurface.array_color4f;
10334 rsurface.lightmapcolor4f_bufferobject = 0;
10335 rsurface.lightmapcolor4f_bufferoffset = 0;
10338 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10340 int texturesurfaceindex;
10344 if (!rsurface.lightmapcolor4f)
10346 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10348 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10349 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)
10351 c2[0] = c[0] + r_refdef.scene.ambient;
10352 c2[1] = c[1] + r_refdef.scene.ambient;
10353 c2[2] = c[2] + r_refdef.scene.ambient;
10357 rsurface.lightmapcolor4f = rsurface.array_color4f;
10358 rsurface.lightmapcolor4f_bufferobject = 0;
10359 rsurface.lightmapcolor4f_bufferoffset = 0;
10362 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10365 rsurface.lightmapcolor4f = NULL;
10366 rsurface.lightmapcolor4f_bufferobject = 0;
10367 rsurface.lightmapcolor4f_bufferoffset = 0;
10368 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10369 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10370 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10371 GL_Color(r, g, b, a);
10372 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10375 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10377 // TODO: optimize applyfog && applycolor case
10378 // just apply fog if necessary, and tint the fog color array if necessary
10379 rsurface.lightmapcolor4f = NULL;
10380 rsurface.lightmapcolor4f_bufferobject = 0;
10381 rsurface.lightmapcolor4f_bufferoffset = 0;
10382 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10383 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10384 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10385 GL_Color(r, g, b, a);
10386 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10389 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10391 int texturesurfaceindex;
10395 if (texturesurfacelist[0]->lightmapinfo)
10397 // generate color arrays for the surfaces in this list
10398 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10400 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10401 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10403 if (surface->lightmapinfo->samples)
10405 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10406 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10407 VectorScale(lm, scale, c);
10408 if (surface->lightmapinfo->styles[1] != 255)
10410 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10412 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10413 VectorMA(c, scale, lm, c);
10414 if (surface->lightmapinfo->styles[2] != 255)
10417 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10418 VectorMA(c, scale, lm, c);
10419 if (surface->lightmapinfo->styles[3] != 255)
10422 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10423 VectorMA(c, scale, lm, c);
10433 rsurface.lightmapcolor4f = rsurface.array_color4f;
10434 rsurface.lightmapcolor4f_bufferobject = 0;
10435 rsurface.lightmapcolor4f_bufferoffset = 0;
10439 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10440 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10441 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10443 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10444 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10445 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10446 GL_Color(r, g, b, a);
10447 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10450 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10452 int texturesurfaceindex;
10459 vec3_t ambientcolor;
10460 vec3_t diffusecolor;
10464 VectorCopy(rsurface.modellight_lightdir, lightdir);
10465 f = 0.5f * r_refdef.lightmapintensity;
10466 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10467 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10468 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10469 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10470 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10471 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10473 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10475 // generate color arrays for the surfaces in this list
10476 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10478 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10479 int numverts = surface->num_vertices;
10480 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10481 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10482 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10483 // q3-style directional shading
10484 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10486 if ((f = DotProduct(n, lightdir)) > 0)
10487 VectorMA(ambientcolor, f, diffusecolor, c);
10489 VectorCopy(ambientcolor, c);
10497 rsurface.lightmapcolor4f = rsurface.array_color4f;
10498 rsurface.lightmapcolor4f_bufferobject = 0;
10499 rsurface.lightmapcolor4f_bufferoffset = 0;
10500 *applycolor = false;
10504 *r = ambientcolor[0];
10505 *g = ambientcolor[1];
10506 *b = ambientcolor[2];
10507 rsurface.lightmapcolor4f = NULL;
10508 rsurface.lightmapcolor4f_bufferobject = 0;
10509 rsurface.lightmapcolor4f_bufferoffset = 0;
10513 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10515 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10516 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10517 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10518 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10519 GL_Color(r, g, b, a);
10520 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10523 void RSurf_SetupDepthAndCulling(void)
10525 // submodels are biased to avoid z-fighting with world surfaces that they
10526 // may be exactly overlapping (avoids z-fighting artifacts on certain
10527 // doors and things in Quake maps)
10528 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10529 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10530 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10531 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10534 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10536 // transparent sky would be ridiculous
10537 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10539 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10540 skyrenderlater = true;
10541 RSurf_SetupDepthAndCulling();
10542 GL_DepthMask(true);
10543 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10544 // skymasking on them, and Quake3 never did sky masking (unlike
10545 // software Quake and software Quake2), so disable the sky masking
10546 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10547 // and skymasking also looks very bad when noclipping outside the
10548 // level, so don't use it then either.
10549 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10551 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10552 R_Mesh_ColorPointer(NULL, 0, 0);
10553 R_Mesh_ResetTextureState();
10554 if (skyrendermasked)
10556 R_SetupShader_DepthOrShadow();
10557 // depth-only (masking)
10558 GL_ColorMask(0,0,0,0);
10559 // just to make sure that braindead drivers don't draw
10560 // anything despite that colormask...
