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_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
167 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
169 extern cvar_t v_glslgamma;
171 extern qboolean v_flipped_state;
173 static struct r_bloomstate_s
178 int bloomwidth, bloomheight;
180 int screentexturewidth, screentextureheight;
181 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
183 int bloomtexturewidth, bloomtextureheight;
184 rtexture_t *texture_bloom;
186 // arrays for rendering the screen passes
187 float screentexcoord2f[8];
188 float bloomtexcoord2f[8];
189 float offsettexcoord2f[8];
191 r_viewport_t viewport;
195 r_waterstate_t r_waterstate;
197 /// shadow volume bsp struct with automatically growing nodes buffer
200 rtexture_t *r_texture_blanknormalmap;
201 rtexture_t *r_texture_white;
202 rtexture_t *r_texture_grey128;
203 rtexture_t *r_texture_black;
204 rtexture_t *r_texture_notexture;
205 rtexture_t *r_texture_whitecube;
206 rtexture_t *r_texture_normalizationcube;
207 rtexture_t *r_texture_fogattenuation;
208 rtexture_t *r_texture_gammaramps;
209 unsigned int r_texture_gammaramps_serial;
210 //rtexture_t *r_texture_fogintensity;
212 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
213 unsigned int r_numqueries;
214 unsigned int r_maxqueries;
216 typedef struct r_qwskincache_s
218 char name[MAX_QPATH];
219 skinframe_t *skinframe;
223 static r_qwskincache_t *r_qwskincache;
224 static int r_qwskincache_size;
226 /// vertex coordinates for a quad that covers the screen exactly
227 const float r_screenvertex3f[12] =
235 extern void R_DrawModelShadows(void);
237 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
240 for (i = 0;i < verts;i++)
251 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
254 for (i = 0;i < verts;i++)
264 // FIXME: move this to client?
267 if (gamemode == GAME_NEHAHRA)
269 Cvar_Set("gl_fogenable", "0");
270 Cvar_Set("gl_fogdensity", "0.2");
271 Cvar_Set("gl_fogred", "0.3");
272 Cvar_Set("gl_foggreen", "0.3");
273 Cvar_Set("gl_fogblue", "0.3");
275 r_refdef.fog_density = 0;
276 r_refdef.fog_red = 0;
277 r_refdef.fog_green = 0;
278 r_refdef.fog_blue = 0;
279 r_refdef.fog_alpha = 1;
280 r_refdef.fog_start = 0;
281 r_refdef.fog_end = 16384;
282 r_refdef.fog_height = 1<<30;
283 r_refdef.fog_fadedepth = 128;
286 static void R_BuildBlankTextures(void)
288 unsigned char data[4];
289 data[2] = 128; // normal X
290 data[1] = 128; // normal Y
291 data[0] = 255; // normal Z
292 data[3] = 128; // height
293 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
298 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
303 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
308 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
311 static void R_BuildNoTexture(void)
314 unsigned char pix[16][16][4];
315 // this makes a light grey/dark grey checkerboard texture
316 for (y = 0;y < 16;y++)
318 for (x = 0;x < 16;x++)
320 if ((y < 8) ^ (x < 8))
336 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
339 static void R_BuildWhiteCube(void)
341 unsigned char data[6*1*1*4];
342 memset(data, 255, sizeof(data));
343 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
346 static void R_BuildNormalizationCube(void)
350 vec_t s, t, intensity;
353 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
354 for (side = 0;side < 6;side++)
356 for (y = 0;y < NORMSIZE;y++)
358 for (x = 0;x < NORMSIZE;x++)
360 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
361 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
396 intensity = 127.0f / sqrt(DotProduct(v, v));
397 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
398 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
399 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
400 data[((side*64+y)*64+x)*4+3] = 255;
404 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
408 static void R_BuildFogTexture(void)
412 unsigned char data1[FOGWIDTH][4];
413 //unsigned char data2[FOGWIDTH][4];
416 r_refdef.fogmasktable_start = r_refdef.fog_start;
417 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
418 r_refdef.fogmasktable_range = r_refdef.fogrange;
419 r_refdef.fogmasktable_density = r_refdef.fog_density;
421 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
422 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
424 d = (x * r - r_refdef.fogmasktable_start);
425 if(developer_extra.integer)
426 Con_DPrintf("%f ", d);
428 if (r_fog_exp2.integer)
429 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
431 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
432 if(developer_extra.integer)
433 Con_DPrintf(" : %f ", alpha);
434 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
435 if(developer_extra.integer)
436 Con_DPrintf(" = %f\n", alpha);
437 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
440 for (x = 0;x < FOGWIDTH;x++)
442 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
447 //data2[x][0] = 255 - b;
448 //data2[x][1] = 255 - b;
449 //data2[x][2] = 255 - b;
452 if (r_texture_fogattenuation)
454 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
455 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
459 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
460 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
464 //=======================================================================================================================================================
466 static const char *builtinshaderstring =
467 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
468 "// written by Forest 'LordHavoc' Hale\n"
469 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
471 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
474 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
475 "#define USELIGHTMAP\n"
477 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
478 "#define USEEYEVECTOR\n"
481 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
482 "# extension GL_ARB_texture_rectangle : enable\n"
485 "#ifdef USESHADOWMAP2D\n"
486 "# ifdef GL_EXT_gpu_shader4\n"
487 "# extension GL_EXT_gpu_shader4 : enable\n"
489 "# ifdef GL_ARB_texture_gather\n"
490 "# extension GL_ARB_texture_gather : enable\n"
492 "# ifdef GL_AMD_texture_texture4\n"
493 "# extension GL_AMD_texture_texture4 : enable\n"
498 "#ifdef USESHADOWMAPCUBE\n"
499 "# extension GL_EXT_gpu_shader4 : enable\n"
502 "//#ifdef USESHADOWSAMPLER\n"
503 "//# extension GL_ARB_shadow : enable\n"
506 "//#ifdef __GLSL_CG_DATA_TYPES\n"
507 "//# define myhalf half\n"
508 "//# define myhalf2 half2\n"
509 "//# define myhalf3 half3\n"
510 "//# define myhalf4 half4\n"
512 "# define myhalf float\n"
513 "# define myhalf2 vec2\n"
514 "# define myhalf3 vec3\n"
515 "# define myhalf4 vec4\n"
518 "#ifdef VERTEX_SHADER\n"
519 "uniform mat4 ModelViewProjectionMatrix;\n"
522 "#ifdef MODE_DEPTH_OR_SHADOW\n"
523 "#ifdef VERTEX_SHADER\n"
526 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
529 "#else // !MODE_DEPTH_ORSHADOW\n"
534 "#ifdef MODE_SHOWDEPTH\n"
535 "#ifdef VERTEX_SHADER\n"
538 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
539 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
543 "#ifdef FRAGMENT_SHADER\n"
546 " gl_FragColor = gl_Color;\n"
549 "#else // !MODE_SHOWDEPTH\n"
554 "#ifdef MODE_POSTPROCESS\n"
555 "varying vec2 TexCoord1;\n"
556 "varying vec2 TexCoord2;\n"
558 "#ifdef VERTEX_SHADER\n"
561 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
562 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
564 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
569 "#ifdef FRAGMENT_SHADER\n"
570 "uniform sampler2D Texture_First;\n"
572 "uniform sampler2D Texture_Second;\n"
574 "#ifdef USEGAMMARAMPS\n"
575 "uniform sampler2D Texture_GammaRamps;\n"
577 "#ifdef USESATURATION\n"
578 "uniform float Saturation;\n"
580 "#ifdef USEVIEWTINT\n"
581 "uniform vec4 ViewTintColor;\n"
583 "//uncomment these if you want to use them:\n"
584 "uniform vec4 UserVec1;\n"
585 "// uniform vec4 UserVec2;\n"
586 "// uniform vec4 UserVec3;\n"
587 "// uniform vec4 UserVec4;\n"
588 "// uniform float ClientTime;\n"
589 "uniform vec2 PixelSize;\n"
592 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
594 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
596 "#ifdef USEVIEWTINT\n"
597 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
600 "#ifdef USEPOSTPROCESSING\n"
601 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
602 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
603 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
604 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
605 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
606 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
607 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
608 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
611 "#ifdef USESATURATION\n"
612 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
613 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
614 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
615 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
618 "#ifdef USEGAMMARAMPS\n"
619 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
620 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
621 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
625 "#else // !MODE_POSTPROCESS\n"
630 "#ifdef MODE_GENERIC\n"
631 "#ifdef USEDIFFUSE\n"
632 "varying vec2 TexCoord1;\n"
634 "#ifdef USESPECULAR\n"
635 "varying vec2 TexCoord2;\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_FrontColor = gl_Color;\n"
641 "#ifdef USEDIFFUSE\n"
642 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
644 "#ifdef USESPECULAR\n"
645 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
651 "#ifdef FRAGMENT_SHADER\n"
652 "#ifdef USEDIFFUSE\n"
653 "uniform sampler2D Texture_First;\n"
655 "#ifdef USESPECULAR\n"
656 "uniform sampler2D Texture_Second;\n"
661 " gl_FragColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
666 "#ifdef USESPECULAR\n"
667 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
668 "# ifdef USECOLORMAPPING\n"
669 " gl_FragColor *= tex2;\n"
672 " gl_FragColor += tex2;\n"
674 "# ifdef USEVERTEXTEXTUREBLEND\n"
675 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
680 "#else // !MODE_GENERIC\n"
685 "#ifdef MODE_BLOOMBLUR\n"
686 "varying TexCoord;\n"
687 "#ifdef VERTEX_SHADER\n"
690 " gl_FrontColor = gl_Color;\n"
691 " TexCoord = gl_MultiTexCoord0.xy;\n"
692 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
696 "#ifdef FRAGMENT_SHADER\n"
697 "uniform sampler2D Texture_First;\n"
698 "uniform vec4 BloomBlur_Parameters;\n"
703 " vec2 tc = TexCoord;\n"
704 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
705 " tc += BloomBlur_Parameters.xy;\n"
706 " for (i = 1;i < SAMPLES;i++)\n"
708 " color += texture2D(Texture_First, tc).rgb;\n"
709 " tc += BloomBlur_Parameters.xy;\n"
711 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
714 "#else // !MODE_BLOOMBLUR\n"
715 "#ifdef MODE_REFRACTION\n"
716 "varying vec2 TexCoord;\n"
717 "varying vec4 ModelViewProjectionPosition;\n"
718 "uniform mat4 TexMatrix;\n"
719 "#ifdef VERTEX_SHADER\n"
723 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
724 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
725 " ModelViewProjectionPosition = gl_Position;\n"
729 "#ifdef FRAGMENT_SHADER\n"
730 "uniform sampler2D Texture_Normal;\n"
731 "uniform sampler2D Texture_Refraction;\n"
732 "uniform sampler2D Texture_Reflection;\n"
734 "uniform vec4 DistortScaleRefractReflect;\n"
735 "uniform vec4 ScreenScaleRefractReflect;\n"
736 "uniform vec4 ScreenCenterRefractReflect;\n"
737 "uniform vec4 RefractColor;\n"
738 "uniform vec4 ReflectColor;\n"
739 "uniform float ReflectFactor;\n"
740 "uniform float ReflectOffset;\n"
744 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
745 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
746 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
747 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
748 " // FIXME temporary hack to detect the case that the reflection\n"
749 " // gets blackened at edges due to leaving the area that contains actual\n"
751 " // Remove this 'ack once we have a better way to stop this thing from\n"
753 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
754 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
755 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
756 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
757 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
758 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
761 "#else // !MODE_REFRACTION\n"
766 "#ifdef MODE_WATER\n"
767 "varying vec2 TexCoord;\n"
768 "varying vec3 EyeVector;\n"
769 "varying vec4 ModelViewProjectionPosition;\n"
770 "#ifdef VERTEX_SHADER\n"
771 "uniform vec3 EyePosition;\n"
772 "uniform mat4 TexMatrix;\n"
776 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
777 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
778 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
779 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
780 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
781 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
782 " ModelViewProjectionPosition = gl_Position;\n"
786 "#ifdef FRAGMENT_SHADER\n"
787 "uniform sampler2D Texture_Normal;\n"
788 "uniform sampler2D Texture_Refraction;\n"
789 "uniform sampler2D Texture_Reflection;\n"
791 "uniform vec4 DistortScaleRefractReflect;\n"
792 "uniform vec4 ScreenScaleRefractReflect;\n"
793 "uniform vec4 ScreenCenterRefractReflect;\n"
794 "uniform vec4 RefractColor;\n"
795 "uniform vec4 ReflectColor;\n"
796 "uniform float ReflectFactor;\n"
797 "uniform float ReflectOffset;\n"
801 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
802 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
803 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
804 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
805 " // FIXME temporary hack to detect the case that the reflection\n"
806 " // gets blackened at edges due to leaving the area that contains actual\n"
808 " // Remove this 'ack once we have a better way to stop this thing from\n"
810 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
811 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
812 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
813 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
814 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
815 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
816 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
817 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
818 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
819 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
820 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
821 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
824 "#else // !MODE_WATER\n"
829 "// common definitions between vertex shader and fragment shader:\n"
831 "varying vec2 TexCoord;\n"
832 "#ifdef USEVERTEXTEXTUREBLEND\n"
833 "varying vec2 TexCoord2;\n"
835 "#ifdef USELIGHTMAP\n"
836 "varying vec2 TexCoordLightmap;\n"
839 "#ifdef MODE_LIGHTSOURCE\n"
840 "varying vec3 CubeVector;\n"
843 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
844 "varying vec3 LightVector;\n"
847 "#ifdef USEEYEVECTOR\n"
848 "varying vec3 EyeVector;\n"
851 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
854 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
855 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
856 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
857 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
860 "#ifdef USEREFLECTION\n"
861 "varying vec4 ModelViewProjectionPosition;\n"
863 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
864 "uniform vec3 LightPosition;\n"
865 "varying vec4 ModelViewPosition;\n"
868 "#ifdef MODE_LIGHTSOURCE\n"
869 "uniform vec3 LightPosition;\n"
871 "uniform vec3 EyePosition;\n"
872 "#ifdef MODE_LIGHTDIRECTION\n"
873 "uniform vec3 LightDir;\n"
875 "uniform vec4 FogPlane;\n"
881 "// 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"
883 "// fragment shader specific:\n"
884 "#ifdef FRAGMENT_SHADER\n"
886 "uniform sampler2D Texture_Normal;\n"
887 "uniform sampler2D Texture_Color;\n"
888 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
889 "uniform sampler2D Texture_Gloss;\n"
892 "uniform sampler2D Texture_Glow;\n"
894 "#ifdef USEVERTEXTEXTUREBLEND\n"
895 "uniform sampler2D Texture_SecondaryNormal;\n"
896 "uniform sampler2D Texture_SecondaryColor;\n"
897 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
898 "uniform sampler2D Texture_SecondaryGloss;\n"
901 "uniform sampler2D Texture_SecondaryGlow;\n"
904 "#ifdef USECOLORMAPPING\n"
905 "uniform sampler2D Texture_Pants;\n"
906 "uniform sampler2D Texture_Shirt;\n"
909 "uniform sampler2D Texture_FogMask;\n"
911 "#ifdef USELIGHTMAP\n"
912 "uniform sampler2D Texture_Lightmap;\n"
914 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
915 "uniform sampler2D Texture_Deluxemap;\n"
917 "#ifdef USEREFLECTION\n"
918 "uniform sampler2D Texture_Reflection;\n"
921 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
922 "uniform sampler2D Texture_ScreenDepth;\n"
923 "uniform sampler2D Texture_ScreenNormalMap;\n"
925 "#ifdef USEDEFERREDLIGHTMAP\n"
926 "uniform sampler2D Texture_ScreenDiffuse;\n"
927 "uniform sampler2D Texture_ScreenSpecular;\n"
930 "uniform myhalf3 Color_Pants;\n"
931 "uniform myhalf3 Color_Shirt;\n"
932 "uniform myhalf3 FogColor;\n"
935 "uniform float FogRangeRecip;\n"
936 "uniform float FogPlaneViewDist;\n"
937 "uniform float FogHeightFade;\n"
938 "float FogVertex(void)\n"
940 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
941 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
943 "#ifdef USEFOGOUTSIDE\n"
944 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
946 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
948 " return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
952 "#ifdef USEOFFSETMAPPING\n"
953 "uniform float OffsetMapping_Scale;\n"
954 "vec2 OffsetMapping(vec2 TexCoord)\n"
956 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
957 " // 14 sample relief mapping: linear search and then binary search\n"
958 " // this basically steps forward a small amount repeatedly until it finds\n"
959 " // itself inside solid, then jitters forward and back using decreasing\n"
960 " // amounts to find the impact\n"
961 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
962 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
963 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
964 " vec3 RT = vec3(TexCoord, 1);\n"
965 " OffsetVector *= 0.1;\n"
966 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
967 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
968 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
969 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
970 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
971 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
972 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
973 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
974 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
975 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
976 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
977 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
978 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
979 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
982 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
983 " // this basically moves forward the full distance, and then backs up based\n"
984 " // on height of samples\n"
985 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
986 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
987 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
988 " TexCoord += OffsetVector;\n"
989 " OffsetVector *= 0.333;\n"
990 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
991 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
992 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
993 " return TexCoord;\n"
996 "#endif // USEOFFSETMAPPING\n"
998 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
999 "uniform sampler2D Texture_Attenuation;\n"
1000 "uniform samplerCube Texture_Cube;\n"
1002 "#ifdef USESHADOWMAPRECT\n"
1003 "# ifdef USESHADOWSAMPLER\n"
1004 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1006 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1010 "#ifdef USESHADOWMAP2D\n"
1011 "# ifdef USESHADOWSAMPLER\n"
1012 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1014 "uniform sampler2D Texture_ShadowMap2D;\n"
1018 "#ifdef USESHADOWMAPVSDCT\n"
1019 "uniform samplerCube Texture_CubeProjection;\n"
1022 "#ifdef USESHADOWMAPCUBE\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1026 "uniform samplerCube Texture_ShadowMapCube;\n"
1030 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1031 "uniform vec2 ShadowMap_TextureScale;\n"
1032 "uniform vec4 ShadowMap_Parameters;\n"
1035 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1036 "# ifndef USESHADOWMAPVSDCT\n"
1037 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1039 " vec3 adir = abs(dir);\n"
1043 " if (adir.x > adir.y)\n"
1045 " if (adir.x > adir.z) // X\n"
1049 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1055 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1060 " if (adir.y > adir.z) // Y\n"
1064 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1070 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1074 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1075 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1076 " stc.z += ShadowMap_Parameters.z;\n"
1080 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1082 " vec3 adir = abs(dir);\n"
1083 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1084 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1085 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1086 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1087 " stc.z += ShadowMap_Parameters.z;\n"
1091 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1093 "#ifdef USESHADOWMAPCUBE\n"
1094 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1096 " vec3 adir = abs(dir);\n"
1097 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1101 "# ifdef USESHADOWMAPRECT\n"
1102 "float ShadowMapCompare(vec3 dir)\n"
1104 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1106 "# ifdef USESHADOWSAMPLER\n"
1108 "# ifdef USESHADOWMAPPCF\n"
1109 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1110 " 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"
1112 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1117 "# ifdef USESHADOWMAPPCF\n"
1118 "# if USESHADOWMAPPCF > 1\n"
1119 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1120 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1121 " 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"
1122 " 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"
1123 " 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"
1124 " 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"
1125 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1128 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1129 " vec2 offset = fract(shadowmaptc.xy);\n"
1130 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1131 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1132 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1133 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1134 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1137 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1145 "# ifdef USESHADOWMAP2D\n"
1146 "float ShadowMapCompare(vec3 dir)\n"
1148 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1151 "# ifdef USESHADOWSAMPLER\n"
1152 "# ifdef USESHADOWMAPPCF\n"
1153 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1154 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1155 " 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"
1157 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1160 "# ifdef USESHADOWMAPPCF\n"
1161 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1162 "# ifdef GL_ARB_texture_gather\n"
1163 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1165 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1167 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1168 " center *= ShadowMap_TextureScale;\n"
1169 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1170 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1171 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1172 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1173 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1174 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1175 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1177 "# ifdef GL_EXT_gpu_shader4\n"
1178 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1180 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1182 "# if USESHADOWMAPPCF > 1\n"
1183 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1184 " center *= ShadowMap_TextureScale;\n"
1185 " 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"
1186 " 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"
1187 " 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"
1188 " 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"
1189 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1190 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1192 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1193 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1194 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1195 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1196 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1197 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1201 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1208 "# ifdef USESHADOWMAPCUBE\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1211 " // apply depth texture cubemap as light filter\n"
1212 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1214 "# ifdef USESHADOWSAMPLER\n"
1215 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1217 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1222 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1223 "#endif // FRAGMENT_SHADER\n"
1228 "#ifdef MODE_DEFERREDGEOMETRY\n"
1229 "#ifdef VERTEX_SHADER\n"
1230 "uniform mat4 TexMatrix;\n"
1231 "#ifdef USEVERTEXTEXTUREBLEND\n"
1232 "uniform mat4 BackgroundTexMatrix;\n"
1234 "uniform mat4 ModelViewMatrix;\n"
1237 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1238 "#ifdef USEVERTEXTEXTUREBLEND\n"
1239 " gl_FrontColor = gl_Color;\n"
1240 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1243 " // transform unnormalized eye direction into tangent space\n"
1244 "#ifdef USEOFFSETMAPPING\n"
1245 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1246 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1247 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1248 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1251 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1252 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1253 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1254 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1256 "#endif // VERTEX_SHADER\n"
1258 "#ifdef FRAGMENT_SHADER\n"
1261 "#ifdef USEOFFSETMAPPING\n"
1262 " // apply offsetmapping\n"
1263 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1264 "#define TexCoord TexCoordOffset\n"
1267 "#ifdef USEALPHAKILL\n"
1268 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1272 "#ifdef USEVERTEXTEXTUREBLEND\n"
1273 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1274 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1275 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1276 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1279 "#ifdef USEVERTEXTEXTUREBLEND\n"
1280 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1282 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1285 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1287 "#endif // FRAGMENT_SHADER\n"
1288 "#else // !MODE_DEFERREDGEOMETRY\n"
1293 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1294 "#ifdef VERTEX_SHADER\n"
1295 "uniform mat4 ModelViewMatrix;\n"
1298 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1299 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1301 "#endif // VERTEX_SHADER\n"
1303 "#ifdef FRAGMENT_SHADER\n"
1304 "uniform mat4 ViewToLight;\n"
1305 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1306 "uniform vec2 ScreenToDepth;\n"
1307 "uniform myhalf3 DeferredColor_Ambient;\n"
1308 "uniform myhalf3 DeferredColor_Diffuse;\n"
1309 "#ifdef USESPECULAR\n"
1310 "uniform myhalf3 DeferredColor_Specular;\n"
1311 "uniform myhalf SpecularPower;\n"
1313 "uniform myhalf2 PixelToScreenTexCoord;\n"
1316 " // calculate viewspace pixel position\n"
1317 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1319 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1320 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1321 " // decode viewspace pixel normal\n"
1322 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1323 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1324 " // surfacenormal = pixel normal in viewspace\n"
1325 " // LightVector = pixel to light in viewspace\n"
1326 " // CubeVector = position in lightspace\n"
1327 " // eyevector = pixel to view in viewspace\n"
1328 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1329 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1330 "#ifdef USEDIFFUSE\n"
1331 " // calculate diffuse shading\n"
1332 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1333 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1335 "#ifdef USESPECULAR\n"
1336 " // calculate directional shading\n"
1337 " vec3 eyevector = position * -1.0;\n"
1338 "# ifdef USEEXACTSPECULARMATH\n"
1339 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1341 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1342 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1346 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1347 " fade *= ShadowMapCompare(CubeVector);\n"
1350 "#ifdef USEDIFFUSE\n"
1351 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1353 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1355 "#ifdef USESPECULAR\n"
1356 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1358 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1361 "# ifdef USECUBEFILTER\n"
1362 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1363 " gl_FragData[0].rgb *= cubecolor;\n"
1364 " gl_FragData[1].rgb *= cubecolor;\n"
1367 "#endif // FRAGMENT_SHADER\n"
1368 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1373 "#ifdef VERTEX_SHADER\n"
1374 "uniform mat4 TexMatrix;\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 "uniform mat4 BackgroundTexMatrix;\n"
1378 "#ifdef MODE_LIGHTSOURCE\n"
1379 "uniform mat4 ModelToLight;\n"
1383 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1384 " gl_FrontColor = gl_Color;\n"
1386 " // copy the surface texcoord\n"
1387 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1388 "#ifdef USEVERTEXTEXTUREBLEND\n"
1389 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1391 "#ifdef USELIGHTMAP\n"
1392 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1395 "#ifdef MODE_LIGHTSOURCE\n"
1396 " // transform vertex position into light attenuation/cubemap space\n"
1397 " // (-1 to +1 across the light box)\n"
1398 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1400 "# ifdef USEDIFFUSE\n"
1401 " // transform unnormalized light direction into tangent space\n"
1402 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1403 " // normalize it per pixel)\n"
1404 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1405 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1406 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1407 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1411 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1412 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1413 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1414 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1417 " // transform unnormalized eye direction into tangent space\n"
1418 "#ifdef USEEYEVECTOR\n"
1419 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1420 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1421 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1422 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1426 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1427 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1430 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1431 " VectorS = gl_MultiTexCoord1.xyz;\n"
1432 " VectorT = gl_MultiTexCoord2.xyz;\n"
1433 " VectorR = gl_MultiTexCoord3.xyz;\n"
1436 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1437 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "#ifdef USEREFLECTION\n"
1440 " ModelViewProjectionPosition = gl_Position;\n"
1443 "#endif // VERTEX_SHADER\n"
1448 "#ifdef FRAGMENT_SHADER\n"
1449 "#ifdef USEDEFERREDLIGHTMAP\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1451 "uniform myhalf3 DeferredMod_Diffuse;\n"
1452 "uniform myhalf3 DeferredMod_Specular;\n"
1454 "uniform myhalf3 Color_Ambient;\n"
1455 "uniform myhalf3 Color_Diffuse;\n"
1456 "uniform myhalf3 Color_Specular;\n"
1457 "uniform myhalf SpecularPower;\n"
1459 "uniform myhalf3 Color_Glow;\n"
1461 "uniform myhalf Alpha;\n"
1462 "#ifdef USEREFLECTION\n"
1463 "uniform vec4 DistortScaleRefractReflect;\n"
1464 "uniform vec4 ScreenScaleRefractReflect;\n"
1465 "uniform vec4 ScreenCenterRefractReflect;\n"
1466 "uniform myhalf4 ReflectColor;\n"
1468 "#ifdef MODE_LIGHTDIRECTION\n"
1469 "uniform myhalf3 LightColor;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform myhalf3 LightColor;\n"
1476 "#ifdef USEOFFSETMAPPING\n"
1477 " // apply offsetmapping\n"
1478 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1479 "#define TexCoord TexCoordOffset\n"
1482 " // combine the diffuse textures (base, pants, shirt)\n"
1483 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1484 "#ifdef USEALPHAKILL\n"
1485 " if (color.a < 0.5)\n"
1488 " color.a *= Alpha;\n"
1489 "#ifdef USECOLORMAPPING\n"
1490 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1492 "#ifdef USEVERTEXTEXTUREBLEND\n"
1493 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1494 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1495 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1496 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1498 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1501 " // get the surface normal\n"
1502 "#ifdef USEVERTEXTEXTUREBLEND\n"
1503 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1505 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1508 " // get the material colors\n"
1509 " myhalf3 diffusetex = color.rgb;\n"
1510 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1511 "# ifdef USEVERTEXTEXTUREBLEND\n"
1512 " myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1514 " myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 " // light source\n"
1523 "#ifdef USEDIFFUSE\n"
1524 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1525 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1526 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1527 "#ifdef USESPECULAR\n"
1528 "#ifdef USEEXACTSPECULARMATH\n"
1529 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1531 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1532 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1534 " color.rgb += glosstex * (specular * Color_Specular);\n"
1537 " color.rgb = diffusetex * Color_Ambient;\n"
1539 " color.rgb *= LightColor;\n"
1540 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1541 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1542 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1544 "# ifdef USECUBEFILTER\n"
1545 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1547 "#endif // MODE_LIGHTSOURCE\n"
1552 "#ifdef MODE_LIGHTDIRECTION\n"
1554 "#ifdef USEDIFFUSE\n"
1555 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1557 "#define lightcolor LightColor\n"
1558 "#endif // MODE_LIGHTDIRECTION\n"
1559 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1561 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1562 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1563 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1564 " // convert modelspace light vector to tangentspace\n"
1565 " myhalf3 lightnormal;\n"
1566 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1567 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1568 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1569 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1570 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1571 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1572 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1573 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1574 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1575 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1576 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1577 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1578 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1579 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1580 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1582 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1583 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1584 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 "#ifdef MODE_LIGHTMAP\n"
1591 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1592 "#endif // MODE_LIGHTMAP\n"
1593 "#ifdef MODE_VERTEXCOLOR\n"
1594 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1595 "#endif // MODE_VERTEXCOLOR\n"
1596 "#ifdef MODE_FLATCOLOR\n"
1597 " color.rgb = diffusetex * Color_Ambient;\n"
1598 "#endif // MODE_FLATCOLOR\n"
1604 "# ifdef USEDIFFUSE\n"
1605 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1606 "# ifdef USESPECULAR\n"
1607 "# ifdef USEEXACTSPECULARMATH\n"
1608 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1610 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1611 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1613 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1615 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1618 " color.rgb = diffusetex * Color_Ambient;\n"
1622 "#ifdef USEDEFERREDLIGHTMAP\n"
1623 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1624 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1625 " color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1629 "#ifdef USEVERTEXTEXTUREBLEND\n"
1630 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1632 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1637 "#ifdef MODE_LIGHTSOURCE\n"
1638 " color.rgb *= myhalf(FogVertex());\n"
1640 " color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1644 " // 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"
1645 "#ifdef USEREFLECTION\n"
1646 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1647 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1648 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1649 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1650 " // FIXME temporary hack to detect the case that the reflection\n"
1651 " // gets blackened at edges due to leaving the area that contains actual\n"
1653 " // Remove this 'ack once we have a better way to stop this thing from\n"
1655 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1656 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1657 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1658 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1659 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1660 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1663 " gl_FragColor = vec4(color);\n"
1665 "#endif // FRAGMENT_SHADER\n"
1667 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1668 "#endif // !MODE_DEFERREDGEOMETRY\n"
1669 "#endif // !MODE_WATER\n"
1670 "#endif // !MODE_REFRACTION\n"
1671 "#endif // !MODE_BLOOMBLUR\n"
1672 "#endif // !MODE_GENERIC\n"
1673 "#endif // !MODE_POSTPROCESS\n"
1674 "#endif // !MODE_SHOWDEPTH\n"
1675 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1679 =========================================================================================================================================================
1683 =========================================================================================================================================================
1687 =========================================================================================================================================================
1691 =========================================================================================================================================================
1695 =========================================================================================================================================================
1699 =========================================================================================================================================================
1703 =========================================================================================================================================================
1706 const char *builtincgshaderstring =
1707 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1708 "// written by Forest 'LordHavoc' Hale\n"
1709 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1711 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1714 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1715 "#define USELIGHTMAP\n"
1717 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING)\n"
1718 "#define USEEYEVECTOR\n"
1721 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1722 "#ifdef VERTEX_SHADER\n"
1725 "float4 gl_Vertex : POSITION,\n"
1726 "uniform float4x4 ModelViewProjectionMatrix,\n"
1727 "out float4 gl_Position : POSITION\n"
1730 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1733 "#else // !MODE_DEPTH_ORSHADOW\n"
1738 "#ifdef MODE_SHOWDEPTH\n"
1739 "#ifdef VERTEX_SHADER\n"
1742 "float4 gl_Vertex : POSITION,\n"
1743 "uniform float4x4 ModelViewProjectionMatrix,\n"
1744 "out float4 gl_Position : POSITION,\n"
1745 "out float4 gl_FrontColor : COLOR0\n"
1748 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1749 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1753 "#ifdef FRAGMENT_SHADER\n"
1756 "float4 gl_FrontColor : COLOR0,\n"
1757 "out float4 gl_FragColor : COLOR\n"
1760 " gl_FragColor = gl_FrontColor;\n"
1763 "#else // !MODE_SHOWDEPTH\n"
1768 "#ifdef MODE_POSTPROCESS\n"
1770 "#ifdef VERTEX_SHADER\n"
1773 "float4 gl_Vertex : POSITION,\n"
1774 "uniform float4x4 ModelViewProjectionMatrix,\n"
1775 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1776 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1777 "out float4 gl_Position : POSITION,\n"
1778 "out float2 TexCoord1 : TEXCOORD0,\n"
1779 "out float2 TexCoord2 : TEXCOORD1\n"
1782 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1783 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1785 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1790 "#ifdef FRAGMENT_SHADER\n"
1793 "float2 TexCoord1 : TEXCOORD0,\n"
1794 "float2 TexCoord2 : TEXCOORD1,\n"
1795 "uniform sampler2D Texture_First,\n"
1797 "uniform sampler2D Texture_Second,\n"
1799 "#ifdef USEGAMMARAMPS\n"
1800 "uniform sampler2D Texture_GammaRamps,\n"
1802 "#ifdef USESATURATION\n"
1803 "uniform float Saturation,\n"
1805 "#ifdef USEVIEWTINT\n"
1806 "uniform float4 ViewTintColor,\n"
1808 "uniform float4 UserVec1,\n"
1809 "uniform float4 UserVec2,\n"
1810 "uniform float4 UserVec3,\n"
1811 "uniform float4 UserVec4,\n"
1812 "uniform float ClientTime,\n"
1813 "uniform float2 PixelSize,\n"
1814 "out float4 gl_FragColor : COLOR\n"
1817 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1819 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1821 "#ifdef USEVIEWTINT\n"
1822 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1825 "#ifdef USEPOSTPROCESSING\n"
1826 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1827 "// 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"
1828 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1829 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1830 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1831 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1832 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1833 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1836 "#ifdef USESATURATION\n"
1837 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1838 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1839 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1840 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1843 "#ifdef USEGAMMARAMPS\n"
