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"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 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)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 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"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 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)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 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"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 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)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 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"};
77 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"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 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"};
80 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"};
81 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"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 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)"};
90 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)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 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."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 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."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 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"};
113 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"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 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)"};
130 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"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 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)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 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)"};
148 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)"};
149 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)"};
150 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)"};
152 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)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 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"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
157 cvar_t r_water_scissormode = {CVAR_SAVE, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
159 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
160 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
161 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
162 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
164 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
165 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
166 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
167 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
168 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
169 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
170 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
172 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
173 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
174 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
175 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)"};
177 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"};
179 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"};
181 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
183 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
184 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"};
185 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
186 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
187 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
188 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
189 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
191 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
193 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)"};
195 extern cvar_t v_glslgamma;
197 extern qboolean v_flipped_state;
199 static struct r_bloomstate_s
204 int bloomwidth, bloomheight;
206 int screentexturewidth, screentextureheight;
207 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
209 int bloomtexturewidth, bloomtextureheight;
210 rtexture_t *texture_bloom;
212 // arrays for rendering the screen passes
213 float screentexcoord2f[8];
214 float bloomtexcoord2f[8];
215 float offsettexcoord2f[8];
217 r_viewport_t viewport;
221 r_waterstate_t r_waterstate;
223 /// shadow volume bsp struct with automatically growing nodes buffer
226 rtexture_t *r_texture_blanknormalmap;
227 rtexture_t *r_texture_white;
228 rtexture_t *r_texture_grey128;
229 rtexture_t *r_texture_black;
230 rtexture_t *r_texture_notexture;
231 rtexture_t *r_texture_whitecube;
232 rtexture_t *r_texture_normalizationcube;
233 rtexture_t *r_texture_fogattenuation;
234 rtexture_t *r_texture_fogheighttexture;
235 rtexture_t *r_texture_gammaramps;
236 unsigned int r_texture_gammaramps_serial;
237 //rtexture_t *r_texture_fogintensity;
238 rtexture_t *r_texture_reflectcube;
240 // TODO: hash lookups?
241 typedef struct cubemapinfo_s
248 int r_texture_numcubemaps;
249 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
251 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
252 unsigned int r_numqueries;
253 unsigned int r_maxqueries;
255 typedef struct r_qwskincache_s
257 char name[MAX_QPATH];
258 skinframe_t *skinframe;
262 static r_qwskincache_t *r_qwskincache;
263 static int r_qwskincache_size;
265 /// vertex coordinates for a quad that covers the screen exactly
266 extern const float r_screenvertex3f[12];
267 extern const float r_d3dscreenvertex3f[12];
268 const float r_screenvertex3f[12] =
275 const float r_d3dscreenvertex3f[12] =
283 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
286 for (i = 0;i < verts;i++)
297 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
300 for (i = 0;i < verts;i++)
310 // FIXME: move this to client?
313 if (gamemode == GAME_NEHAHRA)
315 Cvar_Set("gl_fogenable", "0");
316 Cvar_Set("gl_fogdensity", "0.2");
317 Cvar_Set("gl_fogred", "0.3");
318 Cvar_Set("gl_foggreen", "0.3");
319 Cvar_Set("gl_fogblue", "0.3");
321 r_refdef.fog_density = 0;
322 r_refdef.fog_red = 0;
323 r_refdef.fog_green = 0;
324 r_refdef.fog_blue = 0;
325 r_refdef.fog_alpha = 1;
326 r_refdef.fog_start = 0;
327 r_refdef.fog_end = 16384;
328 r_refdef.fog_height = 1<<30;
329 r_refdef.fog_fadedepth = 128;
330 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
333 static void R_BuildBlankTextures(void)
335 unsigned char data[4];
336 data[2] = 128; // normal X
337 data[1] = 128; // normal Y
338 data[0] = 255; // normal Z
339 data[3] = 128; // height
340 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
345 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
350 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
355 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
358 static void R_BuildNoTexture(void)
361 unsigned char pix[16][16][4];
362 // this makes a light grey/dark grey checkerboard texture
363 for (y = 0;y < 16;y++)
365 for (x = 0;x < 16;x++)
367 if ((y < 8) ^ (x < 8))
383 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
386 static void R_BuildWhiteCube(void)
388 unsigned char data[6*1*1*4];
389 memset(data, 255, sizeof(data));
390 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNormalizationCube(void)
397 vec_t s, t, intensity;
400 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
401 for (side = 0;side < 6;side++)
403 for (y = 0;y < NORMSIZE;y++)
405 for (x = 0;x < NORMSIZE;x++)
407 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
408 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 intensity = 127.0f / sqrt(DotProduct(v, v));
444 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
445 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
446 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
447 data[((side*64+y)*64+x)*4+3] = 255;
451 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
455 static void R_BuildFogTexture(void)
459 unsigned char data1[FOGWIDTH][4];
460 //unsigned char data2[FOGWIDTH][4];
463 r_refdef.fogmasktable_start = r_refdef.fog_start;
464 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
465 r_refdef.fogmasktable_range = r_refdef.fogrange;
466 r_refdef.fogmasktable_density = r_refdef.fog_density;
468 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
469 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
471 d = (x * r - r_refdef.fogmasktable_start);
472 if(developer_extra.integer)
473 Con_DPrintf("%f ", d);
475 if (r_fog_exp2.integer)
476 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
478 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
479 if(developer_extra.integer)
480 Con_DPrintf(" : %f ", alpha);
481 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
482 if(developer_extra.integer)
483 Con_DPrintf(" = %f\n", alpha);
484 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
487 for (x = 0;x < FOGWIDTH;x++)
489 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
494 //data2[x][0] = 255 - b;
495 //data2[x][1] = 255 - b;
496 //data2[x][2] = 255 - b;
499 if (r_texture_fogattenuation)
501 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
502 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
506 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
507 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
511 static void R_BuildFogHeightTexture(void)
513 unsigned char *inpixels;
521 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
522 if (r_refdef.fogheighttexturename[0])
523 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
526 r_refdef.fog_height_tablesize = 0;
527 if (r_texture_fogheighttexture)
528 R_FreeTexture(r_texture_fogheighttexture);
529 r_texture_fogheighttexture = NULL;
530 if (r_refdef.fog_height_table2d)
531 Mem_Free(r_refdef.fog_height_table2d);
532 r_refdef.fog_height_table2d = NULL;
533 if (r_refdef.fog_height_table1d)
534 Mem_Free(r_refdef.fog_height_table1d);
535 r_refdef.fog_height_table1d = NULL;
539 r_refdef.fog_height_tablesize = size;
540 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
541 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
542 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
544 // LordHavoc: now the magic - what is that table2d for? it is a cooked
545 // average fog color table accounting for every fog layer between a point
546 // and the camera. (Note: attenuation is handled separately!)
547 for (y = 0;y < size;y++)
549 for (x = 0;x < size;x++)
555 for (j = x;j <= y;j++)
557 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
563 for (j = x;j >= y;j--)
565 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
571 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
572 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
573 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
576 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
579 //=======================================================================================================================================================
581 static const char *builtinshaderstring =
582 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
583 "// written by Forest 'LordHavoc' Hale\n"
584 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
586 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
589 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
590 "#define USELIGHTMAP\n"
592 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
593 "#define USEEYEVECTOR\n"
596 "#ifdef USESHADOWMAP2D\n"
597 "# ifdef GL_EXT_gpu_shader4\n"
598 "# extension GL_EXT_gpu_shader4 : enable\n"
600 "# ifdef GL_ARB_texture_gather\n"
601 "# extension GL_ARB_texture_gather : enable\n"
603 "# ifdef GL_AMD_texture_texture4\n"
604 "# extension GL_AMD_texture_texture4 : enable\n"
609 "//#ifdef USESHADOWSAMPLER\n"
610 "//# extension GL_ARB_shadow : enable\n"
613 "//#ifdef __GLSL_CG_DATA_TYPES\n"
614 "//# define myhalf half\n"
615 "//# define myhalf2 half2\n"
616 "//# define myhalf3 half3\n"
617 "//# define myhalf4 half4\n"
619 "# define myhalf float\n"
620 "# define myhalf2 vec2\n"
621 "# define myhalf3 vec3\n"
622 "# define myhalf4 vec4\n"
625 "#ifdef VERTEX_SHADER\n"
626 "uniform mat4 ModelViewProjectionMatrix;\n"
629 "#ifdef MODE_DEPTH_OR_SHADOW\n"
630 "#ifdef VERTEX_SHADER\n"
633 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
636 "#else // !MODE_DEPTH_ORSHADOW\n"
641 "#ifdef MODE_SHOWDEPTH\n"
642 "#ifdef VERTEX_SHADER\n"
645 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
646 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
650 "#ifdef FRAGMENT_SHADER\n"
653 " gl_FragColor = gl_Color;\n"
656 "#else // !MODE_SHOWDEPTH\n"
661 "#ifdef MODE_POSTPROCESS\n"
662 "varying vec2 TexCoord1;\n"
663 "varying vec2 TexCoord2;\n"
665 "#ifdef VERTEX_SHADER\n"
668 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
671 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
676 "#ifdef FRAGMENT_SHADER\n"
677 "uniform sampler2D Texture_First;\n"
679 "uniform sampler2D Texture_Second;\n"
680 "uniform vec4 BloomColorSubtract;\n"
682 "#ifdef USEGAMMARAMPS\n"
683 "uniform sampler2D Texture_GammaRamps;\n"
685 "#ifdef USESATURATION\n"
686 "uniform float Saturation;\n"
688 "#ifdef USEVIEWTINT\n"
689 "uniform vec4 ViewTintColor;\n"
691 "//uncomment these if you want to use them:\n"
692 "uniform vec4 UserVec1;\n"
693 "uniform vec4 UserVec2;\n"
694 "// uniform vec4 UserVec3;\n"
695 "// uniform vec4 UserVec4;\n"
696 "// uniform float ClientTime;\n"
697 "uniform vec2 PixelSize;\n"
700 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
702 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
704 "#ifdef USEVIEWTINT\n"
705 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
708 "#ifdef USEPOSTPROCESSING\n"
709 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
710 "// 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"
711 " float sobel = 1.0;\n"
712 " // vec2 ts = textureSize(Texture_First, 0);\n"
713 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
714 " vec2 px = PixelSize;\n"
715 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
716 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
717 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
720 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
722 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
723 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
724 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
725 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
726 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
727 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
728 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
729 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
730 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
731 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
732 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
733 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
734 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
735 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
736 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
737 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
738 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
739 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
740 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
745 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
746 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
749 "#ifdef USESATURATION\n"
750 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
751 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
752 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
753 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
756 "#ifdef USEGAMMARAMPS\n"
757 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
758 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
759 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
763 "#else // !MODE_POSTPROCESS\n"
768 "#ifdef MODE_GENERIC\n"
769 "#ifdef USEDIFFUSE\n"
770 "varying vec2 TexCoord1;\n"
772 "#ifdef USESPECULAR\n"
773 "varying vec2 TexCoord2;\n"
775 "#ifdef VERTEX_SHADER\n"
778 " gl_FrontColor = gl_Color;\n"
779 "#ifdef USEDIFFUSE\n"
780 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
782 "#ifdef USESPECULAR\n"
783 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
785 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "#ifdef USEDIFFUSE\n"
791 "uniform sampler2D Texture_First;\n"
793 "#ifdef USESPECULAR\n"
794 "uniform sampler2D Texture_Second;\n"
799 " gl_FragColor = gl_Color;\n"
800 "#ifdef USEDIFFUSE\n"
801 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
804 "#ifdef USESPECULAR\n"
805 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
806 "# ifdef USECOLORMAPPING\n"
807 " gl_FragColor *= tex2;\n"
810 " gl_FragColor += tex2;\n"
812 "# ifdef USEVERTEXTEXTUREBLEND\n"
813 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
818 "#else // !MODE_GENERIC\n"
823 "#ifdef MODE_BLOOMBLUR\n"
824 "varying TexCoord;\n"
825 "#ifdef VERTEX_SHADER\n"
828 " gl_FrontColor = gl_Color;\n"
829 " TexCoord = gl_MultiTexCoord0.xy;\n"
830 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
834 "#ifdef FRAGMENT_SHADER\n"
835 "uniform sampler2D Texture_First;\n"
836 "uniform vec4 BloomBlur_Parameters;\n"
841 " vec2 tc = TexCoord;\n"
842 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
843 " tc += BloomBlur_Parameters.xy;\n"
844 " for (i = 1;i < SAMPLES;i++)\n"
846 " color += texture2D(Texture_First, tc).rgb;\n"
847 " tc += BloomBlur_Parameters.xy;\n"
849 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
852 "#else // !MODE_BLOOMBLUR\n"
853 "#ifdef MODE_REFRACTION\n"
854 "varying vec2 TexCoord;\n"
855 "varying vec4 ModelViewProjectionPosition;\n"
856 "uniform mat4 TexMatrix;\n"
857 "#ifdef VERTEX_SHADER\n"
861 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
862 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
863 " ModelViewProjectionPosition = gl_Position;\n"
867 "#ifdef FRAGMENT_SHADER\n"
868 "uniform sampler2D Texture_Normal;\n"
869 "uniform sampler2D Texture_Refraction;\n"
870 "uniform sampler2D Texture_Reflection;\n"
872 "uniform vec4 DistortScaleRefractReflect;\n"
873 "uniform vec4 ScreenScaleRefractReflect;\n"
874 "uniform vec4 ScreenCenterRefractReflect;\n"
875 "uniform vec4 RefractColor;\n"
876 "uniform vec4 ReflectColor;\n"
877 "uniform float ReflectFactor;\n"
878 "uniform float ReflectOffset;\n"
882 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
883 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
885 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
886 " // FIXME temporary hack to detect the case that the reflection\n"
887 " // gets blackened at edges due to leaving the area that contains actual\n"
889 " // Remove this 'ack once we have a better way to stop this thing from\n"
891 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
892 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
893 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
894 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
895 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
896 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
899 "#else // !MODE_REFRACTION\n"
904 "#ifdef MODE_WATER\n"
905 "varying vec2 TexCoord;\n"
906 "varying vec3 EyeVector;\n"
907 "varying vec4 ModelViewProjectionPosition;\n"
908 "#ifdef VERTEX_SHADER\n"
909 "uniform vec3 EyePosition;\n"
910 "uniform mat4 TexMatrix;\n"
914 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
915 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
916 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
917 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
918 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
919 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
920 " ModelViewProjectionPosition = gl_Position;\n"
924 "#ifdef FRAGMENT_SHADER\n"
925 "uniform sampler2D Texture_Normal;\n"
926 "uniform sampler2D Texture_Refraction;\n"
927 "uniform sampler2D Texture_Reflection;\n"
929 "uniform vec4 DistortScaleRefractReflect;\n"
930 "uniform vec4 ScreenScaleRefractReflect;\n"
931 "uniform vec4 ScreenCenterRefractReflect;\n"
932 "uniform vec4 RefractColor;\n"
933 "uniform vec4 ReflectColor;\n"
934 "uniform float ReflectFactor;\n"
935 "uniform float ReflectOffset;\n"
939 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
940 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
942 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
943 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
944 " // FIXME temporary hack to detect the case that the reflection\n"
945 " // gets blackened at edges due to leaving the area that contains actual\n"
947 " // Remove this 'ack once we have a better way to stop this thing from\n"
949 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
952 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
953 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
954 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
955 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
956 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
957 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
958 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
959 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
960 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
963 "#else // !MODE_WATER\n"
968 "// common definitions between vertex shader and fragment shader:\n"
970 "varying vec2 TexCoord;\n"
971 "#ifdef USEVERTEXTEXTUREBLEND\n"
972 "varying vec2 TexCoord2;\n"
974 "#ifdef USELIGHTMAP\n"
975 "varying vec2 TexCoordLightmap;\n"
978 "#ifdef MODE_LIGHTSOURCE\n"
979 "varying vec3 CubeVector;\n"
982 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
983 "varying vec3 LightVector;\n"
986 "#ifdef USEEYEVECTOR\n"
987 "varying vec3 EyeVector;\n"
990 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
993 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
994 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
995 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
996 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
999 "#ifdef USEREFLECTION\n"
1000 "varying vec4 ModelViewProjectionPosition;\n"
1002 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1003 "uniform vec3 LightPosition;\n"
1004 "varying vec4 ModelViewPosition;\n"
1007 "#ifdef MODE_LIGHTSOURCE\n"
1008 "uniform vec3 LightPosition;\n"
1010 "uniform vec3 EyePosition;\n"
1011 "#ifdef MODE_LIGHTDIRECTION\n"
1012 "uniform vec3 LightDir;\n"
1014 "uniform vec4 FogPlane;\n"
1016 "#ifdef USESHADOWMAPORTHO\n"
1017 "varying vec3 ShadowMapTC;\n"
1024 "// 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"
1026 "// fragment shader specific:\n"
1027 "#ifdef FRAGMENT_SHADER\n"
1029 "uniform sampler2D Texture_Normal;\n"
1030 "uniform sampler2D Texture_Color;\n"
1031 "uniform sampler2D Texture_Gloss;\n"
1033 "uniform sampler2D Texture_Glow;\n"
1035 "#ifdef USEVERTEXTEXTUREBLEND\n"
1036 "uniform sampler2D Texture_SecondaryNormal;\n"
1037 "uniform sampler2D Texture_SecondaryColor;\n"
1038 "uniform sampler2D Texture_SecondaryGloss;\n"
1040 "uniform sampler2D Texture_SecondaryGlow;\n"
1043 "#ifdef USECOLORMAPPING\n"
1044 "uniform sampler2D Texture_Pants;\n"
1045 "uniform sampler2D Texture_Shirt;\n"
1048 "#ifdef USEFOGHEIGHTTEXTURE\n"
1049 "uniform sampler2D Texture_FogHeightTexture;\n"
1051 "uniform sampler2D Texture_FogMask;\n"
1053 "#ifdef USELIGHTMAP\n"
1054 "uniform sampler2D Texture_Lightmap;\n"
1056 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1057 "uniform sampler2D Texture_Deluxemap;\n"
1059 "#ifdef USEREFLECTION\n"
1060 "uniform sampler2D Texture_Reflection;\n"
1063 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1064 "uniform sampler2D Texture_ScreenDepth;\n"
1065 "uniform sampler2D Texture_ScreenNormalMap;\n"
1067 "#ifdef USEDEFERREDLIGHTMAP\n"
1068 "uniform sampler2D Texture_ScreenDiffuse;\n"
1069 "uniform sampler2D Texture_ScreenSpecular;\n"
1072 "uniform myhalf3 Color_Pants;\n"
1073 "uniform myhalf3 Color_Shirt;\n"
1074 "uniform myhalf3 FogColor;\n"
1077 "uniform float FogRangeRecip;\n"
1078 "uniform float FogPlaneViewDist;\n"
1079 "uniform float FogHeightFade;\n"
1080 "vec3 FogVertex(vec3 surfacecolor)\n"
1082 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1083 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1085 "#ifdef USEFOGHEIGHTTEXTURE\n"
1086 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1087 " fogfrac = fogheightpixel.a;\n"
1088 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1090 "# ifdef USEFOGOUTSIDE\n"
1091 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1093 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1095 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1100 "#ifdef USEOFFSETMAPPING\n"
1101 "uniform float OffsetMapping_Scale;\n"
1102 "vec2 OffsetMapping(vec2 TexCoord)\n"
1104 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1105 " // 14 sample relief mapping: linear search and then binary search\n"
1106 " // this basically steps forward a small amount repeatedly until it finds\n"
1107 " // itself inside solid, then jitters forward and back using decreasing\n"
1108 " // amounts to find the impact\n"
1109 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1110 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1112 " vec3 RT = vec3(TexCoord, 1);\n"
1113 " OffsetVector *= 0.1;\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1124 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1127 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1130 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1131 " // this basically moves forward the full distance, and then backs up based\n"
1132 " // on height of samples\n"
1133 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1134 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1136 " TexCoord += OffsetVector;\n"
1137 " OffsetVector *= 0.333;\n"
1138 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 " return TexCoord;\n"
1144 "#endif // USEOFFSETMAPPING\n"
1146 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1147 "uniform sampler2D Texture_Attenuation;\n"
1148 "uniform samplerCube Texture_Cube;\n"
1151 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1153 "#ifdef USESHADOWMAP2D\n"
1154 "# ifdef USESHADOWSAMPLER\n"
1155 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1157 "uniform sampler2D Texture_ShadowMap2D;\n"
1161 "#ifdef USESHADOWMAPVSDCT\n"
1162 "uniform samplerCube Texture_CubeProjection;\n"
1165 "#if defined(USESHADOWMAP2D)\n"
1166 "uniform vec2 ShadowMap_TextureScale;\n"
1167 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#if defined(USESHADOWMAP2D)\n"
1171 "# ifdef USESHADOWMAPORTHO\n"
1172 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1174 "# ifdef USESHADOWMAPVSDCT\n"
1175 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1177 " vec3 adir = abs(dir);\n"
1178 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1179 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1180 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1185 " vec3 adir = abs(dir);\n"
1186 " float ma = adir.z;\n"
1187 " vec4 proj = vec4(dir, 2.5);\n"
1188 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1189 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1190 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1191 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1195 "#endif // defined(USESHADOWMAP2D)\n"
1197 "# ifdef USESHADOWMAP2D\n"
1198 "float ShadowMapCompare(vec3 dir)\n"
1200 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1203 "# ifdef USESHADOWSAMPLER\n"
1204 "# ifdef USESHADOWMAPPCF\n"
1205 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1206 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1207 " 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"
1209 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1212 "# ifdef USESHADOWMAPPCF\n"
1213 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1214 "# ifdef GL_ARB_texture_gather\n"
1215 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1217 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1219 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1220 "# if USESHADOWMAPPCF > 1\n"
1221 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1222 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1223 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1224 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1225 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1226 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1227 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1228 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1229 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1230 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1231 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1232 " locols.yz += group2.ab;\n"
1233 " hicols.yz += group8.rg;\n"
1234 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1235 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1236 " mix(locols, hicols, offset.y);\n"
1237 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1238 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1239 " f = dot(cols, vec4(1.0/25.0));\n"
1241 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1242 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1243 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1244 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1245 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1246 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1247 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1250 "# ifdef GL_EXT_gpu_shader4\n"
1251 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1253 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1255 "# if USESHADOWMAPPCF > 1\n"
1256 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1257 " center *= ShadowMap_TextureScale;\n"
1258 " 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"
1259 " 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"
1260 " 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"
1261 " 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"
1262 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1263 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1265 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1266 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1267 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1268 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1269 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1270 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1274 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1277 "# ifdef USESHADOWMAPORTHO\n"
1278 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1284 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1285 "#endif // FRAGMENT_SHADER\n"
1290 "#ifdef MODE_DEFERREDGEOMETRY\n"
1291 "#ifdef VERTEX_SHADER\n"
1292 "uniform mat4 TexMatrix;\n"
1293 "#ifdef USEVERTEXTEXTUREBLEND\n"
1294 "uniform mat4 BackgroundTexMatrix;\n"
1296 "uniform mat4 ModelViewMatrix;\n"
1299 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1300 "#ifdef USEVERTEXTEXTUREBLEND\n"
1301 " gl_FrontColor = gl_Color;\n"
1302 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1305 " // transform unnormalized eye direction into tangent space\n"
1306 "#ifdef USEOFFSETMAPPING\n"
1307 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1308 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1309 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1310 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1313 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1314 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1315 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1316 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1318 "#endif // VERTEX_SHADER\n"
1320 "#ifdef FRAGMENT_SHADER\n"
1323 "#ifdef USEOFFSETMAPPING\n"
1324 " // apply offsetmapping\n"
1325 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1326 "#define TexCoord TexCoordOffset\n"
1329 "#ifdef USEALPHAKILL\n"
1330 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1334 "#ifdef USEVERTEXTEXTUREBLEND\n"
1335 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1336 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1337 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1338 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1341 "#ifdef USEVERTEXTEXTUREBLEND\n"
1342 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1343 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1345 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1346 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1349 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1351 "#endif // FRAGMENT_SHADER\n"
1352 "#else // !MODE_DEFERREDGEOMETRY\n"
1357 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1358 "#ifdef VERTEX_SHADER\n"
1359 "uniform mat4 ModelViewMatrix;\n"
1362 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1363 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1365 "#endif // VERTEX_SHADER\n"
1367 "#ifdef FRAGMENT_SHADER\n"
1368 "uniform mat4 ViewToLight;\n"
1369 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1370 "uniform vec2 ScreenToDepth;\n"
1371 "uniform myhalf3 DeferredColor_Ambient;\n"
1372 "uniform myhalf3 DeferredColor_Diffuse;\n"