10561 GL_BlendFunc(GL_ZERO, GL_ONE);
10565 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10567 GL_BlendFunc(GL_ONE, GL_ZERO);
10569 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10570 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10571 if (skyrendermasked)
10572 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10574 R_Mesh_ResetTextureState();
10575 GL_Color(1, 1, 1, 1);
10578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10580 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10582 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10584 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10587 // render screenspace normalmap to texture
10588 GL_DepthMask(true);
10589 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10590 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10592 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10594 // render water or distortion background, then blend surface on top
10595 GL_DepthMask(true);
10596 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10597 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10598 GL_DepthMask(false);
10599 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10600 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10601 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10603 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10607 // render surface normally
10608 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10609 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10611 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10612 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10613 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10615 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10619 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10621 // OpenGL 1.3 path - anything not completely ancient
10622 int texturesurfaceindex;
10623 qboolean applycolor;
10626 const texturelayer_t *layer;
10627 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10629 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10632 int layertexrgbscale;
10633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10635 if (layerindex == 0)
10636 GL_AlphaTest(true);
10639 GL_AlphaTest(false);
10640 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10643 GL_DepthMask(layer->depthmask && writedepth);
10644 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10645 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10647 layertexrgbscale = 4;
10648 VectorScale(layer->color, 0.25f, layercolor);
10650 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10652 layertexrgbscale = 2;
10653 VectorScale(layer->color, 0.5f, layercolor);
10657 layertexrgbscale = 1;
10658 VectorScale(layer->color, 1.0f, layercolor);
10660 layercolor[3] = layer->color[3];
10661 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10662 R_Mesh_ColorPointer(NULL, 0, 0);
10663 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10664 switch (layer->type)
10666 case TEXTURELAYERTYPE_LITTEXTURE:
10667 // single-pass lightmapped texture with 2x rgbscale
10668 R_Mesh_TexBind(0, r_texture_white);
10669 R_Mesh_TexMatrix(0, NULL);
10670 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10671 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10672 R_Mesh_TexBind(1, layer->texture);
10673 R_Mesh_TexMatrix(1, &layer->texmatrix);
10674 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10675 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10676 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10677 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10678 else if (rsurface.uselightmaptexture)
10679 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10681 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10683 case TEXTURELAYERTYPE_TEXTURE:
10684 // singletexture unlit texture with transparency support
10685 R_Mesh_TexBind(0, layer->texture);
10686 R_Mesh_TexMatrix(0, &layer->texmatrix);
10687 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10688 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10689 R_Mesh_TexBind(1, 0);
10690 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10691 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10693 case TEXTURELAYERTYPE_FOG:
10694 // singletexture fogging
10695 if (layer->texture)
10697 R_Mesh_TexBind(0, layer->texture);
10698 R_Mesh_TexMatrix(0, &layer->texmatrix);
10699 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10700 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10704 R_Mesh_TexBind(0, 0);
10705 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10707 R_Mesh_TexBind(1, 0);
10708 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10709 // generate a color array for the fog pass
10710 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10711 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10717 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10718 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)
10720 f = 1 - RSurf_FogVertex(v);
10721 c[0] = layercolor[0];
10722 c[1] = layercolor[1];
10723 c[2] = layercolor[2];
10724 c[3] = f * layercolor[3];
10727 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10730 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10736 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10737 GL_AlphaTest(false);
10741 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10743 // OpenGL 1.1 - crusty old voodoo path
10744 int texturesurfaceindex;
10747 const texturelayer_t *layer;
10748 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10750 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10752 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10754 if (layerindex == 0)
10755 GL_AlphaTest(true);
10758 GL_AlphaTest(false);
10759 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10762 GL_DepthMask(layer->depthmask && writedepth);
10763 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10764 R_Mesh_ColorPointer(NULL, 0, 0);
10765 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10766 switch (layer->type)
10768 case TEXTURELAYERTYPE_LITTEXTURE:
10769 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10771 // two-pass lit texture with 2x rgbscale
10772 // first the lightmap pass
10773 R_Mesh_TexBind(0, r_texture_white);
10774 R_Mesh_TexMatrix(0, NULL);
10775 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10776 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10777 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10778 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10779 else if (rsurface.uselightmaptexture)
10780 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10782 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10783 // then apply the texture to it
10784 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10785 R_Mesh_TexBind(0, layer->texture);
10786 R_Mesh_TexMatrix(0, &layer->texmatrix);
10787 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10788 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10789 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);
10793 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10794 R_Mesh_TexBind(0, layer->texture);
10795 R_Mesh_TexMatrix(0, &layer->texmatrix);
10796 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10797 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10798 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10799 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);
10801 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);
10804 case TEXTURELAYERTYPE_TEXTURE:
10805 // singletexture unlit texture with transparency support
10806 R_Mesh_TexBind(0, layer->texture);
10807 R_Mesh_TexMatrix(0, &layer->texmatrix);
10808 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10809 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10810 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);
10812 case TEXTURELAYERTYPE_FOG:
10813 // singletexture fogging
10814 if (layer->texture)
10816 R_Mesh_TexBind(0, layer->texture);
10817 R_Mesh_TexMatrix(0, &layer->texmatrix);
10818 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10819 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10823 R_Mesh_TexBind(0, 0);
10824 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10826 // generate a color array for the fog pass