1844 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1845 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1846 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1850 "#else // !MODE_POSTPROCESS\n"
1855 "#ifdef MODE_GENERIC\n"
1856 "#ifdef VERTEX_SHADER\n"
1859 "float4 gl_Vertex : POSITION,\n"
1860 "uniform float4x4 ModelViewProjectionMatrix,\n"
1861 "float4 gl_Color : COLOR0,\n"
1862 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1863 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1864 "out float4 gl_Position : POSITION,\n"
1865 "out float4 gl_FrontColor : COLOR,\n"
1866 "out float2 TexCoord1 : TEXCOORD0,\n"
1867 "out float2 TexCoord2 : TEXCOORD1\n"
1870 " gl_FrontColor = gl_Color;\n"
1871 "#ifdef USEDIFFUSE\n"
1872 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1874 "#ifdef USESPECULAR\n"
1875 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1877 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1881 "#ifdef FRAGMENT_SHADER\n"
1885 "float4 gl_FrontColor : COLOR,\n"
1886 "float2 TexCoord1 : TEXCOORD0,\n"
1887 "float2 TexCoord2 : TEXCOORD1,\n"
1888 "#ifdef USEDIFFUSE\n"
1889 "uniform sampler2D Texture_First,\n"
1891 "#ifdef USESPECULAR\n"
1892 "uniform sampler2D Texture_Second,\n"
1894 "out float4 gl_FragColor : COLOR\n"
1897 " gl_FragColor = gl_FrontColor;\n"
1898 "#ifdef USEDIFFUSE\n"
1899 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1902 "#ifdef USESPECULAR\n"
1903 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1904 "# ifdef USECOLORMAPPING\n"
1905 " gl_FragColor *= tex2;\n"
1908 " gl_FragColor += tex2;\n"
1910 "# ifdef USEVERTEXTEXTUREBLEND\n"
1911 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1916 "#else // !MODE_GENERIC\n"
1921 "#ifdef MODE_BLOOMBLUR\n"
1922 "#ifdef VERTEX_SHADER\n"
1925 "float4 gl_Vertex : POSITION,\n"
1926 "uniform float4x4 ModelViewProjectionMatrix,\n"
1927 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1928 "out float4 gl_Position : POSITION,\n"
1929 "out float2 TexCoord : TEXCOORD0\n"
1932 " TexCoord = gl_MultiTexCoord0.xy;\n"
1933 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1937 "#ifdef FRAGMENT_SHADER\n"
1941 "float2 TexCoord : TEXCOORD0,\n"
1942 "uniform sampler2D Texture_First,\n"
1943 "uniform float4 BloomBlur_Parameters,\n"
1944 "out float4 gl_FragColor : COLOR\n"
1948 " float2 tc = TexCoord;\n"
1949 " float3 color = tex2D(Texture_First, tc).rgb;\n"
1950 " tc += BloomBlur_Parameters.xy;\n"
1951 " for (i = 1;i < SAMPLES;i++)\n"
1953 " color += tex2D(Texture_First, tc).rgb;\n"
1954 " tc += BloomBlur_Parameters.xy;\n"
1956 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1959 "#else // !MODE_BLOOMBLUR\n"
1960 "#ifdef MODE_REFRACTION\n"
1961 "#ifdef VERTEX_SHADER\n"
1964 "float4 gl_Vertex : POSITION,\n"
1965 "uniform float4x4 ModelViewProjectionMatrix,\n"
1966 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1967 "uniform float4x4 TexMatrix,\n"
1968 "uniform float3 EyePosition,\n"
1969 "out float4 gl_Position : POSITION,\n"
1970 "out float2 TexCoord : TEXCOORD0,\n"
1971 "out float3 EyeVector : TEXCOORD1,\n"
1972 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1975 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
1976 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1977 " ModelViewProjectionPosition = gl_Position;\n"
1981 "#ifdef FRAGMENT_SHADER\n"
1984 "float2 TexCoord : TEXCOORD0,\n"
1985 "float3 EyeVector : TEXCOORD1,\n"
1986 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
1987 "uniform sampler2D Texture_Normal,\n"
1988 "uniform sampler2D Texture_Refraction,\n"
1989 "uniform sampler2D Texture_Reflection,\n"
1990 "uniform float4 DistortScaleRefractReflect,\n"
1991 "uniform float4 ScreenScaleRefractReflect,\n"
1992 "uniform float4 ScreenCenterRefractReflect,\n"
1993 "uniform float4 RefractColor,\n"
1994 "out float4 gl_FragColor : COLOR\n"
1997 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1998 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1999 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2000 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2001 " // FIXME temporary hack to detect the case that the reflection\n"
2002 " // gets blackened at edges due to leaving the area that contains actual\n"
2004 " // Remove this 'ack once we have a better way to stop this thing from\n"
2006 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2007 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2008 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2009 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2010 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2011 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2014 "#else // !MODE_REFRACTION\n"
2019 "#ifdef MODE_WATER\n"
2020 "#ifdef VERTEX_SHADER\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2027 "uniform float4x4 TexMatrix,\n"
2028 "uniform float3 EyePosition,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float2 TexCoord : TEXCOORD0,\n"
2031 "out float3 EyeVector : TEXCOORD1,\n"
2032 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2035 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2036 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2037 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2038 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2039 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2040 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2041 " ModelViewProjectionPosition = gl_Position;\n"
2045 "#ifdef FRAGMENT_SHADER\n"
2048 "float2 TexCoord : TEXCOORD0,\n"
2049 "float3 EyeVector : TEXCOORD1,\n"
2050 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2051 "uniform sampler2D Texture_Normal,\n"
2052 "uniform sampler2D Texture_Refraction,\n"
2053 "uniform sampler2D Texture_Reflection,\n"
2054 "uniform float4 DistortScaleRefractReflect,\n"
2055 "uniform float4 ScreenScaleRefractReflect,\n"
2056 "uniform float4 ScreenCenterRefractReflect,\n"
2057 "uniform float4 RefractColor,\n"
2058 "uniform float4 ReflectColor,\n"
2059 "uniform float ReflectFactor,\n"
2060 "uniform float ReflectOffset,\n"
2061 "out float4 gl_FragColor : COLOR\n"
2064 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2065 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2066 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2067 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2068 " // FIXME temporary hack to detect the case that the reflection\n"
2069 " // gets blackened at edges due to leaving the area that contains actual\n"
2071 " // Remove this 'ack once we have a better way to stop this thing from\n"
2073 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2074 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2075 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2076 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2077 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2078 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2079 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2080 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2081 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2082 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2083 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2084 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2087 "#else // !MODE_WATER\n"
2092 "// 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"
2094 "// fragment shader specific:\n"
2095 "#ifdef FRAGMENT_SHADER\n"
2098 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2101 "#ifdef USEFOGOUTSIDE\n"
2102 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2104 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2106 " return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2110 "#ifdef USEOFFSETMAPPING\n"
2111 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2113 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2114 " // 14 sample relief mapping: linear search and then binary search\n"
2115 " // this basically steps forward a small amount repeatedly until it finds\n"
2116 " // itself inside solid, then jitters forward and back using decreasing\n"
2117 " // amounts to find the impact\n"
2118 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2119 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2120 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2121 " float3 RT = float3(TexCoord, 1);\n"
2122 " OffsetVector *= 0.1;\n"
2123 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2124 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2125 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2126 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2127 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2128 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2129 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2130 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2131 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2132 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2133 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2134 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2135 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2136 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2139 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2140 " // this basically moves forward the full distance, and then backs up based\n"
2141 " // on height of samples\n"
2142 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2143 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2144 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2145 " TexCoord += OffsetVector;\n"
2146 " OffsetVector *= 0.333;\n"
2147 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2148 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2149 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2150 " return TexCoord;\n"
2153 "#endif // USEOFFSETMAPPING\n"
2155 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2157 "# ifndef USESHADOWMAPVSDCT\n"
2158 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2160 " float3 adir = abs(dir);\n"
2164 " if (adir.x > adir.y)\n"
2166 " if (adir.x > adir.z) // X\n"
2170 " offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2176 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2181 " if (adir.y > adir.z) // Y\n"
2185 " offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2191 " offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2195 " float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2196 " stc.xy += offset * ShadowMap_Parameters.y;\n"
2197 " stc.z += ShadowMap_Parameters.z;\n"
2201 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2203 " float3 adir = abs(dir);\n"
2204 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2205 " float ma = max(max(adir.x, adir.y), adir.z);\n"
2206 " float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2207 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2208 " stc.z += ShadowMap_Parameters.z;\n"
2212 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2214 "#ifdef USESHADOWMAPCUBE\n"
2215 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2217 " float3 adir = abs(dir);\n"
2218 " return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2222 "# ifdef USESHADOWMAPRECT\n"
2223 "#ifdef USESHADOWMAPVSDCT\n"
2224 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2226 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2229 "#ifdef USESHADOWMAPVSDCT\n"
2230 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2232 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2235 "# ifdef USESHADOWSAMPLER\n"
2237 "# ifdef USESHADOWMAPPCF\n"
2238 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2239 " 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"
2241 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2246 "# ifdef USESHADOWMAPPCF\n"
2247 "# if USESHADOWMAPPCF > 1\n"
2248 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2249 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2250 " 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"
2251 " 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"
2252 " 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"
2253 " 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"
2254 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2255 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2257 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2258 " float2 offset = frac(shadowmaptc.xy);\n"
2259 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2260 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2261 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2262 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2263 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2266 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2274 "# ifdef USESHADOWMAP2D\n"
2275 "#ifdef USESHADOWMAPVSDCT\n"
2276 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2278 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2281 "#ifdef USESHADOWMAPVSDCT\n"
2282 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2284 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2288 "# ifdef USESHADOWSAMPLER\n"
2289 "# ifdef USESHADOWMAPPCF\n"
2290 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2291 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2292 " 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"
2294 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2297 "# ifdef USESHADOWMAPPCF\n"
2298 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2299 "# ifdef GL_ARB_texture_gather\n"
2300 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2302 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2304 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2305 " center *= ShadowMap_TextureScale;\n"
2306 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2307 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2308 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2309 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2310 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2311 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2312 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2314 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2315 "# if USESHADOWMAPPCF > 1\n"
2316 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2317 " center *= ShadowMap_TextureScale;\n"
2318 " 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"
2319 " 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"
2320 " 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"
2321 " 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"
2322 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2323 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2325 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2326 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2327 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2328 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2329 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2330 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2334 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2341 "# ifdef USESHADOWMAPCUBE\n"
2342 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2344 " // apply depth texture cubemap as light filter\n"
2345 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2347 "# ifdef USESHADOWSAMPLER\n"
2348 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2350 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2355 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2356 "#endif // FRAGMENT_SHADER\n"
2361 "#ifdef MODE_DEFERREDGEOMETRY\n"
2362 "#ifdef VERTEX_SHADER\n"
2365 "float4 gl_Vertex : POSITION,\n"
2366 "uniform float4x4 ModelViewProjectionMatrix,\n"
2367 "#ifdef USEVERTEXTEXTUREBLEND\n"
2368 "float4 gl_Color : COLOR0,\n"
2370 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2371 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2372 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2373 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2374 "uniform float4x4 TexMatrix,\n"
2375 "#ifdef USEVERTEXTEXTUREBLEND\n"
2376 "uniform float4x4 BackgroundTexMatrix,\n"
2378 "uniform float4x4 ModelViewMatrix,\n"
2379 "#ifdef USEOFFSETMAPPING\n"
2380 "uniform float3 EyePosition,\n"
2382 "out float4 gl_Position : POSITION,\n"
2383 "out float4 gl_FrontColor : COLOR,\n"
2384 "out float4 TexCoordBoth : TEXCOORD0,\n"
2385 "#ifdef USEOFFSETMAPPING\n"
2386 "out float3 EyeVector : TEXCOORD2,\n"
2388 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2389 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2390 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2393 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2394 "#ifdef USEVERTEXTEXTUREBLEND\n"
2395 " gl_FrontColor = gl_Color;\n"
2396 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2399 " // transform unnormalized eye direction into tangent space\n"
2400 "#ifdef USEOFFSETMAPPING\n"
2401 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2402 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2403 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2404 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2407 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2408 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2409 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2410 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2412 "#endif // VERTEX_SHADER\n"
2414 "#ifdef FRAGMENT_SHADER\n"
2417 "float4 TexCoordBoth : TEXCOORD0,\n"
2418 "float3 EyeVector : TEXCOORD2,\n"
2419 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2420 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2421 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2422 "uniform sampler2D Texture_Normal,\n"
2423 "#ifdef USEALPHAKILL\n"
2424 "uniform sampler2D Texture_Color,\n"
2426 "#ifdef USEVERTEXTEXTUREBLEND\n"
2427 "uniform sampler2D Texture_SecondaryNormal,\n"
2429 "#ifdef USEOFFSETMAPPING\n"
2430 "uniform float OffsetMapping_Scale,\n"
2432 "uniform half SpecularPower,\n"
2433 "out float4 gl_FragColor : COLOR\n"
2436 " float2 TexCoord = TexCoordBoth.xy;\n"
2437 "#ifdef USEOFFSETMAPPING\n"
2438 " // apply offsetmapping\n"
2439 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2440 "#define TexCoord TexCoordOffset\n"
2443 "#ifdef USEALPHAKILL\n"
2444 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2450 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2451 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2452 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2455 "#ifdef USEVERTEXTEXTUREBLEND\n"
2456 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2458 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2461 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2463 "#endif // FRAGMENT_SHADER\n"
2464 "#else // !MODE_DEFERREDGEOMETRY\n"
2469 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2470 "#ifdef VERTEX_SHADER\n"
2473 "float4 gl_Vertex : POSITION,\n"
2474 "uniform float4x4 ModelViewProjectionMatrix,\n"
2475 "uniform float4x4 ModelViewMatrix,\n"
2476 "out float4 gl_Position : POSITION,\n"
2477 "out float4 ModelViewPosition : TEXCOORD0\n"
2480 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2481 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2483 "#endif // VERTEX_SHADER\n"
2485 "#ifdef FRAGMENT_SHADER\n"
2488 "float2 Pixel : WPOS,\n"
2489 "float4 ModelViewPosition : TEXCOORD0,\n"
2490 "uniform float4x4 ViewToLight,\n"
2491 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2492 "uniform float3 LightPosition,\n"
2493 "uniform half2 PixelToScreenTexCoord,\n"
2494 "uniform half3 DeferredColor_Ambient,\n"
2495 "uniform half3 DeferredColor_Diffuse,\n"
2496 "#ifdef USESPECULAR\n"
2497 "uniform half3 DeferredColor_Specular,\n"
2498 "uniform half SpecularPower,\n"
2500 "uniform sampler2D Texture_Attenuation,\n"
2501 "uniform sampler2D Texture_ScreenDepth,\n"
2502 "uniform sampler2D Texture_ScreenNormalMap,\n"
2504 "#ifdef USESHADOWMAPRECT\n"
2505 "# ifdef USESHADOWSAMPLER\n"
2506 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2508 "uniform samplerRECT Texture_ShadowMapRect,\n"
2512 "#ifdef USESHADOWMAP2D\n"
2513 "# ifdef USESHADOWSAMPLER\n"
2514 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2516 "uniform sampler2D Texture_ShadowMap2D,\n"
2520 "#ifdef USESHADOWMAPVSDCT\n"
2521 "uniform samplerCUBE Texture_CubeProjection,\n"
2524 "#ifdef USESHADOWMAPCUBE\n"
2525 "# ifdef USESHADOWSAMPLER\n"
2526 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2528 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2532 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2533 "uniform float2 ShadowMap_TextureScale,\n"
2534 "uniform float4 ShadowMap_Parameters,\n"
2537 "out float4 gl_FragData0 : COLOR0,\n"
2538 "out float4 gl_FragData1 : COLOR1\n"
2541 " // calculate viewspace pixel position\n"
2542 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2543 " ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2544 " float3 position;\n"
2545 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2546 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2547 " // decode viewspace pixel normal\n"
2548 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2549 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2550 " // surfacenormal = pixel normal in viewspace\n"
2551 " // LightVector = pixel to light in viewspace\n"
2552 " // CubeVector = position in lightspace\n"
2553 " // eyevector = pixel to view in viewspace\n"
2554 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2555 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2556 "#ifdef USEDIFFUSE\n"
2557 " // calculate diffuse shading\n"
2558 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2559 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2561 "#ifdef USESPECULAR\n"
2562 " // calculate directional shading\n"
2563 " float3 eyevector = position * -1.0;\n"
2564 "# ifdef USEEXACTSPECULARMATH\n"
2565 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2567 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2568 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2572 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2573 " fade *= ShadowMapCompare(CubeVector,\n"
2574 "# if defined(USESHADOWMAP2D)\n"
2575 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2577 "# if defined(USESHADOWMAPRECT)\n"
2578 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2580 "# if defined(USESHADOWMAPCUBE)\n"
2581 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2584 "#ifdef USESHADOWMAPVSDCT\n"
2585 ", Texture_CubeProjection\n"
2590 "#ifdef USEDIFFUSE\n"
2591 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2593 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2595 "#ifdef USESPECULAR\n"
2596 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2598 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2601 "# ifdef USECUBEFILTER\n"
2602 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2603 " gl_FragData0.rgb *= cubecolor;\n"
2604 " gl_FragData1.rgb *= cubecolor;\n"
2607 "#endif // FRAGMENT_SHADER\n"
2608 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2613 "#ifdef VERTEX_SHADER\n"
2616 "float4 gl_Vertex : POSITION,\n"
2617 "uniform float4x4 ModelViewProjectionMatrix,\n"
2618 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2619 "float4 gl_Color : COLOR0,\n"
2621 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2622 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2623 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2624 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2625 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2627 "uniform float3 EyePosition,\n"
2628 "uniform float4x4 TexMatrix,\n"
2629 "#ifdef USEVERTEXTEXTUREBLEND\n"
2630 "uniform float4x4 BackgroundTexMatrix,\n"
2632 "#ifdef MODE_LIGHTSOURCE\n"
2633 "uniform float4x4 ModelToLight,\n"
2635 "#ifdef MODE_LIGHTSOURCE\n"
2636 "uniform float3 LightPosition,\n"
2638 "#ifdef MODE_LIGHTDIRECTION\n"
2639 "uniform float3 LightDir,\n"
2641 "uniform float4 FogPlane,\n"
2642 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2643 "uniform float3 LightPosition,\n"
2646 "out float4 gl_FrontColor : COLOR,\n"
2647 "out float4 TexCoordBoth : TEXCOORD0,\n"
2648 "#ifdef USELIGHTMAP\n"
2649 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2651 "#ifdef USEEYEVECTOR\n"
2652 "out float3 EyeVector : TEXCOORD2,\n"
2654 "#ifdef USEREFLECTION\n"
2655 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2658 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2660 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2661 "out float3 LightVector : TEXCOORD5,\n"
2663 "#ifdef MODE_LIGHTSOURCE\n"
2664 "out float3 CubeVector : TEXCOORD3,\n"
2666 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2667 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2668 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2669 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2671 "out float4 gl_Position : POSITION\n"
2674 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2675 " gl_FrontColor = gl_Color;\n"
2677 " // copy the surface texcoord\n"
2678 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2679 "#ifdef USEVERTEXTEXTUREBLEND\n"
2680 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2682 "#ifdef USELIGHTMAP\n"
2683 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2686 "#ifdef MODE_LIGHTSOURCE\n"
2687 " // transform vertex position into light attenuation/cubemap space\n"
2688 " // (-1 to +1 across the light box)\n"
2689 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2691 "# ifdef USEDIFFUSE\n"
2692 " // transform unnormalized light direction into tangent space\n"
2693 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2694 " // normalize it per pixel)\n"
2695 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2696 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2697 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2698 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2702 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2703 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2704 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2705 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2708 " // transform unnormalized eye direction into tangent space\n"
2709 "#ifdef USEEYEVECTOR\n"
2710 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2711 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2712 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2713 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2717 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2718 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2721 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2722 " VectorS = gl_MultiTexCoord1.xyz;\n"
2723 " VectorT = gl_MultiTexCoord2.xyz;\n"
2724 " VectorR = gl_MultiTexCoord3.xyz;\n"
2727 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2728 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2730 "#ifdef USEREFLECTION\n"
2731 " ModelViewProjectionPosition = gl_Position;\n"
2734 "#endif // VERTEX_SHADER\n"
2739 "#ifdef FRAGMENT_SHADER\n"
2742 "#ifdef USEDEFERREDLIGHTMAP\n"
2743 "float2 Pixel : WPOS,\n"
2745 "float4 gl_FrontColor : COLOR,\n"
2746 "float4 TexCoordBoth : TEXCOORD0,\n"
2747 "#ifdef USELIGHTMAP\n"
2748 "float2 TexCoordLightmap : TEXCOORD1,\n"
2750 "#ifdef USEEYEVECTOR\n"
2751 "float3 EyeVector : TEXCOORD2,\n"
2753 "#ifdef USEREFLECTION\n"
2754 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2757 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2759 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2760 "float3 LightVector : TEXCOORD5,\n"
2762 "#ifdef MODE_LIGHTSOURCE\n"
2763 "float3 CubeVector : TEXCOORD3,\n"
2765 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2766 "float4 ModelViewPosition : TEXCOORD0,\n"
2768 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY)\n"
2769 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2770 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2771 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2774 "uniform sampler2D Texture_Normal,\n"
2775 "uniform sampler2D Texture_Color,\n"
2776 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2777 "uniform sampler2D Texture_Gloss,\n"
2780 "uniform sampler2D Texture_Glow,\n"
2782 "#ifdef USEVERTEXTEXTUREBLEND\n"
2783 "uniform sampler2D Texture_SecondaryNormal,\n"
2784 "uniform sampler2D Texture_SecondaryColor,\n"
2785 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2786 "uniform sampler2D Texture_SecondaryGloss,\n"
2789 "uniform sampler2D Texture_SecondaryGlow,\n"
2792 "#ifdef USECOLORMAPPING\n"
2793 "uniform sampler2D Texture_Pants,\n"
2794 "uniform sampler2D Texture_Shirt,\n"
2797 "uniform sampler2D Texture_FogMask,\n"
2799 "#ifdef USELIGHTMAP\n"
2800 "uniform sampler2D Texture_Lightmap,\n"
2802 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2803 "uniform sampler2D Texture_Deluxemap,\n"
2805 "#ifdef USEREFLECTION\n"
2806 "uniform sampler2D Texture_Reflection,\n"
2809 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2810 "uniform sampler2D Texture_ScreenDepth,\n"
2811 "uniform sampler2D Texture_ScreenNormalMap,\n"
2813 "#ifdef USEDEFERREDLIGHTMAP\n"
2814 "uniform sampler2D Texture_ScreenDiffuse,\n"
2815 "uniform sampler2D Texture_ScreenSpecular,\n"
2818 "#ifdef USECOLORMAPPING\n"
2819 "uniform half3 Color_Pants,\n"
2820 "uniform half3 Color_Shirt,\n"
2823 "uniform float3 FogColor,\n"
2824 "uniform float FogRangeRecip,\n"
2825 "uniform float FogPlaneViewDist,\n"
2826 "uniform float FogHeightFade,\n"
2829 "#ifdef USEOFFSETMAPPING\n"
2830 "uniform float OffsetMapping_Scale,\n"
2833 "#ifdef USEDEFERREDLIGHTMAP\n"
2834 "uniform half2 PixelToScreenTexCoord,\n"
2835 "uniform half3 DeferredMod_Diffuse,\n"
2836 "uniform half3 DeferredMod_Specular,\n"
2838 "uniform half3 Color_Ambient,\n"
2839 "uniform half3 Color_Diffuse,\n"
2840 "uniform half3 Color_Specular,\n"
2841 "uniform half SpecularPower,\n"
2843 "uniform half3 Color_Glow,\n"
2845 "uniform half Alpha,\n"
2846 "#ifdef USEREFLECTION\n"
2847 "uniform float4 DistortScaleRefractReflect,\n"
2848 "uniform float4 ScreenScaleRefractReflect,\n"
2849 "uniform float4 ScreenCenterRefractReflect,\n"
2850 "uniform half4 ReflectColor,\n"
2852 "#ifdef MODE_LIGHTDIRECTION\n"
2853 "uniform half3 LightColor,\n"
2855 "#ifdef MODE_LIGHTSOURCE\n"
2856 "uniform half3 LightColor,\n"
2859 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2860 "uniform sampler2D Texture_Attenuation,\n"
2861 "uniform samplerCUBE Texture_Cube,\n"
2863 "#ifdef USESHADOWMAPRECT\n"
2864 "# ifdef USESHADOWSAMPLER\n"
2865 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2867 "uniform samplerRECT Texture_ShadowMapRect,\n"
2871 "#ifdef USESHADOWMAP2D\n"
2872 "# ifdef USESHADOWSAMPLER\n"
2873 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2875 "uniform sampler2D Texture_ShadowMap2D,\n"
2879 "#ifdef USESHADOWMAPVSDCT\n"
2880 "uniform samplerCUBE Texture_CubeProjection,\n"
2883 "#ifdef USESHADOWMAPCUBE\n"
2884 "# ifdef USESHADOWSAMPLER\n"
2885 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2887 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2891 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2892 "uniform float2 ShadowMap_TextureScale,\n"
2893 "uniform float4 ShadowMap_Parameters,\n"
2895 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2897 "out float4 gl_FragColor : COLOR\n"
2900 " float2 TexCoord = TexCoordBoth.xy;\n"
2901 "#ifdef USEVERTEXTEXTUREBLEND\n"
2902 " float2 TexCoord2 = TexCoordBoth.zw;\n"
2904 "#ifdef USEOFFSETMAPPING\n"
2905 " // apply offsetmapping\n"
2906 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2907 "#define TexCoord TexCoordOffset\n"
2910 " // combine the diffuse textures (base, pants, shirt)\n"
2911 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2912 "#ifdef USEALPHAKILL\n"
2913 " if (color.a < 0.5)\n"
2916 " color.a *= Alpha;\n"
2917 "#ifdef USECOLORMAPPING\n"
2918 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2920 "#ifdef USEVERTEXTEXTUREBLEND\n"
2921 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2922 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2923 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2924 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2926 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2929 " // get the surface normal\n"
2930 "#ifdef USEVERTEXTEXTUREBLEND\n"
2931 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2933 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2936 " // get the material colors\n"
2937 " half3 diffusetex = color.rgb;\n"
2938 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2939 "# ifdef USEVERTEXTEXTUREBLEND\n"
2940 " half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2942 " half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2949 "#ifdef MODE_LIGHTSOURCE\n"
2950 " // light source\n"
2951 "#ifdef USEDIFFUSE\n"
2952 " half3 lightnormal = half3(normalize(LightVector));\n"
2953 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2954 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2955 "#ifdef USESPECULAR\n"
2956 "#ifdef USEEXACTSPECULARMATH\n"
2957 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2959 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2960 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2962 " color.rgb += glosstex * (specular * Color_Specular);\n"
2965 " color.rgb = diffusetex * Color_Ambient;\n"
2967 " color.rgb *= LightColor;\n"
2968 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2969 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
2970 " color.rgb *= ShadowMapCompare(CubeVector,\n"
2971 "# if defined(USESHADOWMAP2D)\n"
2972 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2974 "# if defined(USESHADOWMAPRECT)\n"
2975 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2977 "# if defined(USESHADOWMAPCUBE)\n"
2978 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2981 "#ifdef USESHADOWMAPVSDCT\n"
2982 ", Texture_CubeProjection\n"
2987 "# ifdef USECUBEFILTER\n"
2988 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
2990 "#endif // MODE_LIGHTSOURCE\n"
2995 "#ifdef MODE_LIGHTDIRECTION\n"
2997 "#ifdef USEDIFFUSE\n"
2998 " half3 lightnormal = half3(normalize(LightVector));\n"
3000 "#define lightcolor LightColor\n"
3001 "#endif // MODE_LIGHTDIRECTION\n"
3002 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3004 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3005 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3006 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3007 " // convert modelspace light vector to tangentspace\n"
3008 " half3 lightnormal;\n"
3009 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3010 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3011 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3012 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3013 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3014 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3015 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3016 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3017 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3018 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3019 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3020 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3021 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3022 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3023 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3025 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3026 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3027 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3033 "#ifdef MODE_LIGHTMAP\n"
3034 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3035 "#endif // MODE_LIGHTMAP\n"
3036 "#ifdef MODE_VERTEXCOLOR\n"
3037 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3038 "#endif // MODE_VERTEXCOLOR\n"
3039 "#ifdef MODE_FLATCOLOR\n"
3040 " color.rgb = diffusetex * Color_Ambient;\n"
3041 "#endif // MODE_FLATCOLOR\n"
3047 "# ifdef USEDIFFUSE\n"
3048 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3049 "# ifdef USESPECULAR\n"
3050 "# ifdef USEEXACTSPECULARMATH\n"
3051 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3053 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3054 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3056 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3058 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3061 " color.rgb = diffusetex * Color_Ambient;\n"
3065 "#ifdef USEDEFERREDLIGHTMAP\n"
3066 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3067 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3068 " color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3072 "#ifdef USEVERTEXTEXTUREBLEND\n"
3073 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3075 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3080 "#ifdef MODE_LIGHTSOURCE\n"
3081 " color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3083 " color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3087 " // 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"
3088 "#ifdef USEREFLECTION\n"
3089 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3090 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3091 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3092 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3093 " // FIXME temporary hack to detect the case that the reflection\n"
3094 " // gets blackened at edges due to leaving the area that contains actual\n"
3096 " // Remove this 'ack once we have a better way to stop this thing from\n"
3098 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3099 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3100 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3101 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3102 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3103 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3106 " gl_FragColor = float4(color);\n"
3108 "#endif // FRAGMENT_SHADER\n"
3110 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3111 "#endif // !MODE_DEFERREDGEOMETRY\n"
3112 "#endif // !MODE_WATER\n"
3113 "#endif // !MODE_REFRACTION\n"
3114 "#endif // !MODE_BLOOMBLUR\n"
3115 "#endif // !MODE_GENERIC\n"
3116 "#endif // !MODE_POSTPROCESS\n"
3117 "#endif // !MODE_SHOWDEPTH\n"
3118 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3121 //=======================================================================================================================================================
3123 typedef struct shaderpermutationinfo_s
3125 const char *pretext;
3128 shaderpermutationinfo_t;
3130 typedef struct shadermodeinfo_s
3132 const char *vertexfilename;
3133 const char *geometryfilename;
3134 const char *fragmentfilename;
3135 const char *pretext;
3140 typedef enum shaderpermutation_e
3142 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3143 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3144 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3145 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3146 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3147 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3148 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3149 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3150 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3151 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3152 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3153 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3154 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3155 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3156 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3157 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3158 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3159 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3160 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3161 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3162 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3163 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3164 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3165 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3166 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3167 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3168 SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
3169 SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
3171 shaderpermutation_t;
3173 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3174 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3176 {"#define USEDIFFUSE\n", " diffuse"},
3177 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3178 {"#define USEVIEWTINT\n", " viewtint"},
3179 {"#define USECOLORMAPPING\n", " colormapping"},
3180 {"#define USESATURATION\n", " saturation"},
3181 {"#define USEFOGINSIDE\n", " foginside"},
3182 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3183 {"#define USEGAMMARAMPS\n", " gammaramps"},
3184 {"#define USECUBEFILTER\n", " cubefilter"},
3185 {"#define USEGLOW\n", " glow"},
3186 {"#define USEBLOOM\n", " bloom"},
3187 {"#define USESPECULAR\n", " specular"},
3188 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3189 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3190 {"#define USEREFLECTION\n", " reflection"},
3191 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3192 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3193 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3194 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3195 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3196 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3197 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3198 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3199 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3200 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3201 {"#define USEALPHAKILL\n", " alphakill"},
3204 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3205 typedef enum shadermode_e
3207 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3208 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3209 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3210 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3211 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3212 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3213 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3214 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3215 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3216 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3217 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3218 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3219 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3220 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3221 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3226 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3227 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3229 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3230 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3231 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3232 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3233 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3234 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3235 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3236 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3237 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3238 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3239 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3240 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3241 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3242 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3243 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3247 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3249 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3250 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3251 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3252 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3253 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3254 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3255 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3256 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3257 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3258 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3259 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3260 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3261 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3262 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3263 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3267 struct r_glsl_permutation_s;