1373 "#ifdef USESPECULAR\n"
1374 "uniform myhalf3 DeferredColor_Specular;\n"
1375 "uniform myhalf SpecularPower;\n"
1377 "uniform myhalf2 PixelToScreenTexCoord;\n"
1380 " // calculate viewspace pixel position\n"
1381 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1383 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1384 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1385 " // decode viewspace pixel normal\n"
1386 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1387 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1388 " // surfacenormal = pixel normal in viewspace\n"
1389 " // LightVector = pixel to light in viewspace\n"
1390 " // CubeVector = position in lightspace\n"
1391 " // eyevector = pixel to view in viewspace\n"
1392 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1393 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1394 "#ifdef USEDIFFUSE\n"
1395 " // calculate diffuse shading\n"
1396 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1397 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1399 "#ifdef USESPECULAR\n"
1400 " // calculate directional shading\n"
1401 " vec3 eyevector = position * -1.0;\n"
1402 "# ifdef USEEXACTSPECULARMATH\n"
1403 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1405 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1406 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1410 "#if defined(USESHADOWMAP2D)\n"
1411 " fade *= ShadowMapCompare(CubeVector);\n"
1414 "#ifdef USEDIFFUSE\n"
1415 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1417 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1419 "#ifdef USESPECULAR\n"
1420 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1422 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1425 "# ifdef USECUBEFILTER\n"
1426 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1427 " gl_FragData[0].rgb *= cubecolor;\n"
1428 " gl_FragData[1].rgb *= cubecolor;\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1437 "#ifdef VERTEX_SHADER\n"
1438 "uniform mat4 TexMatrix;\n"
1439 "#ifdef USEVERTEXTEXTUREBLEND\n"
1440 "uniform mat4 BackgroundTexMatrix;\n"
1442 "#ifdef MODE_LIGHTSOURCE\n"
1443 "uniform mat4 ModelToLight;\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 "uniform mat4 ShadowMapMatrix;\n"
1450 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1451 " gl_FrontColor = gl_Color;\n"
1453 " // copy the surface texcoord\n"
1454 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1455 "#ifdef USEVERTEXTEXTUREBLEND\n"
1456 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1458 "#ifdef USELIGHTMAP\n"
1459 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1462 "#ifdef MODE_LIGHTSOURCE\n"
1463 " // transform vertex position into light attenuation/cubemap space\n"
1464 " // (-1 to +1 across the light box)\n"
1465 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1467 "# ifdef USEDIFFUSE\n"
1468 " // transform unnormalized light direction into tangent space\n"
1469 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1470 " // normalize it per pixel)\n"
1471 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1472 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1473 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1474 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1478 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1479 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1480 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1481 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1484 " // transform unnormalized eye direction into tangent space\n"
1485 "#ifdef USEEYEVECTOR\n"
1486 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1487 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1488 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1489 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1493 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1494 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1497 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1498 " VectorS = gl_MultiTexCoord1.xyz;\n"
1499 " VectorT = gl_MultiTexCoord2.xyz;\n"
1500 " VectorR = gl_MultiTexCoord3.xyz;\n"
1503 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1504 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1506 "#ifdef USESHADOWMAPORTHO\n"
1507 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1510 "#ifdef USEREFLECTION\n"
1511 " ModelViewProjectionPosition = gl_Position;\n"
1514 "#endif // VERTEX_SHADER\n"
1519 "#ifdef FRAGMENT_SHADER\n"
1520 "#ifdef USEDEFERREDLIGHTMAP\n"
1521 "uniform myhalf2 PixelToScreenTexCoord;\n"
1522 "uniform myhalf3 DeferredMod_Diffuse;\n"
1523 "uniform myhalf3 DeferredMod_Specular;\n"
1525 "uniform myhalf3 Color_Ambient;\n"
1526 "uniform myhalf3 Color_Diffuse;\n"
1527 "uniform myhalf3 Color_Specular;\n"
1528 "uniform myhalf SpecularPower;\n"
1530 "uniform myhalf3 Color_Glow;\n"
1532 "uniform myhalf Alpha;\n"
1533 "#ifdef USEREFLECTION\n"
1534 "uniform vec4 DistortScaleRefractReflect;\n"
1535 "uniform vec4 ScreenScaleRefractReflect;\n"
1536 "uniform vec4 ScreenCenterRefractReflect;\n"
1537 "uniform myhalf4 ReflectColor;\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 "uniform mat4 ModelToReflectCube;\n"
1541 "uniform sampler2D Texture_ReflectMask;\n"
1542 "uniform samplerCube Texture_ReflectCube;\n"
1544 "#ifdef MODE_LIGHTDIRECTION\n"
1545 "uniform myhalf3 LightColor;\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "uniform myhalf3 LightColor;\n"
1552 "#ifdef USEOFFSETMAPPING\n"
1553 " // apply offsetmapping\n"
1554 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1555 "#define TexCoord TexCoordOffset\n"
1558 " // combine the diffuse textures (base, pants, shirt)\n"
1559 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1560 "#ifdef USEALPHAKILL\n"
1561 " if (color.a < 0.5)\n"
1564 " color.a *= Alpha;\n"
1565 "#ifdef USECOLORMAPPING\n"
1566 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1568 "#ifdef USEVERTEXTEXTUREBLEND\n"
1569 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1570 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1571 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1572 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1574 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1577 " // get the surface normal\n"
1578 "#ifdef USEVERTEXTEXTUREBLEND\n"
1579 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1581 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1584 " // get the material colors\n"
1585 " myhalf3 diffusetex = color.rgb;\n"
1586 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1587 "# ifdef USEVERTEXTEXTUREBLEND\n"
1588 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1590 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1594 "#ifdef USEREFLECTCUBE\n"
1595 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1596 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1597 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1598 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1604 "#ifdef MODE_LIGHTSOURCE\n"
1605 " // light source\n"
1606 "#ifdef USEDIFFUSE\n"
1607 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1608 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1609 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1610 "#ifdef USESPECULAR\n"
1611 "#ifdef USEEXACTSPECULARMATH\n"
1612 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1614 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1615 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1617 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1620 " color.rgb = diffusetex * Color_Ambient;\n"
1622 " color.rgb *= LightColor;\n"
1623 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1624 "#if defined(USESHADOWMAP2D)\n"
1625 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1627 "# ifdef USECUBEFILTER\n"
1628 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1630 "#endif // MODE_LIGHTSOURCE\n"
1635 "#ifdef MODE_LIGHTDIRECTION\n"
1637 "#ifdef USEDIFFUSE\n"
1638 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1640 "#define lightcolor LightColor\n"
1641 "#endif // MODE_LIGHTDIRECTION\n"
1642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1644 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1645 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1646 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1647 " // convert modelspace light vector to tangentspace\n"
1648 " myhalf3 lightnormal;\n"
1649 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1650 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1651 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1652 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1653 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1654 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1655 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1656 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1657 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1658 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1659 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1660 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1661 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1662 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1663 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1665 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1666 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1667 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1673 "#ifdef MODE_FAKELIGHT\n"
1675 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1676 "myhalf3 lightcolor = myhalf3(1.0);\n"
1677 "#endif // MODE_FAKELIGHT\n"
1682 "#ifdef MODE_LIGHTMAP\n"
1683 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1684 "#endif // MODE_LIGHTMAP\n"
1685 "#ifdef MODE_VERTEXCOLOR\n"
1686 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1687 "#endif // MODE_VERTEXCOLOR\n"
1688 "#ifdef MODE_FLATCOLOR\n"
1689 " color.rgb = diffusetex * Color_Ambient;\n"
1690 "#endif // MODE_FLATCOLOR\n"
1696 "# ifdef USEDIFFUSE\n"
1697 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 "# ifdef USESPECULAR\n"
1699 "# ifdef USEEXACTSPECULARMATH\n"
1700 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1702 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1703 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1705 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1707 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1710 " color.rgb = diffusetex * Color_Ambient;\n"
1714 "#ifdef USESHADOWMAPORTHO\n"
1715 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1718 "#ifdef USEDEFERREDLIGHTMAP\n"
1719 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1720 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1721 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1725 "#ifdef USEVERTEXTEXTUREBLEND\n"
1726 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1728 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1733 " color.rgb = FogVertex(color.rgb);\n"
1736 " // 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"
1737 "#ifdef USEREFLECTION\n"
1738 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1739 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1740 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1741 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1742 " // FIXME temporary hack to detect the case that the reflection\n"
1743 " // gets blackened at edges due to leaving the area that contains actual\n"
1745 " // Remove this 'ack once we have a better way to stop this thing from\n"
1747 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1748 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1749 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1750 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1751 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1752 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1755 " gl_FragColor = vec4(color);\n"
1757 "#endif // FRAGMENT_SHADER\n"
1759 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1760 "#endif // !MODE_DEFERREDGEOMETRY\n"
1761 "#endif // !MODE_WATER\n"
1762 "#endif // !MODE_REFRACTION\n"
1763 "#endif // !MODE_BLOOMBLUR\n"
1764 "#endif // !MODE_GENERIC\n"
1765 "#endif // !MODE_POSTPROCESS\n"
1766 "#endif // !MODE_SHOWDEPTH\n"
1767 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1771 =========================================================================================================================================================
1775 =========================================================================================================================================================
1779 =========================================================================================================================================================
1783 =========================================================================================================================================================
1787 =========================================================================================================================================================
1791 =========================================================================================================================================================
1795 =========================================================================================================================================================
1798 const char *builtincgshaderstring =
1799 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1800 "// written by Forest 'LordHavoc' Hale\n"
1801 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1803 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1804 "#if defined(USEREFLECTION)\n"
1805 "#undef USESHADOWMAPORTHO\n"
1808 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1811 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1812 "#define USELIGHTMAP\n"
1814 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1815 "#define USEEYEVECTOR\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1820 "//#undef USESHADOWMAPPCF\n"
1821 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1822 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1824 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1828 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1829 "#ifdef VERTEX_SHADER\n"
1832 "float4 gl_Vertex : POSITION,\n"
1833 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1834 "out float4 gl_Position : POSITION,\n"
1835 "out float Depth : TEXCOORD0\n"
1838 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1839 " Depth = gl_Position.z;\n"
1843 "#ifdef FRAGMENT_SHADER\n"
1846 "float Depth : TEXCOORD0,\n"
1847 "out float4 gl_FragColor : COLOR\n"
1850 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1851 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1852 " temp.yz -= floor(temp.yz);\n"
1853 " gl_FragColor = temp;\n"
1854 "// gl_FragColor = float4(Depth,0,0,0);\n"
1857 "#else // !MODE_DEPTH_ORSHADOW\n"
1862 "#ifdef MODE_SHOWDEPTH\n"
1863 "#ifdef VERTEX_SHADER\n"
1866 "float4 gl_Vertex : POSITION,\n"
1867 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1868 "out float4 gl_Position : POSITION,\n"
1869 "out float4 gl_FrontColor : COLOR0\n"
1872 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1873 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1877 "#ifdef FRAGMENT_SHADER\n"
1880 "float4 gl_FrontColor : COLOR0,\n"
1881 "out float4 gl_FragColor : COLOR\n"
1884 " gl_FragColor = gl_FrontColor;\n"
1887 "#else // !MODE_SHOWDEPTH\n"
1892 "#ifdef MODE_POSTPROCESS\n"
1894 "#ifdef VERTEX_SHADER\n"
1897 "float4 gl_Vertex : POSITION,\n"
1898 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1899 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1900 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1901 "out float4 gl_Position : POSITION,\n"
1902 "out float2 TexCoord1 : TEXCOORD0,\n"
1903 "out float2 TexCoord2 : TEXCOORD1\n"
1906 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1909 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1914 "#ifdef FRAGMENT_SHADER\n"
1917 "float2 TexCoord1 : TEXCOORD0,\n"
1918 "float2 TexCoord2 : TEXCOORD1,\n"
1919 "uniform sampler Texture_First : register(s0),\n"
1921 "uniform sampler Texture_Second : register(s1),\n"
1923 "#ifdef USEGAMMARAMPS\n"
1924 "uniform sampler Texture_GammaRamps : register(s2),\n"
1926 "#ifdef USESATURATION\n"
1927 "uniform float Saturation : register(c30),\n"
1929 "#ifdef USEVIEWTINT\n"
1930 "uniform float4 ViewTintColor : register(c41),\n"
1932 "uniform float4 UserVec1 : register(c37),\n"
1933 "uniform float4 UserVec2 : register(c38),\n"
1934 "uniform float4 UserVec3 : register(c39),\n"
1935 "uniform float4 UserVec4 : register(c40),\n"
1936 "uniform float ClientTime : register(c2),\n"
1937 "uniform float2 PixelSize : register(c25),\n"
1938 "uniform float4 BloomColorSubtract : register(c43),\n"
1939 "out float4 gl_FragColor : COLOR\n"
1942 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1944 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1946 "#ifdef USEVIEWTINT\n"
1947 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1950 "#ifdef USEPOSTPROCESSING\n"
1951 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1952 "// 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"
1953 " float sobel = 1.0;\n"
1954 " // float2 ts = textureSize(Texture_First, 0);\n"
1955 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1956 " float2 px = PixelSize;\n"
1957 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1958 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1959 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1960 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1961 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1962 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1964 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1965 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1966 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1967 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1968 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1969 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1970 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1971 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1972 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1973 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1974 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1975 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1976 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1977 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1978 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1979 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1980 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1981 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1982 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1983 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1984 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1985 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1986 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1987 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1988 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1991 "#ifdef USESATURATION\n"
1992 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1993 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1994 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1995 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1998 "#ifdef USEGAMMARAMPS\n"
1999 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2000 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2001 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2005 "#else // !MODE_POSTPROCESS\n"
2010 "#ifdef MODE_GENERIC\n"
2011 "#ifdef VERTEX_SHADER\n"
2014 "float4 gl_Vertex : POSITION,\n"
2015 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2016 "float4 gl_Color : COLOR0,\n"
2017 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2018 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2019 "out float4 gl_Position : POSITION,\n"
2020 "#ifdef USEDIFFUSE\n"
2021 "out float2 TexCoord1 : TEXCOORD0,\n"
2023 "#ifdef USESPECULAR\n"
2024 "out float2 TexCoord2 : TEXCOORD1,\n"
2026 "out float4 gl_FrontColor : COLOR\n"
2030 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2032 " gl_FrontColor = gl_Color; // Cg is forward\n"
2034 "#ifdef USEDIFFUSE\n"
2035 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2037 "#ifdef USESPECULAR\n"
2038 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2040 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 "#ifdef FRAGMENT_SHADER\n"
2048 "float4 gl_FrontColor : COLOR0,\n"
2049 "float2 TexCoord1 : TEXCOORD0,\n"
2050 "float2 TexCoord2 : TEXCOORD1,\n"
2051 "#ifdef USEDIFFUSE\n"
2052 "uniform sampler Texture_First : register(s0),\n"
2054 "#ifdef USESPECULAR\n"
2055 "uniform sampler Texture_Second : register(s1),\n"
2057 "out float4 gl_FragColor : COLOR\n"
2060 " gl_FragColor = gl_FrontColor;\n"
2061 "#ifdef USEDIFFUSE\n"
2062 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#ifdef USESPECULAR\n"
2066 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2067 "# ifdef USECOLORMAPPING\n"
2068 " gl_FragColor *= tex2;\n"
2071 " gl_FragColor += tex2;\n"
2073 "# ifdef USEVERTEXTEXTUREBLEND\n"
2074 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2079 "#else // !MODE_GENERIC\n"
2084 "#ifdef MODE_BLOOMBLUR\n"
2085 "#ifdef VERTEX_SHADER\n"
2088 "float4 gl_Vertex : POSITION,\n"
2089 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2090 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2091 "out float4 gl_Position : POSITION,\n"
2092 "out float2 TexCoord : TEXCOORD0\n"
2095 " TexCoord = gl_MultiTexCoord0.xy;\n"
2096 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2100 "#ifdef FRAGMENT_SHADER\n"
2104 "float2 TexCoord : TEXCOORD0,\n"
2105 "uniform sampler Texture_First : register(s0),\n"
2106 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2107 "out float4 gl_FragColor : COLOR\n"
2111 " float2 tc = TexCoord;\n"
2112 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2113 " tc += BloomBlur_Parameters.xy;\n"
2114 " for (i = 1;i < SAMPLES;i++)\n"
2116 " color += tex2D(Texture_First, tc).rgb;\n"
2117 " tc += BloomBlur_Parameters.xy;\n"
2119 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "#else // !MODE_BLOOMBLUR\n"
2123 "#ifdef MODE_REFRACTION\n"
2124 "#ifdef VERTEX_SHADER\n"
2127 "float4 gl_Vertex : POSITION,\n"
2128 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2129 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2130 "uniform float4x4 TexMatrix : register(c0),\n"
2131 "uniform float3 EyePosition : register(c24),\n"
2132 "out float4 gl_Position : POSITION,\n"
2133 "out float2 TexCoord : TEXCOORD0,\n"
2134 "out float3 EyeVector : TEXCOORD1,\n"
2135 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2139 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2140 " ModelViewProjectionPosition = gl_Position;\n"
2144 "#ifdef FRAGMENT_SHADER\n"
2147 "float2 TexCoord : TEXCOORD0,\n"
2148 "float3 EyeVector : TEXCOORD1,\n"
2149 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2150 "uniform sampler Texture_Normal : register(s0),\n"
2151 "uniform sampler Texture_Refraction : register(s3),\n"
2152 "uniform sampler Texture_Reflection : register(s7),\n"
2153 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2154 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2155 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2156 "uniform float4 RefractColor : register(c29),\n"
2157 "out float4 gl_FragColor : COLOR\n"
2160 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2161 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2163 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2164 " // FIXME temporary hack to detect the case that the reflection\n"
2165 " // gets blackened at edges due to leaving the area that contains actual\n"
2167 " // Remove this 'ack once we have a better way to stop this thing from\n"
2169 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2170 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2171 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2173 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2174 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2177 "#else // !MODE_REFRACTION\n"
2182 "#ifdef MODE_WATER\n"
2183 "#ifdef VERTEX_SHADER\n"
2187 "float4 gl_Vertex : POSITION,\n"
2188 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2189 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2190 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2191 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2192 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2193 "uniform float4x4 TexMatrix : register(c0),\n"
2194 "uniform float3 EyePosition : register(c24),\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2202 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 " ModelViewProjectionPosition = gl_Position;\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler Texture_Normal : register(s0),\n"
2218 "uniform sampler Texture_Refraction : register(s3),\n"
2219 "uniform sampler Texture_Reflection : register(s7),\n"
2220 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2221 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2222 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2223 "uniform float4 RefractColor : register(c29),\n"
2224 "uniform float4 ReflectColor : register(c26),\n"
2225 "uniform float ReflectFactor : register(c27),\n"
2226 "uniform float ReflectOffset : register(c28),\n"
2227 "out float4 gl_FragColor : COLOR\n"
2230 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2234 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2235 " // FIXME temporary hack to detect the case that the reflection\n"
2236 " // gets blackened at edges due to leaving the area that contains actual\n"
2238 " // Remove this 'ack once we have a better way to stop this thing from\n"
2240 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2254 "#else // !MODE_WATER\n"
2259 "// 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"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 " fogfrac = fogheightpixel.a;\n"
2271 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 " // 14 sample relief mapping: linear search and then binary search\n"
2288 " // this basically steps forward a small amount repeatedly until it finds\n"
2289 " // itself inside solid, then jitters forward and back using decreasing\n"
2290 " // amounts to find the impact\n"
2291 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 " float3 RT = float3(TexCoord, 1);\n"
2295 " OffsetVector *= 0.1;\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2309 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2312 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 " // this basically moves forward the full distance, and then backs up based\n"
2314 " // on height of samples\n"
2315 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 " TexCoord += OffsetVector;\n"
2319 " OffsetVector *= 0.333;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 " return TexCoord;\n"
2326 "#endif // USEOFFSETMAPPING\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 " float3 adir = abs(dir);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 " float3 adir = abs(dir);\n"
2345 " float ma = adir.z;\n"
2346 " float4 proj = float4(dir, 2.5);\n"
2347 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2350 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2352 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2353 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2358 "#endif // defined(USESHADOWMAP2D)\n"
2360 "# ifdef USESHADOWMAP2D\n"
2361 "#ifdef USESHADOWMAPVSDCT\n"
2362 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2364 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2367 "#ifdef USESHADOWMAPVSDCT\n"
2368 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2370 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2374 "# ifdef USESHADOWSAMPLER\n"
2375 "# ifdef USESHADOWMAPPCF\n"
2376 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2377 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2378 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2380 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2383 "# ifdef USESHADOWMAPPCF\n"
2384 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2385 "# ifdef GL_ARB_texture_gather\n"
2386 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2388 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2390 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2391 "# if USESHADOWMAPPCF > 1\n"
2392 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2393 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2394 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2395 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2396 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2397 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2398 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2399 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2400 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2401 " float4 locols = float4(group1.ab, group3.ab);\n"
2402 " float4 hicols = float4(group7.rg, group9.rg);\n"
2403 " locols.yz += group2.ab;\n"
2404 " hicols.yz += group8.rg;\n"
2405 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2406 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2407 " lerp(locols, hicols, offset.y);\n"
2408 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2409 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2410 " f = dot(cols, float4(1.0/25.0));\n"
2412 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2413 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2414 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2415 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2416 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2417 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2418 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2421 "# ifdef GL_EXT_gpu_shader4\n"
2422 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2424 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2426 "# if USESHADOWMAPPCF > 1\n"
2427 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2428 " center *= ShadowMap_TextureScale;\n"
2429 " 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"
2430 " 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"
2431 " 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"
2432 " 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"
2433 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2434 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2436 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2437 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2438 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2439 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2440 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2441 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2445 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2448 "# ifdef USESHADOWMAPORTHO\n"
2449 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2455 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2456 "#endif // FRAGMENT_SHADER\n"
2461 "#ifdef MODE_DEFERREDGEOMETRY\n"
2462 "#ifdef VERTEX_SHADER\n"
2465 "float4 gl_Vertex : POSITION,\n"
2466 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "float4 gl_Color : COLOR0,\n"
2470 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2471 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2472 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2473 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2474 "uniform float4x4 TexMatrix : register(c0),\n"
2475 "#ifdef USEVERTEXTEXTUREBLEND\n"
2476 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2478 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2479 "#ifdef USEOFFSETMAPPING\n"
2480 "uniform float3 EyePosition : register(c24),\n"
2482 "out float4 gl_Position : POSITION,\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "out float4 gl_FrontColor : COLOR,\n"
2486 "out float4 TexCoordBoth : TEXCOORD0,\n"
2487 "#ifdef USEOFFSETMAPPING\n"
2488 "out float3 EyeVector : TEXCOORD2,\n"
2490 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2491 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2492 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2495 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2496 "#ifdef USEVERTEXTEXTUREBLEND\n"
2498 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2500 " gl_FrontColor = gl_Color; // Cg is forward\n"
2502 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2505 " // transform unnormalized eye direction into tangent space\n"
2506 "#ifdef USEOFFSETMAPPING\n"
2507 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2513 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2514 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2515 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2516 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2517 " VectorR.w = gl_Position.z;\n"
2519 "#endif // VERTEX_SHADER\n"
2521 "#ifdef FRAGMENT_SHADER\n"
2524 "float4 TexCoordBoth : TEXCOORD0,\n"
2525 "float3 EyeVector : TEXCOORD2,\n"
2526 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2527 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2528 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2529 "uniform sampler Texture_Normal : register(s0),\n"