10827 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10828 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10834 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10835 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)
10837 f = 1 - RSurf_FogVertex(v);
10838 c[0] = layer->color[0];
10839 c[1] = layer->color[1];
10840 c[2] = layer->color[2];
10841 c[3] = f * layer->color[3];
10844 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10847 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10851 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10853 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10854 GL_AlphaTest(false);
10858 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10862 GL_AlphaTest(false);
10863 R_Mesh_ColorPointer(NULL, 0, 0);
10864 R_Mesh_ResetTextureState();
10865 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10867 if(rsurface.texture && rsurface.texture->currentskinframe)
10869 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10870 c[3] *= rsurface.texture->currentalpha;
10880 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10882 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10883 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10884 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10887 // brighten it up (as texture value 127 means "unlit")
10888 c[0] *= 2 * r_refdef.view.colorscale;
10889 c[1] *= 2 * r_refdef.view.colorscale;
10890 c[2] *= 2 * r_refdef.view.colorscale;
10892 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10893 c[3] *= r_wateralpha.value;
10895 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10897 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10898 GL_DepthMask(false);
10900 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10902 GL_BlendFunc(GL_ONE, GL_ONE);
10903 GL_DepthMask(false);
10905 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10907 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10908 GL_DepthMask(false);
10910 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10912 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10913 GL_DepthMask(false);
10917 GL_BlendFunc(GL_ONE, GL_ZERO);
10918 GL_DepthMask(writedepth);
10921 rsurface.lightmapcolor4f = NULL;
10923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10925 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10927 rsurface.lightmapcolor4f = NULL;
10928 rsurface.lightmapcolor4f_bufferobject = 0;
10929 rsurface.lightmapcolor4f_bufferoffset = 0;
10931 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10933 qboolean applycolor = true;
10936 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10938 r_refdef.lightmapintensity = 1;
10939 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10940 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10944 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10946 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10947 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10948 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10951 if(!rsurface.lightmapcolor4f)
10952 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10954 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10955 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10956 if(r_refdef.fogenabled)
10957 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10959 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10960 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10963 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10966 RSurf_SetupDepthAndCulling();
10967 if (r_showsurfaces.integer == 3 && !prepass)
10969 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10972 switch (vid.renderpath)
10974 case RENDERPATH_GL20:
10975 case RENDERPATH_CGGL:
10976 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10978 case RENDERPATH_GL13:
10979 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10981 case RENDERPATH_GL11:
10982 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10988 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10991 RSurf_SetupDepthAndCulling();
10992 if (r_showsurfaces.integer == 3 && !prepass)
10994 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10997 switch (vid.renderpath)
10999 case RENDERPATH_GL20:
11000 case RENDERPATH_CGGL:
11001 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11003 case RENDERPATH_GL13:
11004 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11006 case RENDERPATH_GL11:
11007 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11013 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11016 int texturenumsurfaces, endsurface;
11017 texture_t *texture;
11018 const msurface_t *surface;
11019 const msurface_t *texturesurfacelist[256];
11021 // if the model is static it doesn't matter what value we give for
11022 // wantnormals and wanttangents, so this logic uses only rules applicable
11023 // to a model, knowing that they are meaningless otherwise
11024 if (ent == r_refdef.scene.worldentity)
11025 RSurf_ActiveWorldEntity();
11026 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11027 RSurf_ActiveModelEntity(ent, false, false, false);
11030 switch (vid.renderpath)
11032 case RENDERPATH_GL20:
11033 case RENDERPATH_CGGL:
11034 RSurf_ActiveModelEntity(ent, true, true, false);
11036 case RENDERPATH_GL13:
11037 case RENDERPATH_GL11:
11038 RSurf_ActiveModelEntity(ent, true, false, false);
11043 if (r_transparentdepthmasking.integer)
11045 qboolean setup = false;
11046 for (i = 0;i < numsurfaces;i = j)
11049 surface = rsurface.modelsurfaces + surfacelist[i];
11050 texture = surface->texture;
11051 rsurface.texture = R_GetCurrentTexture(texture);
11052 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11053 // scan ahead until we find a different texture
11054 endsurface = min(i + 1024, numsurfaces);
11055 texturenumsurfaces = 0;
11056 texturesurfacelist[texturenumsurfaces++] = surface;
11057 for (;j < endsurface;j++)
11059 surface = rsurface.modelsurfaces + surfacelist[j];
11060 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11062 texturesurfacelist[texturenumsurfaces++] = surface;
11064 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11066 // render the range of surfaces as depth
11070 GL_ColorMask(0,0,0,0);
11072 GL_DepthTest(true);
11073 GL_BlendFunc(GL_ONE, GL_ZERO);
11074 GL_DepthMask(true);
11075 GL_AlphaTest(false);
11076 R_Mesh_ColorPointer(NULL, 0, 0);
11077 R_Mesh_ResetTextureState();
11078 R_SetupShader_DepthOrShadow();
11080 RSurf_SetupDepthAndCulling();
11081 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11082 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11085 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11088 for (i = 0;i < numsurfaces;i = j)
11091 surface = rsurface.modelsurfaces + surfacelist[i];
11092 texture = surface->texture;
11093 rsurface.texture = R_GetCurrentTexture(texture);
11094 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11095 // scan ahead until we find a different texture
11096 endsurface = min(i + 1024, numsurfaces);
11097 texturenumsurfaces = 0;
11098 texturesurfacelist[texturenumsurfaces++] = surface;
11099 for (;j < endsurface;j++)
11101 surface = rsurface.modelsurfaces + surfacelist[j];
11102 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11104 texturesurfacelist[texturenumsurfaces++] = surface;
11106 // render the range of surfaces
11107 if (ent == r_refdef.scene.worldentity)
11108 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11110 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11112 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11113 GL_AlphaTest(false);
11116 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11118 // transparent surfaces get pushed off into the transparent queue
11119 int surfacelistindex;
11120 const msurface_t *surface;
11121 vec3_t tempcenter, center;
11122 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11124 surface = texturesurfacelist[surfacelistindex];
11125 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11126 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11127 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11128 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11129 if (queueentity->transparent_offset) // transparent offset