3268 typedef struct r_glsl_permutation_s
3270 /// hash lookup data
3271 struct r_glsl_permutation_s *hashnext;
3273 unsigned int permutation;
3275 /// indicates if we have tried compiling this permutation already
3277 /// 0 if compilation failed
3279 /// locations of detected uniforms in program object, or -1 if not found
3280 int loc_Texture_First;
3281 int loc_Texture_Second;
3282 int loc_Texture_GammaRamps;
3283 int loc_Texture_Normal;
3284 int loc_Texture_Color;
3285 int loc_Texture_Gloss;
3286 int loc_Texture_Glow;
3287 int loc_Texture_SecondaryNormal;
3288 int loc_Texture_SecondaryColor;
3289 int loc_Texture_SecondaryGloss;
3290 int loc_Texture_SecondaryGlow;
3291 int loc_Texture_Pants;
3292 int loc_Texture_Shirt;
3293 int loc_Texture_FogMask;
3294 int loc_Texture_Lightmap;
3295 int loc_Texture_Deluxemap;
3296 int loc_Texture_Attenuation;
3297 int loc_Texture_Cube;
3298 int loc_Texture_Refraction;
3299 int loc_Texture_Reflection;
3300 int loc_Texture_ShadowMapRect;
3301 int loc_Texture_ShadowMapCube;
3302 int loc_Texture_ShadowMap2D;
3303 int loc_Texture_CubeProjection;
3304 int loc_Texture_ScreenDepth;
3305 int loc_Texture_ScreenNormalMap;
3306 int loc_Texture_ScreenDiffuse;
3307 int loc_Texture_ScreenSpecular;
3309 int loc_BloomBlur_Parameters;
3311 int loc_Color_Ambient;
3312 int loc_Color_Diffuse;
3313 int loc_Color_Specular;
3315 int loc_Color_Pants;
3316 int loc_Color_Shirt;
3317 int loc_DeferredColor_Ambient;
3318 int loc_DeferredColor_Diffuse;
3319 int loc_DeferredColor_Specular;
3320 int loc_DeferredMod_Diffuse;
3321 int loc_DeferredMod_Specular;
3322 int loc_DistortScaleRefractReflect;
3323 int loc_EyePosition;
3325 int loc_FogHeightFade;
3327 int loc_FogPlaneViewDist;
3328 int loc_FogRangeRecip;
3331 int loc_LightPosition;
3332 int loc_OffsetMapping_Scale;
3334 int loc_ReflectColor;
3335 int loc_ReflectFactor;
3336 int loc_ReflectOffset;
3337 int loc_RefractColor;
3339 int loc_ScreenCenterRefractReflect;
3340 int loc_ScreenScaleRefractReflect;
3341 int loc_ScreenToDepth;
3342 int loc_ShadowMap_Parameters;
3343 int loc_ShadowMap_TextureScale;
3344 int loc_SpecularPower;
3349 int loc_ViewTintColor;
3350 int loc_ViewToLight;
3351 int loc_ModelToLight;
3353 int loc_BackgroundTexMatrix;
3354 int loc_ModelViewProjectionMatrix;
3355 int loc_ModelViewMatrix;
3356 int loc_PixelToScreenTexCoord;
3358 r_glsl_permutation_t;
3360 #define SHADERPERMUTATION_HASHSIZE 256
3362 /// information about each possible shader permutation
3363 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3364 /// currently selected permutation
3365 r_glsl_permutation_t *r_glsl_permutation;
3366 /// storage for permutations linked in the hash table
3367 memexpandablearray_t r_glsl_permutationarray;
3369 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3371 //unsigned int hashdepth = 0;
3372 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3373 r_glsl_permutation_t *p;
3374 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3376 if (p->mode == mode && p->permutation == permutation)
3378 //if (hashdepth > 10)
3379 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3384 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3386 p->permutation = permutation;
3387 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3388 r_glsl_permutationhash[mode][hashindex] = p;
3389 //if (hashdepth > 10)
3390 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3394 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3397 if (!filename || !filename[0])
3399 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3402 if (printfromdisknotice)
3403 Con_DPrintf("from disk %s... ", filename);
3404 return shaderstring;
3406 else if (!strcmp(filename, "glsl/default.glsl"))
3408 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
3409 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
3411 return shaderstring;
3414 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3417 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3418 int vertstrings_count = 0;
3419 int geomstrings_count = 0;
3420 int fragstrings_count = 0;
3421 char *vertexstring, *geometrystring, *fragmentstring;
3422 const char *vertstrings_list[32+3];
3423 const char *geomstrings_list[32+3];
3424 const char *fragstrings_list[32+3];
3425 char permutationname[256];
3432 permutationname[0] = 0;
3433 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3434 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3435 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3437 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3439 // the first pretext is which type of shader to compile as
3440 // (later these will all be bound together as a program object)
3441 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3442 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3443 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3445 // the second pretext is the mode (for example a light source)
3446 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3447 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3448 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3449 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3451 // now add all the permutation pretexts
3452 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3454 if (permutation & (1<<i))
3456 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3457 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3458 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3459 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3463 // keep line numbers correct
3464 vertstrings_list[vertstrings_count++] = "\n";
3465 geomstrings_list[geomstrings_count++] = "\n";
3466 fragstrings_list[fragstrings_count++] = "\n";
3470 // now append the shader text itself
3471 vertstrings_list[vertstrings_count++] = vertexstring;
3472 geomstrings_list[geomstrings_count++] = geometrystring;
3473 fragstrings_list[fragstrings_count++] = fragmentstring;
3475 // if any sources were NULL, clear the respective list
3477 vertstrings_count = 0;
3478 if (!geometrystring)
3479 geomstrings_count = 0;
3480 if (!fragmentstring)
3481 fragstrings_count = 0;
3483 // compile the shader program
3484 if (vertstrings_count + geomstrings_count + fragstrings_count)
3485 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3489 qglUseProgramObjectARB(p->program);CHECKGLERROR
3490 // look up all the uniform variable names we care about, so we don't
3491 // have to look them up every time we set them
3493 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3494 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3495 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3496 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3497 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3498 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3499 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3500 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3501 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3502 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3503 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3504 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3505 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3506 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3507 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3508 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3509 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3510 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3511 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3512 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3513 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3514 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3515 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3516 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3517 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3518 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3519 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3520 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3521 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3522 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3523 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3524 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3525 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3526 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3527 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3528 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3529 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3530 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3531 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3532 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3533 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3534 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3535 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3536 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3537 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3538 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3539 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3540 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3541 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3542 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3543 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3544 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3545 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3546 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3547 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3548 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3549 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3550 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3551 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3552 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3553 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3554 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3555 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3556 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3557 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3558 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3559 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3560 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3561 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3562 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3563 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3564 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3565 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3566 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3567 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3568 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3569 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3570 // initialize the samplers to refer to the texture units we use
3571 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3572 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3573 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3574 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3575 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3576 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3577 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3578 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3579 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3580 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3581 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3582 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3583 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3584 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3585 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3586 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3587 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3588 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3589 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3590 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3591 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
3592 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3593 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3594 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3595 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3596 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3597 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3598 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3600 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3603 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3607 Mem_Free(vertexstring);
3609 Mem_Free(geometrystring);
3611 Mem_Free(fragmentstring);
3614 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3616 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3617 if (r_glsl_permutation != perm)
3619 r_glsl_permutation = perm;
3620 if (!r_glsl_permutation->program)
3622 if (!r_glsl_permutation->compiled)
3623 R_GLSL_CompilePermutation(perm, mode, permutation);
3624 if (!r_glsl_permutation->program)
3626 // remove features until we find a valid permutation
3628 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3630 // reduce i more quickly whenever it would not remove any bits
3631 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3632 if (!(permutation & j))
3635 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3636 if (!r_glsl_permutation->compiled)
3637 R_GLSL_CompilePermutation(perm, mode, permutation);
3638 if (r_glsl_permutation->program)
3641 if (i >= SHADERPERMUTATION_COUNT)
3643 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3644 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3645 qglUseProgramObjectARB(0);CHECKGLERROR
3646 return; // no bit left to clear, entire mode is broken
3651 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3653 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3654 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3658 #include <Cg/cgGL.h>
3659 struct r_cg_permutation_s;
3660 typedef struct r_cg_permutation_s
3662 /// hash lookup data
3663 struct r_cg_permutation_s *hashnext;
3665 unsigned int permutation;
3667 /// indicates if we have tried compiling this permutation already
3669 /// 0 if compilation failed
3672 /// locations of detected parameters in programs, or NULL if not found
3673 CGparameter vp_EyePosition;
3674 CGparameter vp_FogPlane;
3675 CGparameter vp_LightDir;
3676 CGparameter vp_LightPosition;
3677 CGparameter vp_ModelToLight;
3678 CGparameter vp_TexMatrix;
3679 CGparameter vp_BackgroundTexMatrix;
3680 CGparameter vp_ModelViewProjectionMatrix;
3681 CGparameter vp_ModelViewMatrix;
3683 CGparameter fp_Texture_First;
3684 CGparameter fp_Texture_Second;
3685 CGparameter fp_Texture_GammaRamps;
3686 CGparameter fp_Texture_Normal;
3687 CGparameter fp_Texture_Color;
3688 CGparameter fp_Texture_Gloss;
3689 CGparameter fp_Texture_Glow;
3690 CGparameter fp_Texture_SecondaryNormal;
3691 CGparameter fp_Texture_SecondaryColor;
3692 CGparameter fp_Texture_SecondaryGloss;
3693 CGparameter fp_Texture_SecondaryGlow;
3694 CGparameter fp_Texture_Pants;
3695 CGparameter fp_Texture_Shirt;
3696 CGparameter fp_Texture_FogMask;
3697 CGparameter fp_Texture_Lightmap;
3698 CGparameter fp_Texture_Deluxemap;
3699 CGparameter fp_Texture_Attenuation;
3700 CGparameter fp_Texture_Cube;
3701 CGparameter fp_Texture_Refraction;
3702 CGparameter fp_Texture_Reflection;
3703 CGparameter fp_Texture_ShadowMapRect;
3704 CGparameter fp_Texture_ShadowMapCube;
3705 CGparameter fp_Texture_ShadowMap2D;
3706 CGparameter fp_Texture_CubeProjection;
3707 CGparameter fp_Texture_ScreenDepth;
3708 CGparameter fp_Texture_ScreenNormalMap;
3709 CGparameter fp_Texture_ScreenDiffuse;
3710 CGparameter fp_Texture_ScreenSpecular;
3711 CGparameter fp_Alpha;
3712 CGparameter fp_BloomBlur_Parameters;
3713 CGparameter fp_ClientTime;
3714 CGparameter fp_Color_Ambient;
3715 CGparameter fp_Color_Diffuse;
3716 CGparameter fp_Color_Specular;
3717 CGparameter fp_Color_Glow;
3718 CGparameter fp_Color_Pants;
3719 CGparameter fp_Color_Shirt;
3720 CGparameter fp_DeferredColor_Ambient;
3721 CGparameter fp_DeferredColor_Diffuse;
3722 CGparameter fp_DeferredColor_Specular;
3723 CGparameter fp_DeferredMod_Diffuse;
3724 CGparameter fp_DeferredMod_Specular;
3725 CGparameter fp_DistortScaleRefractReflect;
3726 CGparameter fp_EyePosition;
3727 CGparameter fp_FogColor;
3728 CGparameter fp_FogHeightFade;
3729 CGparameter fp_FogPlane;
3730 CGparameter fp_FogPlaneViewDist;
3731 CGparameter fp_FogRangeRecip;
3732 CGparameter fp_LightColor;
3733 CGparameter fp_LightDir;
3734 CGparameter fp_LightPosition;
3735 CGparameter fp_OffsetMapping_Scale;
3736 CGparameter fp_PixelSize;
3737 CGparameter fp_ReflectColor;
3738 CGparameter fp_ReflectFactor;
3739 CGparameter fp_ReflectOffset;
3740 CGparameter fp_RefractColor;
3741 CGparameter fp_Saturation;
3742 CGparameter fp_ScreenCenterRefractReflect;
3743 CGparameter fp_ScreenScaleRefractReflect;
3744 CGparameter fp_ScreenToDepth;
3745 CGparameter fp_ShadowMap_Parameters;
3746 CGparameter fp_ShadowMap_TextureScale;
3747 CGparameter fp_SpecularPower;
3748 CGparameter fp_UserVec1;
3749 CGparameter fp_UserVec2;
3750 CGparameter fp_UserVec3;
3751 CGparameter fp_UserVec4;
3752 CGparameter fp_ViewTintColor;
3753 CGparameter fp_ViewToLight;
3754 CGparameter fp_PixelToScreenTexCoord;
3758 /// information about each possible shader permutation
3759 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3760 /// currently selected permutation
3761 r_cg_permutation_t *r_cg_permutation;
3762 /// storage for permutations linked in the hash table
3763 memexpandablearray_t r_cg_permutationarray;
3765 #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));}}
3767 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3769 //unsigned int hashdepth = 0;
3770 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3771 r_cg_permutation_t *p;
3772 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3774 if (p->mode == mode && p->permutation == permutation)
3776 //if (hashdepth > 10)
3777 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3782 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3784 p->permutation = permutation;
3785 p->hashnext = r_cg_permutationhash[mode][hashindex];
3786 r_cg_permutationhash[mode][hashindex] = p;
3787 //if (hashdepth > 10)
3788 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3792 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3795 if (!filename || !filename[0])
3797 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3800 if (printfromdisknotice)
3801 Con_DPrintf("from disk %s... ", filename);
3802 return shaderstring;
3804 else if (!strcmp(filename, "cg/default.cg"))
3806 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtincgshaderstring) + 1);
3807 memcpy(shaderstring, builtincgshaderstring, strlen(builtincgshaderstring) + 1);
3809 return shaderstring;
3812 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3815 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3816 int vertstrings_count = 0, vertstring_length = 0;
3817 int geomstrings_count = 0, geomstring_length = 0;
3818 int fragstrings_count = 0, fragstring_length = 0;
3820 char *vertexstring, *geometrystring, *fragmentstring;
3821 char *vertstring, *geomstring, *fragstring;
3822 const char *vertstrings_list[32+3];
3823 const char *geomstrings_list[32+3];
3824 const char *fragstrings_list[32+3];
3825 char permutationname[256];
3826 CGprofile vertexProfile;
3827 CGprofile fragmentProfile;
3835 permutationname[0] = 0;
3836 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
3837 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3838 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3840 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3842 // the first pretext is which type of shader to compile as
3843 // (later these will all be bound together as a program object)
3844 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3845 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3846 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3848 // the second pretext is the mode (for example a light source)
3849 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3850 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3851 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3852 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3854 // now add all the permutation pretexts
3855 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3857 if (permutation & (1<<i))
3859 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3860 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3861 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3862 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3866 // keep line numbers correct
3867 vertstrings_list[vertstrings_count++] = "\n";
3868 geomstrings_list[geomstrings_count++] = "\n";
3869 fragstrings_list[fragstrings_count++] = "\n";
3873 // now append the shader text itself
3874 vertstrings_list[vertstrings_count++] = vertexstring;
3875 geomstrings_list[geomstrings_count++] = geometrystring;
3876 fragstrings_list[fragstrings_count++] = fragmentstring;
3878 // if any sources were NULL, clear the respective list
3880 vertstrings_count = 0;
3881 if (!geometrystring)
3882 geomstrings_count = 0;
3883 if (!fragmentstring)
3884 fragstrings_count = 0;
3886 vertstring_length = 0;
3887 for (i = 0;i < vertstrings_count;i++)
3888 vertstring_length += strlen(vertstrings_list[i]);
3889 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3890 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3891 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3893 geomstring_length = 0;
3894 for (i = 0;i < geomstrings_count;i++)
3895 geomstring_length += strlen(geomstrings_list[i]);
3896 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3897 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3898 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3900 fragstring_length = 0;
3901 for (i = 0;i < fragstrings_count;i++)
3902 fragstring_length += strlen(fragstrings_list[i]);
3903 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3904 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3905 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3909 //vertexProfile = CG_PROFILE_ARBVP1;
3910 //fragmentProfile = CG_PROFILE_ARBFP1;
3911 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
3912 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
3913 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
3914 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
3915 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
3918 // compile the vertex program
3919 if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL)))
3923 cgCompileProgram(p->vprogram);CHECKCGERROR
3924 if (!cgIsProgramCompiled(p->vprogram))
3927 cgDestroyProgram(p->vprogram);CHECKCGERROR
3933 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
3934 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
3935 // look up all the uniform variable names we care about, so we don't
3936 // have to look them up every time we set them
3938 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
3939 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
3940 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
3941 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
3942 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
3943 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
3944 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
3945 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
3946 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
3951 // compile the fragment program
3952 if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL)))
3955 cgCompileProgram(p->fprogram);CHECKCGERROR
3956 if (!cgIsProgramCompiled(p->fprogram))
3959 cgDestroyProgram(p->fprogram);CHECKCGERROR
3965 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
3966 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
3968 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
3969 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
3970 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
3971 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
3972 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
3973 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
3974 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
3975 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
3976 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
3977 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
3978 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
3979 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
3980 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
3981 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
3982 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
3983 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
3984 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
3985 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
3986 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
3987 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
3988 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
3989 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
3990 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
3991 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
3992 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
3993 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
3994 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
3995 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
3996 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
3997 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
3998 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
3999 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4000 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4001 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4002 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4003 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4004 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4005 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4006 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4007 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4008 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4009 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4010 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4011 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4012 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4013 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4014 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4015 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4016 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4017 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4018 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4019 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4020 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4021 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4022 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4023 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4024 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4025 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4026 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4027 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4028 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4029 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4030 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4031 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4032 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4033 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4034 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4035 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4036 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4037 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4038 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4039 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4044 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4045 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4047 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4051 Mem_Free(vertstring);
4053 Mem_Free(geomstring);
4055 Mem_Free(fragstring);
4057 Mem_Free(vertexstring);
4059 Mem_Free(geometrystring);
4061 Mem_Free(fragmentstring);
4064 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4066 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4069 if (r_cg_permutation != perm)
4071 r_cg_permutation = perm;
4072 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4074 if (!r_cg_permutation->compiled)
4075 R_CG_CompilePermutation(perm, mode, permutation);
4076 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4078 // remove features until we find a valid permutation
4080 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4082 // reduce i more quickly whenever it would not remove any bits
4083 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4084 if (!(permutation & j))
4087 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4088 if (!r_cg_permutation->compiled)
4089 R_CG_CompilePermutation(perm, mode, permutation);
4090 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4093 if (i >= SHADERPERMUTATION_COUNT)
4095 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4096 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4097 return; // no bit left to clear, entire mode is broken
4103 if (r_cg_permutation->vprogram)
4105 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4106 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4107 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4111 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4112 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4114 if (r_cg_permutation->fprogram)
4116 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4117 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4118 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4122 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4123 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4127 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4128 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4131 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4133 cgGLSetTextureParameter(param, R_GetTexture(tex));
4134 cgGLEnableTextureParameter(param);
4138 void R_GLSL_Restart_f(void)
4140 unsigned int i, limit;
4141 switch(vid.renderpath)
4143 case RENDERPATH_GL20:
4145 r_glsl_permutation_t *p;
4146 r_glsl_permutation = NULL;
4147 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4148 for (i = 0;i < limit;i++)
4150 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4152 GL_Backend_FreeProgram(p->program);
4153 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4156 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4159 case RENDERPATH_CGGL:
4162 r_cg_permutation_t *p;
4163 r_cg_permutation = NULL;
4164 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4165 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4166 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4167 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4168 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4169 for (i = 0;i < limit;i++)
4171 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4174 cgDestroyProgram(p->vprogram);
4176 cgDestroyProgram(p->fprogram);
4177 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4180 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4184 case RENDERPATH_GL13:
4185 case RENDERPATH_GL11:
4190 void R_GLSL_DumpShader_f(void)
4195 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4198 FS_Print(file, "/* The engine may define the following macros:\n");
4199 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4200 for (i = 0;i < SHADERMODE_COUNT;i++)
4201 FS_Print(file, glslshadermodeinfo[i].pretext);
4202 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4203 FS_Print(file, shaderpermutationinfo[i].pretext);
4204 FS_Print(file, "*/\n");
4205 FS_Print(file, builtinshaderstring);
4207 Con_Printf("glsl/default.glsl written\n");
4210 Con_Printf("failed to write to glsl/default.glsl\n");
4213 file = FS_OpenRealFile("cg/default.cg", "w", false);
4216 FS_Print(file, "/* The engine may define the following macros:\n");
4217 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4218 for (i = 0;i < SHADERMODE_COUNT;i++)
4219 FS_Print(file, cgshadermodeinfo[i].pretext);
4220 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4221 FS_Print(file, shaderpermutationinfo[i].pretext);
4222 FS_Print(file, "*/\n");
4223 FS_Print(file, builtincgshaderstring);
4225 Con_Printf("cg/default.cg written\n");
4228 Con_Printf("failed to write to cg/default.cg\n");
4232 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4235 texturemode = GL_MODULATE;
4236 switch (vid.renderpath)
4238 case RENDERPATH_GL20:
4239 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))));
4240 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4241 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4243 case RENDERPATH_CGGL:
4246 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))));
4247 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4248 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4251 case RENDERPATH_GL13:
4252 R_Mesh_TexBind(0, first );
4253 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4254 R_Mesh_TexBind(1, second);
4256 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4258 case RENDERPATH_GL11:
4259 R_Mesh_TexBind(0, first );
4264 void R_SetupShader_DepthOrShadow(void)
4266 switch (vid.renderpath)
4268 case RENDERPATH_GL20:
4269 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4271 case RENDERPATH_CGGL:
4273 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4276 case RENDERPATH_GL13:
4277 R_Mesh_TexBind(0, 0);
4278 R_Mesh_TexBind(1, 0);
4280 case RENDERPATH_GL11:
4281 R_Mesh_TexBind(0, 0);
4286 void R_SetupShader_ShowDepth(void)
4288 switch (vid.renderpath)
4290 case RENDERPATH_GL20:
4291 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4293 case RENDERPATH_CGGL:
4295 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4298 case RENDERPATH_GL13:
4300 case RENDERPATH_GL11:
4305 extern qboolean r_shadow_usingdeferredprepass;
4306 extern cvar_t r_shadow_deferred_8bitrange;
4307 extern rtexture_t *r_shadow_attenuationgradienttexture;
4308 extern rtexture_t *r_shadow_attenuation2dtexture;
4309 extern rtexture_t *r_shadow_attenuation3dtexture;
4310 extern qboolean r_shadow_usingshadowmaprect;
4311 extern qboolean r_shadow_usingshadowmapcube;
4312 extern qboolean r_shadow_usingshadowmap2d;
4313 extern float r_shadow_shadowmap_texturescale[2];
4314 extern float r_shadow_shadowmap_parameters[4];
4315 extern qboolean r_shadow_shadowmapvsdct;
4316 extern qboolean r_shadow_shadowmapsampler;
4317 extern int r_shadow_shadowmappcf;
4318 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4319 extern rtexture_t *r_shadow_shadowmap2dtexture;
4320 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4321 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4322 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4323 extern int r_shadow_prepass_width;
4324 extern int r_shadow_prepass_height;
4325 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4326 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4327 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4328 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4329 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4331 // select a permutation of the lighting shader appropriate to this
4332 // combination of texture, entity, light source, and fogging, only use the
4333 // minimum features necessary to avoid wasting rendering time in the
4334 // fragment shader on features that are not being used
4335 unsigned int permutation = 0;
4336 unsigned int mode = 0;
4338 // TODO: implement geometry-shader based shadow volumes someday
4339 if (r_glsl_offsetmapping.integer)
4341 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4342 if (r_glsl_offsetmapping_reliefmapping.integer)
4343 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4345 if (rsurfacepass == RSURFPASS_BACKGROUND)
4347 // distorted background
4348 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4349 mode = SHADERMODE_WATER;
4351 mode = SHADERMODE_REFRACTION;
4353 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4355 // normalmap (deferred prepass), may use alpha test on diffuse
4356 mode = SHADERMODE_DEFERREDGEOMETRY;
4357 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4358 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4359 if (r_glsl_offsetmapping.integer)
4361 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4362 if (r_glsl_offsetmapping_reliefmapping.integer)
4363 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4366 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4369 mode = SHADERMODE_LIGHTSOURCE;
4370 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4371 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4372 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4373 permutation |= SHADERPERMUTATION_CUBEFILTER;
4374 if (diffusescale > 0)
4375 permutation |= SHADERPERMUTATION_DIFFUSE;
4376 if (specularscale > 0)
4377 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4378 if (r_refdef.fogenabled)
4379 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4380 if (rsurface.texture->colormapping)
4381 permutation |= SHADERPERMUTATION_COLORMAPPING;
4382 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4384 if (r_shadow_usingshadowmaprect)
4385 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4386 if (r_shadow_usingshadowmap2d)
4387 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4388 if (r_shadow_usingshadowmapcube)
4389 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4390 else if(r_shadow_shadowmapvsdct)
4391 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4393 if (r_shadow_shadowmapsampler)
4394 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4395 if (r_shadow_shadowmappcf > 1)
4396 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4397 else if (r_shadow_shadowmappcf)
4398 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4401 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4403 // unshaded geometry (fullbright or ambient model lighting)
4404 mode = SHADERMODE_FLATCOLOR;
4405 ambientscale = diffusescale = specularscale = 0;
4406 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4407 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4408 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4409 permutation |= SHADERPERMUTATION_GLOW;
4410 if (r_refdef.fogenabled)
4411 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4412 if (rsurface.texture->colormapping)
4413 permutation |= SHADERPERMUTATION_COLORMAPPING;
4414 if (r_glsl_offsetmapping.integer)
4416 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4417 if (r_glsl_offsetmapping_reliefmapping.integer)
4418 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4420 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4421 permutation |= SHADERPERMUTATION_REFLECTION;
4423 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4425 // directional model lighting
4426 mode = SHADERMODE_LIGHTDIRECTION;
4427 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4428 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4429 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4430 permutation |= SHADERPERMUTATION_GLOW;
4431 permutation |= SHADERPERMUTATION_DIFFUSE;
4432 if (specularscale > 0)
4433 permutation |= SHADERPERMUTATION_SPECULAR;
4434 if (r_refdef.fogenabled)
4435 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4436 if (rsurface.texture->colormapping)
4437 permutation |= SHADERPERMUTATION_COLORMAPPING;
4438 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4439 permutation |= SHADERPERMUTATION_REFLECTION;
4440 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4441 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4443 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4445 // ambient model lighting
4446 mode = SHADERMODE_LIGHTDIRECTION;
4447 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4448 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4449 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4450 permutation |= SHADERPERMUTATION_GLOW;
4451 if (r_refdef.fogenabled)
4452 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4453 if (rsurface.texture->colormapping)
4454 permutation |= SHADERPERMUTATION_COLORMAPPING;
4455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4456 permutation |= SHADERPERMUTATION_REFLECTION;
4457 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4458 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4463 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4465 // deluxemapping (light direction texture)
4466 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4467 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4469 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4470 permutation |= SHADERPERMUTATION_DIFFUSE;
4471 if (specularscale > 0)
4472 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4474 else if (r_glsl_deluxemapping.integer >= 2)
4476 // fake deluxemapping (uniform light direction in tangentspace)
4477 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4478 permutation |= SHADERPERMUTATION_DIFFUSE;
4479 if (specularscale > 0)
4480 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4482 else if (rsurface.uselightmaptexture)
4484 // ordinary lightmapping (q1bsp, q3bsp)
4485 mode = SHADERMODE_LIGHTMAP;
4489 // ordinary vertex coloring (q3bsp)
4490 mode = SHADERMODE_VERTEXCOLOR;
4492 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4493 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4494 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4495 permutation |= SHADERPERMUTATION_GLOW;
4496 if (r_refdef.fogenabled)
4497 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4498 if (rsurface.texture->colormapping)
4499 permutation |= SHADERPERMUTATION_COLORMAPPING;
4500 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4501 permutation |= SHADERPERMUTATION_REFLECTION;
4502 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4503 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4505 if(permutation & SHADERPERMUTATION_SPECULAR)
4506 if(r_shadow_glossexact.integer)
4507 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4508 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) && r_shadow_usingdeferredprepass)
4509 permutation |= SHADERPERMUTATION_ALPHAKILL;
4510 switch(vid.renderpath)
4512 case RENDERPATH_GL20:
4513 R_SetupShader_SetPermutationGLSL(mode, permutation);
4514 if (mode == SHADERMODE_LIGHTSOURCE)
4516 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4517 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4518 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4519 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);
4520 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);
4521 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);
4523 // additive passes are only darkened by fog, not tinted
4524 if (r_glsl_permutation->loc_FogColor >= 0)
4525 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4526 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]);
4527 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]);
4528 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4532 if (mode == SHADERMODE_FLATCOLOR)
4534 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4536 else if (mode == SHADERMODE_LIGHTDIRECTION)
4538 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]);
4539 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]);
4540 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);
4541 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);
4542 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);
4543 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]);
4544 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]);
4548 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]);
4549 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]);
4550 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);
4551 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);
4552 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);
4554 // additive passes are only darkened by fog, not tinted
4555 if (r_glsl_permutation->loc_FogColor >= 0)
4557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4558 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4560 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4562 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);