2530 "#ifdef USEALPHAKILL\n"
2531 "uniform sampler Texture_Color : register(s1),\n"
2533 "uniform sampler Texture_Gloss : register(s2),\n"
2534 "#ifdef USEVERTEXTEXTUREBLEND\n"
2535 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2536 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2538 "#ifdef USEOFFSETMAPPING\n"
2539 "uniform float OffsetMapping_Scale : register(c24),\n"
2541 "uniform half SpecularPower : register(c36),\n"
2543 "out float4 gl_FragData0 : COLOR0,\n"
2544 "out float4 gl_FragData1 : COLOR1\n"
2546 "out float4 gl_FragColor : COLOR\n"
2550 " float2 TexCoord = TexCoordBoth.xy;\n"
2551 "#ifdef USEOFFSETMAPPING\n"
2552 " // apply offsetmapping\n"
2553 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2554 "#define TexCoord TexCoordOffset\n"
2557 "#ifdef USEALPHAKILL\n"
2558 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2562 "#ifdef USEVERTEXTEXTUREBLEND\n"
2563 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2564 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2565 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2566 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2569 "#ifdef USEVERTEXTEXTUREBLEND\n"
2570 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2571 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2573 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2574 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2578 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2579 " float Depth = VectorR.w / 256.0;\n"
2580 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2581 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2582 " depthcolor.yz -= floor(depthcolor.yz);\n"
2583 " gl_FragData1 = depthcolor;\n"
2585 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2588 "#endif // FRAGMENT_SHADER\n"
2589 "#else // !MODE_DEFERREDGEOMETRY\n"
2594 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2595 "#ifdef VERTEX_SHADER\n"
2598 "float4 gl_Vertex : POSITION,\n"
2599 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2600 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2601 "out float4 gl_Position : POSITION,\n"
2602 "out float4 ModelViewPosition : TEXCOORD0\n"
2605 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2606 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2608 "#endif // VERTEX_SHADER\n"
2610 "#ifdef FRAGMENT_SHADER\n"
2614 "float2 Pixel : VPOS,\n"
2616 "float2 Pixel : WPOS,\n"
2618 "float4 ModelViewPosition : TEXCOORD0,\n"
2619 "uniform float4x4 ViewToLight : register(c44),\n"
2620 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2621 "uniform float3 LightPosition : register(c23),\n"
2622 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2623 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2624 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2625 "#ifdef USESPECULAR\n"
2626 "uniform half3 DeferredColor_Specular : register(c11),\n"
2627 "uniform half SpecularPower : register(c36),\n"
2629 "uniform sampler Texture_Attenuation : register(s9),\n"
2630 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2631 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2633 "#ifdef USECUBEFILTER\n"
2634 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2641 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2649 "#if defined(USESHADOWMAP2D)\n"
2650 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2651 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2654 "out float4 gl_FragData0 : COLOR0,\n"
2655 "out float4 gl_FragData1 : COLOR1\n"
2658 " // calculate viewspace pixel position\n"
2659 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2660 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2661 " float3 position;\n"
2663 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2665 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2667 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2668 " // decode viewspace pixel normal\n"
2669 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2670 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2671 " // surfacenormal = pixel normal in viewspace\n"
2672 " // LightVector = pixel to light in viewspace\n"
2673 " // CubeVector = position in lightspace\n"
2674 " // eyevector = pixel to view in viewspace\n"
2675 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2676 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2677 "#ifdef USEDIFFUSE\n"
2678 " // calculate diffuse shading\n"
2679 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2680 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2682 "#ifdef USESPECULAR\n"
2683 " // calculate directional shading\n"
2684 " float3 eyevector = position * -1.0;\n"
2685 "# ifdef USEEXACTSPECULARMATH\n"
2686 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2688 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2689 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2693 "#if defined(USESHADOWMAP2D)\n"
2694 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2695 "#ifdef USESHADOWMAPVSDCT\n"
2696 ", Texture_CubeProjection\n"
2701 "#ifdef USEDIFFUSE\n"
2702 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2704 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2706 "#ifdef USESPECULAR\n"
2707 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2709 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2712 "# ifdef USECUBEFILTER\n"
2713 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2714 " gl_FragData0.rgb *= cubecolor;\n"
2715 " gl_FragData1.rgb *= cubecolor;\n"
2718 "#endif // FRAGMENT_SHADER\n"
2719 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2724 "#ifdef VERTEX_SHADER\n"
2727 "float4 gl_Vertex : POSITION,\n"
2728 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2729 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2730 "float4 gl_Color : COLOR0,\n"
2732 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2733 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2734 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2735 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2736 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2738 "uniform float3 EyePosition : register(c24),\n"
2739 "uniform float4x4 TexMatrix : register(c0),\n"
2740 "#ifdef USEVERTEXTEXTUREBLEND\n"
2741 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "uniform float4x4 ModelToLight : register(c20),\n"
2746 "#ifdef MODE_LIGHTSOURCE\n"
2747 "uniform float3 LightPosition : register(c27),\n"
2749 "#ifdef MODE_LIGHTDIRECTION\n"
2750 "uniform float3 LightDir : register(c26),\n"
2752 "uniform float4 FogPlane : register(c25),\n"
2753 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2754 "uniform float3 LightPosition : register(c27),\n"
2756 "#ifdef USESHADOWMAPORTHO\n"
2757 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2759 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2760 "out float4 gl_FrontColor : COLOR,\n"
2762 "out float4 TexCoordBoth : TEXCOORD0,\n"
2763 "#ifdef USELIGHTMAP\n"
2764 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2766 "#ifdef USEEYEVECTOR\n"
2767 "out float3 EyeVector : TEXCOORD2,\n"
2769 "#ifdef USEREFLECTION\n"
2770 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2773 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2775 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2776 "out float3 LightVector : TEXCOORD1,\n"
2778 "#ifdef MODE_LIGHTSOURCE\n"
2779 "out float3 CubeVector : TEXCOORD3,\n"
2781 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2782 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2783 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2784 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2786 "#ifdef USESHADOWMAPORTHO\n"
2787 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2789 "out float4 gl_Position : POSITION\n"
2792 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2794 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2796 " gl_FrontColor = gl_Color; // Cg is forward\n"
2799 " // copy the surface texcoord\n"
2800 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2804 "#ifdef USELIGHTMAP\n"
2805 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2808 "#ifdef MODE_LIGHTSOURCE\n"
2809 " // transform vertex position into light attenuation/cubemap space\n"
2810 " // (-1 to +1 across the light box)\n"
2811 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2813 "# ifdef USEDIFFUSE\n"
2814 " // transform unnormalized light direction into tangent space\n"
2815 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2816 " // normalize it per pixel)\n"
2817 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2818 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2819 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2820 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2824 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2825 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2826 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2827 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2830 " // transform unnormalized eye direction into tangent space\n"
2831 "#ifdef USEEYEVECTOR\n"
2832 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2833 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2834 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2835 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2839 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2840 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2843 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2844 " VectorS = gl_MultiTexCoord1.xyz;\n"
2845 " VectorT = gl_MultiTexCoord2.xyz;\n"
2846 " VectorR = gl_MultiTexCoord3.xyz;\n"
2849 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2850 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2852 "#ifdef USESHADOWMAPORTHO\n"
2853 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2856 "#ifdef USEREFLECTION\n"
2857 " ModelViewProjectionPosition = gl_Position;\n"
2860 "#endif // VERTEX_SHADER\n"
2865 "#ifdef FRAGMENT_SHADER\n"
2868 "#ifdef USEDEFERREDLIGHTMAP\n"
2870 "float2 Pixel : VPOS,\n"
2872 "float2 Pixel : WPOS,\n"
2875 "float4 gl_FrontColor : COLOR,\n"
2876 "float4 TexCoordBoth : TEXCOORD0,\n"
2877 "#ifdef USELIGHTMAP\n"
2878 "float2 TexCoordLightmap : TEXCOORD1,\n"
2880 "#ifdef USEEYEVECTOR\n"
2881 "float3 EyeVector : TEXCOORD2,\n"
2883 "#ifdef USEREFLECTION\n"
2884 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2887 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2889 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2890 "float3 LightVector : TEXCOORD1,\n"
2892 "#ifdef MODE_LIGHTSOURCE\n"
2893 "float3 CubeVector : TEXCOORD3,\n"
2895 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2896 "float4 ModelViewPosition : TEXCOORD0,\n"
2898 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2899 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2900 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2901 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2903 "#ifdef USESHADOWMAPORTHO\n"
2904 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2907 "uniform sampler Texture_Normal : register(s0),\n"
2908 "uniform sampler Texture_Color : register(s1),\n"
2909 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2910 "uniform sampler Texture_Gloss : register(s2),\n"
2913 "uniform sampler Texture_Glow : register(s3),\n"
2915 "#ifdef USEVERTEXTEXTUREBLEND\n"
2916 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2917 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2918 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2919 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2922 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2925 "#ifdef USECOLORMAPPING\n"
2926 "uniform sampler Texture_Pants : register(s4),\n"
2927 "uniform sampler Texture_Shirt : register(s7),\n"
2930 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2931 "uniform sampler Texture_FogMask : register(s8),\n"
2933 "#ifdef USELIGHTMAP\n"
2934 "uniform sampler Texture_Lightmap : register(s9),\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2937 "uniform sampler Texture_Deluxemap : register(s10),\n"
2939 "#ifdef USEREFLECTION\n"
2940 "uniform sampler Texture_Reflection : register(s7),\n"
2943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2944 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2945 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2947 "#ifdef USEDEFERREDLIGHTMAP\n"
2948 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2949 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2950 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2951 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2954 "#ifdef USECOLORMAPPING\n"
2955 "uniform half3 Color_Pants : register(c7),\n"
2956 "uniform half3 Color_Shirt : register(c8),\n"
2959 "uniform float3 FogColor : register(c16),\n"
2960 "uniform float FogRangeRecip : register(c20),\n"
2961 "uniform float FogPlaneViewDist : register(c19),\n"
2962 "uniform float FogHeightFade : register(c17),\n"
2965 "#ifdef USEOFFSETMAPPING\n"
2966 "uniform float OffsetMapping_Scale : register(c24),\n"
2969 "#ifdef USEDEFERREDLIGHTMAP\n"
2970 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2971 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2972 "uniform half3 DeferredMod_Specular : register(c13),\n"
2974 "uniform half3 Color_Ambient : register(c3),\n"
2975 "uniform half3 Color_Diffuse : register(c4),\n"
2976 "uniform half3 Color_Specular : register(c5),\n"
2977 "uniform half SpecularPower : register(c36),\n"
2979 "uniform half3 Color_Glow : register(c6),\n"
2981 "uniform half Alpha : register(c0),\n"
2982 "#ifdef USEREFLECTION\n"
2983 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2984 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2985 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2986 "uniform half4 ReflectColor : register(c26),\n"
2988 "#ifdef USEREFLECTCUBE\n"
2989 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2990 "uniform sampler Texture_ReflectMask : register(s5),\n"
2991 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2993 "#ifdef MODE_LIGHTDIRECTION\n"
2994 "uniform half3 LightColor : register(c21),\n"
2996 "#ifdef MODE_LIGHTSOURCE\n"
2997 "uniform half3 LightColor : register(c21),\n"
3000 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3001 "uniform sampler Texture_Attenuation : register(s9),\n"
3002 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3005 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3007 "#ifdef USESHADOWMAP2D\n"
3008 "# ifdef USESHADOWSAMPLER\n"
3009 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3011 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3015 "#ifdef USESHADOWMAPVSDCT\n"
3016 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3019 "#if defined(USESHADOWMAP2D)\n"
3020 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3021 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3023 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3025 "out float4 gl_FragColor : COLOR\n"
3028 " float2 TexCoord = TexCoordBoth.xy;\n"
3029 "#ifdef USEVERTEXTEXTUREBLEND\n"
3030 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3032 "#ifdef USEOFFSETMAPPING\n"
3033 " // apply offsetmapping\n"
3034 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3035 "#define TexCoord TexCoordOffset\n"
3038 " // combine the diffuse textures (base, pants, shirt)\n"
3039 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3040 "#ifdef USEALPHAKILL\n"
3041 " if (color.a < 0.5)\n"
3044 " color.a *= Alpha;\n"
3045 "#ifdef USECOLORMAPPING\n"
3046 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3050 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3051 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3052 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3054 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3057 " // get the surface normal\n"
3058 "#ifdef USEVERTEXTEXTUREBLEND\n"
3059 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3061 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3064 " // get the material colors\n"
3065 " half3 diffusetex = color.rgb;\n"
3066 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3067 "# ifdef USEVERTEXTEXTUREBLEND\n"
3068 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3070 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3074 "#ifdef USEREFLECTCUBE\n"
3075 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3076 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3077 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3078 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3084 "#ifdef MODE_LIGHTSOURCE\n"
3085 " // light source\n"
3086 "#ifdef USEDIFFUSE\n"
3087 " half3 lightnormal = half3(normalize(LightVector));\n"
3088 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3090 "#ifdef USESPECULAR\n"
3091 "#ifdef USEEXACTSPECULARMATH\n"
3092 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3094 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3095 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3097 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3100 " color.rgb = diffusetex * Color_Ambient;\n"
3102 " color.rgb *= LightColor;\n"
3103 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3104 "#if defined(USESHADOWMAP2D)\n"
3105 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3106 "#ifdef USESHADOWMAPVSDCT\n"
3107 ", Texture_CubeProjection\n"
3112 "# ifdef USECUBEFILTER\n"
3113 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3116 "#ifdef USESHADOWMAP2D\n"
3117 "#ifdef USESHADOWMAPVSDCT\n"
3118 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3120 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3122 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3123 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3124 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3125 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3126 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3127 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3128 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3129 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3131 "// color.r = half(shadowmaptc.z);\n"
3132 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3133 "// color.r = half(shadowmaptc.z);\n"
3135 "// color.rgb = abs(CubeVector);\n"
3137 "// color.rgb = half3(1,1,1);\n"
3138 "#endif // MODE_LIGHTSOURCE\n"
3143 "#ifdef MODE_LIGHTDIRECTION\n"
3145 "#ifdef USEDIFFUSE\n"
3146 " half3 lightnormal = half3(normalize(LightVector));\n"
3148 "#define lightcolor LightColor\n"
3149 "#endif // MODE_LIGHTDIRECTION\n"
3150 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3152 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3153 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3154 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3155 " // convert modelspace light vector to tangentspace\n"
3156 " half3 lightnormal;\n"
3157 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3158 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3159 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3160 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3161 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3162 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3163 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3164 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3165 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3166 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3167 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3168 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3169 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3170 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3171 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3173 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3174 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3175 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3181 "#ifdef MODE_FAKELIGHT\n"
3183 "half3 lightnormal = half3(normalize(EyeVector));\n"
3184 "half3 lightcolor = half3(1.0);\n"
3185 "#endif // MODE_FAKELIGHT\n"
3190 "#ifdef MODE_LIGHTMAP\n"
3191 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_LIGHTMAP\n"
3193 "#ifdef MODE_VERTEXCOLOR\n"
3194 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3195 "#endif // MODE_VERTEXCOLOR\n"
3196 "#ifdef MODE_FLATCOLOR\n"
3197 " color.rgb = diffusetex * Color_Ambient;\n"
3198 "#endif // MODE_FLATCOLOR\n"
3204 "# ifdef USEDIFFUSE\n"
3205 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3206 "# ifdef USESPECULAR\n"
3207 "# ifdef USEEXACTSPECULARMATH\n"
3208 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3210 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3211 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3213 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3215 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3218 " color.rgb = diffusetex * Color_Ambient;\n"
3222 "#ifdef USESHADOWMAPORTHO\n"
3223 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3226 "#ifdef USEDEFERREDLIGHTMAP\n"
3227 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3228 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3229 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3230 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3231 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3235 "#ifdef USEVERTEXTEXTUREBLEND\n"
3236 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3238 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3243 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3246 " // 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"
3247 "#ifdef USEREFLECTION\n"
3248 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3249 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3250 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3251 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3252 " // FIXME temporary hack to detect the case that the reflection\n"
3253 " // gets blackened at edges due to leaving the area that contains actual\n"
3255 " // Remove this 'ack once we have a better way to stop this thing from\n"
3257 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3258 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3259 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3260 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3261 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3262 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3265 " gl_FragColor = float4(color);\n"
3267 "#endif // FRAGMENT_SHADER\n"
3269 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3270 "#endif // !MODE_DEFERREDGEOMETRY\n"
3271 "#endif // !MODE_WATER\n"
3272 "#endif // !MODE_REFRACTION\n"
3273 "#endif // !MODE_BLOOMBLUR\n"
3274 "#endif // !MODE_GENERIC\n"
3275 "#endif // !MODE_POSTPROCESS\n"
3276 "#endif // !MODE_SHOWDEPTH\n"
3277 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3280 char *glslshaderstring = NULL;
3281 char *cgshaderstring = NULL;
3282 char *hlslshaderstring = NULL;
3284 //=======================================================================================================================================================
3286 typedef struct shaderpermutationinfo_s
3288 const char *pretext;
3291 shaderpermutationinfo_t;
3293 typedef struct shadermodeinfo_s
3295 const char *vertexfilename;
3296 const char *geometryfilename;
3297 const char *fragmentfilename;
3298 const char *pretext;
3303 typedef enum shaderpermutation_e
3305 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3306 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3307 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3308 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3309 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3310 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3311 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3312 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3313 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3314 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3315 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3316 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3317 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3318 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3319 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3320 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3321 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3322 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3323 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3324 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3325 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3326 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3327 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3328 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3329 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3330 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3331 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3332 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3333 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3335 shaderpermutation_t;
3337 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3338 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3340 {"#define USEDIFFUSE\n", " diffuse"},
3341 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3342 {"#define USEVIEWTINT\n", " viewtint"},
3343 {"#define USECOLORMAPPING\n", " colormapping"},
3344 {"#define USESATURATION\n", " saturation"},
3345 {"#define USEFOGINSIDE\n", " foginside"},
3346 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3347 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3348 {"#define USEGAMMARAMPS\n", " gammaramps"},
3349 {"#define USECUBEFILTER\n", " cubefilter"},
3350 {"#define USEGLOW\n", " glow"},
3351 {"#define USEBLOOM\n", " bloom"},
3352 {"#define USESPECULAR\n", " specular"},
3353 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3354 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3355 {"#define USEREFLECTION\n", " reflection"},
3356 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3357 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3358 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3359 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3360 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3361 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3362 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3363 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3364 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3365 {"#define USEALPHAKILL\n", " alphakill"},
3366 {"#define USEREFLECTCUBE\n", " reflectcube"},
3369 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3370 typedef enum shadermode_e
3372 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3373 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3374 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3375 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3376 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3377 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3378 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3379 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3380 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3381 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3382 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3383 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3384 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3385 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3386 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3387 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3392 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3393 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3395 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3396 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3397 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3398 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3399 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3400 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3401 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3402 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3403 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3404 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3405 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3406 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3407 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3408 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3409 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3410 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3414 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3416 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3417 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3418 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3419 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3420 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3421 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3422 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3423 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3424 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3425 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3426 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3427 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3428 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3429 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3430 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3431 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3436 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3438 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3439 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3440 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3441 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3442 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3443 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3444 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3449 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3450 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3456 struct r_glsl_permutation_s;
3457 typedef struct r_glsl_permutation_s
3459 /// hash lookup data
3460 struct r_glsl_permutation_s *hashnext;
3462 unsigned int permutation;
3464 /// indicates if we have tried compiling this permutation already
3466 /// 0 if compilation failed
3468 /// locations of detected uniforms in program object, or -1 if not found
3469 int loc_Texture_First;
3470 int loc_Texture_Second;
3471 int loc_Texture_GammaRamps;
3472 int loc_Texture_Normal;
3473 int loc_Texture_Color;
3474 int loc_Texture_Gloss;
3475 int loc_Texture_Glow;
3476 int loc_Texture_SecondaryNormal;
3477 int loc_Texture_SecondaryColor;
3478 int loc_Texture_SecondaryGloss;
3479 int loc_Texture_SecondaryGlow;
3480 int loc_Texture_Pants;
3481 int loc_Texture_Shirt;
3482 int loc_Texture_FogHeightTexture;
3483 int loc_Texture_FogMask;
3484 int loc_Texture_Lightmap;
3485 int loc_Texture_Deluxemap;
3486 int loc_Texture_Attenuation;
3487 int loc_Texture_Cube;
3488 int loc_Texture_Refraction;
3489 int loc_Texture_Reflection;
3490 int loc_Texture_ShadowMap2D;
3491 int loc_Texture_CubeProjection;
3492 int loc_Texture_ScreenDepth;
3493 int loc_Texture_ScreenNormalMap;
3494 int loc_Texture_ScreenDiffuse;
3495 int loc_Texture_ScreenSpecular;
3496 int loc_Texture_ReflectMask;
3497 int loc_Texture_ReflectCube;
3499 int loc_BloomBlur_Parameters;
3501 int loc_Color_Ambient;
3502 int loc_Color_Diffuse;
3503 int loc_Color_Specular;
3505 int loc_Color_Pants;
3506 int loc_Color_Shirt;
3507 int loc_DeferredColor_Ambient;
3508 int loc_DeferredColor_Diffuse;
3509 int loc_DeferredColor_Specular;
3510 int loc_DeferredMod_Diffuse;
3511 int loc_DeferredMod_Specular;
3512 int loc_DistortScaleRefractReflect;
3513 int loc_EyePosition;
3515 int loc_FogHeightFade;
3517 int loc_FogPlaneViewDist;
3518 int loc_FogRangeRecip;
3521 int loc_LightPosition;
3522 int loc_OffsetMapping_Scale;
3524 int loc_ReflectColor;
3525 int loc_ReflectFactor;
3526 int loc_ReflectOffset;
3527 int loc_RefractColor;
3529 int loc_ScreenCenterRefractReflect;
3530 int loc_ScreenScaleRefractReflect;
3531 int loc_ScreenToDepth;
3532 int loc_ShadowMap_Parameters;
3533 int loc_ShadowMap_TextureScale;
3534 int loc_SpecularPower;
3539 int loc_ViewTintColor;
3540 int loc_ViewToLight;
3541 int loc_ModelToLight;
3543 int loc_BackgroundTexMatrix;
3544 int loc_ModelViewProjectionMatrix;
3545 int loc_ModelViewMatrix;
3546 int loc_PixelToScreenTexCoord;
3547 int loc_ModelToReflectCube;
3548 int loc_ShadowMapMatrix;
3549 int loc_BloomColorSubtract;
3551 r_glsl_permutation_t;
3553 #define SHADERPERMUTATION_HASHSIZE 256
3555 /// information about each possible shader permutation
3556 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3557 /// currently selected permutation
3558 r_glsl_permutation_t *r_glsl_permutation;
3559 /// storage for permutations linked in the hash table
3560 memexpandablearray_t r_glsl_permutationarray;
3562 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3564 //unsigned int hashdepth = 0;
3565 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3566 r_glsl_permutation_t *p;