11131 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11132 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11133 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11135 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11139 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11141 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11145 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11147 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11149 RSurf_SetupDepthAndCulling();
11150 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11151 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11155 if (!rsurface.texture->currentnumlayers)
11157 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11158 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11160 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11162 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11164 RSurf_SetupDepthAndCulling();
11165 GL_AlphaTest(false);
11166 R_Mesh_ColorPointer(NULL, 0, 0);
11167 R_Mesh_ResetTextureState();
11168 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11169 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11170 GL_DepthMask(true);
11171 GL_BlendFunc(GL_ONE, GL_ZERO);
11172 GL_Color(0, 0, 0, 1);
11173 GL_DepthTest(writedepth);
11174 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11176 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11178 RSurf_SetupDepthAndCulling();
11179 GL_AlphaTest(false);
11180 R_Mesh_ColorPointer(NULL, 0, 0);
11181 R_Mesh_ResetTextureState();
11182 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11183 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11184 GL_DepthMask(true);
11185 GL_BlendFunc(GL_ONE, GL_ZERO);
11186 GL_DepthTest(true);
11187 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11189 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11190 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11191 else if (!rsurface.texture->currentnumlayers)
11193 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11195 // in the deferred case, transparent surfaces were queued during prepass
11196 if (!r_shadow_usingdeferredprepass)
11197 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11201 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11202 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11207 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11210 texture_t *texture;
11211 // break the surface list down into batches by texture and use of lightmapping
11212 for (i = 0;i < numsurfaces;i = j)
11215 // texture is the base texture pointer, rsurface.texture is the
11216 // current frame/skin the texture is directing us to use (for example
11217 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11218 // use skin 1 instead)
11219 texture = surfacelist[i]->texture;
11220 rsurface.texture = R_GetCurrentTexture(texture);
11221 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11222 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11224 // if this texture is not the kind we want, skip ahead to the next one
11225 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11229 // simply scan ahead until we find a different texture or lightmap state
11230 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11232 // render the range of surfaces
11233 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11237 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11242 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11244 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11246 RSurf_SetupDepthAndCulling();
11247 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11248 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11252 if (!rsurface.texture->currentnumlayers)
11254 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11255 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11257 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11259 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11261 RSurf_SetupDepthAndCulling();
11262 GL_AlphaTest(false);
11263 R_Mesh_ColorPointer(NULL, 0, 0);
11264 R_Mesh_ResetTextureState();
11265 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11266 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11267 GL_DepthMask(true);
11268 GL_BlendFunc(GL_ONE, GL_ZERO);
11269 GL_Color(0, 0, 0, 1);
11270 GL_DepthTest(writedepth);
11271 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11273 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11275 RSurf_SetupDepthAndCulling();
11276 GL_AlphaTest(false);
11277 R_Mesh_ColorPointer(NULL, 0, 0);
11278 R_Mesh_ResetTextureState();
11279 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11280 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11281 GL_DepthMask(true);
11282 GL_BlendFunc(GL_ONE, GL_ZERO);
11283 GL_DepthTest(true);
11284 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11286 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11287 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11288 else if (!rsurface.texture->currentnumlayers)
11290 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11292 // in the deferred case, transparent surfaces were queued during prepass
11293 if (!r_shadow_usingdeferredprepass)
11294 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11298 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11299 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11304 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11307 texture_t *texture;
11308 // break the surface list down into batches by texture and use of lightmapping
11309 for (i = 0;i < numsurfaces;i = j)
11312 // texture is the base texture pointer, rsurface.texture is the
11313 // current frame/skin the texture is directing us to use (for example
11314 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11315 // use skin 1 instead)
11316 texture = surfacelist[i]->texture;
11317 rsurface.texture = R_GetCurrentTexture(texture);
11318 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11319 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11321 // if this texture is not the kind we want, skip ahead to the next one
11322 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11326 // simply scan ahead until we find a different texture or lightmap state
11327 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11329 // render the range of surfaces
11330 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11334 float locboxvertex3f[6*4*3] =
11336 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11337 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11338 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11339 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11340 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11341 1,0,0, 0,0,0, 0,1,0, 1,1,0
11344 unsigned short locboxelements[6*2*3] =
11349 12,13,14, 12,14,15,
11350 16,17,18, 16,18,19,
11354 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11357 cl_locnode_t *loc = (cl_locnode_t *)ent;
11359 float vertex3f[6*4*3];
11361 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11362 GL_DepthMask(false);
11363 GL_DepthRange(0, 1);
11364 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11365 GL_DepthTest(true);
11366 GL_CullFace(GL_NONE);
11367 R_EntityMatrix(&identitymatrix);
11369 R_Mesh_VertexPointer(vertex3f, 0, 0);
11370 R_Mesh_ColorPointer(NULL, 0, 0);
11371 R_Mesh_ResetTextureState();
11372 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11374 i = surfacelist[0];
11375 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11376 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11377 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11378 surfacelist[0] < 0 ? 0.5f : 0.125f);
11380 if (VectorCompare(loc->mins, loc->maxs))
11382 VectorSet(size, 2, 2, 2);
11383 VectorMA(loc->mins, -0.5f, size, mins);
11387 VectorCopy(loc->mins, mins);
11388 VectorSubtract(loc->maxs, loc->mins, size);
11391 for (i = 0;i < 6*4*3;)
11392 for (j = 0;j < 3;j++, i++)
11393 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11395 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11398 void R_DrawLocs(void)
11401 cl_locnode_t *loc, *nearestloc;