4563 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]);
4564 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]);
4565 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4566 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4567 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4568 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4569 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4571 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4572 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4573 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4574 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4575 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4576 if (r_glsl_permutation->loc_Color_Pants >= 0)
4578 if (rsurface.texture->pantstexture)
4579 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4581 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4583 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4585 if (rsurface.texture->shirttexture)
4586 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4588 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4590 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]);
4591 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4592 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4593 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4594 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4595 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]);
4596 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4598 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
4599 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
4600 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
4601 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
4602 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
4603 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
4604 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
4605 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
4606 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
4607 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
4608 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
4609 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
4610 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
4611 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
4612 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
4613 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
4614 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4615 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
4616 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
4617 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4618 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4619 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
4620 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
4621 if (rsurface.rtlight)
4623 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4624 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4625 if (r_shadow_usingshadowmapcube)
4626 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4627 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4628 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4632 case RENDERPATH_CGGL:
4634 R_SetupShader_SetPermutationCG(mode, permutation);
4635 if (mode == SHADERMODE_LIGHTSOURCE)
4637 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4638 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4642 if (mode == SHADERMODE_LIGHTDIRECTION)
4644 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
4647 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4648 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4649 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4650 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
4653 if (mode == SHADERMODE_LIGHTSOURCE)
4655 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4656 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4657 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
4658 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
4659 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
4661 // additive passes are only darkened by fog, not tinted
4662 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4663 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
4664 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
4665 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4669 if (mode == SHADERMODE_FLATCOLOR)
4671 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4673 else if (mode == SHADERMODE_LIGHTDIRECTION)
4675 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
4676 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
4677 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
4678 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
4679 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
4680 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
4681 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
4685 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
4686 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
4687 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
4688 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
4689 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
4691 // additive passes are only darkened by fog, not tinted
4692 if (r_cg_permutation->fp_FogColor)
4694 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4695 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4697 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4700 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
4701 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
4702 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
4703 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4704 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4705 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4706 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4707 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4709 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4710 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4711 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4712 if (r_cg_permutation->fp_Color_Pants)
4714 if (rsurface.texture->pantstexture)
4715 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4717 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4720 if (r_cg_permutation->fp_Color_Shirt)
4722 if (rsurface.texture->shirttexture)
4723 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4725 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4728 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
4729 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4730 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4731 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4732 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4733 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
4734 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4736 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
4737 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
4738 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
4739 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
4740 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
4741 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
4742 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
4743 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
4744 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
4745 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
4746 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
4747 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
4748 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
4749 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
4750 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
4751 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
4752 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4753 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
4754 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
4755 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4756 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4757 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
4758 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
4759 if (rsurface.rtlight)
4761 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4762 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4763 if (r_shadow_usingshadowmapcube)
4764 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4765 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4766 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4772 case RENDERPATH_GL13:
4773 case RENDERPATH_GL11:
4778 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
4780 // select a permutation of the lighting shader appropriate to this
4781 // combination of texture, entity, light source, and fogging, only use the
4782 // minimum features necessary to avoid wasting rendering time in the
4783 // fragment shader on features that are not being used
4784 unsigned int permutation = 0;
4785 unsigned int mode = 0;
4786 const float *lightcolorbase = rtlight->currentcolor;
4787 float ambientscale = rtlight->ambientscale;
4788 float diffusescale = rtlight->diffusescale;
4789 float specularscale = rtlight->specularscale;
4790 // this is the location of the light in view space
4791 vec3_t viewlightorigin;
4792 // this transforms from view space (camera) to light space (cubemap)
4793 matrix4x4_t viewtolight;
4794 matrix4x4_t lighttoview;
4795 float viewtolight16f[16];
4796 float range = 1.0f / r_shadow_deferred_8bitrange.value;
4798 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
4799 if (rtlight->currentcubemap != r_texture_whitecube)
4800 permutation |= SHADERPERMUTATION_CUBEFILTER;
4801 if (diffusescale > 0)
4802 permutation |= SHADERPERMUTATION_DIFFUSE;
4803 if (specularscale > 0)
4805 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4806 if (r_shadow_glossexact.integer)
4807 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4809 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4811 if (r_shadow_usingshadowmaprect)
4812 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4813 if (r_shadow_usingshadowmap2d)
4814 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4815 if (r_shadow_usingshadowmapcube)
4816 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4817 else if(r_shadow_shadowmapvsdct)
4818 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4820 if (r_shadow_shadowmapsampler)
4821 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4822 if (r_shadow_shadowmappcf > 1)
4823 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4824 else if (r_shadow_shadowmappcf)
4825 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4827 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
4828 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
4829 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
4830 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
4831 switch(vid.renderpath)
4833 case RENDERPATH_GL20:
4834 R_SetupShader_SetPermutationGLSL(mode, permutation);
4835 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
4836 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
4837 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);
4838 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);
4839 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);
4840 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]);
4841 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]);
4842 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));
4843 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]);
4844 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4846 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
4847 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
4848 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
4849 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
4850 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
4851 if (r_shadow_usingshadowmapcube)
4852 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4853 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
4854 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
4856 case RENDERPATH_CGGL:
4858 R_SetupShader_SetPermutationCG(mode, permutation);
4859 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
4860 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
4861 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
4862 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
4863 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
4864 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
4865 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
4866 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
4867 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
4868 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4870 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
4871 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
4872 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
4873 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
4874 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
4875 if (r_shadow_usingshadowmapcube)
4876 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
4877 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
4878 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
4881 case RENDERPATH_GL13:
4882 case RENDERPATH_GL11:
4887 #define SKINFRAME_HASH 1024
4891 int loadsequence; // incremented each level change
4892 memexpandablearray_t array;
4893 skinframe_t *hash[SKINFRAME_HASH];
4896 r_skinframe_t r_skinframe;
4898 void R_SkinFrame_PrepareForPurge(void)
4900 r_skinframe.loadsequence++;
4901 // wrap it without hitting zero
4902 if (r_skinframe.loadsequence >= 200)
4903 r_skinframe.loadsequence = 1;
4906 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
4910 // mark the skinframe as used for the purging code
4911 skinframe->loadsequence = r_skinframe.loadsequence;
4914 void R_SkinFrame_Purge(void)
4918 for (i = 0;i < SKINFRAME_HASH;i++)
4920 for (s = r_skinframe.hash[i];s;s = s->next)
4922 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
4924 if (s->merged == s->base)
4926 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
4927 R_PurgeTexture(s->stain );s->stain = NULL;
4928 R_PurgeTexture(s->merged);s->merged = NULL;
4929 R_PurgeTexture(s->base );s->base = NULL;
4930 R_PurgeTexture(s->pants );s->pants = NULL;
4931 R_PurgeTexture(s->shirt );s->shirt = NULL;
4932 R_PurgeTexture(s->nmap );s->nmap = NULL;
4933 R_PurgeTexture(s->gloss );s->gloss = NULL;
4934 R_PurgeTexture(s->glow );s->glow = NULL;
4935 R_PurgeTexture(s->fog );s->fog = NULL;
4936 s->loadsequence = 0;
4942 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
4944 char basename[MAX_QPATH];
4946 Image_StripImageExtension(name, basename, sizeof(basename));
4948 if( last == NULL ) {
4950 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
4951 item = r_skinframe.hash[hashindex];
4956 // linearly search through the hash bucket
4957 for( ; item ; item = item->next ) {
4958 if( !strcmp( item->basename, basename ) ) {
4965 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
4969 char basename[MAX_QPATH];
4971 Image_StripImageExtension(name, basename, sizeof(basename));
4973 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
4974 for (item = r_skinframe.hash[hashindex];item;item = item->next)
4975 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
4979 rtexture_t *dyntexture;
4980 // check whether its a dynamic texture
4981 dyntexture = CL_GetDynTexture( basename );
4982 if (!add && !dyntexture)
4984 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
4985 memset(item, 0, sizeof(*item));
4986 strlcpy(item->basename, basename, sizeof(item->basename));
4987 item->base = dyntexture; // either NULL or dyntexture handle
4988 item->textureflags = textureflags;
4989 item->comparewidth = comparewidth;
4990 item->compareheight = compareheight;
4991 item->comparecrc = comparecrc;
4992 item->next = r_skinframe.hash[hashindex];
4993 r_skinframe.hash[hashindex] = item;
4995 else if( item->base == NULL )
4997 rtexture_t *dyntexture;
4998 // check whether its a dynamic texture
4999 // 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]
5000 dyntexture = CL_GetDynTexture( basename );
5001 item->base = dyntexture; // either NULL or dyntexture handle
5004 R_SkinFrame_MarkUsed(item);
5008 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5010 unsigned long long avgcolor[5], wsum; \
5018 for(pix = 0; pix < cnt; ++pix) \
5021 for(comp = 0; comp < 3; ++comp) \
5023 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5026 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5028 for(comp = 0; comp < 3; ++comp) \
5029 avgcolor[comp] += getpixel * w; \
5032 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5033 avgcolor[4] += getpixel; \
5035 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5037 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5038 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5039 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5040 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5043 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5046 unsigned char *pixels;
5047 unsigned char *bumppixels;
5048 unsigned char *basepixels = NULL;
5049 int basepixels_width = 0;
5050 int basepixels_height = 0;
5051 skinframe_t *skinframe;
5052 rtexture_t *ddsbase = NULL;
5053 qboolean ddshasalpha = false;
5054 float ddsavgcolor[4];
5055 char basename[MAX_QPATH];
5057 if (cls.state == ca_dedicated)
5060 // return an existing skinframe if already loaded
5061 // if loading of the first image fails, don't make a new skinframe as it
5062 // would cause all future lookups of this to be missing
5063 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5064 if (skinframe && skinframe->base)
5067 Image_StripImageExtension(name, basename, sizeof(basename));
5069 // check for DDS texture file first
5070 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5072 basepixels = loadimagepixelsbgra(name, complain, true);
5073 if (basepixels == NULL)
5077 if (developer_loading.integer)
5078 Con_Printf("loading skin \"%s\"\n", name);
5080 // we've got some pixels to store, so really allocate this new texture now
5082 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5083 skinframe->stain = NULL;
5084 skinframe->merged = NULL;
5085 skinframe->base = NULL;
5086 skinframe->pants = NULL;
5087 skinframe->shirt = NULL;
5088 skinframe->nmap = NULL;
5089 skinframe->gloss = NULL;
5090 skinframe->glow = NULL;
5091 skinframe->fog = NULL;
5092 skinframe->hasalpha = false;
5096 skinframe->base = ddsbase;
5097 skinframe->hasalpha = ddshasalpha;
5098 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5099 if (r_loadfog && skinframe->hasalpha)
5100 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5101 //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]);
5105 basepixels_width = image_width;
5106 basepixels_height = image_height;
5107 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);
5108 if (textureflags & TEXF_ALPHA)
5110 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5112 if (basepixels[j] < 255)
5114 skinframe->hasalpha = true;
5118 if (r_loadfog && skinframe->hasalpha)
5120 // has transparent pixels
5121 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5122 for (j = 0;j < image_width * image_height * 4;j += 4)
5127 pixels[j+3] = basepixels[j+3];
5129 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);
5133 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5134 //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]);
5135 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5136 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5137 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5138 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5143 if (r_loadnormalmap)
5144 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5145 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5147 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5148 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5149 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5152 // _norm is the name used by tenebrae and has been adopted as standard
5153 if (r_loadnormalmap && skinframe->nmap == NULL)
5155 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5157 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);
5161 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5163 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5164 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5165 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);
5167 Mem_Free(bumppixels);
5169 else if (r_shadow_bumpscale_basetexture.value > 0)
5171 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5172 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5173 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);
5176 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5177 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5180 // _luma is supported only for tenebrae compatibility
5181 // _glow is the preferred name
5182 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5184 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);
5185 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5186 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5187 Mem_Free(pixels);pixels = NULL;
5190 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5192 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);
5193 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5194 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5199 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5201 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);
5202 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5203 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5208 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5210 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);
5211 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5212 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5218 Mem_Free(basepixels);
5223 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5224 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5227 unsigned char *temp1, *temp2;
5228 skinframe_t *skinframe;
5230 if (cls.state == ca_dedicated)
5233 // if already loaded just return it, otherwise make a new skinframe
5234 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5235 if (skinframe && skinframe->base)
5238 skinframe->stain = NULL;
5239 skinframe->merged = NULL;
5240 skinframe->base = NULL;
5241 skinframe->pants = NULL;
5242 skinframe->shirt = NULL;
5243 skinframe->nmap = NULL;
5244 skinframe->gloss = NULL;
5245 skinframe->glow = NULL;
5246 skinframe->fog = NULL;
5247 skinframe->hasalpha = false;
5249 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5253 if (developer_loading.integer)
5254 Con_Printf("loading 32bit skin \"%s\"\n", name);
5256 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5258 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5259 temp2 = temp1 + width * height * 4;
5260 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5261 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5264 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5265 if (textureflags & TEXF_ALPHA)
5267 for (i = 3;i < width * height * 4;i += 4)
5269 if (skindata[i] < 255)
5271 skinframe->hasalpha = true;
5275 if (r_loadfog && skinframe->hasalpha)
5277 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5278 memcpy(fogpixels, skindata, width * height * 4);
5279 for (i = 0;i < width * height * 4;i += 4)
5280 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5281 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5282 Mem_Free(fogpixels);
5286 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5287 //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]);
5292 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5296 skinframe_t *skinframe;
5298 if (cls.state == ca_dedicated)
5301 // if already loaded just return it, otherwise make a new skinframe
5302 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5303 if (skinframe && skinframe->base)
5306 skinframe->stain = NULL;
5307 skinframe->merged = NULL;
5308 skinframe->base = NULL;
5309 skinframe->pants = NULL;
5310 skinframe->shirt = NULL;
5311 skinframe->nmap = NULL;
5312 skinframe->gloss = NULL;
5313 skinframe->glow = NULL;
5314 skinframe->fog = NULL;
5315 skinframe->hasalpha = false;
5317 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5321 if (developer_loading.integer)
5322 Con_Printf("loading quake skin \"%s\"\n", name);
5324 // 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)
5325 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5326 memcpy(skinframe->qpixels, skindata, width*height);
5327 skinframe->qwidth = width;
5328 skinframe->qheight = height;
5331 for (i = 0;i < width * height;i++)
5332 featuresmask |= palette_featureflags[skindata[i]];
5334 skinframe->hasalpha = false;
5335 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5336 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5337 skinframe->qgeneratemerged = true;
5338 skinframe->qgeneratebase = skinframe->qhascolormapping;
5339 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5341 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5342 //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]);
5347 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5351 unsigned char *skindata;
5353 if (!skinframe->qpixels)
5356 if (!skinframe->qhascolormapping)
5357 colormapped = false;
5361 if (!skinframe->qgeneratebase)
5366 if (!skinframe->qgeneratemerged)
5370 width = skinframe->qwidth;
5371 height = skinframe->qheight;
5372 skindata = skinframe->qpixels;
5374 if (skinframe->qgeneratenmap)
5376 unsigned char *temp1, *temp2;
5377 skinframe->qgeneratenmap = false;
5378 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5379 temp2 = temp1 + width * height * 4;
5380 // use either a custom palette or the quake palette
5381 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5382 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5383 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5387 if (skinframe->qgenerateglow)
5389 skinframe->qgenerateglow = false;
5390 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5395 skinframe->qgeneratebase = false;
5396 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);
5397 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5398 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5402 skinframe->qgeneratemerged = false;
5403 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5406 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5408 Mem_Free(skinframe->qpixels);
5409 skinframe->qpixels = NULL;
5413 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)
5416 skinframe_t *skinframe;
5418 if (cls.state == ca_dedicated)
5421 // if already loaded just return it, otherwise make a new skinframe
5422 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5423 if (skinframe && skinframe->base)
5426 skinframe->stain = NULL;
5427 skinframe->merged = NULL;
5428 skinframe->base = NULL;
5429 skinframe->pants = NULL;
5430 skinframe->shirt = NULL;
5431 skinframe->nmap = NULL;
5432 skinframe->gloss = NULL;
5433 skinframe->glow = NULL;
5434 skinframe->fog = NULL;
5435 skinframe->hasalpha = false;
5437 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5441 if (developer_loading.integer)
5442 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5444 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5445 if (textureflags & TEXF_ALPHA)
5447 for (i = 0;i < width * height;i++)
5449 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5451 skinframe->hasalpha = true;
5455 if (r_loadfog && skinframe->hasalpha)
5456 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5459 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5460 //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]);
5465 skinframe_t *R_SkinFrame_LoadMissing(void)
5467 skinframe_t *skinframe;
5469 if (cls.state == ca_dedicated)
5472 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5473 skinframe->stain = NULL;
5474 skinframe->merged = NULL;
5475 skinframe->base = NULL;
5476 skinframe->pants = NULL;
5477 skinframe->shirt = NULL;
5478 skinframe->nmap = NULL;
5479 skinframe->gloss = NULL;
5480 skinframe->glow = NULL;
5481 skinframe->fog = NULL;
5482 skinframe->hasalpha = false;
5484 skinframe->avgcolor[0] = rand() / RAND_MAX;
5485 skinframe->avgcolor[1] = rand() / RAND_MAX;
5486 skinframe->avgcolor[2] = rand() / RAND_MAX;
5487 skinframe->avgcolor[3] = 1;
5492 void R_Main_FreeViewCache(void)
5494 if (r_refdef.viewcache.entityvisible)
5495 Mem_Free(r_refdef.viewcache.entityvisible);
5496 if (r_refdef.viewcache.world_pvsbits)
5497 Mem_Free(r_refdef.viewcache.world_pvsbits);
5498 if (r_refdef.viewcache.world_leafvisible)
5499 Mem_Free(r_refdef.viewcache.world_leafvisible);
5500 if (r_refdef.viewcache.world_surfacevisible)
5501 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5502 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5505 void R_Main_ResizeViewCache(void)
5507 int numentities = r_refdef.scene.numentities;
5508 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5509 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5510 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5511 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5512 if (r_refdef.viewcache.maxentities < numentities)
5514 r_refdef.viewcache.maxentities = numentities;
5515 if (r_refdef.viewcache.entityvisible)
5516 Mem_Free(r_refdef.viewcache.entityvisible);
5517 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5519 if (r_refdef.viewcache.world_numclusters != numclusters)
5521 r_refdef.viewcache.world_numclusters = numclusters;
5522 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5523 if (r_refdef.viewcache.world_pvsbits)
5524 Mem_Free(r_refdef.viewcache.world_pvsbits);
5525 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5527 if (r_refdef.viewcache.world_numleafs != numleafs)
5529 r_refdef.viewcache.world_numleafs = numleafs;
5530 if (r_refdef.viewcache.world_leafvisible)
5531 Mem_Free(r_refdef.viewcache.world_leafvisible);
5532 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5534 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5536 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5537 if (r_refdef.viewcache.world_surfacevisible)
5538 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5539 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5543 extern rtexture_t *loadingscreentexture;
5544 void gl_main_start(void)
5546 loadingscreentexture = NULL;
5547 r_texture_blanknormalmap = NULL;
5548 r_texture_white = NULL;
5549 r_texture_grey128 = NULL;
5550 r_texture_black = NULL;
5551 r_texture_whitecube = NULL;
5552 r_texture_normalizationcube = NULL;
5553 r_texture_fogattenuation = NULL;
5554 r_texture_gammaramps = NULL;
5556 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5557 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5559 switch(vid.renderpath)
5561 case RENDERPATH_GL20:
5562 case RENDERPATH_CGGL:
5563 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5564 Cvar_SetValueQuick(&gl_combine, 1);
5565 Cvar_SetValueQuick(&r_glsl, 1);
5566 r_loadnormalmap = true;
5570 case RENDERPATH_GL13:
5571 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5572 Cvar_SetValueQuick(&gl_combine, 1);
5573 Cvar_SetValueQuick(&r_glsl, 0);
5574 r_loadnormalmap = false;
5575 r_loadgloss = false;
5578 case RENDERPATH_GL11:
5579 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5580 Cvar_SetValueQuick(&gl_combine, 0);
5581 Cvar_SetValueQuick(&r_glsl, 0);
5582 r_loadnormalmap = false;
5583 r_loadgloss = false;
5589 R_FrameData_Reset();
5593 memset(r_queries, 0, sizeof(r_queries));
5595 r_qwskincache = NULL;
5596 r_qwskincache_size = 0;
5598 // set up r_skinframe loading system for textures
5599 memset(&r_skinframe, 0, sizeof(r_skinframe));
5600 r_skinframe.loadsequence = 1;
5601 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
5603 r_main_texturepool = R_AllocTexturePool();
5604 R_BuildBlankTextures();
5606 if (vid.support.arb_texture_cube_map)
5609 R_BuildNormalizationCube();
5611 r_texture_fogattenuation = NULL;
5612 r_texture_gammaramps = NULL;
5613 //r_texture_fogintensity = NULL;
5614 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5615 memset(&r_waterstate, 0, sizeof(r_waterstate));
5616 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5617 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
5619 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5620 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
5622 memset(&r_svbsp, 0, sizeof (r_svbsp));
5624 r_refdef.fogmasktable_density = 0;
5627 void gl_main_shutdown(void)
5630 R_FrameData_Reset();
5632 R_Main_FreeViewCache();
5635 qglDeleteQueriesARB(r_maxqueries, r_queries);
5639 memset(r_queries, 0, sizeof(r_queries));
5641 r_qwskincache = NULL;
5642 r_qwskincache_size = 0;
5644 // clear out the r_skinframe state
5645 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
5646 memset(&r_skinframe, 0, sizeof(r_skinframe));
5649 Mem_Free(r_svbsp.nodes);
5650 memset(&r_svbsp, 0, sizeof (r_svbsp));
5651 R_FreeTexturePool(&r_main_texturepool);
5652 loadingscreentexture = NULL;
5653 r_texture_blanknormalmap = NULL;
5654 r_texture_white = NULL;
5655 r_texture_grey128 = NULL;
5656 r_texture_black = NULL;
5657 r_texture_whitecube = NULL;
5658 r_texture_normalizationcube = NULL;
5659 r_texture_fogattenuation = NULL;
5660 r_texture_gammaramps = NULL;
5661 //r_texture_fogintensity = NULL;
5662 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
5663 memset(&r_waterstate, 0, sizeof(r_waterstate));
5667 extern void CL_ParseEntityLump(char *entitystring);
5668 void gl_main_newmap(void)
5670 // FIXME: move this code to client
5672 char *entities, entname[MAX_QPATH];
5674 Mem_Free(r_qwskincache);
5675 r_qwskincache = NULL;
5676 r_qwskincache_size = 0;
5679 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
5680 l = (int)strlen(entname) - 4;
5681 if (l >= 0 && !strcmp(entname + l, ".bsp"))
5683 memcpy(entname + l, ".ent", 5);
5684 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
5686 CL_ParseEntityLump(entities);
5691 if (cl.worldmodel->brush.entities)
5692 CL_ParseEntityLump(cl.worldmodel->brush.entities);
5694 R_Main_FreeViewCache();
5696 R_FrameData_Reset();
5699 void GL_Main_Init(void)
5701 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
5703 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
5704 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
5705 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
5706 if (gamemode == GAME_NEHAHRA)
5708 Cvar_RegisterVariable (&gl_fogenable);
5709 Cvar_RegisterVariable (&gl_fogdensity);
5710 Cvar_RegisterVariable (&gl_fogred);
5711 Cvar_RegisterVariable (&gl_foggreen);
5712 Cvar_RegisterVariable (&gl_fogblue);
5713 Cvar_RegisterVariable (&gl_fogstart);
5714 Cvar_RegisterVariable (&gl_fogend);
5715 Cvar_RegisterVariable (&gl_skyclip);
5717 Cvar_RegisterVariable(&r_motionblur);
5718 Cvar_RegisterVariable(&r_motionblur_maxblur);
5719 Cvar_RegisterVariable(&r_motionblur_bmin);
5720 Cvar_RegisterVariable(&r_motionblur_vmin);
5721 Cvar_RegisterVariable(&r_motionblur_vmax);
5722 Cvar_RegisterVariable(&r_motionblur_vcoeff);
5723 Cvar_RegisterVariable(&r_motionblur_randomize);
5724 Cvar_RegisterVariable(&r_damageblur);
5725 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
5726 Cvar_RegisterVariable(&r_equalize_entities_minambient);
5727 Cvar_RegisterVariable(&r_equalize_entities_by);
5728 Cvar_RegisterVariable(&r_equalize_entities_to);
5729 Cvar_RegisterVariable(&r_depthfirst);
5730 Cvar_RegisterVariable(&r_useinfinitefarclip);
5731 Cvar_RegisterVariable(&r_farclip_base);
5732 Cvar_RegisterVariable(&r_farclip_world);
5733 Cvar_RegisterVariable(&r_nearclip);
5734 Cvar_RegisterVariable(&r_showbboxes);
5735 Cvar_RegisterVariable(&r_showsurfaces);
5736 Cvar_RegisterVariable(&r_showtris);
5737 Cvar_RegisterVariable(&r_shownormals);
5738 Cvar_RegisterVariable(&r_showlighting);
5739 Cvar_RegisterVariable(&r_showshadowvolumes);
5740 Cvar_RegisterVariable(&r_showcollisionbrushes);
5741 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
5742 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
5743 Cvar_RegisterVariable(&r_showdisabledepthtest);
5744 Cvar_RegisterVariable(&r_drawportals);
5745 Cvar_RegisterVariable(&r_drawentities);
5746 Cvar_RegisterVariable(&r_cullentities_trace);
5747 Cvar_RegisterVariable(&r_cullentities_trace_samples);
5748 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
5749 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
5750 Cvar_RegisterVariable(&r_cullentities_trace_delay);
5751 Cvar_RegisterVariable(&r_drawviewmodel);
5752 Cvar_RegisterVariable(&r_speeds);
5753 Cvar_RegisterVariable(&r_fullbrights);
5754 Cvar_RegisterVariable(&r_wateralpha);
5755 Cvar_RegisterVariable(&r_dynamic);
5756 Cvar_RegisterVariable(&r_fullbright);
5757 Cvar_RegisterVariable(&r_shadows);
5758 Cvar_RegisterVariable(&r_shadows_darken);
5759 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
5760 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
5761 Cvar_RegisterVariable(&r_shadows_throwdistance);
5762 Cvar_RegisterVariable(&r_shadows_throwdirection);
5763 Cvar_RegisterVariable(&r_q1bsp_skymasking);
5764 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
5765 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
5766 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
5767 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
5768 Cvar_RegisterVariable(&r_fog_exp2);
5769 Cvar_RegisterVariable(&r_drawfog);
5770 Cvar_RegisterVariable(&r_transparentdepthmasking);
5771 Cvar_RegisterVariable(&r_texture_dds_load);
5772 Cvar_RegisterVariable(&r_texture_dds_save);
5773 Cvar_RegisterVariable(&r_textureunits);
5774 Cvar_RegisterVariable(&gl_combine);
5775 Cvar_RegisterVariable(&r_glsl);
5776 Cvar_RegisterVariable(&r_glsl_deluxemapping);
5777 Cvar_RegisterVariable(&r_glsl_offsetmapping);
5778 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
5779 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
5780 Cvar_RegisterVariable(&r_glsl_postprocess);
5781 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
5782 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
5783 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
5784 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
5785 Cvar_RegisterVariable(&r_water);
5786 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
5787 Cvar_RegisterVariable(&r_water_clippingplanebias);
5788 Cvar_RegisterVariable(&r_water_refractdistort);
5789 Cvar_RegisterVariable(&r_water_reflectdistort);
5790 Cvar_RegisterVariable(&r_lerpsprites);
5791 Cvar_RegisterVariable(&r_lerpmodels);
5792 Cvar_RegisterVariable(&r_lerplightstyles);
5793 Cvar_RegisterVariable(&r_waterscroll);
5794 Cvar_RegisterVariable(&r_bloom);
5795 Cvar_RegisterVariable(&r_bloom_colorscale);
5796 Cvar_RegisterVariable(&r_bloom_brighten);
5797 Cvar_RegisterVariable(&r_bloom_blur);
5798 Cvar_RegisterVariable(&r_bloom_resolution);
5799 Cvar_RegisterVariable(&r_bloom_colorexponent);
5800 Cvar_RegisterVariable(&r_bloom_colorsubtract);
5801 Cvar_RegisterVariable(&r_hdr);
5802 Cvar_RegisterVariable(&r_hdr_scenebrightness);
5803 Cvar_RegisterVariable(&r_hdr_glowintensity);
5804 Cvar_RegisterVariable(&r_hdr_range);
5805 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
5806 Cvar_RegisterVariable(&developer_texturelogging);
5807 Cvar_RegisterVariable(&gl_lightmaps);
5808 Cvar_RegisterVariable(&r_test);
5809 Cvar_RegisterVariable(&r_batchmode);
5810 Cvar_RegisterVariable(&r_glsl_saturation);
5811 Cvar_RegisterVariable(&r_framedatasize);
5812 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
5813 Cvar_SetValue("r_fullbrights", 0);
5814 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
5816 Cvar_RegisterVariable(&r_track_sprites);
5817 Cvar_RegisterVariable(&r_track_sprites_flags);
5818 Cvar_RegisterVariable(&r_track_sprites_scalew);
5819 Cvar_RegisterVariable(&r_track_sprites_scaleh);
5822 extern void R_Textures_Init(void);
5823 extern void GL_Draw_Init(void);
5824 extern void GL_Main_Init(void);
5825 extern void R_Shadow_Init(void);
5826 extern void R_Sky_Init(void);
5827 extern void GL_Surf_Init(void);
5828 extern void R_Particles_Init(void);
5829 extern void R_Explosion_Init(void);
5830 extern void gl_backend_init(void);
5831 extern void Sbar_Init(void);
5832 extern void R_LightningBeams_Init(void);
5833 extern void Mod_RenderInit(void);
5834 extern void Font_Init(void);
5836 void Render_Init(void)
5849 R_LightningBeams_Init();
5858 extern char *ENGINE_EXTENSIONS;
5861 gl_renderer = (const char *)qglGetString(GL_RENDERER);
5862 gl_vendor = (const char *)qglGetString(GL_VENDOR);
5863 gl_version = (const char *)qglGetString(GL_VERSION);
5864 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
5868 if (!gl_platformextensions)
5869 gl_platformextensions = "";
5871 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
5872 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
5873 Con_Printf("GL_VERSION: %s\n", gl_version);
5874 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
5875 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
5877 VID_CheckExtensions();
5879 // LordHavoc: report supported extensions
5880 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
5882 // clear to black (loading plaque will be seen over this)
5884 qglClearColor(0,0,0,1);CHECKGLERROR
5885 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
5888 int R_CullBox(const vec3_t mins, const vec3_t maxs)
5892 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5894 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
5897 p = r_refdef.view.frustum + i;
5902 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5906 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5910 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5914 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5918 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5922 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5926 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5930 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5938 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
5942 for (i = 0;i < numplanes;i++)
5949 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5953 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
5957 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5961 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
5965 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5969 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
5973 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5977 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
5985 //==================================================================================
5987 // LordHavoc: this stores temporary data used within the same frame
5989 qboolean r_framedata_failed;
5990 static size_t r_framedata_size;
5991 static size_t r_framedata_current;
5992 static void *r_framedata_base;
5994 void R_FrameData_Reset(void)
5996 if (r_framedata_base)
5997 Mem_Free(r_framedata_base);
5998 r_framedata_base = NULL;
5999 r_framedata_size = 0;
6000 r_framedata_current = 0;
6001 r_framedata_failed = false;
6004 void R_FrameData_NewFrame(void)
6007 if (r_framedata_failed)
6008 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6009 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6010 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6011 if (r_framedata_size != wantedsize)
6013 r_framedata_size = wantedsize;
6014 if (r_framedata_base)
6015 Mem_Free(r_framedata_base);
6016 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6018 r_framedata_current = 0;
6019 r_framedata_failed = false;
6022 void *R_FrameData_Alloc(size_t size)
6026 // align to 16 byte boundary
6027 size = (size + 15) & ~15;
6028 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6029 r_framedata_current += size;
6032 if (r_framedata_current > r_framedata_size)
6033 r_framedata_failed = true;
6035 // return NULL on everything after a failure
6036 if (r_framedata_failed)
6042 void *R_FrameData_Store(size_t size, void *data)
6044 void *d = R_FrameData_Alloc(size);
6046 memcpy(d, data, size);
6050 //==================================================================================
6052 // LordHavoc: animcache originally written by Echon, rewritten since then
6055 * Animation cache prevents re-generating mesh data for an animated model
6056 * multiple times in one frame for lighting, shadowing, reflections, etc.