3567 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3569 if (p->mode == mode && p->permutation == permutation)
3571 //if (hashdepth > 10)
3572 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3577 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3579 p->permutation = permutation;
3580 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3581 r_glsl_permutationhash[mode][hashindex] = p;
3582 //if (hashdepth > 10)
3583 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3587 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3590 if (!filename || !filename[0])
3592 if (!strcmp(filename, "glsl/default.glsl"))
3594 if (!glslshaderstring)
3596 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3597 if (glslshaderstring)
3598 Con_DPrintf("Loading shaders from file %s...\n", filename);
3600 glslshaderstring = (char *)builtinshaderstring;
3602 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3603 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3604 return shaderstring;
3606 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3609 if (printfromdisknotice)
3610 Con_DPrintf("from disk %s... ", filename);
3611 return shaderstring;
3613 return shaderstring;
3616 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3619 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3620 int vertstrings_count = 0;
3621 int geomstrings_count = 0;
3622 int fragstrings_count = 0;
3623 char *vertexstring, *geometrystring, *fragmentstring;
3624 const char *vertstrings_list[32+3];
3625 const char *geomstrings_list[32+3];
3626 const char *fragstrings_list[32+3];
3627 char permutationname[256];
3634 permutationname[0] = 0;
3635 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3636 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3637 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3639 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3641 // the first pretext is which type of shader to compile as
3642 // (later these will all be bound together as a program object)
3643 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3644 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3645 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3647 // the second pretext is the mode (for example a light source)
3648 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3649 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3650 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3651 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3653 // now add all the permutation pretexts
3654 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3656 if (permutation & (1<<i))
3658 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3659 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3660 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3661 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3665 // keep line numbers correct
3666 vertstrings_list[vertstrings_count++] = "\n";
3667 geomstrings_list[geomstrings_count++] = "\n";
3668 fragstrings_list[fragstrings_count++] = "\n";
3672 // now append the shader text itself
3673 vertstrings_list[vertstrings_count++] = vertexstring;
3674 geomstrings_list[geomstrings_count++] = geometrystring;
3675 fragstrings_list[fragstrings_count++] = fragmentstring;
3677 // if any sources were NULL, clear the respective list
3679 vertstrings_count = 0;
3680 if (!geometrystring)
3681 geomstrings_count = 0;
3682 if (!fragmentstring)
3683 fragstrings_count = 0;
3685 // compile the shader program
3686 if (vertstrings_count + geomstrings_count + fragstrings_count)
3687 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3691 qglUseProgramObjectARB(p->program);CHECKGLERROR
3692 // look up all the uniform variable names we care about, so we don't
3693 // have to look them up every time we set them
3695 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3696 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3697 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3698 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3699 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3700 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3701 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3702 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3703 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3704 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3705 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3706 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3707 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3708 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3709 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3710 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3711 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3712 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3713 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3714 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3715 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3716 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3717 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3718 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3719 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3720 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3721 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3722 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3723 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3724 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3725 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3726 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3727 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3728 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3729 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3730 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3731 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3732 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3733 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3734 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3735 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3736 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3737 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3738 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3739 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3740 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3741 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3742 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3743 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3744 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3745 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3746 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3747 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3748 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3749 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3750 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3751 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3752 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3753 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3754 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3755 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3756 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3757 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3758 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3759 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3760 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3761 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3762 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3763 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3764 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3765 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3766 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3767 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3768 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3769 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3770 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3771 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3772 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3773 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3774 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3775 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3776 // initialize the samplers to refer to the texture units we use
3777 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3778 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3779 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3780 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3781 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3782 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3783 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3784 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3785 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3786 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3787 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3788 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3789 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3790 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3791 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3792 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3793 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3794 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3795 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3796 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3797 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3798 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3799 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3800 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3801 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3802 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3803 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3804 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3805 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3807 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3810 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3814 Mem_Free(vertexstring);
3816 Mem_Free(geometrystring);
3818 Mem_Free(fragmentstring);
3821 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3823 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3824 if (r_glsl_permutation != perm)
3826 r_glsl_permutation = perm;
3827 if (!r_glsl_permutation->program)
3829 if (!r_glsl_permutation->compiled)
3830 R_GLSL_CompilePermutation(perm, mode, permutation);
3831 if (!r_glsl_permutation->program)
3833 // remove features until we find a valid permutation
3835 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3837 // reduce i more quickly whenever it would not remove any bits
3838 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3839 if (!(permutation & j))
3842 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3843 if (!r_glsl_permutation->compiled)
3844 R_GLSL_CompilePermutation(perm, mode, permutation);
3845 if (r_glsl_permutation->program)
3848 if (i >= SHADERPERMUTATION_COUNT)
3850 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3851 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3852 qglUseProgramObjectARB(0);CHECKGLERROR
3853 return; // no bit left to clear, entire mode is broken
3858 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3860 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3861 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3862 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3866 #include <Cg/cgGL.h>
3867 struct r_cg_permutation_s;
3868 typedef struct r_cg_permutation_s
3870 /// hash lookup data
3871 struct r_cg_permutation_s *hashnext;
3873 unsigned int permutation;
3875 /// indicates if we have tried compiling this permutation already
3877 /// 0 if compilation failed
3880 /// locations of detected parameters in programs, or NULL if not found
3881 CGparameter vp_EyePosition;
3882 CGparameter vp_FogPlane;
3883 CGparameter vp_LightDir;
3884 CGparameter vp_LightPosition;
3885 CGparameter vp_ModelToLight;
3886 CGparameter vp_TexMatrix;
3887 CGparameter vp_BackgroundTexMatrix;
3888 CGparameter vp_ModelViewProjectionMatrix;
3889 CGparameter vp_ModelViewMatrix;
3890 CGparameter vp_ShadowMapMatrix;
3892 CGparameter fp_Texture_First;
3893 CGparameter fp_Texture_Second;
3894 CGparameter fp_Texture_GammaRamps;
3895 CGparameter fp_Texture_Normal;
3896 CGparameter fp_Texture_Color;
3897 CGparameter fp_Texture_Gloss;
3898 CGparameter fp_Texture_Glow;
3899 CGparameter fp_Texture_SecondaryNormal;
3900 CGparameter fp_Texture_SecondaryColor;
3901 CGparameter fp_Texture_SecondaryGloss;
3902 CGparameter fp_Texture_SecondaryGlow;
3903 CGparameter fp_Texture_Pants;
3904 CGparameter fp_Texture_Shirt;
3905 CGparameter fp_Texture_FogHeightTexture;
3906 CGparameter fp_Texture_FogMask;
3907 CGparameter fp_Texture_Lightmap;
3908 CGparameter fp_Texture_Deluxemap;
3909 CGparameter fp_Texture_Attenuation;
3910 CGparameter fp_Texture_Cube;
3911 CGparameter fp_Texture_Refraction;
3912 CGparameter fp_Texture_Reflection;
3913 CGparameter fp_Texture_ShadowMap2D;
3914 CGparameter fp_Texture_CubeProjection;
3915 CGparameter fp_Texture_ScreenDepth;
3916 CGparameter fp_Texture_ScreenNormalMap;
3917 CGparameter fp_Texture_ScreenDiffuse;
3918 CGparameter fp_Texture_ScreenSpecular;
3919 CGparameter fp_Texture_ReflectMask;
3920 CGparameter fp_Texture_ReflectCube;
3921 CGparameter fp_Alpha;
3922 CGparameter fp_BloomBlur_Parameters;
3923 CGparameter fp_ClientTime;
3924 CGparameter fp_Color_Ambient;
3925 CGparameter fp_Color_Diffuse;
3926 CGparameter fp_Color_Specular;
3927 CGparameter fp_Color_Glow;
3928 CGparameter fp_Color_Pants;
3929 CGparameter fp_Color_Shirt;
3930 CGparameter fp_DeferredColor_Ambient;
3931 CGparameter fp_DeferredColor_Diffuse;
3932 CGparameter fp_DeferredColor_Specular;
3933 CGparameter fp_DeferredMod_Diffuse;
3934 CGparameter fp_DeferredMod_Specular;
3935 CGparameter fp_DistortScaleRefractReflect;
3936 CGparameter fp_EyePosition;
3937 CGparameter fp_FogColor;
3938 CGparameter fp_FogHeightFade;
3939 CGparameter fp_FogPlane;
3940 CGparameter fp_FogPlaneViewDist;
3941 CGparameter fp_FogRangeRecip;
3942 CGparameter fp_LightColor;
3943 CGparameter fp_LightDir;
3944 CGparameter fp_LightPosition;
3945 CGparameter fp_OffsetMapping_Scale;
3946 CGparameter fp_PixelSize;
3947 CGparameter fp_ReflectColor;
3948 CGparameter fp_ReflectFactor;
3949 CGparameter fp_ReflectOffset;
3950 CGparameter fp_RefractColor;
3951 CGparameter fp_Saturation;
3952 CGparameter fp_ScreenCenterRefractReflect;
3953 CGparameter fp_ScreenScaleRefractReflect;
3954 CGparameter fp_ScreenToDepth;
3955 CGparameter fp_ShadowMap_Parameters;
3956 CGparameter fp_ShadowMap_TextureScale;
3957 CGparameter fp_SpecularPower;
3958 CGparameter fp_UserVec1;
3959 CGparameter fp_UserVec2;
3960 CGparameter fp_UserVec3;
3961 CGparameter fp_UserVec4;
3962 CGparameter fp_ViewTintColor;
3963 CGparameter fp_ViewToLight;
3964 CGparameter fp_PixelToScreenTexCoord;
3965 CGparameter fp_ModelToReflectCube;
3966 CGparameter fp_BloomColorSubtract;
3970 /// information about each possible shader permutation
3971 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3972 /// currently selected permutation
3973 r_cg_permutation_t *r_cg_permutation;
3974 /// storage for permutations linked in the hash table
3975 memexpandablearray_t r_cg_permutationarray;
3977 #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));}}
3979 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3981 //unsigned int hashdepth = 0;
3982 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3983 r_cg_permutation_t *p;
3984 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3986 if (p->mode == mode && p->permutation == permutation)
3988 //if (hashdepth > 10)
3989 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3994 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3996 p->permutation = permutation;
3997 p->hashnext = r_cg_permutationhash[mode][hashindex];
3998 r_cg_permutationhash[mode][hashindex] = p;
3999 //if (hashdepth > 10)
4000 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4004 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4007 if (!filename || !filename[0])
4009 if (!strcmp(filename, "cg/default.cg"))
4011 if (!cgshaderstring)
4013 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4015 Con_DPrintf("Loading shaders from file %s...\n", filename);
4017 cgshaderstring = (char *)builtincgshaderstring;
4019 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4020 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4021 return shaderstring;
4023 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4026 if (printfromdisknotice)
4027 Con_DPrintf("from disk %s... ", filename);
4028 return shaderstring;
4030 return shaderstring;
4033 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4035 // TODO: load or create .fp and .vp shader files
4038 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4041 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4042 int vertstrings_count = 0, vertstring_length = 0;
4043 int geomstrings_count = 0, geomstring_length = 0;
4044 int fragstrings_count = 0, fragstring_length = 0;
4046 char *vertexstring, *geometrystring, *fragmentstring;
4047 char *vertstring, *geomstring, *fragstring;
4048 const char *vertstrings_list[32+3];
4049 const char *geomstrings_list[32+3];
4050 const char *fragstrings_list[32+3];
4051 char permutationname[256];
4052 char cachename[256];
4053 CGprofile vertexProfile;
4054 CGprofile fragmentProfile;
4062 permutationname[0] = 0;
4064 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4065 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4066 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4068 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4069 strlcat(cachename, "cg/", sizeof(cachename));
4071 // the first pretext is which type of shader to compile as
4072 // (later these will all be bound together as a program object)
4073 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4074 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4075 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4077 // the second pretext is the mode (for example a light source)
4078 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4079 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4080 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4081 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4082 strlcat(cachename, modeinfo->name, sizeof(cachename));
4084 // now add all the permutation pretexts
4085 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4087 if (permutation & (1<<i))
4089 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4090 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4091 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4092 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4093 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4097 // keep line numbers correct
4098 vertstrings_list[vertstrings_count++] = "\n";
4099 geomstrings_list[geomstrings_count++] = "\n";
4100 fragstrings_list[fragstrings_count++] = "\n";
4104 // replace spaces in the cachename with _ characters
4105 for (i = 0;cachename[i];i++)
4106 if (cachename[i] == ' ')
4109 // now append the shader text itself
4110 vertstrings_list[vertstrings_count++] = vertexstring;
4111 geomstrings_list[geomstrings_count++] = geometrystring;
4112 fragstrings_list[fragstrings_count++] = fragmentstring;
4114 // if any sources were NULL, clear the respective list
4116 vertstrings_count = 0;
4117 if (!geometrystring)
4118 geomstrings_count = 0;
4119 if (!fragmentstring)
4120 fragstrings_count = 0;
4122 vertstring_length = 0;
4123 for (i = 0;i < vertstrings_count;i++)
4124 vertstring_length += strlen(vertstrings_list[i]);
4125 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4126 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4127 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4129 geomstring_length = 0;
4130 for (i = 0;i < geomstrings_count;i++)
4131 geomstring_length += strlen(geomstrings_list[i]);
4132 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4133 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4134 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4136 fragstring_length = 0;
4137 for (i = 0;i < fragstrings_count;i++)
4138 fragstring_length += strlen(fragstrings_list[i]);
4139 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4140 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4141 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4145 //vertexProfile = CG_PROFILE_ARBVP1;
4146 //fragmentProfile = CG_PROFILE_ARBFP1;
4147 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4148 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4149 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4150 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4151 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4154 // try to load the cached shader, or generate one
4155 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4157 // if caching failed, do a dynamic compile for now
4159 if (vertstring[0] && !p->vprogram)
4160 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4162 if (fragstring[0] && !p->fprogram)
4163 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4166 // look up all the uniform variable names we care about, so we don't
4167 // have to look them up every time we set them
4171 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4172 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4173 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4174 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4175 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4176 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4177 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4178 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4179 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4180 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4181 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4182 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4188 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4189 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4190 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4191 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4192 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4193 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4194 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4195 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4196 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4197 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4198 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4199 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4200 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4201 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4202 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4203 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4204 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4205 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4206 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4207 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4208 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4209 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4210 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4211 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4212 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4213 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4214 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4215 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4216 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4217 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4218 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4219 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4220 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4221 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4222 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4223 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4224 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4225 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4226 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4227 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4228 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4229 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4230 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4231 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4232 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4233 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4234 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4235 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4236 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4237 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4238 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4239 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4240 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4241 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4242 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4243 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4244 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4245 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4246 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4247 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4248 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4249 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4250 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4251 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4252 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4253 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4254 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4255 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4256 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4257 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4258 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4259 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4260 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4261 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4262 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4263 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4264 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4268 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4269 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4271 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4275 Mem_Free(vertstring);
4277 Mem_Free(geomstring);
4279 Mem_Free(fragstring);
4281 Mem_Free(vertexstring);
4283 Mem_Free(geometrystring);
4285 Mem_Free(fragmentstring);
4288 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4290 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4293 if (r_cg_permutation != perm)
4295 r_cg_permutation = perm;
4296 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4298 if (!r_cg_permutation->compiled)
4299 R_CG_CompilePermutation(perm, mode, permutation);
4300 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4302 // remove features until we find a valid permutation
4304 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4306 // reduce i more quickly whenever it would not remove any bits
4307 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4308 if (!(permutation & j))
4311 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4312 if (!r_cg_permutation->compiled)
4313 R_CG_CompilePermutation(perm, mode, permutation);
4314 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4317 if (i >= SHADERPERMUTATION_COUNT)
4319 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4320 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4321 return; // no bit left to clear, entire mode is broken
4327 if (r_cg_permutation->vprogram)
4329 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4331 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4335 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4336 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4338 if (r_cg_permutation->fprogram)
4340 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4342 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4346 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4347 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4351 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4352 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4353 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4356 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4358 cgGLSetTextureParameter(param, R_GetTexture(tex));
4359 cgGLEnableTextureParameter(param);
4367 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4368 extern D3DCAPS9 vid_d3d9caps;
4371 struct r_hlsl_permutation_s;
4372 typedef struct r_hlsl_permutation_s
4374 /// hash lookup data
4375 struct r_hlsl_permutation_s *hashnext;
4377 unsigned int permutation;
4379 /// indicates if we have tried compiling this permutation already
4381 /// NULL if compilation failed
4382 IDirect3DVertexShader9 *vertexshader;
4383 IDirect3DPixelShader9 *pixelshader;
4385 r_hlsl_permutation_t;
4387 typedef enum D3DVSREGISTER_e
4389 D3DVSREGISTER_TexMatrix = 0, // float4x4
4390 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4391 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4392 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4393 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4394 D3DVSREGISTER_ModelToLight = 20, // float4x4
4395 D3DVSREGISTER_EyePosition = 24,
4396 D3DVSREGISTER_FogPlane = 25,
4397 D3DVSREGISTER_LightDir = 26,
4398 D3DVSREGISTER_LightPosition = 27,
4402 typedef enum D3DPSREGISTER_e
4404 D3DPSREGISTER_Alpha = 0,
4405 D3DPSREGISTER_BloomBlur_Parameters = 1,
4406 D3DPSREGISTER_ClientTime = 2,
4407 D3DPSREGISTER_Color_Ambient = 3,
4408 D3DPSREGISTER_Color_Diffuse = 4,
4409 D3DPSREGISTER_Color_Specular = 5,
4410 D3DPSREGISTER_Color_Glow = 6,
4411 D3DPSREGISTER_Color_Pants = 7,
4412 D3DPSREGISTER_Color_Shirt = 8,
4413 D3DPSREGISTER_DeferredColor_Ambient = 9,
4414 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4415 D3DPSREGISTER_DeferredColor_Specular = 11,
4416 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4417 D3DPSREGISTER_DeferredMod_Specular = 13,
4418 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4419 D3DPSREGISTER_EyePosition = 15, // unused
4420 D3DPSREGISTER_FogColor = 16,
4421 D3DPSREGISTER_FogHeightFade = 17,
4422 D3DPSREGISTER_FogPlane = 18,
4423 D3DPSREGISTER_FogPlaneViewDist = 19,
4424 D3DPSREGISTER_FogRangeRecip = 20,
4425 D3DPSREGISTER_LightColor = 21,
4426 D3DPSREGISTER_LightDir = 22, // unused
4427 D3DPSREGISTER_LightPosition = 23,
4428 D3DPSREGISTER_OffsetMapping_Scale = 24,
4429 D3DPSREGISTER_PixelSize = 25,
4430 D3DPSREGISTER_ReflectColor = 26,
4431 D3DPSREGISTER_ReflectFactor = 27,
4432 D3DPSREGISTER_ReflectOffset = 28,
4433 D3DPSREGISTER_RefractColor = 29,
4434 D3DPSREGISTER_Saturation = 30,
4435 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4436 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4437 D3DPSREGISTER_ScreenToDepth = 33,
4438 D3DPSREGISTER_ShadowMap_Parameters = 34,
4439 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4440 D3DPSREGISTER_SpecularPower = 36,
4441 D3DPSREGISTER_UserVec1 = 37,
4442 D3DPSREGISTER_UserVec2 = 38,
4443 D3DPSREGISTER_UserVec3 = 39,
4444 D3DPSREGISTER_UserVec4 = 40,
4445 D3DPSREGISTER_ViewTintColor = 41,
4446 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4447 D3DPSREGISTER_BloomColorSubtract = 43,
4448 D3DPSREGISTER_ViewToLight = 44, // float4x4
4449 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4454 /// information about each possible shader permutation
4455 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4456 /// currently selected permutation
4457 r_hlsl_permutation_t *r_hlsl_permutation;
4458 /// storage for permutations linked in the hash table
4459 memexpandablearray_t r_hlsl_permutationarray;
4461 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4463 //unsigned int hashdepth = 0;
4464 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4465 r_hlsl_permutation_t *p;
4466 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4468 if (p->mode == mode && p->permutation == permutation)
4470 //if (hashdepth > 10)
4471 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4476 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4478 p->permutation = permutation;
4479 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4480 r_hlsl_permutationhash[mode][hashindex] = p;
4481 //if (hashdepth > 10)
4482 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4486 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4489 if (!filename || !filename[0])
4491 if (!strcmp(filename, "hlsl/default.hlsl"))
4493 if (!hlslshaderstring)
4495 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4496 if (hlslshaderstring)
4497 Con_DPrintf("Loading shaders from file %s...\n", filename);
4499 hlslshaderstring = (char *)builtincgshaderstring;