11403 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11404 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11406 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11407 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11411 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11413 if (decalsystem->decals)
11414 Mem_Free(decalsystem->decals);
11415 memset(decalsystem, 0, sizeof(*decalsystem));
11418 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)
11421 tridecal_t *decals;
11425 // expand or initialize the system
11426 if (decalsystem->maxdecals <= decalsystem->numdecals)
11428 decalsystem_t old = *decalsystem;
11429 qboolean useshortelements;
11430 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11431 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11432 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)));
11433 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11434 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11435 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11436 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11437 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11438 if (decalsystem->numdecals)
11439 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11441 Mem_Free(old.decals);
11442 for (i = 0;i < decalsystem->maxdecals*3;i++)
11443 decalsystem->element3i[i] = i;
11444 if (useshortelements)
11445 for (i = 0;i < decalsystem->maxdecals*3;i++)
11446 decalsystem->element3s[i] = i;
11449 // grab a decal and search for another free slot for the next one
11450 maxdecals = decalsystem->maxdecals;
11451 decals = decalsystem->decals;
11452 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11453 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11455 decalsystem->freedecal = i;
11456 if (decalsystem->numdecals <= i)
11457 decalsystem->numdecals = i + 1;
11459 // initialize the decal
11461 decal->triangleindex = triangleindex;
11462 decal->surfaceindex = surfaceindex;
11463 decal->decalsequence = decalsequence;
11464 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11465 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11466 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11467 decal->color4ub[0][3] = 255;
11468 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11469 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11470 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11471 decal->color4ub[1][3] = 255;
11472 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11473 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11474 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11475 decal->color4ub[2][3] = 255;
11476 decal->vertex3f[0][0] = v0[0];
11477 decal->vertex3f[0][1] = v0[1];
11478 decal->vertex3f[0][2] = v0[2];
11479 decal->vertex3f[1][0] = v1[0];
11480 decal->vertex3f[1][1] = v1[1];
11481 decal->vertex3f[1][2] = v1[2];
11482 decal->vertex3f[2][0] = v2[0];
11483 decal->vertex3f[2][1] = v2[1];
11484 decal->vertex3f[2][2] = v2[2];
11485 decal->texcoord2f[0][0] = t0[0];
11486 decal->texcoord2f[0][1] = t0[1];
11487 decal->texcoord2f[1][0] = t1[0];
11488 decal->texcoord2f[1][1] = t1[1];
11489 decal->texcoord2f[2][0] = t2[0];
11490 decal->texcoord2f[2][1] = t2[1];
11493 extern cvar_t cl_decals_bias;
11494 extern cvar_t cl_decals_models;
11495 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11496 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)
11498 matrix4x4_t projection;
11499 decalsystem_t *decalsystem;
11502 const float *vertex3f;
11503 const msurface_t *surface;
11504 const msurface_t *surfaces;
11505 const int *surfacelist;
11506 const texture_t *texture;
11509 int numsurfacelist;
11510 int surfacelistindex;
11513 int decalsurfaceindex;
11518 float localorigin[3];
11519 float localnormal[3];
11520 float localmins[3];
11521 float localmaxs[3];
11528 float planes[6][4];
11530 float points[2][9][3];
11534 decalsystem = &ent->decalsystem;
11535 model = ent->model;
11536 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11538 R_DecalSystem_Reset(&ent->decalsystem);
11542 if (!model->brush.data_nodes && !cl_decals_models.integer)
11544 if (decalsystem->model)
11545 R_DecalSystem_Reset(decalsystem);
11549 if (decalsystem->model != model)
11550 R_DecalSystem_Reset(decalsystem);
11551 decalsystem->model = model;
11553 RSurf_ActiveModelEntity(ent, false, false, false);
11555 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11556 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11557 VectorNormalize(localnormal);
11558 localsize = worldsize*rsurface.inversematrixscale;
11559 ilocalsize = 1.0f / localsize;
11560 localmins[0] = localorigin[0] - localsize;
11561 localmins[1] = localorigin[1] - localsize;
11562 localmins[2] = localorigin[2] - localsize;
11563 localmaxs[0] = localorigin[0] + localsize;
11564 localmaxs[1] = localorigin[1] + localsize;
11565 localmaxs[2] = localorigin[2] + localsize;
11567 //VectorCopy(localnormal, planes[4]);
11568 //VectorVectors(planes[4], planes[2], planes[0]);
11569 AnglesFromVectors(angles, localnormal, NULL, false);
11570 AngleVectors(angles, planes[0], planes[2], planes[4]);
11571 VectorNegate(planes[0], planes[1]);
11572 VectorNegate(planes[2], planes[3]);
11573 VectorNegate(planes[4], planes[5]);
11574 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11575 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11576 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11577 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11578 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11579 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11584 matrix4x4_t forwardprojection;
11585 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11586 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11591 float projectionvector[4][3];
11592 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11593 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11594 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11595 projectionvector[0][0] = planes[0][0] * ilocalsize;
11596 projectionvector[0][1] = planes[1][0] * ilocalsize;
11597 projectionvector[0][2] = planes[2][0] * ilocalsize;
11598 projectionvector[1][0] = planes[0][1] * ilocalsize;
11599 projectionvector[1][1] = planes[1][1] * ilocalsize;
11600 projectionvector[1][2] = planes[2][1] * ilocalsize;
11601 projectionvector[2][0] = planes[0][2] * ilocalsize;
11602 projectionvector[2][1] = planes[1][2] * ilocalsize;
11603 projectionvector[2][2] = planes[2][2] * ilocalsize;
11604 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11605 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11606 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11607 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11611 dynamic = model->surfmesh.isanimated;
11612 vertex3f = rsurface.modelvertex3f;
11613 numsurfacelist = model->nummodelsurfaces;
11614 surfacelist = model->sortedmodelsurfaces;
11615 surfaces = model->data_surfaces;
11616 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11618 surfaceindex = surfacelist[surfacelistindex];
11619 surface = surfaces + surfaceindex;
11620 // check cull box first because it rejects more than any other check
11621 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11623 // skip transparent surfaces
11624 texture = surface->texture;
11625 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11627 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11629 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11630 numvertices = surface->num_vertices;
11631 numtriangles = surface->num_triangles;
11632 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11634 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11636 index = 3*e[cornerindex];
11637 VectorCopy(vertex3f + index, v[cornerindex]);
11640 //TriangleNormal(v[0], v[1], v[2], normal);
11641 //if (DotProduct(normal, localnormal) < 0.0f)
11643 // clip by each of the box planes formed from the projection matrix
11644 // if anything survives, we emit the decal
11645 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]);
11648 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]);
11651 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]);
11654 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]);
11657 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]);
11660 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]);
11663 // some part of the triangle survived, so we have to accept it...