6059 void R_AnimCache_Free(void)
6063 void R_AnimCache_ClearCache(void)
6066 entity_render_t *ent;
6068 for (i = 0;i < r_refdef.scene.numentities;i++)
6070 ent = r_refdef.scene.entities[i];
6071 ent->animcache_vertex3f = NULL;
6072 ent->animcache_normal3f = NULL;
6073 ent->animcache_svector3f = NULL;
6074 ent->animcache_tvector3f = NULL;
6078 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6080 dp_model_t *model = ent->model;
6082 // see if it's already cached this frame
6083 if (ent->animcache_vertex3f)
6085 // add normals/tangents if needed
6086 if (wantnormals || wanttangents)
6088 if (ent->animcache_normal3f)
6089 wantnormals = false;
6090 if (ent->animcache_svector3f)
6091 wanttangents = false;
6092 if (wantnormals || wanttangents)
6094 numvertices = model->surfmesh.num_vertices;
6096 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6099 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6100 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6102 if (!r_framedata_failed)
6103 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6109 // see if this ent is worth caching
6110 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6112 // get some memory for this entity and generate mesh data
6113 numvertices = model->surfmesh.num_vertices;
6114 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6116 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6119 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6120 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6122 if (!r_framedata_failed)
6123 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6125 return !r_framedata_failed;
6128 void R_AnimCache_CacheVisibleEntities(void)
6131 qboolean wantnormals = !r_showsurfaces.integer;
6132 qboolean wanttangents = !r_showsurfaces.integer;
6134 switch(vid.renderpath)
6136 case RENDERPATH_GL20:
6137 case RENDERPATH_CGGL:
6139 case RENDERPATH_GL13:
6140 case RENDERPATH_GL11:
6141 wanttangents = false;
6145 // TODO: thread this
6146 // NOTE: R_PrepareRTLights() also caches entities
6148 for (i = 0;i < r_refdef.scene.numentities;i++)
6149 if (r_refdef.viewcache.entityvisible[i])
6150 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6152 if (r_shadows.integer)
6153 for (i = 0;i < r_refdef.scene.numentities;i++)
6154 if (!r_refdef.viewcache.entityvisible[i])
6155 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6158 //==================================================================================
6160 static void R_View_UpdateEntityLighting (void)
6163 entity_render_t *ent;
6164 vec3_t tempdiffusenormal, avg;
6165 vec_t f, fa, fd, fdd;
6167 for (i = 0;i < r_refdef.scene.numentities;i++)
6169 ent = r_refdef.scene.entities[i];
6171 // skip unseen models
6172 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6176 if (ent->model && ent->model->brush.num_leafs)
6178 // TODO: use modellight for r_ambient settings on world?
6179 VectorSet(ent->modellight_ambient, 0, 0, 0);
6180 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6181 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6185 // fetch the lighting from the worldmodel data
6186 VectorClear(ent->modellight_ambient);
6187 VectorClear(ent->modellight_diffuse);
6188 VectorClear(tempdiffusenormal);
6189 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6192 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6193 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6194 if(ent->flags & RENDER_EQUALIZE)
6196 // first fix up ambient lighting...
6197 if(r_equalize_entities_minambient.value > 0)
6199 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6202 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6203 if(fa < r_equalize_entities_minambient.value * fd)
6206 // fa'/fd' = minambient
6207 // fa'+0.25*fd' = fa+0.25*fd
6209 // fa' = fd' * minambient
6210 // fd'*(0.25+minambient) = fa+0.25*fd
6212 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6213 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6215 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6216 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
6217 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6218 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6223 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6225 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6226 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6229 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6230 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6231 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6237 VectorSet(ent->modellight_ambient, 1, 1, 1);
6239 // move the light direction into modelspace coordinates for lighting code
6240 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6241 if(VectorLength2(ent->modellight_lightdir) == 0)
6242 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6243 VectorNormalize(ent->modellight_lightdir);
6247 #define MAX_LINEOFSIGHTTRACES 64
6249 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6252 vec3_t boxmins, boxmaxs;
6255 dp_model_t *model = r_refdef.scene.worldmodel;
6257 if (!model || !model->brush.TraceLineOfSight)
6260 // expand the box a little
6261 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6262 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6263 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6264 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6265 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6266 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6269 VectorCopy(eye, start);
6270 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6271 if (model->brush.TraceLineOfSight(model, start, end))
6274 // try various random positions
6275 for (i = 0;i < numsamples;i++)
6277 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6278 if (model->brush.TraceLineOfSight(model, start, end))
6286 static void R_View_UpdateEntityVisible (void)
6291 entity_render_t *ent;
6293 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6294 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6296 // worldmodel can check visibility
6297 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6298 for (i = 0;i < r_refdef.scene.numentities;i++)
6300 ent = r_refdef.scene.entities[i];
6301 if (!(ent->flags & renderimask))
6302 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)))
6303 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))
6304 r_refdef.viewcache.entityvisible[i] = true;
6306 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6308 for (i = 0;i < r_refdef.scene.numentities;i++)
6310 ent = r_refdef.scene.entities[i];
6311 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6313 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6315 continue; // temp entities do pvs only
6316 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6317 ent->last_trace_visibility = realtime;
6318 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6319 r_refdef.viewcache.entityvisible[i] = 0;
6326 // no worldmodel or it can't check visibility
6327 for (i = 0;i < r_refdef.scene.numentities;i++)
6329 ent = r_refdef.scene.entities[i];
6330 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));
6335 /// only used if skyrendermasked, and normally returns false
6336 int R_DrawBrushModelsSky (void)
6339 entity_render_t *ent;
6342 for (i = 0;i < r_refdef.scene.numentities;i++)
6344 if (!r_refdef.viewcache.entityvisible[i])
6346 ent = r_refdef.scene.entities[i];
6347 if (!ent->model || !ent->model->DrawSky)
6349 ent->model->DrawSky(ent);
6355 static void R_DrawNoModel(entity_render_t *ent);
6356 static void R_DrawModels(void)
6359 entity_render_t *ent;
6361 for (i = 0;i < r_refdef.scene.numentities;i++)
6363 if (!r_refdef.viewcache.entityvisible[i])
6365 ent = r_refdef.scene.entities[i];
6366 r_refdef.stats.entities++;
6367 if (ent->model && ent->model->Draw != NULL)
6368 ent->model->Draw(ent);
6374 static void R_DrawModelsDepth(void)
6377 entity_render_t *ent;
6379 for (i = 0;i < r_refdef.scene.numentities;i++)
6381 if (!r_refdef.viewcache.entityvisible[i])
6383 ent = r_refdef.scene.entities[i];
6384 if (ent->model && ent->model->DrawDepth != NULL)
6385 ent->model->DrawDepth(ent);
6389 static void R_DrawModelsDebug(void)
6392 entity_render_t *ent;
6394 for (i = 0;i < r_refdef.scene.numentities;i++)
6396 if (!r_refdef.viewcache.entityvisible[i])
6398 ent = r_refdef.scene.entities[i];
6399 if (ent->model && ent->model->DrawDebug != NULL)
6400 ent->model->DrawDebug(ent);
6404 static void R_DrawModelsAddWaterPlanes(void)
6407 entity_render_t *ent;
6409 for (i = 0;i < r_refdef.scene.numentities;i++)
6411 if (!r_refdef.viewcache.entityvisible[i])
6413 ent = r_refdef.scene.entities[i];
6414 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6415 ent->model->DrawAddWaterPlanes(ent);
6419 static void R_View_SetFrustum(void)
6422 double slopex, slopey;
6423 vec3_t forward, left, up, origin;
6425 // we can't trust r_refdef.view.forward and friends in reflected scenes
6426 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6429 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6430 r_refdef.view.frustum[0].normal[1] = 0 - 0;
6431 r_refdef.view.frustum[0].normal[2] = -1 - 0;
6432 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6433 r_refdef.view.frustum[1].normal[1] = 0 + 0;
6434 r_refdef.view.frustum[1].normal[2] = -1 + 0;
6435 r_refdef.view.frustum[2].normal[0] = 0 - 0;
6436 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6437 r_refdef.view.frustum[2].normal[2] = -1 - 0;
6438 r_refdef.view.frustum[3].normal[0] = 0 + 0;
6439 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6440 r_refdef.view.frustum[3].normal[2] = -1 + 0;
6444 zNear = r_refdef.nearclip;
6445 nudge = 1.0 - 1.0 / (1<<23);
6446 r_refdef.view.frustum[4].normal[0] = 0 - 0;
6447 r_refdef.view.frustum[4].normal[1] = 0 - 0;
6448 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6449 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6450 r_refdef.view.frustum[5].normal[0] = 0 + 0;
6451 r_refdef.view.frustum[5].normal[1] = 0 + 0;
6452 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6453 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6459 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6460 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6461 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6462 r_refdef.view.frustum[0].dist = m[15] - m[12];
6464 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6465 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6466 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6467 r_refdef.view.frustum[1].dist = m[15] + m[12];
6469 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6470 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6471 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6472 r_refdef.view.frustum[2].dist = m[15] - m[13];
6474 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6475 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6476 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6477 r_refdef.view.frustum[3].dist = m[15] + m[13];
6479 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6480 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6481 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6482 r_refdef.view.frustum[4].dist = m[15] - m[14];
6484 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6485 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6486 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6487 r_refdef.view.frustum[5].dist = m[15] + m[14];
6490 if (r_refdef.view.useperspective)
6492 slopex = 1.0 / r_refdef.view.frustum_x;
6493 slopey = 1.0 / r_refdef.view.frustum_y;
6494 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6495 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
6496 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
6497 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
6498 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6500 // Leaving those out was a mistake, those were in the old code, and they
6501 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6502 // I couldn't reproduce it after adding those normalizations. --blub
6503 VectorNormalize(r_refdef.view.frustum[0].normal);
6504 VectorNormalize(r_refdef.view.frustum[1].normal);
6505 VectorNormalize(r_refdef.view.frustum[2].normal);
6506 VectorNormalize(r_refdef.view.frustum[3].normal);
6508 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6509 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]);
6510 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]);
6511 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]);
6512 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]);
6514 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6515 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6516 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6517 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6518 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6522 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6523 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6524 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6525 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6526 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6527 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6528 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6529 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6530 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6531 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6533 r_refdef.view.numfrustumplanes = 5;
6535 if (r_refdef.view.useclipplane)
6537 r_refdef.view.numfrustumplanes = 6;
6538 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6541 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6542 PlaneClassify(r_refdef.view.frustum + i);
6544 // LordHavoc: note to all quake engine coders, Quake had a special case
6545 // for 90 degrees which assumed a square view (wrong), so I removed it,
6546 // Quake2 has it disabled as well.
6548 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6549 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6550 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6551 //PlaneClassify(&frustum[0]);
6553 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6554 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6555 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6556 //PlaneClassify(&frustum[1]);
6558 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6559 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6560 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6561 //PlaneClassify(&frustum[2]);
6563 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6564 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6565 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6566 //PlaneClassify(&frustum[3]);
6569 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6570 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6571 //PlaneClassify(&frustum[4]);
6574 void R_View_Update(void)
6576 R_Main_ResizeViewCache();
6577 R_View_SetFrustum();
6578 R_View_WorldVisibility(r_refdef.view.useclipplane);
6579 R_View_UpdateEntityVisible();
6580 R_View_UpdateEntityLighting();
6583 void R_SetupView(qboolean allowwaterclippingplane)
6585 const float *customclipplane = NULL;
6587 if (r_refdef.view.useclipplane && allowwaterclippingplane)
6589 // LordHavoc: couldn't figure out how to make this approach the
6590 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
6591 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
6592 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
6593 dist = r_refdef.view.clipplane.dist;
6594 plane[0] = r_refdef.view.clipplane.normal[0];
6595 plane[1] = r_refdef.view.clipplane.normal[1];
6596 plane[2] = r_refdef.view.clipplane.normal[2];
6598 customclipplane = plane;
6601 if (!r_refdef.view.useperspective)
6602 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);
6603 else if (vid.stencil && r_useinfinitefarclip.integer)
6604 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);
6606 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);
6607 R_SetViewport(&r_refdef.view.viewport);
6610 void R_EntityMatrix(const matrix4x4_t *matrix)
6612 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
6614 gl_modelmatrixchanged = false;
6615 gl_modelmatrix = *matrix;
6616 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
6617 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
6618 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
6619 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
6621 switch(vid.renderpath)
6623 case RENDERPATH_GL20:
6624 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
6625 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
6626 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6628 case RENDERPATH_CGGL:
6631 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
6632 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
6633 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6636 case RENDERPATH_GL13:
6637 case RENDERPATH_GL11:
6638 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
6644 void R_ResetViewRendering2D(void)
6646 r_viewport_t viewport;
6649 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
6650 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);
6651 R_SetViewport(&viewport);
6652 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
6653 GL_Color(1, 1, 1, 1);
6654 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6655 GL_BlendFunc(GL_ONE, GL_ZERO);
6656 GL_AlphaTest(false);
6657 GL_ScissorTest(false);
6658 GL_DepthMask(false);
6659 GL_DepthRange(0, 1);
6660 GL_DepthTest(false);
6661 R_EntityMatrix(&identitymatrix);
6662 R_Mesh_ResetTextureState();
6663 GL_PolygonOffset(0, 0);
6664 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6665 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6666 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6667 qglStencilMask(~0);CHECKGLERROR
6668 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6669 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6670 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
6673 void R_ResetViewRendering3D(void)
6678 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6679 GL_Color(1, 1, 1, 1);
6680 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6681 GL_BlendFunc(GL_ONE, GL_ZERO);
6682 GL_AlphaTest(false);
6683 GL_ScissorTest(true);
6685 GL_DepthRange(0, 1);
6687 R_EntityMatrix(&identitymatrix);
6688 R_Mesh_ResetTextureState();
6689 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6690 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
6691 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6692 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
6693 qglStencilMask(~0);CHECKGLERROR
6694 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
6695 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
6696 GL_CullFace(r_refdef.view.cullface_back);
6699 void R_RenderScene(void);
6700 void R_RenderWaterPlanes(void);
6702 static void R_Water_StartFrame(void)
6705 int waterwidth, waterheight, texturewidth, textureheight;
6706 r_waterstate_waterplane_t *p;
6708 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
6711 switch(vid.renderpath)
6713 case RENDERPATH_GL20:
6714 case RENDERPATH_CGGL:
6716 case RENDERPATH_GL13:
6717 case RENDERPATH_GL11:
6721 // set waterwidth and waterheight to the water resolution that will be
6722 // used (often less than the screen resolution for faster rendering)
6723 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
6724 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
6726 // calculate desired texture sizes
6727 // can't use water if the card does not support the texture size
6728 if (!r_water.integer || r_showsurfaces.integer)
6729 texturewidth = textureheight = waterwidth = waterheight = 0;
6730 else if (vid.support.arb_texture_non_power_of_two)
6732 texturewidth = waterwidth;
6733 textureheight = waterheight;
6737 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
6738 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
6741 // allocate textures as needed
6742 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
6744 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6745 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
6747 if (p->texture_refraction)
6748 R_FreeTexture(p->texture_refraction);
6749 p->texture_refraction = NULL;
6750 if (p->texture_reflection)
6751 R_FreeTexture(p->texture_reflection);
6752 p->texture_reflection = NULL;
6754 memset(&r_waterstate, 0, sizeof(r_waterstate));
6755 r_waterstate.texturewidth = texturewidth;
6756 r_waterstate.textureheight = textureheight;
6759 if (r_waterstate.texturewidth)
6761 r_waterstate.enabled = true;
6763 // when doing a reduced render (HDR) we want to use a smaller area
6764 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6765 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6767 // set up variables that will be used in shader setup
6768 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6769 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6770 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
6771 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
6774 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
6775 r_waterstate.numwaterplanes = 0;
6778 void R_Water_AddWaterPlane(msurface_t *surface)
6780 int triangleindex, planeindex;
6786 r_waterstate_waterplane_t *p;
6787 texture_t *t = R_GetCurrentTexture(surface->texture);
6788 // just use the first triangle with a valid normal for any decisions
6789 VectorClear(normal);
6790 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
6792 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
6793 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
6794 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
6795 TriangleNormal(vert[0], vert[1], vert[2], normal);
6796 if (VectorLength2(normal) >= 0.001)
6800 VectorCopy(normal, plane.normal);
6801 VectorNormalize(plane.normal);
6802 plane.dist = DotProduct(vert[0], plane.normal);
6803 PlaneClassify(&plane);
6804 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6806 // skip backfaces (except if nocullface is set)
6807 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6809 VectorNegate(plane.normal, plane.normal);
6811 PlaneClassify(&plane);
6815 // find a matching plane if there is one
6816 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6817 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
6819 if (planeindex >= r_waterstate.maxwaterplanes)
6820 return; // nothing we can do, out of planes
6822 // if this triangle does not fit any known plane rendered this frame, add one
6823 if (planeindex >= r_waterstate.numwaterplanes)
6825 // store the new plane
6826 r_waterstate.numwaterplanes++;
6828 // clear materialflags and pvs
6829 p->materialflags = 0;
6830 p->pvsvalid = false;
6832 // merge this surface's materialflags into the waterplane
6833 p->materialflags |= t->currentmaterialflags;
6834 // merge this surface's PVS into the waterplane
6835 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
6836 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6837 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6839 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6844 static void R_Water_ProcessPlanes(void)
6846 r_refdef_view_t originalview;
6847 r_refdef_view_t myview;
6849 r_waterstate_waterplane_t *p;
6851 originalview = r_refdef.view;
6853 // make sure enough textures are allocated
6854 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6856 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6858 if (!p->texture_refraction)
6859 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);
6860 if (!p->texture_refraction)
6864 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6866 if (!p->texture_reflection)
6867 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);
6868 if (!p->texture_reflection)
6874 r_refdef.view = originalview;
6875 r_refdef.view.showdebug = false;
6876 r_refdef.view.width = r_waterstate.waterwidth;
6877 r_refdef.view.height = r_waterstate.waterheight;
6878 r_refdef.view.useclipplane = true;
6879 myview = r_refdef.view;
6880 r_waterstate.renderingscene = true;
6881 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6883 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6885 r_refdef.view = myview;
6886 // render reflected scene and copy into texture
6887 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6888 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6889 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6890 r_refdef.view.clipplane = p->plane;
6891 // reverse the cullface settings for this render
6892 r_refdef.view.cullface_front = GL_FRONT;
6893 r_refdef.view.cullface_back = GL_BACK;
6894 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6896 r_refdef.view.usecustompvs = true;
6898 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6900 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6903 R_ResetViewRendering3D();
6904 R_ClearScreen(r_refdef.fogenabled);
6908 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);
6911 // render the normal view scene and copy into texture
6912 // (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)
6913 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6915 r_refdef.view = myview;
6916 r_refdef.view.clipplane = p->plane;
6917 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6918 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6919 PlaneClassify(&r_refdef.view.clipplane);
6921 R_ResetViewRendering3D();
6922 R_ClearScreen(r_refdef.fogenabled);
6926 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);
6930 r_waterstate.renderingscene = false;
6931 r_refdef.view = originalview;
6932 R_ResetViewRendering3D();
6933 R_ClearScreen(r_refdef.fogenabled);
6937 r_refdef.view = originalview;
6938 r_waterstate.renderingscene = false;
6939 Cvar_SetValueQuick(&r_water, 0);
6940 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6944 void R_Bloom_StartFrame(void)
6946 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6948 switch(vid.renderpath)
6950 case RENDERPATH_GL20:
6951 case RENDERPATH_CGGL:
6953 case RENDERPATH_GL13:
6954 case RENDERPATH_GL11:
6958 // set bloomwidth and bloomheight to the bloom resolution that will be
6959 // used (often less than the screen resolution for faster rendering)
6960 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6961 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6962 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6963 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6964 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6966 // calculate desired texture sizes
6967 if (vid.support.arb_texture_non_power_of_two)
6969 screentexturewidth = r_refdef.view.width;
6970 screentextureheight = r_refdef.view.height;
6971 bloomtexturewidth = r_bloomstate.bloomwidth;
6972 bloomtextureheight = r_bloomstate.bloomheight;
6976 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6977 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6978 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6979 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6982 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))
6984 Cvar_SetValueQuick(&r_hdr, 0);
6985 Cvar_SetValueQuick(&r_bloom, 0);
6986 Cvar_SetValueQuick(&r_motionblur, 0);
6987 Cvar_SetValueQuick(&r_damageblur, 0);
6990 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)))
6991 screentexturewidth = screentextureheight = 0;
6992 if (!r_hdr.integer && !r_bloom.integer)
6993 bloomtexturewidth = bloomtextureheight = 0;
6995 // allocate textures as needed
6996 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
6998 if (r_bloomstate.texture_screen)
6999 R_FreeTexture(r_bloomstate.texture_screen);
7000 r_bloomstate.texture_screen = NULL;
7001 r_bloomstate.screentexturewidth = screentexturewidth;
7002 r_bloomstate.screentextureheight = screentextureheight;
7003 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7004 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7006 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7008 if (r_bloomstate.texture_bloom)
7009 R_FreeTexture(r_bloomstate.texture_bloom);
7010 r_bloomstate.texture_bloom = NULL;
7011 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7012 r_bloomstate.bloomtextureheight = bloomtextureheight;
7013 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7014 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7017 // when doing a reduced render (HDR) we want to use a smaller area
7018 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7019 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7020 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7021 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7022 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7024 // set up a texcoord array for the full resolution screen image
7025 // (we have to keep this around to copy back during final render)
7026 r_bloomstate.screentexcoord2f[0] = 0;
7027 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7028 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7029 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7030 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7031 r_bloomstate.screentexcoord2f[5] = 0;
7032 r_bloomstate.screentexcoord2f[6] = 0;
7033 r_bloomstate.screentexcoord2f[7] = 0;
7035 // set up a texcoord array for the reduced resolution bloom image
7036 // (which will be additive blended over the screen image)
7037 r_bloomstate.bloomtexcoord2f[0] = 0;
7038 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7039 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7040 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7041 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7042 r_bloomstate.bloomtexcoord2f[5] = 0;
7043 r_bloomstate.bloomtexcoord2f[6] = 0;
7044 r_bloomstate.bloomtexcoord2f[7] = 0;
7046 if (r_hdr.integer || r_bloom.integer)
7048 r_bloomstate.enabled = true;
7049 r_bloomstate.hdr = r_hdr.integer != 0;
7052 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);
7055 void R_Bloom_CopyBloomTexture(float colorscale)
7057 r_refdef.stats.bloom++;
7059 // scale down screen texture to the bloom texture size
7061 R_SetViewport(&r_bloomstate.viewport);
7062 GL_BlendFunc(GL_ONE, GL_ZERO);
7063 GL_Color(colorscale, colorscale, colorscale, 1);
7064 // TODO: optimize with multitexture or GLSL
7065 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7066 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7067 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7068 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7070 // we now have a bloom image in the framebuffer
7071 // copy it into the bloom image texture for later processing
7072 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);
7073 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7076 void R_Bloom_CopyHDRTexture(void)
7078 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);
7079 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7082 void R_Bloom_MakeTexture(void)
7085 float xoffset, yoffset, r, brighten;
7087 r_refdef.stats.bloom++;
7089 R_ResetViewRendering2D();
7090 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7091 R_Mesh_ColorPointer(NULL, 0, 0);
7093 // we have a bloom image in the framebuffer
7095 R_SetViewport(&r_bloomstate.viewport);
7097 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7100 r = bound(0, r_bloom_colorexponent.value / x, 1);
7101 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7102 GL_Color(r, r, r, 1);
7103 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7104 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7105 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7106 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7108 // copy the vertically blurred bloom view to a texture
7109 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);
7110 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7113 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7114 brighten = r_bloom_brighten.value;
7116 brighten *= r_hdr_range.value;
7117 brighten = sqrt(brighten);
7119 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7120 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7121 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7123 for (dir = 0;dir < 2;dir++)
7125 // blend on at multiple vertical offsets to achieve a vertical blur
7126 // TODO: do offset blends using GLSL
7127 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7128 GL_BlendFunc(GL_ONE, GL_ZERO);
7129 for (x = -range;x <= range;x++)
7131 if (!dir){xoffset = 0;yoffset = x;}
7132 else {xoffset = x;yoffset = 0;}
7133 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7134 yoffset /= (float)r_bloomstate.bloomtextureheight;
7135 // compute a texcoord array with the specified x and y offset
7136 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7137 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7138 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7139 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7140 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7141 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7142 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7143 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7144 // this r value looks like a 'dot' particle, fading sharply to
7145 // black at the edges
7146 // (probably not realistic but looks good enough)
7147 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7148 //r = brighten/(range*2+1);
7149 r = brighten / (range * 2 + 1);
7151 r *= (1 - x*x/(float)(range*range));
7152 GL_Color(r, r, r, 1);
7153 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7154 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7155 GL_BlendFunc(GL_ONE, GL_ONE);
7158 // copy the vertically blurred bloom view to a texture
7159 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);
7160 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7163 // apply subtract last
7164 // (just like it would be in a GLSL shader)
7165 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7167 GL_BlendFunc(GL_ONE, GL_ZERO);
7168 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7169 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7170 GL_Color(1, 1, 1, 1);
7171 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7172 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7174 GL_BlendFunc(GL_ONE, GL_ONE);
7175 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7176 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7177 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7178 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7179 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7180 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7181 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7183 // copy the darkened bloom view to a texture
7184 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);
7185 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7189 void R_HDR_RenderBloomTexture(void)
7191 int oldwidth, oldheight;
7192 float oldcolorscale;
7194 oldcolorscale = r_refdef.view.colorscale;
7195 oldwidth = r_refdef.view.width;
7196 oldheight = r_refdef.view.height;
7197 r_refdef.view.width = r_bloomstate.bloomwidth;
7198 r_refdef.view.height = r_bloomstate.bloomheight;
7200 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7201 // TODO: add exposure compensation features
7202 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7204 r_refdef.view.showdebug = false;
7205 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7207 R_ResetViewRendering3D();
7209 R_ClearScreen(r_refdef.fogenabled);
7210 if (r_timereport_active)
7211 R_TimeReport("HDRclear");
7214 if (r_timereport_active)
7215 R_TimeReport("visibility");
7217 // only do secondary renders with HDR if r_hdr is 2 or higher
7218 r_waterstate.numwaterplanes = 0;
7219 if (r_waterstate.enabled && r_hdr.integer >= 2)
7220 R_RenderWaterPlanes();
7222 r_refdef.view.showdebug = true;
7224 r_waterstate.numwaterplanes = 0;
7226 R_ResetViewRendering2D();
7228 R_Bloom_CopyHDRTexture();
7229 R_Bloom_MakeTexture();
7231 // restore the view settings
7232 r_refdef.view.width = oldwidth;
7233 r_refdef.view.height = oldheight;
7234 r_refdef.view.colorscale = oldcolorscale;
7236 R_ResetViewRendering3D();
7238 R_ClearScreen(r_refdef.fogenabled);
7239 if (r_timereport_active)
7240 R_TimeReport("viewclear");
7243 static void R_BlendView(void)
7245 unsigned int permutation;
7246 float uservecs[4][4];
7248 switch (vid.renderpath)
7250 case RENDERPATH_GL20:
7251 case RENDERPATH_CGGL:
7253 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7254 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7255 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7256 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7257 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7259 if (r_bloomstate.texture_screen)
7261 // make sure the buffer is available
7262 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7264 R_ResetViewRendering2D();
7265 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7266 R_Mesh_ColorPointer(NULL, 0, 0);
7268 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7270 // declare variables
7272 static float avgspeed;
7274 speed = VectorLength(cl.movement_velocity);
7276 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7277 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7279 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7280 speed = bound(0, speed, 1);
7281 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7283 // calculate values into a standard alpha
7284 cl.motionbluralpha = 1 - exp(-
7286 (r_motionblur.value * speed / 80)
7288 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7291 max(0.0001, cl.time - cl.oldtime) // fps independent
7294 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7295 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7297 if (cl.motionbluralpha > 0)
7299 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7300 GL_Color(1, 1, 1, cl.motionbluralpha);
7301 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7302 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7303 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7304 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7308 // copy view into the screen texture
7309 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);
7310 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7312 else if (!r_bloomstate.texture_bloom)
7314 // we may still have to do view tint...