4501 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4502 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4503 return shaderstring;
4505 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4508 if (printfromdisknotice)
4509 Con_DPrintf("from disk %s... ", filename);
4510 return shaderstring;
4512 return shaderstring;
4516 //#include <d3dx9shader.h>
4517 //#include <d3dx9mesh.h>
4519 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4521 DWORD *vsbin = NULL;
4522 DWORD *psbin = NULL;
4523 fs_offset_t vsbinsize;
4524 fs_offset_t psbinsize;
4525 // IDirect3DVertexShader9 *vs = NULL;
4526 // IDirect3DPixelShader9 *ps = NULL;
4527 ID3DXBuffer *vslog = NULL;
4528 ID3DXBuffer *vsbuffer = NULL;
4529 ID3DXConstantTable *vsconstanttable = NULL;
4530 ID3DXBuffer *pslog = NULL;
4531 ID3DXBuffer *psbuffer = NULL;
4532 ID3DXConstantTable *psconstanttable = NULL;
4535 char temp[MAX_INPUTLINE];
4536 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4537 qboolean debugshader = gl_paranoid.integer != 0;
4538 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4539 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4542 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4543 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4545 if ((!vsbin && vertstring) || (!psbin && fragstring))
4547 const char* dllnames_d3dx9 [] =
4571 dllhandle_t d3dx9_dll = NULL;
4572 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4573 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4574 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4575 dllfunction_t d3dx9_dllfuncs[] =
4577 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4578 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4579 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4582 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4584 DWORD shaderflags = 0;
4586 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4587 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4588 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4589 if (vertstring && vertstring[0])
4593 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4594 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4595 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4596 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4599 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4602 vsbinsize = vsbuffer->GetBufferSize();
4603 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4604 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4605 vsbuffer->Release();
4609 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4610 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4614 if (fragstring && fragstring[0])
4618 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4619 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4620 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4621 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4624 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4627 psbinsize = psbuffer->GetBufferSize();
4628 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4629 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4630 psbuffer->Release();
4634 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4635 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4639 Sys_UnloadLibrary(&d3dx9_dll);
4642 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4646 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4647 if (FAILED(vsresult))
4648 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4649 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4650 if (FAILED(psresult))
4651 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4653 // free the shader data
4654 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4655 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4658 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4661 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4662 int vertstrings_count = 0, vertstring_length = 0;
4663 int geomstrings_count = 0, geomstring_length = 0;
4664 int fragstrings_count = 0, fragstring_length = 0;
4666 char *vertexstring, *geometrystring, *fragmentstring;
4667 char *vertstring, *geomstring, *fragstring;
4668 const char *vertstrings_list[32+3];
4669 const char *geomstrings_list[32+3];
4670 const char *fragstrings_list[32+3];
4671 char permutationname[256];
4672 char cachename[256];
4677 p->vertexshader = NULL;
4678 p->pixelshader = NULL;
4680 permutationname[0] = 0;
4682 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4683 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4684 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4686 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4687 strlcat(cachename, "hlsl/", sizeof(cachename));
4689 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4690 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4691 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4692 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4694 // the first pretext is which type of shader to compile as
4695 // (later these will all be bound together as a program object)
4696 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4697 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4698 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4700 // the second pretext is the mode (for example a light source)
4701 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4702 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4703 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4704 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4705 strlcat(cachename, modeinfo->name, sizeof(cachename));
4707 // now add all the permutation pretexts
4708 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4710 if (permutation & (1<<i))
4712 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4713 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4714 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4715 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4716 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4720 // keep line numbers correct
4721 vertstrings_list[vertstrings_count++] = "\n";
4722 geomstrings_list[geomstrings_count++] = "\n";
4723 fragstrings_list[fragstrings_count++] = "\n";
4727 // replace spaces in the cachename with _ characters
4728 for (i = 0;cachename[i];i++)
4729 if (cachename[i] == ' ')
4732 // now append the shader text itself
4733 vertstrings_list[vertstrings_count++] = vertexstring;
4734 geomstrings_list[geomstrings_count++] = geometrystring;
4735 fragstrings_list[fragstrings_count++] = fragmentstring;
4737 // if any sources were NULL, clear the respective list
4739 vertstrings_count = 0;
4740 if (!geometrystring)
4741 geomstrings_count = 0;
4742 if (!fragmentstring)
4743 fragstrings_count = 0;
4745 vertstring_length = 0;
4746 for (i = 0;i < vertstrings_count;i++)
4747 vertstring_length += strlen(vertstrings_list[i]);
4748 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4749 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4750 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4752 geomstring_length = 0;
4753 for (i = 0;i < geomstrings_count;i++)
4754 geomstring_length += strlen(geomstrings_list[i]);
4755 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4756 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4757 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4759 fragstring_length = 0;
4760 for (i = 0;i < fragstrings_count;i++)
4761 fragstring_length += strlen(fragstrings_list[i]);
4762 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4763 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4764 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4766 // try to load the cached shader, or generate one
4767 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4769 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4770 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4772 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4776 Mem_Free(vertstring);
4778 Mem_Free(geomstring);
4780 Mem_Free(fragstring);
4782 Mem_Free(vertexstring);
4784 Mem_Free(geometrystring);
4786 Mem_Free(fragmentstring);
4789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4791 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4792 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4793 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4794 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4798 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4799 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4800 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4801 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4805 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4806 if (r_hlsl_permutation != perm)
4808 r_hlsl_permutation = perm;
4809 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4811 if (!r_hlsl_permutation->compiled)
4812 R_HLSL_CompilePermutation(perm, mode, permutation);
4813 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4815 // remove features until we find a valid permutation
4817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4819 // reduce i more quickly whenever it would not remove any bits
4820 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4821 if (!(permutation & j))
4824 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4825 if (!r_hlsl_permutation->compiled)
4826 R_HLSL_CompilePermutation(perm, mode, permutation);
4827 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4830 if (i >= SHADERPERMUTATION_COUNT)
4832 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4833 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4834 return; // no bit left to clear, entire mode is broken
4838 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4839 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4841 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4842 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4843 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4847 void R_GLSL_Restart_f(void)
4849 unsigned int i, limit;
4850 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4851 Mem_Free(glslshaderstring);
4852 glslshaderstring = NULL;
4853 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4854 Mem_Free(cgshaderstring);
4855 cgshaderstring = NULL;
4856 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4857 Mem_Free(hlslshaderstring);
4858 hlslshaderstring = NULL;
4859 switch(vid.renderpath)
4861 case RENDERPATH_D3D9:
4864 r_hlsl_permutation_t *p;
4865 r_hlsl_permutation = NULL;
4866 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4868 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4870 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4871 for (i = 0;i < limit;i++)
4873 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4875 if (p->vertexshader)
4876 IDirect3DVertexShader9_Release(p->vertexshader);
4878 IDirect3DPixelShader9_Release(p->pixelshader);
4879 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4882 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4886 case RENDERPATH_D3D10:
4887 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4889 case RENDERPATH_D3D11:
4890 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4892 case RENDERPATH_GL20:
4894 r_glsl_permutation_t *p;
4895 r_glsl_permutation = NULL;
4896 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4897 for (i = 0;i < limit;i++)
4899 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4901 GL_Backend_FreeProgram(p->program);
4902 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4905 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4908 case RENDERPATH_CGGL:
4911 r_cg_permutation_t *p;
4912 r_cg_permutation = NULL;
4913 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4915 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4917 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4918 for (i = 0;i < limit;i++)
4920 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4923 cgDestroyProgram(p->vprogram);
4925 cgDestroyProgram(p->fprogram);
4926 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4929 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4933 case RENDERPATH_GL13:
4934 case RENDERPATH_GL11:
4939 void R_GLSL_DumpShader_f(void)
4944 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4947 FS_Print(file, "/* The engine may define the following macros:\n");
4948 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4949 for (i = 0;i < SHADERMODE_COUNT;i++)
4950 FS_Print(file, glslshadermodeinfo[i].pretext);
4951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4952 FS_Print(file, shaderpermutationinfo[i].pretext);
4953 FS_Print(file, "*/\n");
4954 FS_Print(file, builtinshaderstring);
4956 Con_Printf("glsl/default.glsl written\n");
4959 Con_Printf("failed to write to glsl/default.glsl\n");
4962 file = FS_OpenRealFile("cg/default.cg", "w", false);
4965 FS_Print(file, "/* The engine may define the following macros:\n");
4966 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4967 for (i = 0;i < SHADERMODE_COUNT;i++)
4968 FS_Print(file, cgshadermodeinfo[i].pretext);
4969 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4970 FS_Print(file, shaderpermutationinfo[i].pretext);
4971 FS_Print(file, "*/\n");
4972 FS_Print(file, builtincgshaderstring);
4974 Con_Printf("cg/default.cg written\n");
4977 Con_Printf("failed to write to cg/default.cg\n");
4981 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4984 FS_Print(file, "/* The engine may define the following macros:\n");
4985 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4986 for (i = 0;i < SHADERMODE_COUNT;i++)
4987 FS_Print(file, hlslshadermodeinfo[i].pretext);
4988 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4989 FS_Print(file, shaderpermutationinfo[i].pretext);
4990 FS_Print(file, "*/\n");
4991 FS_Print(file, builtincgshaderstring);
4993 Con_Printf("hlsl/default.hlsl written\n");
4996 Con_Printf("failed to write to hlsl/default.hlsl\n");
5000 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5003 texturemode = GL_MODULATE;
5004 switch (vid.renderpath)
5006 case RENDERPATH_D3D9:
5008 R_SetupShader_SetPermutationHLSL(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))));
5009 R_Mesh_TexBind(GL20TU_FIRST , first );
5010 R_Mesh_TexBind(GL20TU_SECOND, second);
5013 case RENDERPATH_D3D10:
5014 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5016 case RENDERPATH_D3D11:
5017 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5019 case RENDERPATH_GL20:
5020 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))));
5021 R_Mesh_TexBind(GL20TU_FIRST , first );
5022 R_Mesh_TexBind(GL20TU_SECOND, second);
5024 case RENDERPATH_CGGL:
5027 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))));
5028 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5029 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5032 case RENDERPATH_GL13:
5033 R_Mesh_TexBind(0, first );
5034 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5035 R_Mesh_TexBind(1, second);
5037 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5039 case RENDERPATH_GL11:
5040 R_Mesh_TexBind(0, first );
5045 void R_SetupShader_DepthOrShadow(void)
5047 switch (vid.renderpath)
5049 case RENDERPATH_D3D9:
5051 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5054 case RENDERPATH_D3D10:
5055 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5057 case RENDERPATH_D3D11:
5058 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5060 case RENDERPATH_GL20:
5061 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5063 case RENDERPATH_CGGL:
5065 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5068 case RENDERPATH_GL13:
5069 R_Mesh_TexBind(0, 0);
5070 R_Mesh_TexBind(1, 0);
5072 case RENDERPATH_GL11:
5073 R_Mesh_TexBind(0, 0);
5078 void R_SetupShader_ShowDepth(void)
5080 switch (vid.renderpath)
5082 case RENDERPATH_D3D9:
5084 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5087 case RENDERPATH_D3D10:
5088 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5090 case RENDERPATH_D3D11:
5091 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5093 case RENDERPATH_GL20:
5094 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5096 case RENDERPATH_CGGL:
5098 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5101 case RENDERPATH_GL13:
5103 case RENDERPATH_GL11:
5108 extern qboolean r_shadow_usingdeferredprepass;
5109 extern cvar_t r_shadow_deferred_8bitrange;
5110 extern rtexture_t *r_shadow_attenuationgradienttexture;
5111 extern rtexture_t *r_shadow_attenuation2dtexture;
5112 extern rtexture_t *r_shadow_attenuation3dtexture;
5113 extern qboolean r_shadow_usingshadowmap2d;
5114 extern qboolean r_shadow_usingshadowmaportho;
5115 extern float r_shadow_shadowmap_texturescale[2];
5116 extern float r_shadow_shadowmap_parameters[4];
5117 extern qboolean r_shadow_shadowmapvsdct;
5118 extern qboolean r_shadow_shadowmapsampler;
5119 extern int r_shadow_shadowmappcf;
5120 extern rtexture_t *r_shadow_shadowmap2dtexture;
5121 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5122 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5123 extern matrix4x4_t r_shadow_shadowmapmatrix;
5124 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5125 extern int r_shadow_prepass_width;
5126 extern int r_shadow_prepass_height;
5127 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5128 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5129 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5130 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5131 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5132 extern cvar_t gl_mesh_separatearrays;
5133 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5135 // a blendfunc allows colormod if:
5136 // a) it can never keep the destination pixel invariant, or
5137 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5138 // this is to prevent unintended side effects from colormod
5141 // IF there is a (s, sa) for which for all (d, da),
5142 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5143 // THEN, for this (s, sa) and all (colormod, d, da):
5144 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5145 // OBVIOUSLY, this means that
5146 // s*colormod * src(s*colormod, d, sa, da) = 0
5147 // dst(s*colormod, d, sa, da) = 1
5149 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5151 // main condition to leave dst color invariant:
5152 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5154 // s * 0 + d * dst(s, d, sa, da) == d
5155 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5156 // => colormod is a problem for GL_SRC_COLOR only
5158 // s + d * dst(s, d, sa, da) == d
5160 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161 // => colormod is never problematic for these
5162 // src == GL_SRC_COLOR:
5163 // s*s + d * dst(s, d, sa, da) == d
5165 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166 // => colormod is never problematic for these
5167 // src == GL_ONE_MINUS_SRC_COLOR:
5168 // s*(1-s) + d * dst(s, d, sa, da) == d
5169 // => s == 0 or s == 1
5170 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171 // => colormod is a problem for GL_SRC_COLOR only
5172 // src == GL_DST_COLOR
5173 // s*d + d * dst(s, d, sa, da) == d
5175 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176 // => colormod is always a problem
5179 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5180 // => colormod is never problematic for these
5181 // => BUT, we do not know s! We must assume it is problematic
5182 // then... except in GL_ONE case, where we know all invariant
5184 // src == GL_ONE_MINUS_DST_COLOR
5185 // s*(1-d) + d * dst(s, d, sa, da) == d
5186 // => s == 0 (1-d is impossible to handle for our desired result)
5187 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5188 // => colormod is never problematic for these
5189 // src == GL_SRC_ALPHA
5190 // s*sa + d * dst(s, d, sa, da) == d
5191 // => s == 0, or sa == 0
5192 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5193 // => colormod breaks in the case GL_SRC_COLOR only
5194 // src == GL_ONE_MINUS_SRC_ALPHA
5195 // s*(1-sa) + d * dst(s, d, sa, da) == d
5196 // => s == 0, or sa == 1
5197 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5198 // => colormod breaks in the case GL_SRC_COLOR only
5199 // src == GL_DST_ALPHA
5200 // s*da + d * dst(s, d, sa, da) == d
5202 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5203 // => colormod is never problematic for these
5208 case GL_ONE_MINUS_SRC_COLOR:
5210 case GL_ONE_MINUS_SRC_ALPHA:
5211 if(dst == GL_SRC_COLOR)
5216 case GL_ONE_MINUS_DST_COLOR:
5218 case GL_ONE_MINUS_DST_ALPHA:
5228 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5230 // select a permutation of the lighting shader appropriate to this
5231 // combination of texture, entity, light source, and fogging, only use the
5232 // minimum features necessary to avoid wasting rendering time in the
5233 // fragment shader on features that are not being used
5234 unsigned int permutation = 0;
5235 unsigned int mode = 0;
5236 qboolean allow_colormod;
5237 static float dummy_colormod[3] = {1, 1, 1};
5238 float *colormod = rsurface.colormod;
5240 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5241 if (rsurfacepass == RSURFPASS_BACKGROUND)
5243 // distorted background
5244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5246 mode = SHADERMODE_WATER;
5247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5248 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5250 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5252 mode = SHADERMODE_REFRACTION;
5253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5254 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5258 mode = SHADERMODE_GENERIC;
5259 permutation |= SHADERPERMUTATION_DIFFUSE;
5260 GL_BlendFunc(GL_ONE, GL_ZERO);
5261 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5263 GL_AlphaTest(false);
5265 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5267 if (r_glsl_offsetmapping.integer)
5269 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5270 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5271 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5272 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5273 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5275 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5276 if (r_glsl_offsetmapping_reliefmapping.integer)
5277 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5281 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5283 permutation |= SHADERPERMUTATION_ALPHAKILL;
5284 // normalmap (deferred prepass), may use alpha test on diffuse
5285 mode = SHADERMODE_DEFERREDGEOMETRY;
5286 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5287 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5288 GL_AlphaTest(false);
5289 GL_BlendFunc(GL_ONE, GL_ZERO);
5290 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5292 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5294 if (r_glsl_offsetmapping.integer)
5296 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5297 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5298 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5299 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5300 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5302 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5303 if (r_glsl_offsetmapping_reliefmapping.integer)
5304 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5307 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5308 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5310 mode = SHADERMODE_LIGHTSOURCE;
5311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5312 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5313 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5314 permutation |= SHADERPERMUTATION_CUBEFILTER;
5315 if (diffusescale > 0)
5316 permutation |= SHADERPERMUTATION_DIFFUSE;
5317 if (specularscale > 0)
5319 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320 if (r_shadow_glossexact.integer)
5321 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5323 if (r_refdef.fogenabled)
5324 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5325 if (rsurface.texture->colormapping)
5326 permutation |= SHADERPERMUTATION_COLORMAPPING;
5327 if (r_shadow_usingshadowmap2d)
5329 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5330 if(r_shadow_shadowmapvsdct)
5331 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5333 if (r_shadow_shadowmapsampler)
5334 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5335 if (r_shadow_shadowmappcf > 1)
5336 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5337 else if (r_shadow_shadowmappcf)
5338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5340 if (rsurface.texture->reflectmasktexture)
5341 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5342 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5343 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5344 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5346 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5348 if (r_glsl_offsetmapping.integer)
5350 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5351 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5352 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5353 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5354 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5356 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5357 if (r_glsl_offsetmapping_reliefmapping.integer)
5358 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5363 // unshaded geometry (fullbright or ambient model lighting)
5364 mode = SHADERMODE_FLATCOLOR;
5365 ambientscale = diffusescale = specularscale = 0;
5366 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5367 permutation |= SHADERPERMUTATION_GLOW;
5368 if (r_refdef.fogenabled)
5369 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5370 if (rsurface.texture->colormapping)
5371 permutation |= SHADERPERMUTATION_COLORMAPPING;
5372 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5374 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5375 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5377 if (r_shadow_shadowmapsampler)
5378 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5379 if (r_shadow_shadowmappcf > 1)
5380 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5381 else if (r_shadow_shadowmappcf)
5382 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5385 permutation |= SHADERPERMUTATION_REFLECTION;
5386 if (rsurface.texture->reflectmasktexture)
5387 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5388 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5389 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5390 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5392 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5394 if (r_glsl_offsetmapping.integer)
5396 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5397 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5398 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5399 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5400 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5402 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5403 if (r_glsl_offsetmapping_reliefmapping.integer)
5404 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5407 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5408 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5409 // directional model lighting
5410 mode = SHADERMODE_LIGHTDIRECTION;
5411 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5412 permutation |= SHADERPERMUTATION_GLOW;
5413 permutation |= SHADERPERMUTATION_DIFFUSE;
5414 if (specularscale > 0)
5416 permutation |= SHADERPERMUTATION_SPECULAR;
5417 if (r_shadow_glossexact.integer)
5418 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5420 if (r_refdef.fogenabled)
5421 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5422 if (rsurface.texture->colormapping)
5423 permutation |= SHADERPERMUTATION_COLORMAPPING;
5424 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5426 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5427 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5429 if (r_shadow_shadowmapsampler)
5430 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5431 if (r_shadow_shadowmappcf > 1)
5432 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5433 else if (r_shadow_shadowmappcf)
5434 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5436 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5437 permutation |= SHADERPERMUTATION_REFLECTION;
5438 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5439 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5440 if (rsurface.texture->reflectmasktexture)
5441 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5442 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5443 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5444 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5446 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5448 if (r_glsl_offsetmapping.integer)
5450 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5451 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5452 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5453 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5454 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5456 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5457 if (r_glsl_offsetmapping_reliefmapping.integer)
5458 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5462 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5463 // ambient model lighting
5464 mode = SHADERMODE_LIGHTDIRECTION;
5465 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5466 permutation |= SHADERPERMUTATION_GLOW;
5467 if (r_refdef.fogenabled)
5468 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5469 if (rsurface.texture->colormapping)
5470 permutation |= SHADERPERMUTATION_COLORMAPPING;
5471 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5473 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5474 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5476 if (r_shadow_shadowmapsampler)
5477 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5478 if (r_shadow_shadowmappcf > 1)
5479 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5480 else if (r_shadow_shadowmappcf)
5481 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5483 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5484 permutation |= SHADERPERMUTATION_REFLECTION;
5485 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5486 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5487 if (rsurface.texture->reflectmasktexture)
5488 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5489 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5490 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5491 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5495 if (r_glsl_offsetmapping.integer)
5497 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5498 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5499 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5500 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5501 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5503 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5504 if (r_glsl_offsetmapping_reliefmapping.integer)
5505 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5508 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5509 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5511 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5512 permutation |= SHADERPERMUTATION_GLOW;
5513 if (r_refdef.fogenabled)
5514 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5515 if (rsurface.texture->colormapping)
5516 permutation |= SHADERPERMUTATION_COLORMAPPING;
5517 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5519 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5520 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5522 if (r_shadow_shadowmapsampler)
5523 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5524 if (r_shadow_shadowmappcf > 1)
5525 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5526 else if (r_shadow_shadowmappcf)
5527 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5529 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5530 permutation |= SHADERPERMUTATION_REFLECTION;
5531 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5532 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5533 if (rsurface.texture->reflectmasktexture)
5534 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5535 if (FAKELIGHT_ENABLED)
5537 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5538 mode = SHADERMODE_FAKELIGHT;
5539 permutation |= SHADERPERMUTATION_DIFFUSE;
5540 if (specularscale > 0)
5542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5543 if (r_shadow_glossexact.integer)
5544 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5547 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5549 // deluxemapping (light direction texture)
5550 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5551 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5553 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5554 permutation |= SHADERPERMUTATION_DIFFUSE;
5555 if (specularscale > 0)
5557 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5558 if (r_shadow_glossexact.integer)
5559 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5562 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5564 // fake deluxemapping (uniform light direction in tangentspace)