11666 // dynamic always uses the original triangle
11668 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11670 index = 3*e[cornerindex];
11671 VectorCopy(vertex3f + index, v[cornerindex]);
11674 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11676 // convert vertex positions to texcoords
11677 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11678 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11679 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11680 // calculate distance fade from the projection origin
11681 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11682 f = bound(0.0f, f, 1.0f);
11683 c[cornerindex][0] = r * f;
11684 c[cornerindex][1] = g * f;
11685 c[cornerindex][2] = b * f;
11686 c[cornerindex][3] = 1.0f;
11687 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11690 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);
11692 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11693 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);
11698 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11699 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)
11701 int renderentityindex;
11702 float worldmins[3];
11703 float worldmaxs[3];
11704 entity_render_t *ent;
11706 if (!cl_decals_newsystem.integer)
11709 worldmins[0] = worldorigin[0] - worldsize;
11710 worldmins[1] = worldorigin[1] - worldsize;
11711 worldmins[2] = worldorigin[2] - worldsize;
11712 worldmaxs[0] = worldorigin[0] + worldsize;
11713 worldmaxs[1] = worldorigin[1] + worldsize;
11714 worldmaxs[2] = worldorigin[2] + worldsize;
11716 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11718 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11720 ent = r_refdef.scene.entities[renderentityindex];
11721 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11724 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11728 typedef struct r_decalsystem_splatqueue_s
11730 vec3_t worldorigin;
11731 vec3_t worldnormal;
11737 r_decalsystem_splatqueue_t;
11739 int r_decalsystem_numqueued = 0;
11740 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11742 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)
11744 r_decalsystem_splatqueue_t *queue;
11746 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11749 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11750 VectorCopy(worldorigin, queue->worldorigin);
11751 VectorCopy(worldnormal, queue->worldnormal);
11752 Vector4Set(queue->color, r, g, b, a);
11753 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11754 queue->worldsize = worldsize;
11755 queue->decalsequence = cl.decalsequence++;
11758 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11761 r_decalsystem_splatqueue_t *queue;
11763 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11764 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);
11765 r_decalsystem_numqueued = 0;
11768 extern cvar_t cl_decals_max;
11769 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11772 decalsystem_t *decalsystem = &ent->decalsystem;
11779 if (!decalsystem->numdecals)
11782 if (r_showsurfaces.integer)
11785 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11787 R_DecalSystem_Reset(decalsystem);
11791 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11792 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11794 if (decalsystem->lastupdatetime)
11795 frametime = (cl.time - decalsystem->lastupdatetime);
11798 decalsystem->lastupdatetime = cl.time;
11799 decal = decalsystem->decals;
11800 numdecals = decalsystem->numdecals;
11802 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11804 if (decal->color4ub[0][3])
11806 decal->lived += frametime;
11807 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11809 memset(decal, 0, sizeof(*decal));
11810 if (decalsystem->freedecal > i)
11811 decalsystem->freedecal = i;
11815 decal = decalsystem->decals;
11816 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11819 // collapse the array by shuffling the tail decals into the gaps
11822 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11823 decalsystem->freedecal++;
11824 if (decalsystem->freedecal == numdecals)
11826 decal[decalsystem->freedecal] = decal[--numdecals];
11829 decalsystem->numdecals = numdecals;
11831 if (numdecals <= 0)
11833 // if there are no decals left, reset decalsystem
11834 R_DecalSystem_Reset(decalsystem);
11838 extern skinframe_t *decalskinframe;
11839 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11842 decalsystem_t *decalsystem = &ent->decalsystem;
11852 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11855 numdecals = decalsystem->numdecals;
11859 if (r_showsurfaces.integer)
11862 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11864 R_DecalSystem_Reset(decalsystem);
11868 // if the model is static it doesn't matter what value we give for
11869 // wantnormals and wanttangents, so this logic uses only rules applicable
11870 // to a model, knowing that they are meaningless otherwise
11871 if (ent == r_refdef.scene.worldentity)
11872 RSurf_ActiveWorldEntity();
11874 RSurf_ActiveModelEntity(ent, false, false, false);
11876 decalsystem->lastupdatetime = cl.time;
11877 decal = decalsystem->decals;
11879 fadedelay = cl_decals_time.value;
11880 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11882 // update vertex positions for animated models
11883 v3f = decalsystem->vertex3f;
11884 c4f = decalsystem->color4f;
11885 t2f = decalsystem->texcoord2f;
11886 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11888 if (!decal->color4ub[0][3])
11891 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11894 // update color values for fading decals
11895 if (decal->lived >= cl_decals_time.value)
11897 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11898 alpha *= (1.0f/255.0f);
11901 alpha = 1.0f/255.0f;
11903 c4f[ 0] = decal->color4ub[0][0] * alpha;
11904 c4f[ 1] = decal->color4ub[0][1] * alpha;
11905 c4f[ 2] = decal->color4ub[0][2] * alpha;
11907 c4f[ 4] = decal->color4ub[1][0] * alpha;
11908 c4f[ 5] = decal->color4ub[1][1] * alpha;
11909 c4f[ 6] = decal->color4ub[1][2] * alpha;
11911 c4f[ 8] = decal->color4ub[2][0] * alpha;
11912 c4f[ 9] = decal->color4ub[2][1] * alpha;
11913 c4f[10] = decal->color4ub[2][2] * alpha;
11916 t2f[0] = decal->texcoord2f[0][0];
11917 t2f[1] = decal->texcoord2f[0][1];
11918 t2f[2] = decal->texcoord2f[1][0];
11919 t2f[3] = decal->texcoord2f[1][1];
11920 t2f[4] = decal->texcoord2f[2][0];
11921 t2f[5] = decal->texcoord2f[2][1];
11923 // update vertex positions for animated models
11924 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11926 e = rsurface.modelelement3i + 3*decal->triangleindex;
11927 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11928 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11929 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11933 VectorCopy(decal->vertex3f[0], v3f);
11934 VectorCopy(decal->vertex3f[1], v3f + 3);
11935 VectorCopy(decal->vertex3f[2], v3f + 6);
11946 r_refdef.stats.drawndecals += numtris;
11948 if (r_refdef.fogenabled)
11950 switch(vid.renderpath)
11952 case RENDERPATH_GL20:
11953 case RENDERPATH_CGGL:
11954 case RENDERPATH_GL13:
11955 case RENDERPATH_GL11:
11956 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11958 alpha = RSurf_FogVertex(v3f);
11967 // now render the decals all at once
11968 // (this assumes they all use one particle font texture!)