7315 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7317 // apply a color tint to the whole view
7318 R_ResetViewRendering2D();
7319 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7320 R_Mesh_ColorPointer(NULL, 0, 0);
7321 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7322 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7323 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7324 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7326 break; // no screen processing, no bloom, skip it
7329 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7331 // render simple bloom effect
7332 // copy the screen and shrink it and darken it for the bloom process
7333 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7334 // make the bloom texture
7335 R_Bloom_MakeTexture();
7338 #if _MSC_VER >= 1400
7339 #define sscanf sscanf_s
7341 memset(uservecs, 0, sizeof(uservecs));
7342 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7343 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7344 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7345 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7347 R_ResetViewRendering2D();
7348 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7349 R_Mesh_ColorPointer(NULL, 0, 0);
7350 GL_Color(1, 1, 1, 1);
7351 GL_BlendFunc(GL_ONE, GL_ZERO);
7352 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7353 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7355 switch(vid.renderpath)
7357 case RENDERPATH_GL20:
7358 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7359 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
7360 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
7361 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7362 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]);
7363 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime , cl.time);
7364 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7365 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]);
7366 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]);
7367 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]);
7368 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]);
7369 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
7370 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7372 case RENDERPATH_CGGL:
7374 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7375 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
7376 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
7377 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
7378 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
7379 if (r_cg_permutation->fp_ClientTime ) cgGLSetParameter1f( r_cg_permutation->fp_ClientTime , cl.time);CHECKCGERROR
7380 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7381 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
7382 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
7383 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
7384 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
7385 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
7386 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7392 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7393 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7395 case RENDERPATH_GL13:
7396 case RENDERPATH_GL11:
7397 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7399 // apply a color tint to the whole view
7400 R_ResetViewRendering2D();
7401 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7402 R_Mesh_ColorPointer(NULL, 0, 0);
7403 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7404 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7405 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7406 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7412 matrix4x4_t r_waterscrollmatrix;
7414 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7416 if (r_refdef.fog_density)
7418 r_refdef.fogcolor[0] = r_refdef.fog_red;
7419 r_refdef.fogcolor[1] = r_refdef.fog_green;
7420 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7422 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7423 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7424 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7425 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7429 VectorCopy(r_refdef.fogcolor, fogvec);
7430 // color.rgb *= ContrastBoost * SceneBrightness;
7431 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7432 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7433 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7434 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7439 void R_UpdateVariables(void)
7443 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7445 r_refdef.farclip = r_farclip_base.value;
7446 if (r_refdef.scene.worldmodel)
7447 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7448 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7450 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7451 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7452 r_refdef.polygonfactor = 0;
7453 r_refdef.polygonoffset = 0;
7454 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7455 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7457 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7458 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7459 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7460 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7461 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7462 if (r_showsurfaces.integer)
7464 r_refdef.scene.rtworld = false;
7465 r_refdef.scene.rtworldshadows = false;
7466 r_refdef.scene.rtdlight = false;
7467 r_refdef.scene.rtdlightshadows = false;
7468 r_refdef.lightmapintensity = 0;
7471 if (gamemode == GAME_NEHAHRA)
7473 if (gl_fogenable.integer)
7475 r_refdef.oldgl_fogenable = true;
7476 r_refdef.fog_density = gl_fogdensity.value;
7477 r_refdef.fog_red = gl_fogred.value;
7478 r_refdef.fog_green = gl_foggreen.value;
7479 r_refdef.fog_blue = gl_fogblue.value;
7480 r_refdef.fog_alpha = 1;
7481 r_refdef.fog_start = 0;
7482 r_refdef.fog_end = gl_skyclip.value;
7483 r_refdef.fog_height = 1<<30;
7484 r_refdef.fog_fadedepth = 128;
7486 else if (r_refdef.oldgl_fogenable)
7488 r_refdef.oldgl_fogenable = false;
7489 r_refdef.fog_density = 0;
7490 r_refdef.fog_red = 0;
7491 r_refdef.fog_green = 0;
7492 r_refdef.fog_blue = 0;
7493 r_refdef.fog_alpha = 0;
7494 r_refdef.fog_start = 0;
7495 r_refdef.fog_end = 0;
7496 r_refdef.fog_height = 1<<30;
7497 r_refdef.fog_fadedepth = 128;
7501 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7502 r_refdef.fog_start = max(0, r_refdef.fog_start);
7503 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7505 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7507 if (r_refdef.fog_density && r_drawfog.integer)
7509 r_refdef.fogenabled = true;
7510 // this is the point where the fog reaches 0.9986 alpha, which we
7511 // consider a good enough cutoff point for the texture
7512 // (0.9986 * 256 == 255.6)
7513 if (r_fog_exp2.integer)
7514 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7516 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7517 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7518 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7519 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7520 // fog color was already set
7521 // update the fog texture
7522 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)
7523 R_BuildFogTexture();
7526 r_refdef.fogenabled = false;
7528 switch(vid.renderpath)
7530 case RENDERPATH_GL20:
7531 case RENDERPATH_CGGL:
7532 if(v_glslgamma.integer && !vid_gammatables_trivial)
7534 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7536 // build GLSL gamma texture
7537 #define RAMPWIDTH 256
7538 unsigned short ramp[RAMPWIDTH * 3];
7539 unsigned char rampbgr[RAMPWIDTH][4];
7542 r_texture_gammaramps_serial = vid_gammatables_serial;
7544 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7545 for(i = 0; i < RAMPWIDTH; ++i)
7547 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7548 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7549 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7552 if (r_texture_gammaramps)
7554 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7558 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);
7564 // remove GLSL gamma texture
7567 case RENDERPATH_GL13:
7568 case RENDERPATH_GL11:
7573 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7574 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7580 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7581 if( scenetype != r_currentscenetype ) {
7582 // store the old scenetype
7583 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7584 r_currentscenetype = scenetype;
7585 // move in the new scene
7586 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7595 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7597 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7598 if( scenetype == r_currentscenetype ) {
7599 return &r_refdef.scene;
7601 return &r_scenes_store[ scenetype ];
7610 void R_RenderView(void)
7612 if (r_timereport_active)
7613 R_TimeReport("start");
7614 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7616 if (!r_drawentities.integer)
7617 r_refdef.scene.numentities = 0;
7619 R_AnimCache_ClearCache();
7620 R_FrameData_NewFrame();
7622 if (r_refdef.view.isoverlay)
7624 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7625 GL_Clear( GL_DEPTH_BUFFER_BIT );
7626 R_TimeReport("depthclear");
7628 r_refdef.view.showdebug = false;
7630 r_waterstate.enabled = false;
7631 r_waterstate.numwaterplanes = 0;
7639 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
7640 return; //Host_Error ("R_RenderView: NULL worldmodel");
7642 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
7644 // break apart the view matrix into vectors for various purposes
7645 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7646 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7647 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7648 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7649 // make an inverted copy of the view matrix for tracking sprites
7650 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7652 R_Shadow_UpdateWorldLightSelection();
7654 R_Bloom_StartFrame();
7655 R_Water_StartFrame();
7658 if (r_timereport_active)
7659 R_TimeReport("viewsetup");
7661 R_ResetViewRendering3D();
7663 if (r_refdef.view.clear || r_refdef.fogenabled)
7665 R_ClearScreen(r_refdef.fogenabled);
7666 if (r_timereport_active)
7667 R_TimeReport("viewclear");
7669 r_refdef.view.clear = true;
7671 // this produces a bloom texture to be used in R_BlendView() later
7672 if (r_hdr.integer && r_bloomstate.bloomwidth)
7673 R_HDR_RenderBloomTexture();
7675 r_refdef.view.showdebug = true;
7678 if (r_timereport_active)
7679 R_TimeReport("visibility");
7681 r_waterstate.numwaterplanes = 0;
7682 if (r_waterstate.enabled)
7683 R_RenderWaterPlanes();
7686 r_waterstate.numwaterplanes = 0;
7689 if (r_timereport_active)
7690 R_TimeReport("blendview");
7692 GL_Scissor(0, 0, vid.width, vid.height);
7693 GL_ScissorTest(false);
7697 void R_RenderWaterPlanes(void)
7699 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7701 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7702 if (r_timereport_active)
7703 R_TimeReport("waterworld");
7706 // don't let sound skip if going slow
7707 if (r_refdef.scene.extraupdate)
7710 R_DrawModelsAddWaterPlanes();
7711 if (r_timereport_active)
7712 R_TimeReport("watermodels");
7714 if (r_waterstate.numwaterplanes)
7716 R_Water_ProcessPlanes();
7717 if (r_timereport_active)
7718 R_TimeReport("waterscenes");
7722 extern void R_DrawLightningBeams (void);
7723 extern void VM_CL_AddPolygonsToMeshQueue (void);
7724 extern void R_DrawPortals (void);
7725 extern cvar_t cl_locs_show;
7726 static void R_DrawLocs(void);
7727 static void R_DrawEntityBBoxes(void);
7728 static void R_DrawModelDecals(void);
7729 extern cvar_t cl_decals_newsystem;
7730 extern qboolean r_shadow_usingdeferredprepass;
7731 void R_RenderScene(void)
7733 r_refdef.stats.renders++;
7734 r_textureframe++; // used only by R_GetCurrentTexture
7738 // don't let sound skip if going slow
7739 if (r_refdef.scene.extraupdate)
7742 R_MeshQueue_BeginScene();
7746 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);
7748 if (cl.csqc_vidvars.drawworld)
7750 // don't let sound skip if going slow
7751 if (r_refdef.scene.extraupdate)
7754 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7756 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7757 if (r_timereport_active)
7758 R_TimeReport("worldsky");
7761 if (R_DrawBrushModelsSky() && r_timereport_active)
7762 R_TimeReport("bmodelsky");
7764 if (skyrendermasked && skyrenderlater)
7766 // we have to force off the water clipping plane while rendering sky
7770 if (r_timereport_active)
7771 R_TimeReport("sky");
7775 R_AnimCache_CacheVisibleEntities();
7776 if (r_timereport_active)
7777 R_TimeReport("animation");
7779 R_Shadow_PrepareLights();
7780 if (r_timereport_active)
7781 R_TimeReport("preparelights");
7783 if (r_shadow_usingdeferredprepass)
7784 R_Shadow_DrawPrepass();
7786 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7788 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7789 if (r_timereport_active)
7790 R_TimeReport("worlddepth");
7792 if (r_depthfirst.integer >= 2)
7794 R_DrawModelsDepth();
7795 if (r_timereport_active)
7796 R_TimeReport("modeldepth");
7799 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7801 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7802 if (r_timereport_active)
7803 R_TimeReport("world");
7806 // don't let sound skip if going slow
7807 if (r_refdef.scene.extraupdate)
7811 if (r_timereport_active)
7812 R_TimeReport("models");
7814 // don't let sound skip if going slow
7815 if (r_refdef.scene.extraupdate)
7818 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7820 R_DrawModelShadows();
7821 R_ResetViewRendering3D();
7822 // don't let sound skip if going slow
7823 if (r_refdef.scene.extraupdate)
7827 if (!r_shadow_usingdeferredprepass)
7829 R_Shadow_DrawLights();
7830 if (r_timereport_active)
7831 R_TimeReport("rtlights");
7834 // don't let sound skip if going slow
7835 if (r_refdef.scene.extraupdate)
7838 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7840 R_DrawModelShadows();
7841 R_ResetViewRendering3D();
7842 // don't let sound skip if going slow
7843 if (r_refdef.scene.extraupdate)
7847 if (cl.csqc_vidvars.drawworld)
7849 if (cl_decals_newsystem.integer)
7851 R_DrawModelDecals();
7852 if (r_timereport_active)
7853 R_TimeReport("modeldecals");
7858 if (r_timereport_active)
7859 R_TimeReport("decals");
7863 if (r_timereport_active)
7864 R_TimeReport("particles");
7867 if (r_timereport_active)
7868 R_TimeReport("explosions");
7870 R_DrawLightningBeams();
7871 if (r_timereport_active)
7872 R_TimeReport("lightning");
7875 VM_CL_AddPolygonsToMeshQueue();
7877 if (r_refdef.view.showdebug)
7879 if (cl_locs_show.integer)
7882 if (r_timereport_active)
7883 R_TimeReport("showlocs");
7886 if (r_drawportals.integer)
7889 if (r_timereport_active)
7890 R_TimeReport("portals");
7893 if (r_showbboxes.value > 0)
7895 R_DrawEntityBBoxes();
7896 if (r_timereport_active)
7897 R_TimeReport("bboxes");
7901 R_MeshQueue_RenderTransparent();
7902 if (r_timereport_active)
7903 R_TimeReport("drawtrans");
7905 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))
7907 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7908 if (r_timereport_active)
7909 R_TimeReport("worlddebug");
7910 R_DrawModelsDebug();
7911 if (r_timereport_active)
7912 R_TimeReport("modeldebug");
7915 if (cl.csqc_vidvars.drawworld)
7917 R_Shadow_DrawCoronas();
7918 if (r_timereport_active)
7919 R_TimeReport("coronas");
7922 // don't let sound skip if going slow
7923 if (r_refdef.scene.extraupdate)
7926 R_ResetViewRendering2D();
7929 static const unsigned short bboxelements[36] =
7939 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7942 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7944 RSurf_ActiveWorldEntity();
7946 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7947 GL_DepthMask(false);
7948 GL_DepthRange(0, 1);
7949 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7950 R_Mesh_ResetTextureState();
7952 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7953 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7954 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7955 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7956 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7957 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7958 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7959 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7960 R_FillColors(color4f, 8, cr, cg, cb, ca);
7961 if (r_refdef.fogenabled)
7963 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7965 f1 = RSurf_FogVertex(v);
7967 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7968 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7969 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7972 R_Mesh_VertexPointer(vertex3f, 0, 0);
7973 R_Mesh_ColorPointer(color4f, 0, 0);
7974 R_Mesh_ResetTextureState();
7975 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7976 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
7979 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7983 prvm_edict_t *edict;
7984 prvm_prog_t *prog_save = prog;
7986 // this function draws bounding boxes of server entities
7990 GL_CullFace(GL_NONE);
7991 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7995 for (i = 0;i < numsurfaces;i++)
7997 edict = PRVM_EDICT_NUM(surfacelist[i]);
7998 switch ((int)edict->fields.server->solid)
8000 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8001 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8002 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8003 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8004 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8005 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8007 color[3] *= r_showbboxes.value;
8008 color[3] = bound(0, color[3], 1);
8009 GL_DepthTest(!r_showdisabledepthtest.integer);
8010 GL_CullFace(r_refdef.view.cullface_front);
8011 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8017 static void R_DrawEntityBBoxes(void)
8020 prvm_edict_t *edict;
8022 prvm_prog_t *prog_save = prog;
8024 // this function draws bounding boxes of server entities
8030 for (i = 0;i < prog->num_edicts;i++)
8032 edict = PRVM_EDICT_NUM(i);
8033 if (edict->priv.server->free)
8035 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8036 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8038 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8040 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8041 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8047 static const int nomodelelement3i[24] =
8059 static const unsigned short nomodelelement3s[24] =
8071 static const float nomodelvertex3f[6*3] =
8081 static const float nomodelcolor4f[6*4] =
8083 0.0f, 0.0f, 0.5f, 1.0f,
8084 0.0f, 0.0f, 0.5f, 1.0f,
8085 0.0f, 0.5f, 0.0f, 1.0f,
8086 0.0f, 0.5f, 0.0f, 1.0f,
8087 0.5f, 0.0f, 0.0f, 1.0f,
8088 0.5f, 0.0f, 0.0f, 1.0f
8091 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8097 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);
8099 // this is only called once per entity so numsurfaces is always 1, and
8100 // surfacelist is always {0}, so this code does not handle batches
8102 if (rsurface.ent_flags & RENDER_ADDITIVE)
8104 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8105 GL_DepthMask(false);
8107 else if (rsurface.colormod[3] < 1)
8109 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8110 GL_DepthMask(false);
8114 GL_BlendFunc(GL_ONE, GL_ZERO);
8117 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8118 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8119 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8120 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8121 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8122 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8123 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8124 R_Mesh_ColorPointer(color4f, 0, 0);
8125 for (i = 0, c = color4f;i < 6;i++, c += 4)
8127 c[0] *= rsurface.colormod[0];
8128 c[1] *= rsurface.colormod[1];
8129 c[2] *= rsurface.colormod[2];
8130 c[3] *= rsurface.colormod[3];
8132 if (r_refdef.fogenabled)
8134 for (i = 0, c = color4f;i < 6;i++, c += 4)
8136 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8138 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8139 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8140 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8143 R_Mesh_ResetTextureState();
8144 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8147 void R_DrawNoModel(entity_render_t *ent)
8150 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8151 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8152 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8154 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8157 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8159 vec3_t right1, right2, diff, normal;
8161 VectorSubtract (org2, org1, normal);
8163 // calculate 'right' vector for start
8164 VectorSubtract (r_refdef.view.origin, org1, diff);
8165 CrossProduct (normal, diff, right1);
8166 VectorNormalize (right1);
8168 // calculate 'right' vector for end
8169 VectorSubtract (r_refdef.view.origin, org2, diff);
8170 CrossProduct (normal, diff, right2);
8171 VectorNormalize (right2);
8173 vert[ 0] = org1[0] + width * right1[0];
8174 vert[ 1] = org1[1] + width * right1[1];
8175 vert[ 2] = org1[2] + width * right1[2];
8176 vert[ 3] = org1[0] - width * right1[0];
8177 vert[ 4] = org1[1] - width * right1[1];
8178 vert[ 5] = org1[2] - width * right1[2];
8179 vert[ 6] = org2[0] - width * right2[0];
8180 vert[ 7] = org2[1] - width * right2[1];
8181 vert[ 8] = org2[2] - width * right2[2];
8182 vert[ 9] = org2[0] + width * right2[0];
8183 vert[10] = org2[1] + width * right2[1];
8184 vert[11] = org2[2] + width * right2[2];
8187 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)
8189 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8190 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8191 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8192 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8193 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8194 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8195 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8196 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8197 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8198 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8199 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8200 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8203 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8208 VectorSet(v, x, y, z);
8209 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8210 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8212 if (i == mesh->numvertices)
8214 if (mesh->numvertices < mesh->maxvertices)
8216 VectorCopy(v, vertex3f);
8217 mesh->numvertices++;
8219 return mesh->numvertices;
8225 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8229 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8230 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8231 e = mesh->element3i + mesh->numtriangles * 3;
8232 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8234 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8235 if (mesh->numtriangles < mesh->maxtriangles)
8240 mesh->numtriangles++;
8242 element[1] = element[2];
8246 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8250 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8251 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8252 e = mesh->element3i + mesh->numtriangles * 3;
8253 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8255 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8256 if (mesh->numtriangles < mesh->maxtriangles)
8261 mesh->numtriangles++;
8263 element[1] = element[2];
8267 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8268 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8270 int planenum, planenum2;
8273 mplane_t *plane, *plane2;
8275 double temppoints[2][256*3];
8276 // figure out how large a bounding box we need to properly compute this brush
8278 for (w = 0;w < numplanes;w++)
8279 maxdist = max(maxdist, fabs(planes[w].dist));
8280 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8281 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8282 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8286 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8287 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8289 if (planenum2 == planenum)
8291 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);
8294 if (tempnumpoints < 3)
8296 // generate elements forming a triangle fan for this polygon
8297 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8301 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)
8303 texturelayer_t *layer;
8304 layer = t->currentlayers + t->currentnumlayers++;
8306 layer->depthmask = depthmask;
8307 layer->blendfunc1 = blendfunc1;
8308 layer->blendfunc2 = blendfunc2;
8309 layer->texture = texture;
8310 layer->texmatrix = *matrix;
8311 layer->color[0] = r;
8312 layer->color[1] = g;
8313 layer->color[2] = b;
8314 layer->color[3] = a;
8317 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8320 index = parms[2] + r_refdef.scene.time * parms[3];
8321 index -= floor(index);
8325 case Q3WAVEFUNC_NONE:
8326 case Q3WAVEFUNC_NOISE:
8327 case Q3WAVEFUNC_COUNT:
8330 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8331 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8332 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8333 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8334 case Q3WAVEFUNC_TRIANGLE:
8336 f = index - floor(index);
8347 return (float)(parms[0] + parms[1] * f);
8350 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8355 matrix4x4_t matrix, temp;
8356 switch(tcmod->tcmod)
8360 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8361 matrix = r_waterscrollmatrix;
8363 matrix = identitymatrix;
8365 case Q3TCMOD_ENTITYTRANSLATE:
8366 // this is used in Q3 to allow the gamecode to control texcoord
8367 // scrolling on the entity, which is not supported in darkplaces yet.
8368 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8370 case Q3TCMOD_ROTATE:
8371 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8372 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8373 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8376 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8378 case Q3TCMOD_SCROLL:
8379 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8381 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8382 w = (int) tcmod->parms[0];
8383 h = (int) tcmod->parms[1];
8384 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8386 idx = (int) floor(f * w * h);
8387 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8389 case Q3TCMOD_STRETCH:
8390 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8391 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8393 case Q3TCMOD_TRANSFORM:
8394 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8395 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8396 VectorSet(tcmat + 6, 0 , 0 , 1);
8397 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8398 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8400 case Q3TCMOD_TURBULENT:
8401 // this is handled in the RSurf_PrepareVertices function
8402 matrix = identitymatrix;
8406 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8409 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8411 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8412 char name[MAX_QPATH];
8413 skinframe_t *skinframe;
8414 unsigned char pixels[296*194];
8415 strlcpy(cache->name, skinname, sizeof(cache->name));
8416 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8417 if (developer_loading.integer)
8418 Con_Printf("loading %s\n", name);
8419 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8420 if (!skinframe || !skinframe->base)
8423 fs_offset_t filesize;
8425 f = FS_LoadFile(name, tempmempool, true, &filesize);
8428 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8429 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8433 cache->skinframe = skinframe;
8436 texture_t *R_GetCurrentTexture(texture_t *t)
8439 const entity_render_t *ent = rsurface.entity;
8440 dp_model_t *model = ent->model;
8441 q3shaderinfo_layer_tcmod_t *tcmod;
8443 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8444 return t->currentframe;
8445 t->update_lastrenderframe = r_textureframe;
8446 t->update_lastrenderentity = (void *)ent;
8448 // switch to an alternate material if this is a q1bsp animated material
8450 texture_t *texture = t;
8451 int s = rsurface.ent_skinnum;
8452 if ((unsigned int)s >= (unsigned int)model->numskins)
8454 if (model->skinscenes)
8456 if (model->skinscenes[s].framecount > 1)
8457 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8459 s = model->skinscenes[s].firstframe;
8462 t = t + s * model->num_surfaces;
8465 // use an alternate animation if the entity's frame is not 0,
8466 // and only if the texture has an alternate animation
8467 if (rsurface.ent_alttextures && t->anim_total[1])
8468 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8470 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8472 texture->currentframe = t;
8475 // update currentskinframe to be a qw skin or animation frame
8476 if (rsurface.ent_qwskin >= 0)
8478 i = rsurface.ent_qwskin;
8479 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8481 r_qwskincache_size = cl.maxclients;
8483 Mem_Free(r_qwskincache);
8484 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8486 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8487 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8488 t->currentskinframe = r_qwskincache[i].skinframe;
8489 if (t->currentskinframe == NULL)
8490 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8492 else if (t->numskinframes >= 2)
8493 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8494 if (t->backgroundnumskinframes >= 2)
8495 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8497 t->currentmaterialflags = t->basematerialflags;
8498 t->currentalpha = rsurface.colormod[3];
8499 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8500 t->currentalpha *= r_wateralpha.value;
8501 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8502 t->currentalpha *= t->r_water_wateralpha;
8503 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8504 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8505 if (!(rsurface.ent_flags & RENDER_LIGHT))
8506 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8507 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8509 // pick a model lighting mode
8510 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8511 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8513 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8515 if (rsurface.ent_flags & RENDER_ADDITIVE)
8516 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8517 else if (t->currentalpha < 1)
8518 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8519 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8520 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8521 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8522 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8523 if (t->backgroundnumskinframes)
8524 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8525 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8527 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8528 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8531 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8532 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8533 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8535 // there is no tcmod
8536 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8538 t->currenttexmatrix = r_waterscrollmatrix;
8539 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8541 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8543 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8544 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8547 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8548 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8549 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8550 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8552 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8553 if (t->currentskinframe->qpixels)
8554 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8555 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8556 if (!t->basetexture)
8557 t->basetexture = r_texture_notexture;
8558 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8559 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8560 t->nmaptexture = t->currentskinframe->nmap;
8561 if (!t->nmaptexture)
8562 t->nmaptexture = r_texture_blanknormalmap;
8563 t->glosstexture = r_texture_black;
8564 t->glowtexture = t->currentskinframe->glow;
8565 t->fogtexture = t->currentskinframe->fog;
8566 if (t->backgroundnumskinframes)
8568 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8569 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8570 t->backgroundglosstexture = r_texture_black;
8571 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8572 if (!t->backgroundnmaptexture)
8573 t->backgroundnmaptexture = r_texture_blanknormalmap;
8577 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8578 t->backgroundnmaptexture = r_texture_blanknormalmap;
8579 t->backgroundglosstexture = r_texture_black;
8580 t->backgroundglowtexture = NULL;
8582 t->specularpower = r_shadow_glossexponent.value;
8583 // TODO: store reference values for these in the texture?
8584 t->specularscale = 0;
8585 if (r_shadow_gloss.integer > 0)
8587 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8589 if (r_shadow_glossintensity.value > 0)
8591 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8592 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8593 t->specularscale = r_shadow_glossintensity.value;
8596 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8598 t->glosstexture = r_texture_white;
8599 t->backgroundglosstexture = r_texture_white;
8600 t->specularscale = r_shadow_gloss2intensity.value;
8601 t->specularpower = r_shadow_gloss2exponent.value;
8604 t->specularscale *= t->specularscalemod;
8605 t->specularpower *= t->specularpowermod;
8607 // lightmaps mode looks bad with dlights using actual texturing, so turn
8608 // off the colormap and glossmap, but leave the normalmap on as it still
8609 // accurately represents the shading involved
8610 if (gl_lightmaps.integer)
8612 t->basetexture = r_texture_grey128;
8613 t->pantstexture = r_texture_black;
8614 t->shirttexture = r_texture_black;
8615 t->nmaptexture = r_texture_blanknormalmap;
8616 t->glosstexture = r_texture_black;
8617 t->glowtexture = NULL;
8618 t->fogtexture = NULL;
8619 t->backgroundbasetexture = NULL;
8620 t->backgroundnmaptexture = r_texture_blanknormalmap;
8621 t->backgroundglosstexture = r_texture_black;
8622 t->backgroundglowtexture = NULL;
8623 t->specularscale = 0;
8624 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8627 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8628 VectorClear(t->dlightcolor);
8629 t->currentnumlayers = 0;
8630 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8632 int blendfunc1, blendfunc2;
8634 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8636 blendfunc1 = GL_SRC_ALPHA;
8637 blendfunc2 = GL_ONE;
8639 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8641 blendfunc1 = GL_SRC_ALPHA;
8642 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8644 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8646 blendfunc1 = t->customblendfunc[0];
8647 blendfunc2 = t->customblendfunc[1];
8651 blendfunc1 = GL_ONE;
8652 blendfunc2 = GL_ZERO;
8654 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8655 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8657 // fullbright is not affected by r_refdef.lightmapintensity
8658 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]);
8659 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8660 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]);
8661 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8662 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]);
8666 vec3_t ambientcolor;
8668 // set the color tint used for lights affecting this surface
8669 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8671 // q3bsp has no lightmap updates, so the lightstylevalue that
8672 // would normally be baked into the lightmap must be
8673 // applied to the color
8674 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8675 if (model->type == mod_brushq3)
8676 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8677 colorscale *= r_refdef.lightmapintensity;
8678 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8679 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8680 // basic lit geometry
8681 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]);
8682 // add pants/shirt if needed
8683 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8684 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]);
8685 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8686 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]);
8687 // now add ambient passes if needed
8688 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8690 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]);
8691 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8692 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]);
8693 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8694 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]);
8697 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8698 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]);
8699 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8701 // if this is opaque use alpha blend which will darken the earlier
8704 // if this is an alpha blended material, all the earlier passes
8705 // were darkened by fog already, so we only need to add the fog
8706 // color ontop through the fog mask texture
8708 // if this is an additive blended material, all the earlier passes
8709 // were darkened by fog already, and we should not add fog color
8710 // (because the background was not darkened, there is no fog color
8711 // that was lost behind it).
8712 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]);
8716 return t->currentframe;
8719 rsurfacestate_t rsurface;
8721 void R_Mesh_ResizeArrays(int newvertices)
8724 if (rsurface.array_size >= newvertices)
8726 if (rsurface.array_modelvertex3f)
8727 Mem_Free(rsurface.array_modelvertex3f);
8728 rsurface.array_size = (newvertices + 1023) & ~1023;
8729 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
8730 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
8731 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
8732 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
8733 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
8734 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
8735 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
8736 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
8737 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
8738 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
8739 rsurface.array_color4f = base + rsurface.array_size * 27;
8740 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
8743 void RSurf_ActiveWorldEntity(void)
8745 dp_model_t *model = r_refdef.scene.worldmodel;
8746 //if (rsurface.entity == r_refdef.scene.worldentity)
8748 rsurface.entity = r_refdef.scene.worldentity;
8749 rsurface.skeleton = NULL;
8750 rsurface.ent_skinnum = 0;
8751 rsurface.ent_qwskin = -1;
8752 rsurface.ent_shadertime = 0;
8753 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8754 if (rsurface.array_size < model->surfmesh.num_vertices)
8755 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8756 rsurface.matrix = identitymatrix;
8757 rsurface.inversematrix = identitymatrix;
8758 rsurface.matrixscale = 1;
8759 rsurface.inversematrixscale = 1;
8760 R_EntityMatrix(&identitymatrix);
8761 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8762 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8763 rsurface.fograngerecip = r_refdef.fograngerecip;
8764 rsurface.fogheightfade = r_refdef.fogheightfade;
8765 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8766 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8767 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8768 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8769 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8770 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8771 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8772 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8773 rsurface.colormod[3] = 1;
8774 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);
8775 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8776 rsurface.frameblend[0].lerp = 1;
8777 rsurface.ent_alttextures = false;
8778 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8779 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8780 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8781 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8782 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8783 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8784 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8785 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8786 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8787 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8788 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8789 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8790 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8791 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8792 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8793 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8794 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8795 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8796 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8797 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8798 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8799 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8800 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8801 rsurface.modelelement3i = model->surfmesh.data_element3i;
8802 rsurface.modelelement3s = model->surfmesh.data_element3s;
8803 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8804 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8805 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8806 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8807 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8808 rsurface.modelsurfaces = model->data_surfaces;
8809 rsurface.generatedvertex = false;
8810 rsurface.vertex3f = rsurface.modelvertex3f;
8811 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8812 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8813 rsurface.svector3f = rsurface.modelsvector3f;
8814 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8815 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8816 rsurface.tvector3f = rsurface.modeltvector3f;
8817 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8818 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8819 rsurface.normal3f = rsurface.modelnormal3f;
8820 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8821 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8822 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8825 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8827 dp_model_t *model = ent->model;
8828 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8830 rsurface.entity = (entity_render_t *)ent;
8831 rsurface.skeleton = ent->skeleton;
8832 rsurface.ent_skinnum = ent->skinnum;
8833 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;
8834 rsurface.ent_shadertime = ent->shadertime;
8835 rsurface.ent_flags = ent->flags;
8836 if (rsurface.array_size < model->surfmesh.num_vertices)
8837 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
8838 rsurface.matrix = ent->matrix;
8839 rsurface.inversematrix = ent->inversematrix;
8840 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8841 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8842 R_EntityMatrix(&rsurface.matrix);
8843 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8844 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8845 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8846 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8847 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8848 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8849 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8850 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8851 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8852 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8853 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8854 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8855 rsurface.colormod[3] = ent->alpha;
8856 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8857 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8858 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8859 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8860 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8861 if (ent->model->brush.submodel && !prepass)
8863 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8864 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8866 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
8868 if (ent->animcache_vertex3f && !r_framedata_failed)
8870 rsurface.modelvertex3f = ent->animcache_vertex3f;
8871 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8872 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8873 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8875 else if (wanttangents)
8877 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8878 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
8879 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
8880 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
8881 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
8883 else if (wantnormals)
8885 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8886 rsurface.modelsvector3f = NULL;
8887 rsurface.modeltvector3f = NULL;
8888 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
8889 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
8893 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
8894 rsurface.modelsvector3f = NULL;
8895 rsurface.modeltvector3f = NULL;
8896 rsurface.modelnormal3f = NULL;
8897 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
8899 rsurface.modelvertex3f_bufferobject = 0;
8900 rsurface.modelvertex3f_bufferoffset = 0;
8901 rsurface.modelsvector3f_bufferobject = 0;
8902 rsurface.modelsvector3f_bufferoffset = 0;
8903 rsurface.modeltvector3f_bufferobject = 0;
8904 rsurface.modeltvector3f_bufferoffset = 0;
8905 rsurface.modelnormal3f_bufferobject = 0;
8906 rsurface.modelnormal3f_bufferoffset = 0;
8907 rsurface.generatedvertex = true;
8911 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8912 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
8913 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8914 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8915 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
8916 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8917 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8918 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
8919 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8920 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8921 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
8922 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8923 rsurface.generatedvertex = false;
8925 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8926 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
8927 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8928 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8929 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
8930 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8931 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8932 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
8933 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8934 rsurface.modelelement3i = model->surfmesh.data_element3i;
8935 rsurface.modelelement3s = model->surfmesh.data_element3s;
8936 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
8937 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
8938 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8939 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
8940 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
8941 rsurface.modelsurfaces = model->data_surfaces;
8942 rsurface.vertex3f = rsurface.modelvertex3f;
8943 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
8944 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8945 rsurface.svector3f = rsurface.modelsvector3f;
8946 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
8947 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8948 rsurface.tvector3f = rsurface.modeltvector3f;
8949 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
8950 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8951 rsurface.normal3f = rsurface.modelnormal3f;
8952 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
8953 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8954 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
8957 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)
8959 rsurface.entity = r_refdef.scene.worldentity;
8960 rsurface.skeleton = NULL;
8961 rsurface.ent_skinnum = 0;
8962 rsurface.ent_qwskin = -1;
8963 rsurface.ent_shadertime = shadertime;
8964 rsurface.ent_flags = entflags;
8965 rsurface.modelnum_vertices = numvertices;
8966 rsurface.modelnum_triangles = numtriangles;
8967 if (rsurface.array_size < rsurface.modelnum_vertices)
8968 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
8969 rsurface.matrix = *matrix;
8970 rsurface.inversematrix = *inversematrix;
8971 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8972 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8973 R_EntityMatrix(&rsurface.matrix);
8974 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8975 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8976 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8977 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8978 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8979 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8980 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8981 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8982 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8983 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8984 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8985 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8986 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);
8987 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8988 rsurface.frameblend[0].lerp = 1;
8989 rsurface.ent_alttextures = false;
8990 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8991 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8994 rsurface.modelvertex3f = vertex3f;
8995 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
8996 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
8997 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
8999 else if (wantnormals)
9001 rsurface.modelvertex3f = vertex3f;
9002 rsurface.modelsvector3f = NULL;
9003 rsurface.modeltvector3f = NULL;
9004 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9008 rsurface.modelvertex3f = vertex3f;
9009 rsurface.modelsvector3f = NULL;
9010 rsurface.modeltvector3f = NULL;
9011 rsurface.modelnormal3f = NULL;
9013 rsurface.modelvertex3f_bufferobject = 0;
9014 rsurface.modelvertex3f_bufferoffset = 0;
9015 rsurface.modelsvector3f_bufferobject = 0;
9016 rsurface.modelsvector3f_bufferoffset = 0;
9017 rsurface.modeltvector3f_bufferobject = 0;
9018 rsurface.modeltvector3f_bufferoffset = 0;
9019 rsurface.modelnormal3f_bufferobject = 0;
9020 rsurface.modelnormal3f_bufferoffset = 0;
9021 rsurface.generatedvertex = true;
9022 rsurface.modellightmapcolor4f = color4f;
9023 rsurface.modellightmapcolor4f_bufferobject = 0;
9024 rsurface.modellightmapcolor4f_bufferoffset = 0;
9025 rsurface.modeltexcoordtexture2f = texcoord2f;
9026 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9027 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9028 rsurface.modeltexcoordlightmap2f = NULL;
9029 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9030 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9031 rsurface.modelelement3i = element3i;
9032 rsurface.modelelement3s = element3s;
9033 rsurface.modelelement3i_bufferobject = 0;
9034 rsurface.modelelement3s_bufferobject = 0;
9035 rsurface.modellightmapoffsets = NULL;
9036 rsurface.modelsurfaces = NULL;
9037 rsurface.vertex3f = rsurface.modelvertex3f;
9038 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9039 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9040 rsurface.svector3f = rsurface.modelsvector3f;
9041 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9042 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9043 rsurface.tvector3f = rsurface.modeltvector3f;
9044 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9045 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9046 rsurface.normal3f = rsurface.modelnormal3f;
9047 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9048 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9049 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9051 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9053 if ((wantnormals || wanttangents) && !normal3f)
9054 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9055 if (wanttangents && !svector3f)
9056 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);
9060 float RSurf_FogPoint(const float *v)
9062 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9063 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9064 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9065 float FogHeightFade = r_refdef.fogheightfade;
9067 unsigned int fogmasktableindex;
9068 if (r_refdef.fogplaneviewabove)
9069 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9071 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9072 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9073 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9076 float RSurf_FogVertex(const float *v)
9078 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9079 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9080 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9081 float FogHeightFade = rsurface.fogheightfade;
9083 unsigned int fogmasktableindex;
9084 if (r_refdef.fogplaneviewabove)
9085 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9087 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9088 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9089 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9092 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9093 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9096 int texturesurfaceindex;
9101 const float *v1, *in_tc;
9103 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9105 q3shaderinfo_deform_t *deform;
9106 // 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
9107 if (rsurface.generatedvertex)
9109 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9110 generatenormals = true;
9111 for (i = 0;i < Q3MAXDEFORMS;i++)
9113 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9115 generatetangents = true;
9116 generatenormals = true;
9118 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9119 generatenormals = true;
9121 if (generatenormals && !rsurface.modelnormal3f)
9123 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9124 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9125 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9126 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9128 if (generatetangents && !rsurface.modelsvector3f)
9130 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9131 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9132 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9133 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9134 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9135 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9136 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);
9139 rsurface.vertex3f = rsurface.modelvertex3f;
9140 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9141 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9142 rsurface.svector3f = rsurface.modelsvector3f;
9143 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9144 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9145 rsurface.tvector3f = rsurface.modeltvector3f;
9146 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9147 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9148 rsurface.normal3f = rsurface.modelnormal3f;
9149 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9150 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9151 // if vertices are deformed (sprite flares and things in maps, possibly
9152 // water waves, bulges and other deformations), generate them into
9153 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9154 // (may be static model data or generated data for an animated model, or
9155 // the previous deform pass)
9156 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9158 switch (deform->deform)
9161 case Q3DEFORM_PROJECTIONSHADOW:
9162 case Q3DEFORM_TEXT0:
9163 case Q3DEFORM_TEXT1:
9164 case Q3DEFORM_TEXT2:
9165 case Q3DEFORM_TEXT3:
9166 case Q3DEFORM_TEXT4:
9167 case Q3DEFORM_TEXT5:
9168 case Q3DEFORM_TEXT6:
9169 case Q3DEFORM_TEXT7:
9172 case Q3DEFORM_AUTOSPRITE:
9173 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9174 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9175 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9176 VectorNormalize(newforward);
9177 VectorNormalize(newright);
9178 VectorNormalize(newup);
9179 // make deformed versions of only the model vertices used by the specified surfaces
9180 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9182 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9183 // a single autosprite surface can contain multiple sprites...