5565 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5566 permutation |= SHADERPERMUTATION_DIFFUSE;
5567 if (specularscale > 0)
5569 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5570 if (r_shadow_glossexact.integer)
5571 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5574 else if (rsurface.uselightmaptexture)
5576 // ordinary lightmapping (q1bsp, q3bsp)
5577 mode = SHADERMODE_LIGHTMAP;
5581 // ordinary vertex coloring (q3bsp)
5582 mode = SHADERMODE_VERTEXCOLOR;
5584 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5585 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5589 colormod = dummy_colormod;
5590 switch(vid.renderpath)
5592 case RENDERPATH_D3D9:
5594 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5595 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5596 R_SetupShader_SetPermutationHLSL(mode, permutation);
5597 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5598 if (mode == SHADERMODE_LIGHTSOURCE)
5600 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5601 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5605 if (mode == SHADERMODE_LIGHTDIRECTION)
5607 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5610 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5611 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5612 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5613 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5614 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5616 if (mode == SHADERMODE_LIGHTSOURCE)
5618 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5619 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5622 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5624 // additive passes are only darkened by fog, not tinted
5625 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5626 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5630 if (mode == SHADERMODE_FLATCOLOR)
5632 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5634 else if (mode == SHADERMODE_LIGHTDIRECTION)
5636 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5637 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5638 hlslPSSetParameter3f(D3DPSREGISTER_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);
5639 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5640 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5641 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5642 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5646 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5647 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5648 hlslPSSetParameter3f(D3DPSREGISTER_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);
5649 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5650 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5652 // additive passes are only darkened by fog, not tinted
5653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5654 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5656 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5657 hlslPSSetParameter4f(D3DPSREGISTER_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);
5658 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5659 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5660 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5662 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5663 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5664 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5666 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5667 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5668 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5669 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5670 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5671 if (rsurface.texture->pantstexture)
5672 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5674 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5675 if (rsurface.texture->shirttexture)
5676 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5678 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5679 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5680 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5681 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5682 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5683 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5684 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5685 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5687 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5688 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5689 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5690 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5691 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5692 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5693 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5694 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5695 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5696 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5697 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5698 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5699 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5700 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5701 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5702 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5703 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5704 if (rsurfacepass == RSURFPASS_BACKGROUND)
5706 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5707 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5708 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5712 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5714 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5715 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5716 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5717 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5718 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5720 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5721 if (rsurface.rtlight)
5723 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5724 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5729 case RENDERPATH_D3D10:
5730 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5732 case RENDERPATH_D3D11:
5733 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5735 case RENDERPATH_GL20:
5736 if (gl_mesh_separatearrays.integer)
5738 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5739 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5740 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5741 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5742 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5743 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5744 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5745 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5749 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5750 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5752 R_SetupShader_SetPermutationGLSL(mode, permutation);
5753 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5754 if (mode == SHADERMODE_LIGHTSOURCE)
5756 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5757 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5758 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5759 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5760 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5761 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);
5763 // additive passes are only darkened by fog, not tinted
5764 if (r_glsl_permutation->loc_FogColor >= 0)
5765 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5766 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5770 if (mode == SHADERMODE_FLATCOLOR)
5772 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5774 else if (mode == SHADERMODE_LIGHTDIRECTION)
5776 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5777 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5778 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);
5779 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5780 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);
5781 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]);
5782 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]);
5786 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5787 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]);
5788 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);
5789 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5790 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);
5792 // additive passes are only darkened by fog, not tinted
5793 if (r_glsl_permutation->loc_FogColor >= 0)
5795 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5796 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5798 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5800 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);
5801 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]);
5802 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]);
5803 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5804 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5805 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5806 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5807 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5809 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5810 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5811 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5812 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]);
5813 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]);
5815 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5816 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5817 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5818 if (r_glsl_permutation->loc_Color_Pants >= 0)
5820 if (rsurface.texture->pantstexture)
5821 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5823 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5825 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5827 if (rsurface.texture->shirttexture)
5828 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5830 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5832 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]);
5833 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5834 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5835 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5836 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5837 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]);
5838 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5840 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5841 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5842 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5843 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5844 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5845 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5846 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5847 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5848 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5849 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5850 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5851 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5852 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5853 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5854 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5855 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5856 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5857 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5858 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5859 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5860 if (rsurfacepass == RSURFPASS_BACKGROUND)
5862 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5863 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5864 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5868 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5870 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5871 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5872 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5873 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5874 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5876 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5877 if (rsurface.rtlight)
5879 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5880 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5885 case RENDERPATH_CGGL:
5887 if (gl_mesh_separatearrays.integer)
5889 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5890 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5891 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5892 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5893 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5894 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5895 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5896 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5900 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5901 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5903 R_SetupShader_SetPermutationCG(mode, permutation);
5904 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5905 if (mode == SHADERMODE_LIGHTSOURCE)
5907 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5908 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5912 if (mode == SHADERMODE_LIGHTDIRECTION)
5914 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
5917 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5918 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5919 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5920 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5921 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
5924 if (mode == SHADERMODE_LIGHTSOURCE)
5926 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5927 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5928 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5929 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5930 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
5932 // additive passes are only darkened by fog, not tinted
5933 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5934 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5938 if (mode == SHADERMODE_FLATCOLOR)
5940 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5942 else if (mode == SHADERMODE_LIGHTDIRECTION)
5944 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5945 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5946 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
5947 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5948 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
5949 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
5950 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
5954 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5955 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
5956 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
5957 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5958 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
5960 // additive passes are only darkened by fog, not tinted
5961 if (r_cg_permutation->fp_FogColor)
5963 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5964 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5966 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5969 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
5970 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
5971 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
5972 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5973 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5974 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5975 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5976 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5978 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
5979 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
5980 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5981 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5982 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5983 if (r_cg_permutation->fp_Color_Pants)
5985 if (rsurface.texture->pantstexture)
5986 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5988 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5991 if (r_cg_permutation->fp_Color_Shirt)
5993 if (rsurface.texture->shirttexture)
5994 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5996 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5999 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
6000 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6001 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6002 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6003 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6004 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
6005 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6007 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6008 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6009 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6010 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6011 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6012 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6013 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6014 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6015 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6016 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6017 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6018 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6019 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6020 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6021 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6022 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6023 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6024 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6025 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6026 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6027 if (rsurfacepass == RSURFPASS_BACKGROUND)
6029 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6030 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6031 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6035 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6037 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6038 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6039 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6040 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6041 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6043 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6044 if (rsurface.rtlight)
6046 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6047 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6054 case RENDERPATH_GL13:
6055 case RENDERPATH_GL11:
6060 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6062 // select a permutation of the lighting shader appropriate to this
6063 // combination of texture, entity, light source, and fogging, only use the
6064 // minimum features necessary to avoid wasting rendering time in the
6065 // fragment shader on features that are not being used
6066 unsigned int permutation = 0;
6067 unsigned int mode = 0;
6068 const float *lightcolorbase = rtlight->currentcolor;
6069 float ambientscale = rtlight->ambientscale;
6070 float diffusescale = rtlight->diffusescale;
6071 float specularscale = rtlight->specularscale;
6072 // this is the location of the light in view space
6073 vec3_t viewlightorigin;
6074 // this transforms from view space (camera) to light space (cubemap)
6075 matrix4x4_t viewtolight;
6076 matrix4x4_t lighttoview;
6077 float viewtolight16f[16];
6078 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6080 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6081 if (rtlight->currentcubemap != r_texture_whitecube)
6082 permutation |= SHADERPERMUTATION_CUBEFILTER;
6083 if (diffusescale > 0)
6084 permutation |= SHADERPERMUTATION_DIFFUSE;
6085 if (specularscale > 0)
6087 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6088 if (r_shadow_glossexact.integer)
6089 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6091 if (r_shadow_usingshadowmap2d)
6093 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6094 if (r_shadow_shadowmapvsdct)
6095 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6097 if (r_shadow_shadowmapsampler)
6098 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6099 if (r_shadow_shadowmappcf > 1)
6100 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6101 else if (r_shadow_shadowmappcf)
6102 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6104 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6105 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6106 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6107 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6108 switch(vid.renderpath)
6110 case RENDERPATH_D3D9:
6112 R_SetupShader_SetPermutationHLSL(mode, permutation);
6113 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6114 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6115 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6116 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6117 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6118 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6119 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6120 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6121 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6122 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6124 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6125 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6126 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6127 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6128 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6129 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6132 case RENDERPATH_D3D10:
6133 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6135 case RENDERPATH_D3D11:
6136 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6138 case RENDERPATH_GL20:
6139 R_SetupShader_SetPermutationGLSL(mode, permutation);
6140 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6141 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6142 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);
6143 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);
6144 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);
6145 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]);
6146 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]);
6147 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));
6148 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]);
6149 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6151 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6152 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6153 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6154 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6155 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6156 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6158 case RENDERPATH_CGGL:
6160 R_SetupShader_SetPermutationCG(mode, permutation);
6161 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6162 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6163 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
6164 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
6165 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
6166 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
6167 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
6168 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
6169 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
6170 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6172 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6173 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6174 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6175 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6176 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6177 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6180 case RENDERPATH_GL13:
6181 case RENDERPATH_GL11:
6186 #define SKINFRAME_HASH 1024
6190 int loadsequence; // incremented each level change
6191 memexpandablearray_t array;
6192 skinframe_t *hash[SKINFRAME_HASH];
6195 r_skinframe_t r_skinframe;
6197 void R_SkinFrame_PrepareForPurge(void)
6199 r_skinframe.loadsequence++;
6200 // wrap it without hitting zero
6201 if (r_skinframe.loadsequence >= 200)
6202 r_skinframe.loadsequence = 1;
6205 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6209 // mark the skinframe as used for the purging code
6210 skinframe->loadsequence = r_skinframe.loadsequence;
6213 void R_SkinFrame_Purge(void)
6217 for (i = 0;i < SKINFRAME_HASH;i++)
6219 for (s = r_skinframe.hash[i];s;s = s->next)
6221 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6223 if (s->merged == s->base)
6225 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6226 R_PurgeTexture(s->stain );s->stain = NULL;
6227 R_PurgeTexture(s->merged);s->merged = NULL;
6228 R_PurgeTexture(s->base );s->base = NULL;
6229 R_PurgeTexture(s->pants );s->pants = NULL;
6230 R_PurgeTexture(s->shirt );s->shirt = NULL;
6231 R_PurgeTexture(s->nmap );s->nmap = NULL;
6232 R_PurgeTexture(s->gloss );s->gloss = NULL;
6233 R_PurgeTexture(s->glow );s->glow = NULL;
6234 R_PurgeTexture(s->fog );s->fog = NULL;
6235 R_PurgeTexture(s->reflect);s->reflect = NULL;
6236 s->loadsequence = 0;
6242 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6244 char basename[MAX_QPATH];
6246 Image_StripImageExtension(name, basename, sizeof(basename));
6248 if( last == NULL ) {
6250 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6251 item = r_skinframe.hash[hashindex];
6256 // linearly search through the hash bucket
6257 for( ; item ; item = item->next ) {
6258 if( !strcmp( item->basename, basename ) ) {
6265 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6269 char basename[MAX_QPATH];
6271 Image_StripImageExtension(name, basename, sizeof(basename));
6273 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6274 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6275 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6279 rtexture_t *dyntexture;
6280 // check whether its a dynamic texture
6281 dyntexture = CL_GetDynTexture( basename );
6282 if (!add && !dyntexture)
6284 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6285 memset(item, 0, sizeof(*item));
6286 strlcpy(item->basename, basename, sizeof(item->basename));
6287 item->base = dyntexture; // either NULL or dyntexture handle
6288 item->textureflags = textureflags;
6289 item->comparewidth = comparewidth;
6290 item->compareheight = compareheight;
6291 item->comparecrc = comparecrc;
6292 item->next = r_skinframe.hash[hashindex];
6293 r_skinframe.hash[hashindex] = item;
6295 else if( item->base == NULL )
6297 rtexture_t *dyntexture;
6298 // check whether its a dynamic texture
6299 // 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]
6300 dyntexture = CL_GetDynTexture( basename );
6301 item->base = dyntexture; // either NULL or dyntexture handle
6304 R_SkinFrame_MarkUsed(item);
6308 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6310 unsigned long long avgcolor[5], wsum; \
6318 for(pix = 0; pix < cnt; ++pix) \
6321 for(comp = 0; comp < 3; ++comp) \
6323 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6326 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6328 for(comp = 0; comp < 3; ++comp) \
6329 avgcolor[comp] += getpixel * w; \
6332 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6333 avgcolor[4] += getpixel; \
6335 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6337 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6338 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6339 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6340 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6343 extern cvar_t gl_picmip;
6344 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6347 unsigned char *pixels;
6348 unsigned char *bumppixels;
6349 unsigned char *basepixels = NULL;
6350 int basepixels_width = 0;
6351 int basepixels_height = 0;
6352 skinframe_t *skinframe;
6353 rtexture_t *ddsbase = NULL;
6354 qboolean ddshasalpha = false;
6355 float ddsavgcolor[4];
6356 char basename[MAX_QPATH];
6357 int miplevel = R_PicmipForFlags(textureflags);
6358 int savemiplevel = miplevel;
6361 if (cls.state == ca_dedicated)
6364 // return an existing skinframe if already loaded
6365 // if loading of the first image fails, don't make a new skinframe as it
6366 // would cause all future lookups of this to be missing
6367 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6368 if (skinframe && skinframe->base)
6371 Image_StripImageExtension(name, basename, sizeof(basename));
6373 // check for DDS texture file first
6374 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6376 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6377 if (basepixels == NULL)
6381 // FIXME handle miplevel
6383 if (developer_loading.integer)
6384 Con_Printf("loading skin \"%s\"\n", name);
6386 // we've got some pixels to store, so really allocate this new texture now
6388 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6389 skinframe->stain = NULL;
6390 skinframe->merged = NULL;
6391 skinframe->base = NULL;
6392 skinframe->pants = NULL;
6393 skinframe->shirt = NULL;
6394 skinframe->nmap = NULL;
6395 skinframe->gloss = NULL;
6396 skinframe->glow = NULL;
6397 skinframe->fog = NULL;
6398 skinframe->reflect = NULL;
6399 skinframe->hasalpha = false;
6403 skinframe->base = ddsbase;
6404 skinframe->hasalpha = ddshasalpha;
6405 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6406 if (r_loadfog && skinframe->hasalpha)
6407 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6408 //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]);
6412 basepixels_width = image_width;
6413 basepixels_height = image_height;
6414 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6415 if (textureflags & TEXF_ALPHA)
6417 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6419 if (basepixels[j] < 255)
6421 skinframe->hasalpha = true;
6425 if (r_loadfog && skinframe->hasalpha)
6427 // has transparent pixels
6428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6429 for (j = 0;j < image_width * image_height * 4;j += 4)
6434 pixels[j+3] = basepixels[j+3];
6436 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6440 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6441 //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]);
6442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6443 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6444 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6445 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6450 mymiplevel = savemiplevel;
6451 if (r_loadnormalmap)
6452 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6453 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6455 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6458 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6461 // _norm is the name used by tenebrae and has been adopted as standard
6462 if (r_loadnormalmap && skinframe->nmap == NULL)
6464 mymiplevel = savemiplevel;
6465 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6467 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6471 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6473 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6474 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6475 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6477 Mem_Free(bumppixels);
6479 else if (r_shadow_bumpscale_basetexture.value > 0)
6481 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6482 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6483 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6486 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6487 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6490 // _luma is supported only for tenebrae compatibility
6491 // _glow is the preferred name
6492 mymiplevel = savemiplevel;
6493 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6495 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6496 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6497 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6498 Mem_Free(pixels);pixels = NULL;
6501 mymiplevel = savemiplevel;
6502 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6504 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6505 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6506 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6511 mymiplevel = savemiplevel;
6512 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6514 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6516 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6521 mymiplevel = savemiplevel;
6522 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6524 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6525 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6526 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6531 mymiplevel = savemiplevel;