11969 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);
11970 R_Mesh_ResetTextureState();
11971 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11972 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11973 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11974 GL_DepthMask(false);
11975 GL_DepthRange(0, 1);
11976 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11977 GL_DepthTest(true);
11978 GL_CullFace(GL_NONE);
11979 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11980 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11981 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11985 static void R_DrawModelDecals(void)
11989 // fade faster when there are too many decals
11990 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11991 for (i = 0;i < r_refdef.scene.numentities;i++)
11992 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11994 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11995 for (i = 0;i < r_refdef.scene.numentities;i++)
11996 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11997 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11999 R_DecalSystem_ApplySplatEntitiesQueue();
12001 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12002 for (i = 0;i < r_refdef.scene.numentities;i++)
12003 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12005 r_refdef.stats.totaldecals += numdecals;
12007 if (r_showsurfaces.integer)
12010 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12012 for (i = 0;i < r_refdef.scene.numentities;i++)
12014 if (!r_refdef.viewcache.entityvisible[i])
12016 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12017 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12021 void R_DrawDebugModel(void)
12023 entity_render_t *ent = rsurface.entity;
12024 int i, j, k, l, flagsmask;
12025 const int *elements;
12027 const msurface_t *surface;
12028 dp_model_t *model = ent->model;
12031 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12033 R_Mesh_ColorPointer(NULL, 0, 0);
12034 R_Mesh_ResetTextureState();
12035 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12036 GL_DepthRange(0, 1);
12037 GL_DepthTest(!r_showdisabledepthtest.integer);
12038 GL_DepthMask(false);
12039 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12041 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12043 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12044 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12046 if (brush->colbrushf && brush->colbrushf->numtriangles)
12048 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12049 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);
12050 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12053 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12055 if (surface->num_collisiontriangles)
12057 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12058 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);
12059 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12064 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12066 if (r_showtris.integer || r_shownormals.integer)
12068 if (r_showdisabledepthtest.integer)
12070 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12071 GL_DepthMask(false);
12075 GL_BlendFunc(GL_ONE, GL_ZERO);
12076 GL_DepthMask(true);
12078 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12080 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12082 rsurface.texture = R_GetCurrentTexture(surface->texture);
12083 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12085 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12086 if (r_showtris.value > 0)
12088 if (!rsurface.texture->currentlayers->depthmask)
12089 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12090 else if (ent == r_refdef.scene.worldentity)
12091 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12093 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12094 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12095 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12096 R_Mesh_ColorPointer(NULL, 0, 0);
12097 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12098 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12099 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12100 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);
12101 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12104 if (r_shownormals.value < 0)
12106 qglBegin(GL_LINES);
12107 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12109 VectorCopy(rsurface.vertex3f + l * 3, v);
12110 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12111 qglVertex3f(v[0], v[1], v[2]);
12112 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12113 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12114 qglVertex3f(v[0], v[1], v[2]);
12119 if (r_shownormals.value > 0)
12121 qglBegin(GL_LINES);
12122 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12124 VectorCopy(rsurface.vertex3f + l * 3, v);
12125 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12126 qglVertex3f(v[0], v[1], v[2]);
12127 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12128 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12129 qglVertex3f(v[0], v[1], v[2]);
12133 qglBegin(GL_LINES);
12134 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12136 VectorCopy(rsurface.vertex3f + l * 3, v);
12137 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12138 qglVertex3f(v[0], v[1], v[2]);
12139 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12140 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12141 qglVertex3f(v[0], v[1], v[2]);
12145 qglBegin(GL_LINES);
12146 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12148 VectorCopy(rsurface.vertex3f + l * 3, v);
12149 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12150 qglVertex3f(v[0], v[1], v[2]);
12151 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12152 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12153 qglVertex3f(v[0], v[1], v[2]);
12160 rsurface.texture = NULL;
12164 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12165 int r_maxsurfacelist = 0;
12166 const msurface_t **r_surfacelist = NULL;
12167 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12169 int i, j, endj, f, flagsmask;
12171 dp_model_t *model = r_refdef.scene.worldmodel;
12172 msurface_t *surfaces;
12173 unsigned char *update;
12174 int numsurfacelist = 0;
12178 if (r_maxsurfacelist < model->num_surfaces)
12180 r_maxsurfacelist = model->num_surfaces;
12182 Mem_Free((msurface_t**)r_surfacelist);