9184 for (j = 0;j < surface->num_vertices - 3;j += 4)
9186 VectorClear(center);
9187 for (i = 0;i < 4;i++)
9188 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9189 VectorScale(center, 0.25f, center);
9190 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
9191 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9192 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9193 for (i = 0;i < 4;i++)
9195 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9196 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9199 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);
9200 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);
9202 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9203 rsurface.vertex3f_bufferobject = 0;
9204 rsurface.vertex3f_bufferoffset = 0;
9205 rsurface.svector3f = rsurface.array_deformedsvector3f;
9206 rsurface.svector3f_bufferobject = 0;
9207 rsurface.svector3f_bufferoffset = 0;
9208 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9209 rsurface.tvector3f_bufferobject = 0;
9210 rsurface.tvector3f_bufferoffset = 0;
9211 rsurface.normal3f = rsurface.array_deformednormal3f;
9212 rsurface.normal3f_bufferobject = 0;
9213 rsurface.normal3f_bufferoffset = 0;
9215 case Q3DEFORM_AUTOSPRITE2:
9216 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9217 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9218 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9219 VectorNormalize(newforward);
9220 VectorNormalize(newright);
9221 VectorNormalize(newup);
9222 // make deformed versions of only the model vertices used by the specified surfaces
9223 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9225 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9226 const float *v1, *v2;
9236 memset(shortest, 0, sizeof(shortest));
9237 // a single autosprite surface can contain multiple sprites...
9238 for (j = 0;j < surface->num_vertices - 3;j += 4)
9240 VectorClear(center);
9241 for (i = 0;i < 4;i++)
9242 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9243 VectorScale(center, 0.25f, center);
9244 // find the two shortest edges, then use them to define the
9245 // axis vectors for rotating around the central axis
9246 for (i = 0;i < 6;i++)
9248 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9249 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9251 Debug_PolygonBegin(NULL, 0);
9252 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9253 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);
9254 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9257 l = VectorDistance2(v1, v2);
9258 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9260 l += (1.0f / 1024.0f);
9261 if (shortest[0].length2 > l || i == 0)
9263 shortest[1] = shortest[0];
9264 shortest[0].length2 = l;
9265 shortest[0].v1 = v1;
9266 shortest[0].v2 = v2;
9268 else if (shortest[1].length2 > l || i == 1)
9270 shortest[1].length2 = l;
9271 shortest[1].v1 = v1;
9272 shortest[1].v2 = v2;
9275 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9276 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9278 Debug_PolygonBegin(NULL, 0);
9279 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9280 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);
9281 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9284 // this calculates the right vector from the shortest edge
9285 // and the up vector from the edge midpoints
9286 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9287 VectorNormalize(right);
9288 VectorSubtract(end, start, up);
9289 VectorNormalize(up);
9290 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9291 VectorSubtract(rsurface.localvieworigin, center, forward);
9292 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9293 VectorNegate(forward, forward);
9294 VectorReflect(forward, 0, up, forward);
9295 VectorNormalize(forward);
9296 CrossProduct(up, forward, newright);
9297 VectorNormalize(newright);
9299 Debug_PolygonBegin(NULL, 0);
9300 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);
9301 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9302 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9306 Debug_PolygonBegin(NULL, 0);
9307 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9308 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9309 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
9312 // rotate the quad around the up axis vector, this is made
9313 // especially easy by the fact we know the quad is flat,
9314 // so we only have to subtract the center position and
9315 // measure distance along the right vector, and then
9316 // multiply that by the newright vector and add back the
9318 // we also need to subtract the old position to undo the
9319 // displacement from the center, which we do with a
9320 // DotProduct, the subtraction/addition of center is also
9321 // optimized into DotProducts here
9322 l = DotProduct(right, center);
9323 for (i = 0;i < 4;i++)
9325 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9326 f = DotProduct(right, v1) - l;
9327 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9330 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);
9331 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);
9333 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9334 rsurface.vertex3f_bufferobject = 0;
9335 rsurface.vertex3f_bufferoffset = 0;
9336 rsurface.svector3f = rsurface.array_deformedsvector3f;
9337 rsurface.svector3f_bufferobject = 0;
9338 rsurface.svector3f_bufferoffset = 0;
9339 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9340 rsurface.tvector3f_bufferobject = 0;
9341 rsurface.tvector3f_bufferoffset = 0;
9342 rsurface.normal3f = rsurface.array_deformednormal3f;
9343 rsurface.normal3f_bufferobject = 0;
9344 rsurface.normal3f_bufferoffset = 0;
9346 case Q3DEFORM_NORMAL:
9347 // deform the normals to make reflections wavey
9348 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9350 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9351 for (j = 0;j < surface->num_vertices;j++)
9354 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
9355 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9356 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
9357 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9358 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9359 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9360 VectorNormalize(normal);
9362 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);
9364 rsurface.svector3f = rsurface.array_deformedsvector3f;
9365 rsurface.svector3f_bufferobject = 0;
9366 rsurface.svector3f_bufferoffset = 0;
9367 rsurface.tvector3f = rsurface.array_deformedtvector3f;
9368 rsurface.tvector3f_bufferobject = 0;
9369 rsurface.tvector3f_bufferoffset = 0;
9370 rsurface.normal3f = rsurface.array_deformednormal3f;
9371 rsurface.normal3f_bufferobject = 0;
9372 rsurface.normal3f_bufferoffset = 0;
9375 // deform vertex array to make wavey water and flags and such
9376 waveparms[0] = deform->waveparms[0];
9377 waveparms[1] = deform->waveparms[1];
9378 waveparms[2] = deform->waveparms[2];
9379 waveparms[3] = deform->waveparms[3];
9380 // this is how a divisor of vertex influence on deformation
9381 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9382 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9383 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9385 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9386 for (j = 0;j < surface->num_vertices;j++)
9388 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
9389 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
9390 // if the wavefunc depends on time, evaluate it per-vertex
9393 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9394 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9396 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
9399 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9400 rsurface.vertex3f_bufferobject = 0;
9401 rsurface.vertex3f_bufferoffset = 0;
9403 case Q3DEFORM_BULGE:
9404 // deform vertex array to make the surface have moving bulges
9405 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9407 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9408 for (j = 0;j < surface->num_vertices;j++)
9410 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9411 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9414 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9415 rsurface.vertex3f_bufferobject = 0;
9416 rsurface.vertex3f_bufferoffset = 0;
9419 // deform vertex array
9420 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9421 VectorScale(deform->parms, scale, waveparms);
9422 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9424 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9425 for (j = 0;j < surface->num_vertices;j++)
9426 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9428 rsurface.vertex3f = rsurface.array_deformedvertex3f;
9429 rsurface.vertex3f_bufferobject = 0;
9430 rsurface.vertex3f_bufferoffset = 0;
9434 // generate texcoords based on the chosen texcoord source
9435 switch(rsurface.texture->tcgen.tcgen)
9438 case Q3TCGEN_TEXTURE:
9439 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9440 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
9441 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9443 case Q3TCGEN_LIGHTMAP:
9444 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
9445 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9446 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9448 case Q3TCGEN_VECTOR:
9449 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9451 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9452 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)
9454 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9455 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9458 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9459 rsurface.texcoordtexture2f_bufferobject = 0;
9460 rsurface.texcoordtexture2f_bufferoffset = 0;
9462 case Q3TCGEN_ENVIRONMENT:
9463 // make environment reflections using a spheremap
9464 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9466 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9467 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9468 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9469 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9470 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9472 // identical to Q3A's method, but executed in worldspace so
9473 // carried models can be shiny too
9475 float viewer[3], d, reflected[3], worldreflected[3];
9477 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9478 // VectorNormalize(viewer);
9480 d = DotProduct(normal, viewer);
9482 reflected[0] = normal[0]*2*d - viewer[0];
9483 reflected[1] = normal[1]*2*d - viewer[1];
9484 reflected[2] = normal[2]*2*d - viewer[2];
9485 // note: this is proportinal to viewer, so we can normalize later
9487 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9488 VectorNormalize(worldreflected);
9490 // note: this sphere map only uses world x and z!
9491 // so positive and negative y will LOOK THE SAME.
9492 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9493 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9496 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9497 rsurface.texcoordtexture2f_bufferobject = 0;
9498 rsurface.texcoordtexture2f_bufferoffset = 0;
9501 // the only tcmod that needs software vertex processing is turbulent, so
9502 // check for it here and apply the changes if needed
9503 // and we only support that as the first one
9504 // (handling a mixture of turbulent and other tcmods would be problematic
9505 // without punting it entirely to a software path)
9506 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9508 amplitude = rsurface.texture->tcmods[0].parms[1];
9509 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9510 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9512 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9513 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)
9515 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9516 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9519 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
9520 rsurface.texcoordtexture2f_bufferobject = 0;
9521 rsurface.texcoordtexture2f_bufferoffset = 0;
9523 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9524 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9525 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9526 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9529 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9532 const msurface_t *surface = texturesurfacelist[0];
9533 const msurface_t *surface2;
9538 // TODO: lock all array ranges before render, rather than on each surface
9539 if (texturenumsurfaces == 1)
9541 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9542 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);
9544 else if (r_batchmode.integer == 2)
9546 #define MAXBATCHTRIANGLES 4096
9547 int batchtriangles = 0;
9548 static int batchelements[MAXBATCHTRIANGLES*3];
9549 for (i = 0;i < texturenumsurfaces;i = j)
9551 surface = texturesurfacelist[i];
9553 if (surface->num_triangles > MAXBATCHTRIANGLES)
9555 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);
9558 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9559 batchtriangles = surface->num_triangles;
9560 firstvertex = surface->num_firstvertex;
9561 endvertex = surface->num_firstvertex + surface->num_vertices;
9562 for (;j < texturenumsurfaces;j++)
9564 surface2 = texturesurfacelist[j];
9565 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9567 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9568 batchtriangles += surface2->num_triangles;
9569 firstvertex = min(firstvertex, surface2->num_firstvertex);
9570 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9572 surface2 = texturesurfacelist[j-1];
9573 numvertices = endvertex - firstvertex;
9574 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9577 else if (r_batchmode.integer == 1)
9579 for (i = 0;i < texturenumsurfaces;i = j)
9581 surface = texturesurfacelist[i];
9582 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9583 if (texturesurfacelist[j] != surface2)
9585 surface2 = texturesurfacelist[j-1];
9586 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9587 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9588 GL_LockArrays(surface->num_firstvertex, numvertices);
9589 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9594 for (i = 0;i < texturenumsurfaces;i++)
9596 surface = texturesurfacelist[i];
9597 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9598 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);
9603 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
9605 switch(vid.renderpath)
9607 case RENDERPATH_CGGL:
9609 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
9610 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
9613 case RENDERPATH_GL20:
9614 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
9615 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
9617 case RENDERPATH_GL13:
9618 case RENDERPATH_GL11:
9619 R_Mesh_TexBind(0, surface->lightmaptexture);
9624 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
9626 // pick the closest matching water plane and bind textures
9627 int planeindex, vertexindex;
9631 r_waterstate_waterplane_t *p, *bestp;
9634 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9637 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
9639 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9640 d += fabs(PlaneDiff(vert, &p->plane));
9642 if (bestd > d || !bestp)
9648 switch(vid.renderpath)
9650 case RENDERPATH_CGGL:
9652 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
9653 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
9656 case RENDERPATH_GL20:
9657 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
9658 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
9660 case RENDERPATH_GL13:
9661 case RENDERPATH_GL11:
9666 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9669 const msurface_t *surface;
9670 if (r_waterstate.renderingscene)
9672 for (i = 0;i < texturenumsurfaces;i++)
9674 surface = texturesurfacelist[i];
9675 RSurf_BindLightmapForSurface(surface);
9676 RSurf_BindReflectionForSurface(surface);
9677 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9678 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);
9682 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9686 const msurface_t *surface = texturesurfacelist[0];
9687 const msurface_t *surface2;
9692 if (texturenumsurfaces == 1)
9694 RSurf_BindLightmapForSurface(surface);
9695 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9696 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);
9698 else if (r_batchmode.integer == 2)
9700 #define MAXBATCHTRIANGLES 4096
9701 int batchtriangles = 0;
9702 static int batchelements[MAXBATCHTRIANGLES*3];
9703 for (i = 0;i < texturenumsurfaces;i = j)
9705 surface = texturesurfacelist[i];
9706 RSurf_BindLightmapForSurface(surface);
9708 if (surface->num_triangles > MAXBATCHTRIANGLES)
9710 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);
9713 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9714 batchtriangles = surface->num_triangles;
9715 firstvertex = surface->num_firstvertex;
9716 endvertex = surface->num_firstvertex + surface->num_vertices;
9717 for (;j < texturenumsurfaces;j++)
9719 surface2 = texturesurfacelist[j];
9720 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9722 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9723 batchtriangles += surface2->num_triangles;
9724 firstvertex = min(firstvertex, surface2->num_firstvertex);
9725 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9727 surface2 = texturesurfacelist[j-1];
9728 numvertices = endvertex - firstvertex;
9729 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9732 else if (r_batchmode.integer == 1)
9735 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
9736 for (i = 0;i < texturenumsurfaces;i = j)
9738 surface = texturesurfacelist[i];
9739 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9740 if (texturesurfacelist[j] != surface2)
9742 Con_Printf(" %i", j - i);
9745 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
9747 for (i = 0;i < texturenumsurfaces;i = j)
9749 surface = texturesurfacelist[i];
9750 RSurf_BindLightmapForSurface(surface);
9751 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9752 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
9755 Con_Printf(" %i", j - i);
9757 surface2 = texturesurfacelist[j-1];
9758 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9759 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
9760 GL_LockArrays(surface->num_firstvertex, numvertices);
9761 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9769 for (i = 0;i < texturenumsurfaces;i++)
9771 surface = texturesurfacelist[i];
9772 RSurf_BindLightmapForSurface(surface);
9773 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9774 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);
9779 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9782 int texturesurfaceindex;
9783 if (r_showsurfaces.integer == 2)
9785 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9787 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9788 for (j = 0;j < surface->num_triangles;j++)
9790 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
9791 GL_Color(f, f, f, 1);
9792 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9798 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9800 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9801 int k = (int)(((size_t)surface) / sizeof(msurface_t));
9802 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);
9803 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
9804 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);
9809 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9811 int texturesurfaceindex;
9815 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9817 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9818 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)
9826 rsurface.lightmapcolor4f = rsurface.array_color4f;
9827 rsurface.lightmapcolor4f_bufferobject = 0;
9828 rsurface.lightmapcolor4f_bufferoffset = 0;
9831 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9833 int texturesurfaceindex;
9839 if (rsurface.lightmapcolor4f)
9841 // generate color arrays for the surfaces in this list
9842 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9844 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9845 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)
9847 f = RSurf_FogVertex(v);
9857 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9859 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9860 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)
9862 f = RSurf_FogVertex(v);
9870 rsurface.lightmapcolor4f = rsurface.array_color4f;
9871 rsurface.lightmapcolor4f_bufferobject = 0;
9872 rsurface.lightmapcolor4f_bufferoffset = 0;
9875 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9877 int texturesurfaceindex;
9883 if (!rsurface.lightmapcolor4f)
9885 // generate color arrays for the surfaces in this list
9886 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9888 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9889 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)
9891 f = RSurf_FogVertex(v);
9892 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9893 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9894 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9898 rsurface.lightmapcolor4f = rsurface.array_color4f;
9899 rsurface.lightmapcolor4f_bufferobject = 0;
9900 rsurface.lightmapcolor4f_bufferoffset = 0;
9903 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
9905 int texturesurfaceindex;
9909 if (!rsurface.lightmapcolor4f)
9911 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9913 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9914 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)
9922 rsurface.lightmapcolor4f = rsurface.array_color4f;
9923 rsurface.lightmapcolor4f_bufferobject = 0;
9924 rsurface.lightmapcolor4f_bufferoffset = 0;
9927 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9929 int texturesurfaceindex;
9933 if (!rsurface.lightmapcolor4f)
9935 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9937 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9938 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)
9940 c2[0] = c[0] + r_refdef.scene.ambient;
9941 c2[1] = c[1] + r_refdef.scene.ambient;
9942 c2[2] = c[2] + r_refdef.scene.ambient;
9946 rsurface.lightmapcolor4f = rsurface.array_color4f;
9947 rsurface.lightmapcolor4f_bufferobject = 0;
9948 rsurface.lightmapcolor4f_bufferoffset = 0;
9951 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9954 rsurface.lightmapcolor4f = NULL;
9955 rsurface.lightmapcolor4f_bufferobject = 0;
9956 rsurface.lightmapcolor4f_bufferoffset = 0;
9957 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
9958 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
9959 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
9960 GL_Color(r, g, b, a);
9961 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
9964 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9966 // TODO: optimize applyfog && applycolor case
9967 // just apply fog if necessary, and tint the fog color array if necessary
9968 rsurface.lightmapcolor4f = NULL;
9969 rsurface.lightmapcolor4f_bufferobject = 0;
9970 rsurface.lightmapcolor4f_bufferoffset = 0;
9971 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
9972 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
9973 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
9974 GL_Color(r, g, b, a);
9975 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
9978 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9980 int texturesurfaceindex;
9984 if (texturesurfacelist[0]->lightmapinfo)
9986 // generate color arrays for the surfaces in this list
9987 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9989 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9990 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
9992 if (surface->lightmapinfo->samples)
9994 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
9995 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
9996 VectorScale(lm, scale, c);
9997 if (surface->lightmapinfo->styles[1] != 255)
9999 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10001 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10002 VectorMA(c, scale, lm, c);
10003 if (surface->lightmapinfo->styles[2] != 255)
10006 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10007 VectorMA(c, scale, lm, c);
10008 if (surface->lightmapinfo->styles[3] != 255)
10011 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10012 VectorMA(c, scale, lm, c);
10022 rsurface.lightmapcolor4f = rsurface.array_color4f;
10023 rsurface.lightmapcolor4f_bufferobject = 0;
10024 rsurface.lightmapcolor4f_bufferoffset = 0;
10028 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10029 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10030 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10032 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10033 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10034 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10035 GL_Color(r, g, b, a);
10036 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10039 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10041 int texturesurfaceindex;
10048 vec3_t ambientcolor;
10049 vec3_t diffusecolor;
10053 VectorCopy(rsurface.modellight_lightdir, lightdir);
10054 f = 0.5f * r_refdef.lightmapintensity;
10055 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10056 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10057 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10058 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10059 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10060 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10062 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10064 // generate color arrays for the surfaces in this list
10065 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10067 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10068 int numverts = surface->num_vertices;
10069 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10070 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10071 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10072 // q3-style directional shading
10073 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10075 if ((f = DotProduct(n, lightdir)) > 0)
10076 VectorMA(ambientcolor, f, diffusecolor, c);
10078 VectorCopy(ambientcolor, c);
10086 rsurface.lightmapcolor4f = rsurface.array_color4f;
10087 rsurface.lightmapcolor4f_bufferobject = 0;
10088 rsurface.lightmapcolor4f_bufferoffset = 0;
10089 *applycolor = false;
10093 *r = ambientcolor[0];
10094 *g = ambientcolor[1];
10095 *b = ambientcolor[2];
10096 rsurface.lightmapcolor4f = NULL;
10097 rsurface.lightmapcolor4f_bufferobject = 0;
10098 rsurface.lightmapcolor4f_bufferoffset = 0;
10102 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10104 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10105 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10106 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10107 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10108 GL_Color(r, g, b, a);
10109 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10112 void RSurf_SetupDepthAndCulling(void)
10114 // submodels are biased to avoid z-fighting with world surfaces that they
10115 // may be exactly overlapping (avoids z-fighting artifacts on certain
10116 // doors and things in Quake maps)
10117 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10118 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10119 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10120 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10123 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10125 // transparent sky would be ridiculous
10126 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10128 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10129 skyrenderlater = true;
10130 RSurf_SetupDepthAndCulling();
10131 GL_DepthMask(true);
10132 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10133 // skymasking on them, and Quake3 never did sky masking (unlike
10134 // software Quake and software Quake2), so disable the sky masking
10135 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10136 // and skymasking also looks very bad when noclipping outside the
10137 // level, so don't use it then either.
10138 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10140 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10141 R_Mesh_ColorPointer(NULL, 0, 0);
10142 R_Mesh_ResetTextureState();
10143 if (skyrendermasked)
10145 R_SetupShader_DepthOrShadow();
10146 // depth-only (masking)
10147 GL_ColorMask(0,0,0,0);
10148 // just to make sure that braindead drivers don't draw
10149 // anything despite that colormask...