6532 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6534 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6535 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6536 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6542 Mem_Free(basepixels);
6547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6551 unsigned char *temp1, *temp2;
6552 skinframe_t *skinframe;
6554 if (cls.state == ca_dedicated)
6557 // if already loaded just return it, otherwise make a new skinframe
6558 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6559 if (skinframe && skinframe->base)
6562 skinframe->stain = NULL;
6563 skinframe->merged = NULL;
6564 skinframe->base = NULL;
6565 skinframe->pants = NULL;
6566 skinframe->shirt = NULL;
6567 skinframe->nmap = NULL;
6568 skinframe->gloss = NULL;
6569 skinframe->glow = NULL;
6570 skinframe->fog = NULL;
6571 skinframe->reflect = NULL;
6572 skinframe->hasalpha = false;
6574 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6578 if (developer_loading.integer)
6579 Con_Printf("loading 32bit skin \"%s\"\n", name);
6581 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6583 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6584 temp2 = temp1 + width * height * 4;
6585 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6586 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6589 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6590 if (textureflags & TEXF_ALPHA)
6592 for (i = 3;i < width * height * 4;i += 4)
6594 if (skindata[i] < 255)
6596 skinframe->hasalpha = true;
6600 if (r_loadfog && skinframe->hasalpha)
6602 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6603 memcpy(fogpixels, skindata, width * height * 4);
6604 for (i = 0;i < width * height * 4;i += 4)
6605 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6606 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6607 Mem_Free(fogpixels);
6611 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6612 //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]);
6617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6621 skinframe_t *skinframe;
6623 if (cls.state == ca_dedicated)
6626 // if already loaded just return it, otherwise make a new skinframe
6627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6628 if (skinframe && skinframe->base)
6631 skinframe->stain = NULL;
6632 skinframe->merged = NULL;
6633 skinframe->base = NULL;
6634 skinframe->pants = NULL;
6635 skinframe->shirt = NULL;
6636 skinframe->nmap = NULL;
6637 skinframe->gloss = NULL;
6638 skinframe->glow = NULL;
6639 skinframe->fog = NULL;
6640 skinframe->reflect = NULL;
6641 skinframe->hasalpha = false;
6643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6647 if (developer_loading.integer)
6648 Con_Printf("loading quake skin \"%s\"\n", name);
6650 // 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)
6651 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6652 memcpy(skinframe->qpixels, skindata, width*height);
6653 skinframe->qwidth = width;
6654 skinframe->qheight = height;
6657 for (i = 0;i < width * height;i++)
6658 featuresmask |= palette_featureflags[skindata[i]];
6660 skinframe->hasalpha = false;
6661 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6662 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6663 skinframe->qgeneratemerged = true;
6664 skinframe->qgeneratebase = skinframe->qhascolormapping;
6665 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6667 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6668 //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]);
6673 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6677 unsigned char *skindata;
6679 if (!skinframe->qpixels)
6682 if (!skinframe->qhascolormapping)
6683 colormapped = false;
6687 if (!skinframe->qgeneratebase)
6692 if (!skinframe->qgeneratemerged)
6696 width = skinframe->qwidth;
6697 height = skinframe->qheight;
6698 skindata = skinframe->qpixels;
6700 if (skinframe->qgeneratenmap)
6702 unsigned char *temp1, *temp2;
6703 skinframe->qgeneratenmap = false;
6704 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6705 temp2 = temp1 + width * height * 4;
6706 // use either a custom palette or the quake palette
6707 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6708 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6709 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6713 if (skinframe->qgenerateglow)
6715 skinframe->qgenerateglow = false;
6716 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6721 skinframe->qgeneratebase = false;
6722 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6723 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6724 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6728 skinframe->qgeneratemerged = false;
6729 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6732 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6734 Mem_Free(skinframe->qpixels);
6735 skinframe->qpixels = NULL;
6739 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)
6742 skinframe_t *skinframe;
6744 if (cls.state == ca_dedicated)
6747 // if already loaded just return it, otherwise make a new skinframe
6748 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6749 if (skinframe && skinframe->base)
6752 skinframe->stain = NULL;
6753 skinframe->merged = NULL;
6754 skinframe->base = NULL;
6755 skinframe->pants = NULL;
6756 skinframe->shirt = NULL;
6757 skinframe->nmap = NULL;
6758 skinframe->gloss = NULL;
6759 skinframe->glow = NULL;
6760 skinframe->fog = NULL;
6761 skinframe->reflect = NULL;
6762 skinframe->hasalpha = false;
6764 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6768 if (developer_loading.integer)
6769 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6771 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6772 if (textureflags & TEXF_ALPHA)
6774 for (i = 0;i < width * height;i++)
6776 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6778 skinframe->hasalpha = true;
6782 if (r_loadfog && skinframe->hasalpha)
6783 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6786 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6787 //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]);
6792 skinframe_t *R_SkinFrame_LoadMissing(void)
6794 skinframe_t *skinframe;
6796 if (cls.state == ca_dedicated)
6799 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6800 skinframe->stain = NULL;
6801 skinframe->merged = NULL;
6802 skinframe->base = NULL;
6803 skinframe->pants = NULL;
6804 skinframe->shirt = NULL;
6805 skinframe->nmap = NULL;
6806 skinframe->gloss = NULL;
6807 skinframe->glow = NULL;
6808 skinframe->fog = NULL;
6809 skinframe->reflect = NULL;
6810 skinframe->hasalpha = false;
6812 skinframe->avgcolor[0] = rand() / RAND_MAX;
6813 skinframe->avgcolor[1] = rand() / RAND_MAX;
6814 skinframe->avgcolor[2] = rand() / RAND_MAX;
6815 skinframe->avgcolor[3] = 1;
6820 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6821 typedef struct suffixinfo_s
6824 qboolean flipx, flipy, flipdiagonal;
6827 static suffixinfo_t suffix[3][6] =
6830 {"px", false, false, false},
6831 {"nx", false, false, false},
6832 {"py", false, false, false},
6833 {"ny", false, false, false},
6834 {"pz", false, false, false},
6835 {"nz", false, false, false}
6838 {"posx", false, false, false},
6839 {"negx", false, false, false},
6840 {"posy", false, false, false},
6841 {"negy", false, false, false},
6842 {"posz", false, false, false},
6843 {"negz", false, false, false}
6846 {"rt", true, false, true},
6847 {"lf", false, true, true},
6848 {"ft", true, true, false},
6849 {"bk", false, false, false},
6850 {"up", true, false, true},
6851 {"dn", true, false, true}
6855 static int componentorder[4] = {0, 1, 2, 3};
6857 rtexture_t *R_LoadCubemap(const char *basename)
6859 int i, j, cubemapsize;
6860 unsigned char *cubemappixels, *image_buffer;
6861 rtexture_t *cubemaptexture;
6863 // must start 0 so the first loadimagepixels has no requested width/height
6865 cubemappixels = NULL;
6866 cubemaptexture = NULL;
6867 // keep trying different suffix groups (posx, px, rt) until one loads
6868 for (j = 0;j < 3 && !cubemappixels;j++)
6870 // load the 6 images in the suffix group
6871 for (i = 0;i < 6;i++)
6873 // generate an image name based on the base and and suffix
6874 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6876 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6878 // an image loaded, make sure width and height are equal
6879 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6881 // if this is the first image to load successfully, allocate the cubemap memory
6882 if (!cubemappixels && image_width >= 1)
6884 cubemapsize = image_width;
6885 // note this clears to black, so unavailable sides are black
6886 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6888 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6890 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6893 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6895 Mem_Free(image_buffer);
6899 // if a cubemap loaded, upload it
6902 if (developer_loading.integer)
6903 Con_Printf("loading cubemap \"%s\"\n", basename);
6905 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6906 Mem_Free(cubemappixels);
6910 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6911 if (developer_loading.integer)
6913 Con_Printf("(tried tried images ");
6914 for (j = 0;j < 3;j++)
6915 for (i = 0;i < 6;i++)
6916 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6917 Con_Print(" and was unable to find any of them).\n");
6920 return cubemaptexture;
6923 rtexture_t *R_GetCubemap(const char *basename)
6926 for (i = 0;i < r_texture_numcubemaps;i++)
6927 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6928 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6929 if (i >= MAX_CUBEMAPS)
6930 return r_texture_whitecube;
6931 r_texture_numcubemaps++;
6932 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6933 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6934 return r_texture_cubemaps[i].texture;
6937 void R_FreeCubemaps(void)
6940 for (i = 0;i < r_texture_numcubemaps;i++)
6942 if (developer_loading.integer)
6943 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6944 if (r_texture_cubemaps[i].texture)
6945 R_FreeTexture(r_texture_cubemaps[i].texture);
6947 r_texture_numcubemaps = 0;
6950 void R_Main_FreeViewCache(void)
6952 if (r_refdef.viewcache.entityvisible)
6953 Mem_Free(r_refdef.viewcache.entityvisible);
6954 if (r_refdef.viewcache.world_pvsbits)
6955 Mem_Free(r_refdef.viewcache.world_pvsbits);
6956 if (r_refdef.viewcache.world_leafvisible)
6957 Mem_Free(r_refdef.viewcache.world_leafvisible);
6958 if (r_refdef.viewcache.world_surfacevisible)
6959 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6960 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6963 void R_Main_ResizeViewCache(void)
6965 int numentities = r_refdef.scene.numentities;
6966 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6967 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6968 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6969 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6970 if (r_refdef.viewcache.maxentities < numentities)
6972 r_refdef.viewcache.maxentities = numentities;
6973 if (r_refdef.viewcache.entityvisible)
6974 Mem_Free(r_refdef.viewcache.entityvisible);
6975 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6977 if (r_refdef.viewcache.world_numclusters != numclusters)
6979 r_refdef.viewcache.world_numclusters = numclusters;
6980 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6981 if (r_refdef.viewcache.world_pvsbits)
6982 Mem_Free(r_refdef.viewcache.world_pvsbits);
6983 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6985 if (r_refdef.viewcache.world_numleafs != numleafs)
6987 r_refdef.viewcache.world_numleafs = numleafs;
6988 if (r_refdef.viewcache.world_leafvisible)
6989 Mem_Free(r_refdef.viewcache.world_leafvisible);
6990 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6992 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6994 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6995 if (r_refdef.viewcache.world_surfacevisible)
6996 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6997 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7001 extern rtexture_t *loadingscreentexture;
7002 void gl_main_start(void)
7004 loadingscreentexture = NULL;
7005 r_texture_blanknormalmap = NULL;
7006 r_texture_white = NULL;
7007 r_texture_grey128 = NULL;
7008 r_texture_black = NULL;
7009 r_texture_whitecube = NULL;
7010 r_texture_normalizationcube = NULL;
7011 r_texture_fogattenuation = NULL;
7012 r_texture_fogheighttexture = NULL;
7013 r_texture_gammaramps = NULL;
7014 r_texture_numcubemaps = 0;
7016 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7017 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7019 switch(vid.renderpath)
7021 case RENDERPATH_GL20:
7022 case RENDERPATH_CGGL:
7023 case RENDERPATH_D3D9:
7024 case RENDERPATH_D3D10:
7025 case RENDERPATH_D3D11:
7026 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7027 Cvar_SetValueQuick(&gl_combine, 1);
7028 Cvar_SetValueQuick(&r_glsl, 1);
7029 r_loadnormalmap = true;
7033 case RENDERPATH_GL13:
7034 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7035 Cvar_SetValueQuick(&gl_combine, 1);
7036 Cvar_SetValueQuick(&r_glsl, 0);
7037 r_loadnormalmap = false;
7038 r_loadgloss = false;
7041 case RENDERPATH_GL11:
7042 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7043 Cvar_SetValueQuick(&gl_combine, 0);
7044 Cvar_SetValueQuick(&r_glsl, 0);
7045 r_loadnormalmap = false;
7046 r_loadgloss = false;
7052 R_FrameData_Reset();
7056 memset(r_queries, 0, sizeof(r_queries));
7058 r_qwskincache = NULL;
7059 r_qwskincache_size = 0;
7061 // set up r_skinframe loading system for textures
7062 memset(&r_skinframe, 0, sizeof(r_skinframe));
7063 r_skinframe.loadsequence = 1;
7064 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7066 r_main_texturepool = R_AllocTexturePool();
7067 R_BuildBlankTextures();
7069 if (vid.support.arb_texture_cube_map)
7072 R_BuildNormalizationCube();
7074 r_texture_fogattenuation = NULL;
7075 r_texture_fogheighttexture = NULL;
7076 r_texture_gammaramps = NULL;
7077 //r_texture_fogintensity = NULL;
7078 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7079 memset(&r_waterstate, 0, sizeof(r_waterstate));
7080 r_glsl_permutation = NULL;
7081 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7082 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7083 glslshaderstring = NULL;
7085 r_cg_permutation = NULL;
7086 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7087 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7088 cgshaderstring = NULL;
7091 r_hlsl_permutation = NULL;
7092 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7093 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7094 hlslshaderstring = NULL;
7096 memset(&r_svbsp, 0, sizeof (r_svbsp));
7098 r_refdef.fogmasktable_density = 0;
7101 void gl_main_shutdown(void)
7104 R_FrameData_Reset();
7106 R_Main_FreeViewCache();
7108 switch(vid.renderpath)
7110 case RENDERPATH_GL11:
7111 case RENDERPATH_GL13:
7112 case RENDERPATH_GL20:
7113 case RENDERPATH_CGGL:
7115 qglDeleteQueriesARB(r_maxqueries, r_queries);
7117 case RENDERPATH_D3D9:
7118 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7120 case RENDERPATH_D3D10:
7121 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7123 case RENDERPATH_D3D11:
7124 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7130 memset(r_queries, 0, sizeof(r_queries));
7132 r_qwskincache = NULL;
7133 r_qwskincache_size = 0;
7135 // clear out the r_skinframe state
7136 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7137 memset(&r_skinframe, 0, sizeof(r_skinframe));
7140 Mem_Free(r_svbsp.nodes);
7141 memset(&r_svbsp, 0, sizeof (r_svbsp));
7142 R_FreeTexturePool(&r_main_texturepool);
7143 loadingscreentexture = NULL;
7144 r_texture_blanknormalmap = NULL;
7145 r_texture_white = NULL;
7146 r_texture_grey128 = NULL;
7147 r_texture_black = NULL;
7148 r_texture_whitecube = NULL;
7149 r_texture_normalizationcube = NULL;
7150 r_texture_fogattenuation = NULL;
7151 r_texture_fogheighttexture = NULL;
7152 r_texture_gammaramps = NULL;
7153 r_texture_numcubemaps = 0;
7154 //r_texture_fogintensity = NULL;
7155 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7156 memset(&r_waterstate, 0, sizeof(r_waterstate));
7160 extern void CL_ParseEntityLump(char *entitystring);
7161 void gl_main_newmap(void)
7163 // FIXME: move this code to client
7164 char *entities, entname[MAX_QPATH];
7166 Mem_Free(r_qwskincache);
7167 r_qwskincache = NULL;
7168 r_qwskincache_size = 0;
7171 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7172 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7174 CL_ParseEntityLump(entities);
7178 if (cl.worldmodel->brush.entities)
7179 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7181 R_Main_FreeViewCache();
7183 R_FrameData_Reset();
7186 void GL_Main_Init(void)
7188 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7190 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7191 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7192 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7193 if (gamemode == GAME_NEHAHRA)
7195 Cvar_RegisterVariable (&gl_fogenable);
7196 Cvar_RegisterVariable (&gl_fogdensity);
7197 Cvar_RegisterVariable (&gl_fogred);
7198 Cvar_RegisterVariable (&gl_foggreen);
7199 Cvar_RegisterVariable (&gl_fogblue);
7200 Cvar_RegisterVariable (&gl_fogstart);
7201 Cvar_RegisterVariable (&gl_fogend);
7202 Cvar_RegisterVariable (&gl_skyclip);
7204 Cvar_RegisterVariable(&r_motionblur);
7205 Cvar_RegisterVariable(&r_motionblur_maxblur);
7206 Cvar_RegisterVariable(&r_motionblur_bmin);
7207 Cvar_RegisterVariable(&r_motionblur_vmin);
7208 Cvar_RegisterVariable(&r_motionblur_vmax);
7209 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7210 Cvar_RegisterVariable(&r_motionblur_randomize);
7211 Cvar_RegisterVariable(&r_damageblur);
7212 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7213 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7214 Cvar_RegisterVariable(&r_equalize_entities_by);
7215 Cvar_RegisterVariable(&r_equalize_entities_to);
7216 Cvar_RegisterVariable(&r_depthfirst);
7217 Cvar_RegisterVariable(&r_useinfinitefarclip);
7218 Cvar_RegisterVariable(&r_farclip_base);
7219 Cvar_RegisterVariable(&r_farclip_world);
7220 Cvar_RegisterVariable(&r_nearclip);
7221 Cvar_RegisterVariable(&r_showbboxes);
7222 Cvar_RegisterVariable(&r_showsurfaces);
7223 Cvar_RegisterVariable(&r_showtris);
7224 Cvar_RegisterVariable(&r_shownormals);
7225 Cvar_RegisterVariable(&r_showlighting);
7226 Cvar_RegisterVariable(&r_showshadowvolumes);
7227 Cvar_RegisterVariable(&r_showcollisionbrushes);
7228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7229 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7230 Cvar_RegisterVariable(&r_showdisabledepthtest);
7231 Cvar_RegisterVariable(&r_drawportals);
7232 Cvar_RegisterVariable(&r_drawentities);
7233 Cvar_RegisterVariable(&r_draw2d);
7234 Cvar_RegisterVariable(&r_drawworld);
7235 Cvar_RegisterVariable(&r_cullentities_trace);
7236 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7237 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7238 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7239 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7240 Cvar_RegisterVariable(&r_drawviewmodel);
7241 Cvar_RegisterVariable(&r_drawexteriormodel);
7242 Cvar_RegisterVariable(&r_speeds);
7243 Cvar_RegisterVariable(&r_fullbrights);
7244 Cvar_RegisterVariable(&r_wateralpha);
7245 Cvar_RegisterVariable(&r_dynamic);
7246 Cvar_RegisterVariable(&r_fakelight);
7247 Cvar_RegisterVariable(&r_fakelight_intensity);
7248 Cvar_RegisterVariable(&r_fullbright);
7249 Cvar_RegisterVariable(&r_shadows);
7250 Cvar_RegisterVariable(&r_shadows_darken);
7251 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7252 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7253 Cvar_RegisterVariable(&r_shadows_throwdistance);
7254 Cvar_RegisterVariable(&r_shadows_throwdirection);
7255 Cvar_RegisterVariable(&r_shadows_focus);
7256 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7257 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7258 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7259 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7260 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7261 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7262 Cvar_RegisterVariable(&r_fog_exp2);
7263 Cvar_RegisterVariable(&r_drawfog);
7264 Cvar_RegisterVariable(&r_transparentdepthmasking);
7265 Cvar_RegisterVariable(&r_texture_dds_load);
7266 Cvar_RegisterVariable(&r_texture_dds_save);
7267 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7268 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7269 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7270 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7271 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7272 Cvar_RegisterVariable(&r_textureunits);
7273 Cvar_RegisterVariable(&gl_combine);
7274 Cvar_RegisterVariable(&r_glsl);
7275 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7276 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7277 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7278 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7279 Cvar_RegisterVariable(&r_glsl_postprocess);
7280 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7281 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7282 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7283 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7284 Cvar_RegisterVariable(&r_water);
7285 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7286 Cvar_RegisterVariable(&r_water_clippingplanebias);
7287 Cvar_RegisterVariable(&r_water_refractdistort);
7288 Cvar_RegisterVariable(&r_water_reflectdistort);
7289 Cvar_RegisterVariable(&r_water_scissormode);
7290 Cvar_RegisterVariable(&r_lerpsprites);
7291 Cvar_RegisterVariable(&r_lerpmodels);
7292 Cvar_RegisterVariable(&r_lerplightstyles);
7293 Cvar_RegisterVariable(&r_waterscroll);
7294 Cvar_RegisterVariable(&r_bloom);
7295 Cvar_RegisterVariable(&r_bloom_colorscale);
7296 Cvar_RegisterVariable(&r_bloom_brighten);
7297 Cvar_RegisterVariable(&r_bloom_blur);
7298 Cvar_RegisterVariable(&r_bloom_resolution);
7299 Cvar_RegisterVariable(&r_bloom_colorexponent);
7300 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7301 Cvar_RegisterVariable(&r_hdr);
7302 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7303 Cvar_RegisterVariable(&r_hdr_glowintensity);
7304 Cvar_RegisterVariable(&r_hdr_range);
7305 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7306 Cvar_RegisterVariable(&developer_texturelogging);
7307 Cvar_RegisterVariable(&gl_lightmaps);
7308 Cvar_RegisterVariable(&r_test);
7309 Cvar_RegisterVariable(&r_glsl_saturation);
7310 Cvar_RegisterVariable(&r_framedatasize);
7311 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7312 Cvar_SetValue("r_fullbrights", 0);
7313 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7315 Cvar_RegisterVariable(&r_track_sprites);
7316 Cvar_RegisterVariable(&r_track_sprites_flags);
7317 Cvar_RegisterVariable(&r_track_sprites_scalew);
7318 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7319 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7320 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7323 extern void R_Textures_Init(void);
7324 extern void GL_Draw_Init(void);
7325 extern void GL_Main_Init(void);
7326 extern void R_Shadow_Init(void);
7327 extern void R_Sky_Init(void);
7328 extern void GL_Surf_Init(void);
7329 extern void R_Particles_Init(void);
7330 extern void R_Explosion_Init(void);
7331 extern void gl_backend_init(void);
7332 extern void Sbar_Init(void);
7333 extern void R_LightningBeams_Init(void);
7334 extern void Mod_RenderInit(void);
7335 extern void Font_Init(void);
7337 void Render_Init(void)
7350 R_LightningBeams_Init();
7359 extern char *ENGINE_EXTENSIONS;
7362 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7363 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7364 gl_version = (const char *)qglGetString(GL_VERSION);
7365 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7369 if (!gl_platformextensions)
7370 gl_platformextensions = "";
7372 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7373 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7374 Con_Printf("GL_VERSION: %s\n", gl_version);
7375 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7376 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7378 VID_CheckExtensions();
7380 // LordHavoc: report supported extensions
7381 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7383 // clear to black (loading plaque will be seen over this)
7384 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7391 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7393 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7396 p = r_refdef.view.frustum + i;
7401 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7405 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7409 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7413 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7417 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7421 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7425 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7429 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7441 for (i = 0;i < numplanes;i++)
7448 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7452 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7456 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7460 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7464 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7468 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7472 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7476 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7484 //==================================================================================
7486 // LordHavoc: this stores temporary data used within the same frame
7488 qboolean r_framedata_failed;
7489 static size_t r_framedata_size;
7490 static size_t r_framedata_current;
7491 static void *r_framedata_base;
7493 void R_FrameData_Reset(void)
7495 if (r_framedata_base)
7496 Mem_Free(r_framedata_base);
7497 r_framedata_base = NULL;
7498 r_framedata_size = 0;
7499 r_framedata_current = 0;
7500 r_framedata_failed = false;
7503 void R_FrameData_NewFrame(void)
7506 if (r_framedata_failed)
7507 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7508 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7509 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7510 if (r_framedata_size != wantedsize)
7512 r_framedata_size = wantedsize;
7513 if (r_framedata_base)
7514 Mem_Free(r_framedata_base);
7515 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7517 r_framedata_current = 0;
7518 r_framedata_failed = false;
7521 void *R_FrameData_Alloc(size_t size)
7525 // align to 16 byte boundary
7526 size = (size + 15) & ~15;
7527 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7528 r_framedata_current += size;
7531 if (r_framedata_current > r_framedata_size)
7532 r_framedata_failed = true;
7534 // return NULL on everything after a failure
7535 if (r_framedata_failed)
7541 void *R_FrameData_Store(size_t size, void *data)
7543 void *d = R_FrameData_Alloc(size);
7545 memcpy(d, data, size);
7549 //==================================================================================
7551 // LordHavoc: animcache originally written by Echon, rewritten since then
7554 * Animation cache prevents re-generating mesh data for an animated model
7555 * multiple times in one frame for lighting, shadowing, reflections, etc.
7558 void R_AnimCache_Free(void)
7562 void R_AnimCache_ClearCache(void)
7565 entity_render_t *ent;
7567 for (i = 0;i < r_refdef.scene.numentities;i++)
7569 ent = r_refdef.scene.entities[i];
7570 ent->animcache_vertex3f = NULL;
7571 ent->animcache_normal3f = NULL;
7572 ent->animcache_svector3f = NULL;
7573 ent->animcache_tvector3f = NULL;
7574 ent->animcache_vertexposition = NULL;
7575 ent->animcache_vertexmesh = NULL;
7576 ent->animcache_vertexpositionbuffer = NULL;
7577 ent->animcache_vertexmeshbuffer = NULL;
7581 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7585 // identical memory layout, so no need to allocate...
7586 // this also provides the vertexposition structure to everything, e.g.
7587 // depth masked rendering currently uses it even if having separate
7589 // NOTE: get rid of this optimization if changing it to e.g. 4f
7590 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7593 // get rid of following uses of VERTEXPOSITION, change to the array:
7594 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7595 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7596 // R_DrawTextureSurfaceList_DepthOnly
7597 // R_Q1BSP_DrawShadowMap
7599 switch(vid.renderpath)
7601 case RENDERPATH_GL20:
7602 case RENDERPATH_CGGL:
7603 // need the meshbuffers if !gl_mesh_separatearrays.integer
7604 if (gl_mesh_separatearrays.integer)
7607 case RENDERPATH_D3D9:
7608 case RENDERPATH_D3D10:
7609 case RENDERPATH_D3D11:
7610 // always need the meshbuffers
7612 case RENDERPATH_GL13:
7613 case RENDERPATH_GL11:
7614 // never need the meshbuffers
7618 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7619 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7621 if (!ent->animcache_vertexposition)
7622 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7624 if (ent->animcache_vertexposition)
7627 for (i = 0;i < numvertices;i++)
7628 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7630 // TODO: upload vertex buffer?
7632 if (ent->animcache_vertexmesh)
7634 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7635 for (i = 0;i < numvertices;i++)
7636 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7637 if (ent->animcache_svector3f)
7638 for (i = 0;i < numvertices;i++)
7639 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7640 if (ent->animcache_tvector3f)
7641 for (i = 0;i < numvertices;i++)
7642 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7643 if (ent->animcache_normal3f)
7644 for (i = 0;i < numvertices;i++)
7645 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7646 // TODO: upload vertex buffer?
7650 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7652 dp_model_t *model = ent->model;
7654 // see if it's already cached this frame
7655 if (ent->animcache_vertex3f)
7657 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7658 if (wantnormals || wanttangents)
7660 if (ent->animcache_normal3f)
7661 wantnormals = false;
7662 if (ent->animcache_svector3f)
7663 wanttangents = false;
7664 if (wantnormals || wanttangents)
7666 numvertices = model->surfmesh.num_vertices;
7668 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7671 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7674 if (!r_framedata_failed)
7676 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7677 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7684 // see if this ent is worth caching
7685 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7687 // get some memory for this entity and generate mesh data
7688 numvertices = model->surfmesh.num_vertices;
7689 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7691 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7694 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7697 if (!r_framedata_failed)
7699 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7700 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7703 return !r_framedata_failed;
7706 void R_AnimCache_CacheVisibleEntities(void)
7709 qboolean wantnormals = true;
7710 qboolean wanttangents = !r_showsurfaces.integer;
7712 switch(vid.renderpath)
7714 case RENDERPATH_GL20:
7715 case RENDERPATH_CGGL:
7716 case RENDERPATH_D3D9:
7717 case RENDERPATH_D3D10:
7718 case RENDERPATH_D3D11:
7720 case RENDERPATH_GL13:
7721 case RENDERPATH_GL11:
7722 wanttangents = false;
7726 if (r_shownormals.integer)
7727 wanttangents = wantnormals = true;
7729 // TODO: thread this
7730 // NOTE: R_PrepareRTLights() also caches entities
7732 for (i = 0;i < r_refdef.scene.numentities;i++)
7733 if (r_refdef.viewcache.entityvisible[i])
7734 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7737 //==================================================================================
7739 static void R_View_UpdateEntityLighting (void)
7742 entity_render_t *ent;
7743 vec3_t tempdiffusenormal, avg;
7744 vec_t f, fa, fd, fdd;
7745 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7747 for (i = 0;i < r_refdef.scene.numentities;i++)
7749 ent = r_refdef.scene.entities[i];
7751 // skip unseen models
7752 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7756 if (ent->model && ent->model->brush.num_leafs)
7758 // TODO: use modellight for r_ambient settings on world?
7759 VectorSet(ent->modellight_ambient, 0, 0, 0);
7760 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7761 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7765 // fetch the lighting from the worldmodel data
7766 VectorClear(ent->modellight_ambient);
7767 VectorClear(ent->modellight_diffuse);
7768 VectorClear(tempdiffusenormal);
7769 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7772 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7773 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7774 if(ent->flags & RENDER_EQUALIZE)
7776 // first fix up ambient lighting...