12183 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12186 RSurf_ActiveWorldEntity();
12188 surfaces = model->data_surfaces;
12189 update = model->brushq1.lightmapupdateflags;
12191 // update light styles on this submodel
12192 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12194 model_brush_lightstyleinfo_t *style;
12195 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12197 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12199 int *list = style->surfacelist;
12200 style->value = r_refdef.scene.lightstylevalue[style->style];
12201 for (j = 0;j < style->numsurfaces;j++)
12202 update[list[j]] = true;
12207 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12211 R_DrawDebugModel();
12212 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12218 rsurface.uselightmaptexture = false;
12219 rsurface.texture = NULL;
12220 rsurface.rtlight = NULL;
12221 numsurfacelist = 0;
12222 // add visible surfaces to draw list
12223 for (i = 0;i < model->nummodelsurfaces;i++)
12225 j = model->sortedmodelsurfaces[i];
12226 if (r_refdef.viewcache.world_surfacevisible[j])
12227 r_surfacelist[numsurfacelist++] = surfaces + j;
12229 // update lightmaps if needed
12230 if (model->brushq1.firstrender)
12232 model->brushq1.firstrender = false;
12233 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12235 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12239 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12240 if (r_refdef.viewcache.world_surfacevisible[j])
12242 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12244 // don't do anything if there were no surfaces
12245 if (!numsurfacelist)
12247 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12250 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12251 GL_AlphaTest(false);
12253 // add to stats if desired
12254 if (r_speeds.integer && !skysurfaces && !depthonly)
12256 r_refdef.stats.world_surfaces += numsurfacelist;
12257 for (j = 0;j < numsurfacelist;j++)
12258 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12261 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12264 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12266 int i, j, endj, f, flagsmask;
12268 dp_model_t *model = ent->model;
12269 msurface_t *surfaces;
12270 unsigned char *update;
12271 int numsurfacelist = 0;
12275 if (r_maxsurfacelist < model->num_surfaces)
12277 r_maxsurfacelist = model->num_surfaces;
12279 Mem_Free((msurface_t **)r_surfacelist);
12280 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12283 // if the model is static it doesn't matter what value we give for
12284 // wantnormals and wanttangents, so this logic uses only rules applicable
12285 // to a model, knowing that they are meaningless otherwise
12286 if (ent == r_refdef.scene.worldentity)
12287 RSurf_ActiveWorldEntity();
12288 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12289 RSurf_ActiveModelEntity(ent, false, false, false);
12291 RSurf_ActiveModelEntity(ent, true, true, true);
12292 else if (depthonly)
12293 RSurf_ActiveModelEntity(ent, false, false, false);
12296 switch (vid.renderpath)
12298 case RENDERPATH_GL20:
12299 case RENDERPATH_CGGL:
12300 RSurf_ActiveModelEntity(ent, true, true, false);
12302 case RENDERPATH_GL13:
12303 case RENDERPATH_GL11:
12304 RSurf_ActiveModelEntity(ent, true, false, false);
12309 surfaces = model->data_surfaces;
12310 update = model->brushq1.lightmapupdateflags;
12312 // update light styles
12313 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12315 model_brush_lightstyleinfo_t *style;
12316 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12318 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12320 int *list = style->surfacelist;
12321 style->value = r_refdef.scene.lightstylevalue[style->style];
12322 for (j = 0;j < style->numsurfaces;j++)
12323 update[list[j]] = true;
12328 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12332 R_DrawDebugModel();
12333 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12339 rsurface.uselightmaptexture = false;
12340 rsurface.texture = NULL;
12341 rsurface.rtlight = NULL;
12342 numsurfacelist = 0;
12343 // add visible surfaces to draw list
12344 for (i = 0;i < model->nummodelsurfaces;i++)
12345 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12346 // don't do anything if there were no surfaces
12347 if (!numsurfacelist)
12349 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12352 // update lightmaps if needed
12356 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12361 R_BuildLightMap(ent, surfaces + j);
12366 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12368 R_BuildLightMap(ent, surfaces + j);
12369 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12370 GL_AlphaTest(false);
12372 // add to stats if desired
12373 if (r_speeds.integer && !skysurfaces && !depthonly)
12375 r_refdef.stats.entities_surfaces += numsurfacelist;
12376 for (j = 0;j < numsurfacelist;j++)
12377 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12380 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12383 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12385 static texture_t texture;
12386 static msurface_t surface;
12387 const msurface_t *surfacelist = &surface;
12389 // fake enough texture and surface state to render this geometry
12391 texture.update_lastrenderframe = -1; // regenerate this texture
12392 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12393 texture.currentskinframe = skinframe;
12394 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12395 texture.specularscalemod = 1;
12396 texture.specularpowermod = 1;
12398 surface.texture = &texture;
12399 surface.num_triangles = numtriangles;
12400 surface.num_firsttriangle = firsttriangle;
12401 surface.num_vertices = numvertices;
12402 surface.num_firstvertex = firstvertex;
12405 rsurface.texture = R_GetCurrentTexture(surface.texture);
12406 rsurface.uselightmaptexture = false;
12407 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12410 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)
12412 static msurface_t surface;
12413 const msurface_t *surfacelist = &surface;
12415 // fake enough texture and surface state to render this geometry
12417 surface.texture = texture;
12418 surface.num_triangles = numtriangles;
12419 surface.num_firsttriangle = firsttriangle;
12420 surface.num_vertices = numvertices;
12421 surface.num_firstvertex = firstvertex;
12424 rsurface.texture = R_GetCurrentTexture(surface.texture);
12425 rsurface.uselightmaptexture = false;
12426 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);