10150 GL_BlendFunc(GL_ZERO, GL_ONE);
10154 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10156 GL_BlendFunc(GL_ONE, GL_ZERO);
10158 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10159 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10160 if (skyrendermasked)
10161 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10163 R_Mesh_ResetTextureState();
10164 GL_Color(1, 1, 1, 1);
10167 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10168 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10169 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10171 qboolean reflect = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) && !prepass;
10172 qboolean refract = (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass;
10174 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10177 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
10178 R_Mesh_ColorPointer(NULL, 0, 0);
10180 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
10184 // render background
10185 GL_BlendFunc(GL_ONE, GL_ZERO);
10186 GL_DepthMask(true);
10187 GL_AlphaTest(false);
10189 GL_Color(1, 1, 1, 1);
10190 R_Mesh_ColorPointer(NULL, 0, 0);
10192 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10193 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10194 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10195 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
10196 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
10197 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
10198 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10199 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10200 GL_LockArrays(0, 0);
10202 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
10203 GL_DepthMask(false);
10204 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
10205 R_Mesh_ColorPointer(NULL, 0, 0);
10207 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
10210 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
10212 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10213 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10214 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
10215 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
10216 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
10218 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10221 GL_DepthMask(true);
10223 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10224 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
10225 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0 && !r_shadow_usingdeferredprepass);
10227 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10229 if (refract || reflect)
10230 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10232 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10236 if (refract || reflect)
10237 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10239 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10241 GL_LockArrays(0, 0);
10244 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10246 // OpenGL 1.3 path - anything not completely ancient
10247 int texturesurfaceindex;
10248 qboolean applycolor;
10251 const texturelayer_t *layer;
10252 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10254 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10257 int layertexrgbscale;
10258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10260 if (layerindex == 0)
10261 GL_AlphaTest(true);
10264 GL_AlphaTest(false);
10265 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10268 GL_DepthMask(layer->depthmask && writedepth);
10269 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10270 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10272 layertexrgbscale = 4;
10273 VectorScale(layer->color, 0.25f, layercolor);
10275 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10277 layertexrgbscale = 2;
10278 VectorScale(layer->color, 0.5f, layercolor);
10282 layertexrgbscale = 1;
10283 VectorScale(layer->color, 1.0f, layercolor);
10285 layercolor[3] = layer->color[3];
10286 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10287 R_Mesh_ColorPointer(NULL, 0, 0);
10288 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10289 switch (layer->type)
10291 case TEXTURELAYERTYPE_LITTEXTURE:
10292 // single-pass lightmapped texture with 2x rgbscale
10293 //R_Mesh_TexBind(0, r_texture_white);
10294 R_Mesh_TexMatrix(0, NULL);
10295 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10296 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10297 R_Mesh_TexBind(1, layer->texture);
10298 R_Mesh_TexMatrix(1, &layer->texmatrix);
10299 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10300 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10301 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10302 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10303 else if (rsurface.uselightmaptexture)
10304 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10306 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10308 case TEXTURELAYERTYPE_TEXTURE:
10309 // singletexture unlit texture with transparency support
10310 R_Mesh_TexBind(0, layer->texture);
10311 R_Mesh_TexMatrix(0, &layer->texmatrix);
10312 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10313 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10314 R_Mesh_TexBind(1, 0);
10315 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10316 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10318 case TEXTURELAYERTYPE_FOG:
10319 // singletexture fogging
10320 if (layer->texture)
10322 R_Mesh_TexBind(0, layer->texture);
10323 R_Mesh_TexMatrix(0, &layer->texmatrix);
10324 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10325 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10329 R_Mesh_TexBind(0, 0);
10330 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10332 R_Mesh_TexBind(1, 0);
10333 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10334 // generate a color array for the fog pass
10335 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10336 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10342 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10343 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)
10345 f = 1 - RSurf_FogVertex(v);
10346 c[0] = layercolor[0];
10347 c[1] = layercolor[1];
10348 c[2] = layercolor[2];
10349 c[3] = f * layercolor[3];
10352 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10355 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10357 GL_LockArrays(0, 0);
10360 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10362 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10363 GL_AlphaTest(false);
10367 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10369 // OpenGL 1.1 - crusty old voodoo path
10370 int texturesurfaceindex;
10373 const texturelayer_t *layer;
10374 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10376 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10378 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10380 if (layerindex == 0)
10381 GL_AlphaTest(true);
10384 GL_AlphaTest(false);
10385 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10388 GL_DepthMask(layer->depthmask && writedepth);
10389 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10390 R_Mesh_ColorPointer(NULL, 0, 0);
10391 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10392 switch (layer->type)
10394 case TEXTURELAYERTYPE_LITTEXTURE:
10395 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10397 // two-pass lit texture with 2x rgbscale
10398 // first the lightmap pass
10399 //R_Mesh_TexBind(0, r_texture_white);
10400 R_Mesh_TexMatrix(0, NULL);
10401 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10402 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10404 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10405 else if (rsurface.uselightmaptexture)
10406 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10408 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10409 GL_LockArrays(0, 0);
10410 // then apply the texture to it
10411 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10412 R_Mesh_TexBind(0, layer->texture);
10413 R_Mesh_TexMatrix(0, &layer->texmatrix);
10414 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10415 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10416 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);
10420 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10421 R_Mesh_TexBind(0, layer->texture);
10422 R_Mesh_TexMatrix(0, &layer->texmatrix);
10423 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10424 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10425 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10426 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);
10428 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);
10431 case TEXTURELAYERTYPE_TEXTURE:
10432 // singletexture unlit texture with transparency support
10433 R_Mesh_TexBind(0, layer->texture);
10434 R_Mesh_TexMatrix(0, &layer->texmatrix);
10435 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10436 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10437 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);
10439 case TEXTURELAYERTYPE_FOG:
10440 // singletexture fogging
10441 if (layer->texture)
10443 R_Mesh_TexBind(0, layer->texture);
10444 R_Mesh_TexMatrix(0, &layer->texmatrix);
10445 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10446 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10450 R_Mesh_TexBind(0, 0);
10451 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10453 // generate a color array for the fog pass
10454 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10455 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10461 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10462 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)
10464 f = 1 - RSurf_FogVertex(v);
10465 c[0] = layer->color[0];
10466 c[1] = layer->color[1];
10467 c[2] = layer->color[2];
10468 c[3] = f * layer->color[3];
10471 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10474 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10476 GL_LockArrays(0, 0);
10479 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10481 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10482 GL_AlphaTest(false);
10486 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10490 GL_AlphaTest(false);
10491 R_Mesh_ColorPointer(NULL, 0, 0);
10492 R_Mesh_ResetTextureState();
10493 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10495 if(rsurface.texture && rsurface.texture->currentskinframe)
10497 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10498 c[3] *= rsurface.texture->currentalpha;
10508 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10510 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10511 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10512 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10515 // brighten it up (as texture value 127 means "unlit")
10516 c[0] *= 2 * r_refdef.view.colorscale;
10517 c[1] *= 2 * r_refdef.view.colorscale;
10518 c[2] *= 2 * r_refdef.view.colorscale;
10520 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10521 c[3] *= r_wateralpha.value;
10523 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10525 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10526 GL_DepthMask(false);
10528 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10530 GL_BlendFunc(GL_ONE, GL_ONE);
10531 GL_DepthMask(false);
10533 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10535 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10536 GL_DepthMask(false);
10538 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10540 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10541 GL_DepthMask(false);
10545 GL_BlendFunc(GL_ONE, GL_ZERO);
10546 GL_DepthMask(writedepth);
10549 rsurface.lightmapcolor4f = NULL;
10551 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10553 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10555 rsurface.lightmapcolor4f = NULL;
10556 rsurface.lightmapcolor4f_bufferobject = 0;
10557 rsurface.lightmapcolor4f_bufferoffset = 0;
10559 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10561 qboolean applycolor = true;
10564 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10566 r_refdef.lightmapintensity = 1;
10567 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10568 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10572 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10574 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10575 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10576 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10579 if(!rsurface.lightmapcolor4f)
10580 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10582 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10583 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10584 if(r_refdef.fogenabled)
10585 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10587 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10588 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10591 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10594 RSurf_SetupDepthAndCulling();
10595 if (r_showsurfaces.integer == 3 && !prepass)
10597 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10600 switch (vid.renderpath)
10602 case RENDERPATH_GL20:
10603 case RENDERPATH_CGGL:
10604 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10606 case RENDERPATH_GL13:
10607 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10609 case RENDERPATH_GL11:
10610 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10616 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10619 RSurf_SetupDepthAndCulling();
10620 if (r_showsurfaces.integer == 3 && !prepass)
10622 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10625 switch (vid.renderpath)
10627 case RENDERPATH_GL20:
10628 case RENDERPATH_CGGL:
10629 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10631 case RENDERPATH_GL13:
10632 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10634 case RENDERPATH_GL11:
10635 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10641 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10644 int texturenumsurfaces, endsurface;
10645 texture_t *texture;
10646 const msurface_t *surface;
10647 const msurface_t *texturesurfacelist[256];
10649 // if the model is static it doesn't matter what value we give for
10650 // wantnormals and wanttangents, so this logic uses only rules applicable
10651 // to a model, knowing that they are meaningless otherwise
10652 if (ent == r_refdef.scene.worldentity)
10653 RSurf_ActiveWorldEntity();
10654 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10655 RSurf_ActiveModelEntity(ent, false, false, false);
10658 switch (vid.renderpath)
10660 case RENDERPATH_GL20:
10661 case RENDERPATH_CGGL:
10662 RSurf_ActiveModelEntity(ent, true, true, false);
10664 case RENDERPATH_GL13:
10665 case RENDERPATH_GL11:
10666 RSurf_ActiveModelEntity(ent, true, false, false);
10671 if (r_transparentdepthmasking.integer)
10673 qboolean setup = false;
10674 for (i = 0;i < numsurfaces;i = j)
10677 surface = rsurface.modelsurfaces + surfacelist[i];
10678 texture = surface->texture;
10679 rsurface.texture = R_GetCurrentTexture(texture);
10680 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10681 // scan ahead until we find a different texture
10682 endsurface = min(i + 1024, numsurfaces);
10683 texturenumsurfaces = 0;
10684 texturesurfacelist[texturenumsurfaces++] = surface;
10685 for (;j < endsurface;j++)
10687 surface = rsurface.modelsurfaces + surfacelist[j];
10688 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10690 texturesurfacelist[texturenumsurfaces++] = surface;
10692 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10694 // render the range of surfaces as depth
10698 GL_ColorMask(0,0,0,0);
10700 GL_DepthTest(true);
10701 GL_BlendFunc(GL_ONE, GL_ZERO);
10702 GL_DepthMask(true);
10703 GL_AlphaTest(false);
10704 R_Mesh_ColorPointer(NULL, 0, 0);
10705 R_Mesh_ResetTextureState();
10706 R_SetupShader_DepthOrShadow();
10708 RSurf_SetupDepthAndCulling();
10709 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10710 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10713 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10716 for (i = 0;i < numsurfaces;i = j)
10719 surface = rsurface.modelsurfaces + surfacelist[i];
10720 texture = surface->texture;
10721 rsurface.texture = R_GetCurrentTexture(texture);
10722 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10723 // scan ahead until we find a different texture
10724 endsurface = min(i + 1024, numsurfaces);
10725 texturenumsurfaces = 0;
10726 texturesurfacelist[texturenumsurfaces++] = surface;
10727 for (;j < endsurface;j++)
10729 surface = rsurface.modelsurfaces + surfacelist[j];
10730 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
10732 texturesurfacelist[texturenumsurfaces++] = surface;
10734 // render the range of surfaces
10735 if (ent == r_refdef.scene.worldentity)
10736 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10738 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10740 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10741 GL_AlphaTest(false);
10744 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10746 // transparent surfaces get pushed off into the transparent queue
10747 int surfacelistindex;
10748 const msurface_t *surface;
10749 vec3_t tempcenter, center;
10750 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10752 surface = texturesurfacelist[surfacelistindex];
10753 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10754 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10755 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10756 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10757 if (queueentity->transparent_offset) // transparent offset
10759 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10760 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10761 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10763 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10767 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10769 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10773 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10775 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10777 RSurf_SetupDepthAndCulling();
10778 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10779 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10783 if (!rsurface.texture->currentnumlayers)
10785 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10786 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10788 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10790 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
10792 RSurf_SetupDepthAndCulling();
10793 GL_AlphaTest(false);
10794 R_Mesh_ColorPointer(NULL, 0, 0);
10795 R_Mesh_ResetTextureState();
10796 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10797 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10798 GL_DepthMask(true);
10799 GL_BlendFunc(GL_ONE, GL_ZERO);
10800 GL_Color(0, 0, 0, 1);
10801 GL_DepthTest(writedepth);
10802 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10804 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
10806 RSurf_SetupDepthAndCulling();
10807 GL_AlphaTest(false);
10808 R_Mesh_ColorPointer(NULL, 0, 0);
10809 R_Mesh_ResetTextureState();
10810 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10811 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10812 GL_DepthMask(true);
10813 GL_BlendFunc(GL_ONE, GL_ZERO);
10814 GL_DepthTest(true);
10815 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10817 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10818 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10819 else if (!rsurface.texture->currentnumlayers)
10821 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10823 // in the deferred case, transparent surfaces were queued during prepass
10824 if (!r_shadow_usingdeferredprepass)
10825 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10829 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10830 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10835 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10838 texture_t *texture;
10839 // break the surface list down into batches by texture and use of lightmapping
10840 for (i = 0;i < numsurfaces;i = j)
10843 // texture is the base texture pointer, rsurface.texture is the
10844 // current frame/skin the texture is directing us to use (for example
10845 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10846 // use skin 1 instead)
10847 texture = surfacelist[i]->texture;
10848 rsurface.texture = R_GetCurrentTexture(texture);
10849 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10850 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10852 // if this texture is not the kind we want, skip ahead to the next one
10853 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10857 // simply scan ahead until we find a different texture or lightmap state
10858 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10860 // render the range of surfaces
10861 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10865 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10870 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10872 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10874 RSurf_SetupDepthAndCulling();
10875 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10876 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10880 if (!rsurface.texture->currentnumlayers)
10882 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10883 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10885 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10887 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
10889 RSurf_SetupDepthAndCulling();
10890 GL_AlphaTest(false);
10891 R_Mesh_ColorPointer(NULL, 0, 0);
10892 R_Mesh_ResetTextureState();
10893 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10894 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10895 GL_DepthMask(true);
10896 GL_BlendFunc(GL_ONE, GL_ZERO);
10897 GL_Color(0, 0, 0, 1);
10898 GL_DepthTest(writedepth);
10899 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10901 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10903 RSurf_SetupDepthAndCulling();
10904 GL_AlphaTest(false);
10905 R_Mesh_ColorPointer(NULL, 0, 0);
10906 R_Mesh_ResetTextureState();
10907 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10908 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10909 GL_DepthMask(true);
10910 GL_BlendFunc(GL_ONE, GL_ZERO);
10911 GL_DepthTest(true);
10912 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
10914 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
10915 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10916 else if (!rsurface.texture->currentnumlayers)
10918 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10920 // in the deferred case, transparent surfaces were queued during prepass
10921 if (!r_shadow_usingdeferredprepass)
10922 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10926 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10927 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10932 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10935 texture_t *texture;
10936 // break the surface list down into batches by texture and use of lightmapping
10937 for (i = 0;i < numsurfaces;i = j)
10940 // texture is the base texture pointer, rsurface.texture is the
10941 // current frame/skin the texture is directing us to use (for example
10942 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10943 // use skin 1 instead)
10944 texture = surfacelist[i]->texture;
10945 rsurface.texture = R_GetCurrentTexture(texture);
10946 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
10947 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10949 // if this texture is not the kind we want, skip ahead to the next one
10950 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10954 // simply scan ahead until we find a different texture or lightmap state
10955 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
10957 // render the range of surfaces
10958 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10962 float locboxvertex3f[6*4*3] =
10964 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10965 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10966 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10967 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10968 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10969 1,0,0, 0,0,0, 0,1,0, 1,1,0
10972 unsigned short locboxelements[6*2*3] =
10977 12,13,14, 12,14,15,
10978 16,17,18, 16,18,19,
10982 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10985 cl_locnode_t *loc = (cl_locnode_t *)ent;
10987 float vertex3f[6*4*3];
10989 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10990 GL_DepthMask(false);
10991 GL_DepthRange(0, 1);
10992 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10993 GL_DepthTest(true);
10994 GL_CullFace(GL_NONE);
10995 R_EntityMatrix(&identitymatrix);
10997 R_Mesh_VertexPointer(vertex3f, 0, 0);
10998 R_Mesh_ColorPointer(NULL, 0, 0);
10999 R_Mesh_ResetTextureState();
11000 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11002 i = surfacelist[0];
11003 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11004 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11005 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11006 surfacelist[0] < 0 ? 0.5f : 0.125f);
11008 if (VectorCompare(loc->mins, loc->maxs))
11010 VectorSet(size, 2, 2, 2);
11011 VectorMA(loc->mins, -0.5f, size, mins);
11015 VectorCopy(loc->mins, mins);
11016 VectorSubtract(loc->maxs, loc->mins, size);
11019 for (i = 0;i < 6*4*3;)
11020 for (j = 0;j < 3;j++, i++)
11021 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11023 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11026 void R_DrawLocs(void)
11029 cl_locnode_t *loc, *nearestloc;
11031 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11032 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11034 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11035 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11039 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11041 if (decalsystem->decals)
11042 Mem_Free(decalsystem->decals);
11043 memset(decalsystem, 0, sizeof(*decalsystem));
11046 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)
11049 tridecal_t *decals;
11053 // expand or initialize the system
11054 if (decalsystem->maxdecals <= decalsystem->numdecals)
11056 decalsystem_t old = *decalsystem;
11057 qboolean useshortelements;
11058 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11059 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11060 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)));
11061 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11062 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11063 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11064 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11065 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11066 if (decalsystem->numdecals)
11067 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11069 Mem_Free(old.decals);
11070 for (i = 0;i < decalsystem->maxdecals*3;i++)
11071 decalsystem->element3i[i] = i;
11072 if (useshortelements)
11073 for (i = 0;i < decalsystem->maxdecals*3;i++)
11074 decalsystem->element3s[i] = i;
11077 // grab a decal and search for another free slot for the next one
11078 maxdecals = decalsystem->maxdecals;
11079 decals = decalsystem->decals;
11080 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11081 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11083 decalsystem->freedecal = i;
11084 if (decalsystem->numdecals <= i)
11085 decalsystem->numdecals = i + 1;
11087 // initialize the decal
11089 decal->triangleindex = triangleindex;
11090 decal->surfaceindex = surfaceindex;
11091 decal->decalsequence = decalsequence;
11092 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11093 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11094 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11095 decal->color4ub[0][3] = 255;
11096 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11097 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11098 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11099 decal->color4ub[1][3] = 255;
11100 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11101 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11102 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11103 decal->color4ub[2][3] = 255;
11104 decal->vertex3f[0][0] = v0[0];
11105 decal->vertex3f[0][1] = v0[1];
11106 decal->vertex3f[0][2] = v0[2];
11107 decal->vertex3f[1][0] = v1[0];
11108 decal->vertex3f[1][1] = v1[1];
11109 decal->vertex3f[1][2] = v1[2];
11110 decal->vertex3f[2][0] = v2[0];
11111 decal->vertex3f[2][1] = v2[1];
11112 decal->vertex3f[2][2] = v2[2];
11113 decal->texcoord2f[0][0] = t0[0];
11114 decal->texcoord2f[0][1] = t0[1];
11115 decal->texcoord2f[1][0] = t1[0];
11116 decal->texcoord2f[1][1] = t1[1];
11117 decal->texcoord2f[2][0] = t2[0];
11118 decal->texcoord2f[2][1] = t2[1];
11121 extern cvar_t cl_decals_bias;
11122 extern cvar_t cl_decals_models;
11123 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11124 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)
11126 matrix4x4_t projection;
11127 decalsystem_t *decalsystem;
11130 const float *vertex3f;
11131 const msurface_t *surface;
11132 const msurface_t *surfaces;
11133 const int *surfacelist;
11134 const texture_t *texture;
11137 int numsurfacelist;
11138 int surfacelistindex;
11141 int decalsurfaceindex;
11146 float localorigin[3];
11147 float localnormal[3];
11148 float localmins[3];
11149 float localmaxs[3];
11156 float planes[6][4];
11158 float points[2][9][3];
11162 decalsystem = &ent->decalsystem;
11163 model = ent->model;
11164 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11166 R_DecalSystem_Reset(&ent->decalsystem);
11170 if (!model->brush.data_nodes && !cl_decals_models.integer)
11172 if (decalsystem->model)
11173 R_DecalSystem_Reset(decalsystem);
11177 if (decalsystem->model != model)
11178 R_DecalSystem_Reset(decalsystem);
11179 decalsystem->model = model;
11181 RSurf_ActiveModelEntity(ent, false, false, false);
11183 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11184 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11185 VectorNormalize(localnormal);
11186 localsize = worldsize*rsurface.inversematrixscale;
11187 ilocalsize = 1.0f / localsize;
11188 localmins[0] = localorigin[0] - localsize;
11189 localmins[1] = localorigin[1] - localsize;
11190 localmins[2] = localorigin[2] - localsize;
11191 localmaxs[0] = localorigin[0] + localsize;
11192 localmaxs[1] = localorigin[1] + localsize;
11193 localmaxs[2] = localorigin[2] + localsize;
11195 //VectorCopy(localnormal, planes[4]);
11196 //VectorVectors(planes[4], planes[2], planes[0]);
11197 AnglesFromVectors(angles, localnormal, NULL, false);
11198 AngleVectors(angles, planes[0], planes[2], planes[4]);
11199 VectorNegate(planes[0], planes[1]);
11200 VectorNegate(planes[2], planes[3]);
11201 VectorNegate(planes[4], planes[5]);
11202 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11203 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11204 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11205 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11206 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11207 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11212 matrix4x4_t forwardprojection;
11213 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11214 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11219 float projectionvector[4][3];
11220 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11221 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11222 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11223 projectionvector[0][0] = planes[0][0] * ilocalsize;
11224 projectionvector[0][1] = planes[1][0] * ilocalsize;
11225 projectionvector[0][2] = planes[2][0] * ilocalsize;
11226 projectionvector[1][0] = planes[0][1] * ilocalsize;
11227 projectionvector[1][1] = planes[1][1] * ilocalsize;
11228 projectionvector[1][2] = planes[2][1] * ilocalsize;
11229 projectionvector[2][0] = planes[0][2] * ilocalsize;
11230 projectionvector[2][1] = planes[1][2] * ilocalsize;
11231 projectionvector[2][2] = planes[2][2] * ilocalsize;
11232 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11233 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11234 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11235 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11239 dynamic = model->surfmesh.isanimated;
11240 vertex3f = rsurface.modelvertex3f;
11241 numsurfacelist = model->nummodelsurfaces;
11242 surfacelist = model->sortedmodelsurfaces;
11243 surfaces = model->data_surfaces;
11244 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11246 surfaceindex = surfacelist[surfacelistindex];
11247 surface = surfaces + surfaceindex;
11248 // skip transparent surfaces
11249 texture = surface->texture;
11250 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11252 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11254 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11256 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11257 numvertices = surface->num_vertices;
11258 numtriangles = surface->num_triangles;
11259 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11261 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11263 index = 3*e[cornerindex];
11264 VectorCopy(vertex3f + index, v[cornerindex]);
11267 //TriangleNormal(v[0], v[1], v[2], normal);
11268 //if (DotProduct(normal, localnormal) < 0.0f)
11270 // clip by each of the box planes formed from the projection matrix
11271 // if anything survives, we emit the decal
11272 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]);
11275 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]);
11278 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]);
11281 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]);
11284 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]);
11287 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]);
11290 // some part of the triangle survived, so we have to accept it...
11293 // dynamic always uses the original triangle
11295 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11297 index = 3*e[cornerindex];
11298 VectorCopy(vertex3f + index, v[cornerindex]);
11301 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11303 // convert vertex positions to texcoords
11304 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11305 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11306 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11307 // calculate distance fade from the projection origin
11308 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11309 f = bound(0.0f, f, 1.0f);
11310 c[cornerindex][0] = r * f;
11311 c[cornerindex][1] = g * f;
11312 c[cornerindex][2] = b * f;
11313 c[cornerindex][3] = 1.0f;
11314 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11317 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);
11319 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11320 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);
11325 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11326 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)
11328 int renderentityindex;
11329 float worldmins[3];
11330 float worldmaxs[3];
11331 entity_render_t *ent;
11333 if (!cl_decals_newsystem.integer)
11336 worldmins[0] = worldorigin[0] - worldsize;
11337 worldmins[1] = worldorigin[1] - worldsize;
11338 worldmins[2] = worldorigin[2] - worldsize;
11339 worldmaxs[0] = worldorigin[0] + worldsize;
11340 worldmaxs[1] = worldorigin[1] + worldsize;
11341 worldmaxs[2] = worldorigin[2] + worldsize;
11343 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11345 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11347 ent = r_refdef.scene.entities[renderentityindex];
11348 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11351 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11355 typedef struct r_decalsystem_splatqueue_s
11357 vec3_t worldorigin;
11358 vec3_t worldnormal;
11364 r_decalsystem_splatqueue_t;
11366 int r_decalsystem_numqueued = 0;
11367 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11369 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)
11371 r_decalsystem_splatqueue_t *queue;
11373 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11376 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11377 VectorCopy(worldorigin, queue->worldorigin);
11378 VectorCopy(worldnormal, queue->worldnormal);
11379 Vector4Set(queue->color, r, g, b, a);
11380 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11381 queue->worldsize = worldsize;
11382 queue->decalsequence = cl.decalsequence++;
11385 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11388 r_decalsystem_splatqueue_t *queue;
11390 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11391 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);
11392 r_decalsystem_numqueued = 0;
11395 extern cvar_t cl_decals_max;
11396 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11399 decalsystem_t *decalsystem = &ent->decalsystem;
11406 if (!decalsystem->numdecals)
11409 if (r_showsurfaces.integer)
11412 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11414 R_DecalSystem_Reset(decalsystem);
11418 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11419 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11421 if (decalsystem->lastupdatetime)
11422 frametime = (cl.time - decalsystem->lastupdatetime);
11425 decalsystem->lastupdatetime = cl.time;
11426 decal = decalsystem->decals;
11427 numdecals = decalsystem->numdecals;
11429 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11431 if (decal->color4ub[0][3])
11433 decal->lived += frametime;
11434 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11436 memset(decal, 0, sizeof(*decal));
11437 if (decalsystem->freedecal > i)
11438 decalsystem->freedecal = i;
11442 decal = decalsystem->decals;
11443 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11446 // collapse the array by shuffling the tail decals into the gaps
11449 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11450 decalsystem->freedecal++;
11451 if (decalsystem->freedecal == numdecals)
11453 decal[decalsystem->freedecal] = decal[--numdecals];
11456 decalsystem->numdecals = numdecals;
11458 if (numdecals <= 0)
11460 // if there are no decals left, reset decalsystem
11461 R_DecalSystem_Reset(decalsystem);
11465 extern skinframe_t *decalskinframe;
11466 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11469 decalsystem_t *decalsystem = &ent->decalsystem;
11479 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11482 numdecals = decalsystem->numdecals;
11486 if (r_showsurfaces.integer)
11489 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11491 R_DecalSystem_Reset(decalsystem);
11495 // if the model is static it doesn't matter what value we give for
11496 // wantnormals and wanttangents, so this logic uses only rules applicable
11497 // to a model, knowing that they are meaningless otherwise
11498 if (ent == r_refdef.scene.worldentity)
11499 RSurf_ActiveWorldEntity();
11501 RSurf_ActiveModelEntity(ent, false, false, false);
11503 decalsystem->lastupdatetime = cl.time;
11504 decal = decalsystem->decals;
11506 fadedelay = cl_decals_time.value;
11507 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11509 // update vertex positions for animated models
11510 v3f = decalsystem->vertex3f;
11511 c4f = decalsystem->color4f;
11512 t2f = decalsystem->texcoord2f;
11513 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11515 if (!decal->color4ub[0][3])
11518 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11521 // update color values for fading decals
11522 if (decal->lived >= cl_decals_time.value)
11524 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11525 alpha *= (1.0f/255.0f);
11528 alpha = 1.0f/255.0f;
11530 c4f[ 0] = decal->color4ub[0][0] * alpha;
11531 c4f[ 1] = decal->color4ub[0][1] * alpha;
11532 c4f[ 2] = decal->color4ub[0][2] * alpha;
11534 c4f[ 4] = decal->color4ub[1][0] * alpha;
11535 c4f[ 5] = decal->color4ub[1][1] * alpha;
11536 c4f[ 6] = decal->color4ub[1][2] * alpha;
11538 c4f[ 8] = decal->color4ub[2][0] * alpha;
11539 c4f[ 9] = decal->color4ub[2][1] * alpha;
11540 c4f[10] = decal->color4ub[2][2] * alpha;
11543 t2f[0] = decal->texcoord2f[0][0];
11544 t2f[1] = decal->texcoord2f[0][1];
11545 t2f[2] = decal->texcoord2f[1][0];
11546 t2f[3] = decal->texcoord2f[1][1];
11547 t2f[4] = decal->texcoord2f[2][0];
11548 t2f[5] = decal->texcoord2f[2][1];
11550 // update vertex positions for animated models
11551 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11553 e = rsurface.modelelement3i + 3*decal->triangleindex;
11554 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11555 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11556 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11560 VectorCopy(decal->vertex3f[0], v3f);
11561 VectorCopy(decal->vertex3f[1], v3f + 3);
11562 VectorCopy(decal->vertex3f[2], v3f + 6);
11573 r_refdef.stats.drawndecals += numtris;
11575 if (r_refdef.fogenabled)
11577 switch(vid.renderpath)
11579 case RENDERPATH_GL20:
11580 case RENDERPATH_CGGL:
11581 case RENDERPATH_GL13:
11582 case RENDERPATH_GL11:
11583 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11585 alpha = RSurf_FogVertex(v3f);
11594 // now render the decals all at once
11595 // (this assumes they all use one particle font texture!)
11596 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);
11597 R_Mesh_ResetTextureState();
11598 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11599 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11600 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11601 GL_DepthMask(false);
11602 GL_DepthRange(0, 1);
11603 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11604 GL_DepthTest(true);
11605 GL_CullFace(GL_NONE);
11606 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11607 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11608 GL_LockArrays(0, numtris * 3);
11609 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11610 GL_LockArrays(0, 0);
11614 static void R_DrawModelDecals(void)
11618 // fade faster when there are too many decals
11619 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11620 for (i = 0;i < r_refdef.scene.numentities;i++)
11621 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11623 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11624 for (i = 0;i < r_refdef.scene.numentities;i++)
11625 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11626 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11628 R_DecalSystem_ApplySplatEntitiesQueue();
11630 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11631 for (i = 0;i < r_refdef.scene.numentities;i++)
11632 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11634 r_refdef.stats.totaldecals += numdecals;
11636 if (r_showsurfaces.integer)
11639 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11641 for (i = 0;i < r_refdef.scene.numentities;i++)
11643 if (!r_refdef.viewcache.entityvisible[i])
11645 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11646 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11650 void R_DrawDebugModel(void)
11652 entity_render_t *ent = rsurface.entity;
11653 int i, j, k, l, flagsmask;
11654 const int *elements;
11656 const msurface_t *surface;
11657 dp_model_t *model = ent->model;
11660 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11662 R_Mesh_ColorPointer(NULL, 0, 0);
11663 R_Mesh_ResetTextureState();
11664 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11665 GL_DepthRange(0, 1);
11666 GL_DepthTest(!r_showdisabledepthtest.integer);
11667 GL_DepthMask(false);
11668 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11670 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
11672 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11673 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
11675 if (brush->colbrushf && brush->colbrushf->numtriangles)
11677 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
11678 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);
11679 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
11682 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
11684 if (surface->num_collisiontriangles)
11686 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
11687 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);
11688 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
11693 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11695 if (r_showtris.integer || r_shownormals.integer)
11697 if (r_showdisabledepthtest.integer)
11699 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11700 GL_DepthMask(false);
11704 GL_BlendFunc(GL_ONE, GL_ZERO);
11705 GL_DepthMask(true);
11707 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11709 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11711 rsurface.texture = R_GetCurrentTexture(surface->texture);
11712 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11714 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
11715 if (r_showtris.value > 0)
11717 if (!rsurface.texture->currentlayers->depthmask)
11718 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11719 else if (ent == r_refdef.scene.worldentity)
11720 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11722 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11723 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
11724 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
11725 R_Mesh_ColorPointer(NULL, 0, 0);
11726 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
11727 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
11728 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
11729 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);
11730 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
11733 if (r_shownormals.value < 0)
11735 qglBegin(GL_LINES);
11736 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11738 VectorCopy(rsurface.vertex3f + l * 3, v);
11739 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11740 qglVertex3f(v[0], v[1], v[2]);
11741 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
11742 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11743 qglVertex3f(v[0], v[1], v[2]);
11748 if (r_shownormals.value > 0)
11750 qglBegin(GL_LINES);
11751 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11753 VectorCopy(rsurface.vertex3f + l * 3, v);
11754 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11755 qglVertex3f(v[0], v[1], v[2]);
11756 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
11757 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11758 qglVertex3f(v[0], v[1], v[2]);
11762 qglBegin(GL_LINES);
11763 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11765 VectorCopy(rsurface.vertex3f + l * 3, v);
11766 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11767 qglVertex3f(v[0], v[1], v[2]);
11768 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
11769 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11770 qglVertex3f(v[0], v[1], v[2]);
11774 qglBegin(GL_LINES);
11775 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
11777 VectorCopy(rsurface.vertex3f + l * 3, v);
11778 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11779 qglVertex3f(v[0], v[1], v[2]);
11780 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
11781 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
11782 qglVertex3f(v[0], v[1], v[2]);
11789 rsurface.texture = NULL;
11793 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11794 int r_maxsurfacelist = 0;
11795 const msurface_t **r_surfacelist = NULL;
11796 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11798 int i, j, endj, f, flagsmask;
11800 dp_model_t *model = r_refdef.scene.worldmodel;
11801 msurface_t *surfaces;
11802 unsigned char *update;
11803 int numsurfacelist = 0;
11807 if (r_maxsurfacelist < model->num_surfaces)
11809 r_maxsurfacelist = model->num_surfaces;
11811 Mem_Free((msurface_t**)r_surfacelist);
11812 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11815 RSurf_ActiveWorldEntity();
11817 surfaces = model->data_surfaces;
11818 update = model->brushq1.lightmapupdateflags;
11820 // update light styles on this submodel
11821 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11823 model_brush_lightstyleinfo_t *style;
11824 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11826 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11828 int *list = style->surfacelist;
11829 style->value = r_refdef.scene.lightstylevalue[style->style];
11830 for (j = 0;j < style->numsurfaces;j++)
11831 update[list[j]] = true;
11836 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11840 R_DrawDebugModel();
11841 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11847 rsurface.uselightmaptexture = false;
11848 rsurface.texture = NULL;
11849 rsurface.rtlight = NULL;
11850 numsurfacelist = 0;
11851 // add visible surfaces to draw list
11852 for (i = 0;i < model->nummodelsurfaces;i++)
11854 j = model->sortedmodelsurfaces[i];
11855 if (r_refdef.viewcache.world_surfacevisible[j])
11856 r_surfacelist[numsurfacelist++] = surfaces + j;
11858 // update lightmaps if needed
11859 if (model->brushq1.firstrender)
11861 model->brushq1.firstrender = false;
11862 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11864 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11868 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11869 if (r_refdef.viewcache.world_surfacevisible[j])
11871 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11873 // don't do anything if there were no surfaces
11874 if (!numsurfacelist)
11876 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11879 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11880 GL_AlphaTest(false);
11882 // add to stats if desired
11883 if (r_speeds.integer && !skysurfaces && !depthonly)
11885 r_refdef.stats.world_surfaces += numsurfacelist;
11886 for (j = 0;j < numsurfacelist;j++)
11887 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11890 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11893 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11895 int i, j, endj, f, flagsmask;
11897 dp_model_t *model = ent->model;
11898 msurface_t *surfaces;
11899 unsigned char *update;
11900 int numsurfacelist = 0;
11904 if (r_maxsurfacelist < model->num_surfaces)
11906 r_maxsurfacelist = model->num_surfaces;
11908 Mem_Free((msurface_t **)r_surfacelist);
11909 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11912 // if the model is static it doesn't matter what value we give for
11913 // wantnormals and wanttangents, so this logic uses only rules applicable
11914 // to a model, knowing that they are meaningless otherwise
11915 if (ent == r_refdef.scene.worldentity)
11916 RSurf_ActiveWorldEntity();
11917 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11918 RSurf_ActiveModelEntity(ent, false, false, false);
11920 RSurf_ActiveModelEntity(ent, true, true, true);
11921 else if (depthonly)
11922 RSurf_ActiveModelEntity(ent, false, false, false);
11925 switch (vid.renderpath)
11927 case RENDERPATH_GL20:
11928 case RENDERPATH_CGGL:
11929 RSurf_ActiveModelEntity(ent, true, true, false);
11931 case RENDERPATH_GL13:
11932 case RENDERPATH_GL11:
11933 RSurf_ActiveModelEntity(ent, true, false, false);
11938 surfaces = model->data_surfaces;
11939 update = model->brushq1.lightmapupdateflags;
11941 // update light styles
11942 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11944 model_brush_lightstyleinfo_t *style;
11945 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11947 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11949 int *list = style->surfacelist;
11950 style->value = r_refdef.scene.lightstylevalue[style->style];
11951 for (j = 0;j < style->numsurfaces;j++)
11952 update[list[j]] = true;
11957 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11961 R_DrawDebugModel();
11962 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11968 rsurface.uselightmaptexture = false;
11969 rsurface.texture = NULL;
11970 rsurface.rtlight = NULL;
11971 numsurfacelist = 0;
11972 // add visible surfaces to draw list
11973 for (i = 0;i < model->nummodelsurfaces;i++)
11974 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11975 // don't do anything if there were no surfaces
11976 if (!numsurfacelist)
11978 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11981 // update lightmaps if needed
11985 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11990 R_BuildLightMap(ent, surfaces + j);
11995 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11997 R_BuildLightMap(ent, surfaces + j);
11998 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11999 GL_AlphaTest(false);
12001 // add to stats if desired
12002 if (r_speeds.integer && !skysurfaces && !depthonly)
12004 r_refdef.stats.entities_surfaces += numsurfacelist;
12005 for (j = 0;j < numsurfacelist;j++)
12006 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12009 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12012 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12014 static texture_t texture;
12015 static msurface_t surface;
12016 const msurface_t *surfacelist = &surface;
12018 // fake enough texture and surface state to render this geometry
12020 texture.update_lastrenderframe = -1; // regenerate this texture
12021 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12022 texture.currentskinframe = skinframe;
12023 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12024 texture.specularscalemod = 1;
12025 texture.specularpowermod = 1;
12027 surface.texture = &texture;
12028 surface.num_triangles = numtriangles;
12029 surface.num_firsttriangle = firsttriangle;
12030 surface.num_vertices = numvertices;
12031 surface.num_firstvertex = firstvertex;
12034 rsurface.texture = R_GetCurrentTexture(surface.texture);
12035 rsurface.uselightmaptexture = false;
12036 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12039 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)
12041 static msurface_t surface;
12042 const msurface_t *surfacelist = &surface;
12044 // fake enough texture and surface state to render this geometry
12046 surface.texture = texture;
12047 surface.num_triangles = numtriangles;
12048 surface.num_firsttriangle = firsttriangle;
12049 surface.num_vertices = numvertices;
12050 surface.num_firstvertex = firstvertex;
12053 rsurface.texture = R_GetCurrentTexture(surface.texture);
12054 rsurface.uselightmaptexture = false;
12055 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);