7777 if(r_equalize_entities_minambient.value > 0)
7779 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7782 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7783 if(fa < r_equalize_entities_minambient.value * fd)
7786 // fa'/fd' = minambient
7787 // fa'+0.25*fd' = fa+0.25*fd
7789 // fa' = fd' * minambient
7790 // fd'*(0.25+minambient) = fa+0.25*fd
7792 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7793 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7795 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7796 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
7797 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7798 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7803 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7805 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7806 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7809 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7810 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7811 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7817 VectorSet(ent->modellight_ambient, 1, 1, 1);
7819 // move the light direction into modelspace coordinates for lighting code
7820 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7821 if(VectorLength2(ent->modellight_lightdir) == 0)
7822 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7823 VectorNormalize(ent->modellight_lightdir);
7827 #define MAX_LINEOFSIGHTTRACES 64
7829 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7832 vec3_t boxmins, boxmaxs;
7835 dp_model_t *model = r_refdef.scene.worldmodel;
7837 if (!model || !model->brush.TraceLineOfSight)
7840 // expand the box a little
7841 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7842 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7843 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7844 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7845 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7846 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7848 // return true if eye is inside enlarged box
7849 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7853 VectorCopy(eye, start);
7854 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7855 if (model->brush.TraceLineOfSight(model, start, end))
7858 // try various random positions
7859 for (i = 0;i < numsamples;i++)
7861 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7862 if (model->brush.TraceLineOfSight(model, start, end))
7870 static void R_View_UpdateEntityVisible (void)
7875 entity_render_t *ent;
7877 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7878 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7879 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7880 : RENDER_EXTERIORMODEL;
7881 if (!r_drawviewmodel.integer)
7882 renderimask |= RENDER_VIEWMODEL;
7883 if (!r_drawexteriormodel.integer)
7884 renderimask |= RENDER_EXTERIORMODEL;
7885 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7887 // worldmodel can check visibility
7888 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7889 for (i = 0;i < r_refdef.scene.numentities;i++)
7891 ent = r_refdef.scene.entities[i];
7892 if (!(ent->flags & renderimask))
7893 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7894 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))
7895 r_refdef.viewcache.entityvisible[i] = true;
7897 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7898 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7900 for (i = 0;i < r_refdef.scene.numentities;i++)
7902 ent = r_refdef.scene.entities[i];
7903 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7905 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7907 continue; // temp entities do pvs only
7908 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7909 ent->last_trace_visibility = realtime;
7910 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7911 r_refdef.viewcache.entityvisible[i] = 0;
7918 // no worldmodel or it can't check visibility
7919 for (i = 0;i < r_refdef.scene.numentities;i++)
7921 ent = r_refdef.scene.entities[i];
7922 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));
7927 /// only used if skyrendermasked, and normally returns false
7928 int R_DrawBrushModelsSky (void)
7931 entity_render_t *ent;
7934 for (i = 0;i < r_refdef.scene.numentities;i++)
7936 if (!r_refdef.viewcache.entityvisible[i])
7938 ent = r_refdef.scene.entities[i];
7939 if (!ent->model || !ent->model->DrawSky)
7941 ent->model->DrawSky(ent);
7947 static void R_DrawNoModel(entity_render_t *ent);
7948 static void R_DrawModels(void)
7951 entity_render_t *ent;
7953 for (i = 0;i < r_refdef.scene.numentities;i++)
7955 if (!r_refdef.viewcache.entityvisible[i])
7957 ent = r_refdef.scene.entities[i];
7958 r_refdef.stats.entities++;
7959 if (ent->model && ent->model->Draw != NULL)
7960 ent->model->Draw(ent);
7966 static void R_DrawModelsDepth(void)
7969 entity_render_t *ent;
7971 for (i = 0;i < r_refdef.scene.numentities;i++)
7973 if (!r_refdef.viewcache.entityvisible[i])
7975 ent = r_refdef.scene.entities[i];
7976 if (ent->model && ent->model->DrawDepth != NULL)
7977 ent->model->DrawDepth(ent);
7981 static void R_DrawModelsDebug(void)
7984 entity_render_t *ent;
7986 for (i = 0;i < r_refdef.scene.numentities;i++)
7988 if (!r_refdef.viewcache.entityvisible[i])
7990 ent = r_refdef.scene.entities[i];
7991 if (ent->model && ent->model->DrawDebug != NULL)
7992 ent->model->DrawDebug(ent);
7996 static void R_DrawModelsAddWaterPlanes(void)
7999 entity_render_t *ent;
8001 for (i = 0;i < r_refdef.scene.numentities;i++)
8003 if (!r_refdef.viewcache.entityvisible[i])
8005 ent = r_refdef.scene.entities[i];
8006 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8007 ent->model->DrawAddWaterPlanes(ent);
8011 static void R_View_SetFrustum(const int *scissor)
8014 double fpx, fnx, fpy, fny;
8015 vec3_t forward, left, up, origin, v;
8019 // flipped x coordinates (because x points left here)
8020 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8021 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8023 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8024 switch(vid.renderpath)
8026 case RENDERPATH_D3D9:
8027 case RENDERPATH_D3D10:
8028 case RENDERPATH_D3D11:
8029 // non-flipped y coordinates
8030 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8031 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8033 case RENDERPATH_GL11:
8034 case RENDERPATH_GL13:
8035 case RENDERPATH_GL20:
8036 case RENDERPATH_CGGL:
8037 // non-flipped y coordinates
8038 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8039 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8049 // we can't trust r_refdef.view.forward and friends in reflected scenes
8050 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8053 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8054 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8055 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8056 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8057 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8058 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8059 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8060 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8061 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8062 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8063 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8064 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8068 zNear = r_refdef.nearclip;
8069 nudge = 1.0 - 1.0 / (1<<23);
8070 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8071 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8072 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8073 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8074 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8075 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8076 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8077 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8083 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8084 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8085 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8086 r_refdef.view.frustum[0].dist = m[15] - m[12];
8088 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8089 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8090 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8091 r_refdef.view.frustum[1].dist = m[15] + m[12];
8093 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8094 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8095 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8096 r_refdef.view.frustum[2].dist = m[15] - m[13];
8098 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8099 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8100 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8101 r_refdef.view.frustum[3].dist = m[15] + m[13];
8103 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8104 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8105 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8106 r_refdef.view.frustum[4].dist = m[15] - m[14];
8108 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8109 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8110 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8111 r_refdef.view.frustum[5].dist = m[15] + m[14];
8114 if (r_refdef.view.useperspective)
8116 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8117 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8118 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8119 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8120 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8122 // then the normals from the corners relative to origin
8123 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8124 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8125 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8126 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8128 // in a NORMAL view, forward cross left == up
8129 // in a REFLECTED view, forward cross left == down
8130 // so our cross products above need to be adjusted for a left handed coordinate system
8131 CrossProduct(forward, left, v);
8132 if(DotProduct(v, up) < 0)
8134 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8135 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8136 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8137 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8140 // Leaving those out was a mistake, those were in the old code, and they
8141 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8142 // I couldn't reproduce it after adding those normalizations. --blub
8143 VectorNormalize(r_refdef.view.frustum[0].normal);
8144 VectorNormalize(r_refdef.view.frustum[1].normal);
8145 VectorNormalize(r_refdef.view.frustum[2].normal);
8146 VectorNormalize(r_refdef.view.frustum[3].normal);
8148 // make the corners absolute
8149 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8150 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8151 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8152 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8155 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8157 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8158 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8159 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8160 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8161 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8165 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8166 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8167 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8168 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8169 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8170 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8171 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8172 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8173 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8174 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8176 r_refdef.view.numfrustumplanes = 5;
8178 if (r_refdef.view.useclipplane)
8180 r_refdef.view.numfrustumplanes = 6;
8181 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8184 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8185 PlaneClassify(r_refdef.view.frustum + i);
8187 // LordHavoc: note to all quake engine coders, Quake had a special case
8188 // for 90 degrees which assumed a square view (wrong), so I removed it,
8189 // Quake2 has it disabled as well.
8191 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8192 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8193 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8194 //PlaneClassify(&frustum[0]);
8196 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8197 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8198 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8199 //PlaneClassify(&frustum[1]);
8201 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8202 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8203 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8204 //PlaneClassify(&frustum[2]);
8206 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8207 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8208 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8209 //PlaneClassify(&frustum[3]);
8212 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8213 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8214 //PlaneClassify(&frustum[4]);
8217 void R_View_UpdateWithScissor(const int *myscissor)
8219 R_Main_ResizeViewCache();
8220 R_View_SetFrustum(myscissor);
8221 R_View_WorldVisibility(r_refdef.view.useclipplane);
8222 R_View_UpdateEntityVisible();
8223 R_View_UpdateEntityLighting();
8226 void R_View_Update(void)
8228 R_Main_ResizeViewCache();
8229 R_View_SetFrustum(NULL);
8230 R_View_WorldVisibility(r_refdef.view.useclipplane);
8231 R_View_UpdateEntityVisible();
8232 R_View_UpdateEntityLighting();
8235 void R_SetupView(qboolean allowwaterclippingplane)
8237 const float *customclipplane = NULL;
8239 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8241 // LordHavoc: couldn't figure out how to make this approach the
8242 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8243 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8244 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8245 dist = r_refdef.view.clipplane.dist;
8246 plane[0] = r_refdef.view.clipplane.normal[0];
8247 plane[1] = r_refdef.view.clipplane.normal[1];
8248 plane[2] = r_refdef.view.clipplane.normal[2];
8250 customclipplane = plane;
8253 if (!r_refdef.view.useperspective)
8254 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);
8255 else if (vid.stencil && r_useinfinitefarclip.integer)
8256 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);
8258 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);
8259 R_SetViewport(&r_refdef.view.viewport);
8262 void R_EntityMatrix(const matrix4x4_t *matrix)
8264 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8266 gl_modelmatrixchanged = false;
8267 gl_modelmatrix = *matrix;
8268 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8269 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8270 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8271 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8273 switch(vid.renderpath)
8275 case RENDERPATH_D3D9:
8277 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8278 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8281 case RENDERPATH_D3D10:
8282 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8284 case RENDERPATH_D3D11:
8285 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8287 case RENDERPATH_GL20:
8288 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8289 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8290 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8292 case RENDERPATH_CGGL:
8295 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8296 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8297 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8300 case RENDERPATH_GL13:
8301 case RENDERPATH_GL11:
8302 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8308 void R_ResetViewRendering2D(void)
8310 r_viewport_t viewport;
8313 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8314 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);
8315 R_SetViewport(&viewport);
8316 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8317 GL_Color(1, 1, 1, 1);
8318 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8319 GL_BlendFunc(GL_ONE, GL_ZERO);
8320 GL_AlphaTest(false);
8321 GL_ScissorTest(false);
8322 GL_DepthMask(false);
8323 GL_DepthRange(0, 1);
8324 GL_DepthTest(false);
8325 GL_DepthFunc(GL_LEQUAL);
8326 R_EntityMatrix(&identitymatrix);
8327 R_Mesh_ResetTextureState();
8328 GL_PolygonOffset(0, 0);
8329 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8330 switch(vid.renderpath)
8332 case RENDERPATH_GL11:
8333 case RENDERPATH_GL13:
8334 case RENDERPATH_GL20:
8335 case RENDERPATH_CGGL:
8336 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8338 case RENDERPATH_D3D9:
8339 case RENDERPATH_D3D10:
8340 case RENDERPATH_D3D11:
8343 GL_CullFace(GL_NONE);
8346 void R_ResetViewRendering3D(void)
8351 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8352 GL_Color(1, 1, 1, 1);
8353 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8354 GL_BlendFunc(GL_ONE, GL_ZERO);
8355 GL_AlphaTest(false);
8356 GL_ScissorTest(true);
8358 GL_DepthRange(0, 1);
8360 GL_DepthFunc(GL_LEQUAL);
8361 R_EntityMatrix(&identitymatrix);
8362 R_Mesh_ResetTextureState();
8363 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8364 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8365 switch(vid.renderpath)
8367 case RENDERPATH_GL11:
8368 case RENDERPATH_GL13:
8369 case RENDERPATH_GL20:
8370 case RENDERPATH_CGGL:
8371 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8373 case RENDERPATH_D3D9:
8374 case RENDERPATH_D3D10:
8375 case RENDERPATH_D3D11:
8378 GL_CullFace(r_refdef.view.cullface_back);
8383 R_RenderView_UpdateViewVectors
8386 static void R_RenderView_UpdateViewVectors(void)
8388 // break apart the view matrix into vectors for various purposes
8389 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8390 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8391 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8392 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8393 // make an inverted copy of the view matrix for tracking sprites
8394 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8397 void R_RenderScene(void);
8398 void R_RenderWaterPlanes(void);
8400 static void R_Water_StartFrame(void)
8403 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8404 r_waterstate_waterplane_t *p;
8406 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8409 switch(vid.renderpath)
8411 case RENDERPATH_GL20:
8412 case RENDERPATH_CGGL:
8413 case RENDERPATH_D3D9:
8414 case RENDERPATH_D3D10:
8415 case RENDERPATH_D3D11:
8417 case RENDERPATH_GL13:
8418 case RENDERPATH_GL11:
8422 // set waterwidth and waterheight to the water resolution that will be
8423 // used (often less than the screen resolution for faster rendering)
8424 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8425 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8427 // calculate desired texture sizes
8428 // can't use water if the card does not support the texture size
8429 if (!r_water.integer || r_showsurfaces.integer)
8430 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8431 else if (vid.support.arb_texture_non_power_of_two)
8433 texturewidth = waterwidth;
8434 textureheight = waterheight;
8435 camerawidth = waterwidth;
8436 cameraheight = waterheight;
8440 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8441 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8442 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8443 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8446 // allocate textures as needed
8447 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8449 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8450 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8452 if (p->texture_refraction)
8453 R_FreeTexture(p->texture_refraction);
8454 p->texture_refraction = NULL;
8455 if (p->texture_reflection)
8456 R_FreeTexture(p->texture_reflection);
8457 p->texture_reflection = NULL;
8458 if (p->texture_camera)
8459 R_FreeTexture(p->texture_camera);
8460 p->texture_camera = NULL;
8462 memset(&r_waterstate, 0, sizeof(r_waterstate));
8463 r_waterstate.texturewidth = texturewidth;
8464 r_waterstate.textureheight = textureheight;
8465 r_waterstate.camerawidth = camerawidth;
8466 r_waterstate.cameraheight = cameraheight;
8469 if (r_waterstate.texturewidth)
8471 r_waterstate.enabled = true;
8473 // when doing a reduced render (HDR) we want to use a smaller area
8474 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8475 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8477 // set up variables that will be used in shader setup
8478 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8479 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8480 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8481 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8484 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8485 r_waterstate.numwaterplanes = 0;
8488 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8490 int triangleindex, planeindex;
8496 r_waterstate_waterplane_t *p;
8497 texture_t *t = R_GetCurrentTexture(surface->texture);
8499 // just use the first triangle with a valid normal for any decisions
8500 VectorClear(normal);
8501 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8503 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8504 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8505 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8506 TriangleNormal(vert[0], vert[1], vert[2], normal);
8507 if (VectorLength2(normal) >= 0.001)
8511 VectorCopy(normal, plane.normal);
8512 VectorNormalize(plane.normal);
8513 plane.dist = DotProduct(vert[0], plane.normal);
8514 PlaneClassify(&plane);
8515 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8517 // skip backfaces (except if nocullface is set)
8518 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8520 VectorNegate(plane.normal, plane.normal);
8522 PlaneClassify(&plane);
8526 // find a matching plane if there is one
8527 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8528 if(p->camera_entity == t->camera_entity)
8529 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8531 if (planeindex >= r_waterstate.maxwaterplanes)
8532 return; // nothing we can do, out of planes
8534 // if this triangle does not fit any known plane rendered this frame, add one
8535 if (planeindex >= r_waterstate.numwaterplanes)
8537 // store the new plane
8538 r_waterstate.numwaterplanes++;
8540 // clear materialflags and pvs
8541 p->materialflags = 0;
8542 p->pvsvalid = false;
8543 p->camera_entity = t->camera_entity;
8544 VectorCopy(surface->mins, p->mins);
8545 VectorCopy(surface->maxs, p->maxs);
8550 p->mins[0] = min(p->mins[0], surface->mins[0]);
8551 p->mins[1] = min(p->mins[1], surface->mins[1]);
8552 p->mins[2] = min(p->mins[2], surface->mins[2]);
8553 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8554 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8555 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8557 // merge this surface's materialflags into the waterplane
8558 p->materialflags |= t->currentmaterialflags;
8559 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8561 // merge this surface's PVS into the waterplane
8562 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8563 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8564 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8566 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8572 static void R_Water_ProcessPlanes(void)
8575 r_refdef_view_t originalview;
8576 r_refdef_view_t myview;
8578 r_waterstate_waterplane_t *p;
8581 originalview = r_refdef.view;
8583 // make sure enough textures are allocated
8584 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8586 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8588 if (!p->texture_refraction)
8589 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8590 if (!p->texture_refraction)
8593 else if (p->materialflags & MATERIALFLAG_CAMERA)
8595 if (!p->texture_camera)
8596 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8597 if (!p->texture_camera)
8601 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8603 if (!p->texture_reflection)
8604 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8605 if (!p->texture_reflection)
8611 r_refdef.view = originalview;
8612 r_refdef.view.showdebug = false;
8613 r_refdef.view.width = r_waterstate.waterwidth;
8614 r_refdef.view.height = r_waterstate.waterheight;
8615 r_refdef.view.useclipplane = true;
8616 myview = r_refdef.view;
8617 r_waterstate.renderingscene = true;
8618 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8620 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8622 r_refdef.view = myview;
8623 if(r_water_scissormode.integer)
8626 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8627 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8630 // render reflected scene and copy into texture
8631 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8632 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8633 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8634 r_refdef.view.clipplane = p->plane;
8636 // reverse the cullface settings for this render
8637 r_refdef.view.cullface_front = GL_FRONT;
8638 r_refdef.view.cullface_back = GL_BACK;
8639 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8641 r_refdef.view.usecustompvs = true;
8643 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8645 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8648 R_ResetViewRendering3D();
8649 R_ClearScreen(r_refdef.fogenabled);
8650 if(r_water_scissormode.integer & 2)
8651 R_View_UpdateWithScissor(myscissor);
8654 if(r_water_scissormode.integer & 1)
8655 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8658 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);
8661 // render the normal view scene and copy into texture
8662 // (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)
8663 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8665 r_refdef.view = myview;
8666 if(r_water_scissormode.integer)
8669 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8670 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8673 r_waterstate.renderingrefraction = true;
8675 r_refdef.view.clipplane = p->plane;
8676 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8677 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8679 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8681 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8682 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8683 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8684 R_RenderView_UpdateViewVectors();
8685 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8687 r_refdef.view.usecustompvs = true;
8688 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8692 PlaneClassify(&r_refdef.view.clipplane);
8694 R_ResetViewRendering3D();
8695 R_ClearScreen(r_refdef.fogenabled);
8696 if(r_water_scissormode.integer & 2)
8697 R_View_UpdateWithScissor(myscissor);
8700 if(r_water_scissormode.integer & 1)
8701 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8704 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);
8705 r_waterstate.renderingrefraction = false;
8707 else if (p->materialflags & MATERIALFLAG_CAMERA)
8709 r_refdef.view = myview;
8711 r_refdef.view.clipplane = p->plane;
8712 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8713 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8715 r_refdef.view.width = r_waterstate.camerawidth;
8716 r_refdef.view.height = r_waterstate.cameraheight;
8717 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8718 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8720 if(p->camera_entity)
8722 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8723 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8726 // note: all of the view is used for displaying... so
8727 // there is no use in scissoring
8729 // reverse the cullface settings for this render
8730 r_refdef.view.cullface_front = GL_FRONT;
8731 r_refdef.view.cullface_back = GL_BACK;
8732 // also reverse the view matrix
8733 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8734 R_RenderView_UpdateViewVectors();
8735 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8737 r_refdef.view.usecustompvs = true;
8738 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8741 // camera needs no clipplane
8742 r_refdef.view.useclipplane = false;
8744 PlaneClassify(&r_refdef.view.clipplane);
8746 R_ResetViewRendering3D();
8747 R_ClearScreen(r_refdef.fogenabled);
8751 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8752 r_waterstate.renderingrefraction = false;
8756 r_waterstate.renderingscene = false;
8757 r_refdef.view = originalview;
8758 R_ResetViewRendering3D();
8759 R_ClearScreen(r_refdef.fogenabled);
8763 r_refdef.view = originalview;
8764 r_waterstate.renderingscene = false;
8765 Cvar_SetValueQuick(&r_water, 0);
8766 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8770 void R_Bloom_StartFrame(void)
8772 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8774 switch(vid.renderpath)
8776 case RENDERPATH_GL20:
8777 case RENDERPATH_CGGL:
8778 case RENDERPATH_D3D9:
8779 case RENDERPATH_D3D10:
8780 case RENDERPATH_D3D11:
8782 case RENDERPATH_GL13:
8783 case RENDERPATH_GL11:
8787 // set bloomwidth and bloomheight to the bloom resolution that will be
8788 // used (often less than the screen resolution for faster rendering)
8789 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8790 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8791 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8792 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8793 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8795 // calculate desired texture sizes
8796 if (vid.support.arb_texture_non_power_of_two)
8798 screentexturewidth = r_refdef.view.width;
8799 screentextureheight = r_refdef.view.height;
8800 bloomtexturewidth = r_bloomstate.bloomwidth;
8801 bloomtextureheight = r_bloomstate.bloomheight;
8805 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8806 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8807 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8808 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8811 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))
8813 Cvar_SetValueQuick(&r_hdr, 0);
8814 Cvar_SetValueQuick(&r_bloom, 0);
8815 Cvar_SetValueQuick(&r_motionblur, 0);
8816 Cvar_SetValueQuick(&r_damageblur, 0);
8819 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)))
8820 screentexturewidth = screentextureheight = 0;
8821 if (!r_hdr.integer && !r_bloom.integer)
8822 bloomtexturewidth = bloomtextureheight = 0;
8824 // allocate textures as needed
8825 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8827 if (r_bloomstate.texture_screen)
8828 R_FreeTexture(r_bloomstate.texture_screen);
8829 r_bloomstate.texture_screen = NULL;
8830 r_bloomstate.screentexturewidth = screentexturewidth;
8831 r_bloomstate.screentextureheight = screentextureheight;
8832 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8833 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8835 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8837 if (r_bloomstate.texture_bloom)
8838 R_FreeTexture(r_bloomstate.texture_bloom);
8839 r_bloomstate.texture_bloom = NULL;
8840 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8841 r_bloomstate.bloomtextureheight = bloomtextureheight;
8842 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8843 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8846 // when doing a reduced render (HDR) we want to use a smaller area
8847 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8848 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8849 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8850 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8851 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8853 // set up a texcoord array for the full resolution screen image
8854 // (we have to keep this around to copy back during final render)
8855 r_bloomstate.screentexcoord2f[0] = 0;
8856 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8857 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8858 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8859 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8860 r_bloomstate.screentexcoord2f[5] = 0;
8861 r_bloomstate.screentexcoord2f[6] = 0;
8862 r_bloomstate.screentexcoord2f[7] = 0;
8864 // set up a texcoord array for the reduced resolution bloom image
8865 // (which will be additive blended over the screen image)
8866 r_bloomstate.bloomtexcoord2f[0] = 0;
8867 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8868 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8869 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8870 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8871 r_bloomstate.bloomtexcoord2f[5] = 0;
8872 r_bloomstate.bloomtexcoord2f[6] = 0;
8873 r_bloomstate.bloomtexcoord2f[7] = 0;
8875 switch(vid.renderpath)
8877 case RENDERPATH_GL11:
8878 case RENDERPATH_GL13:
8879 case RENDERPATH_GL20:
8880 case RENDERPATH_CGGL:
8882 case RENDERPATH_D3D9:
8883 case RENDERPATH_D3D10:
8884 case RENDERPATH_D3D11:
8887 for (i = 0;i < 4;i++)
8889 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8890 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8891 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8892 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8898 if (r_hdr.integer || r_bloom.integer)
8900 r_bloomstate.enabled = true;
8901 r_bloomstate.hdr = r_hdr.integer != 0;
8904 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);
8907 void R_Bloom_CopyBloomTexture(float colorscale)
8909 r_refdef.stats.bloom++;
8911 // scale down screen texture to the bloom texture size
8913 R_SetViewport(&r_bloomstate.viewport);
8914 GL_BlendFunc(GL_ONE, GL_ZERO);
8915 GL_Color(colorscale, colorscale, colorscale, 1);
8916 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8917 switch(vid.renderpath)
8919 case RENDERPATH_GL11:
8920 case RENDERPATH_GL13:
8921 case RENDERPATH_GL20:
8922 case RENDERPATH_CGGL:
8923 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8925 case RENDERPATH_D3D9:
8926 case RENDERPATH_D3D10:
8927 case RENDERPATH_D3D11:
8928 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8931 // TODO: do boxfilter scale-down in shader?
8932 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8933 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8934 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8936 // we now have a bloom image in the framebuffer
8937 // copy it into the bloom image texture for later processing
8938 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);
8939 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8942 void R_Bloom_CopyHDRTexture(void)
8944 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);
8945 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8948 void R_Bloom_MakeTexture(void)
8951 float xoffset, yoffset, r, brighten;
8953 r_refdef.stats.bloom++;
8955 R_ResetViewRendering2D();
8957 // we have a bloom image in the framebuffer
8959 R_SetViewport(&r_bloomstate.viewport);
8961 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8964 r = bound(0, r_bloom_colorexponent.value / x, 1);
8965 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8967 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8968 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8969 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8970 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8972 // copy the vertically blurred bloom view to a texture
8973 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);
8974 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8977 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8978 brighten = r_bloom_brighten.value;
8980 brighten *= r_hdr_range.value;
8981 brighten = sqrt(brighten);
8983 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8984 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8986 for (dir = 0;dir < 2;dir++)
8988 // blend on at multiple vertical offsets to achieve a vertical blur
8989 // TODO: do offset blends using GLSL
8990 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8991 GL_BlendFunc(GL_ONE, GL_ZERO);
8992 for (x = -range;x <= range;x++)
8994 if (!dir){xoffset = 0;yoffset = x;}
8995 else {xoffset = x;yoffset = 0;}
8996 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8997 yoffset /= (float)r_bloomstate.bloomtextureheight;
8998 // compute a texcoord array with the specified x and y offset
8999 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9000 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9001 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9002 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9003 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9004 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9005 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9006 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9007 // this r value looks like a 'dot' particle, fading sharply to
9008 // black at the edges
9009 // (probably not realistic but looks good enough)
9010 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9011 //r = brighten/(range*2+1);
9012 r = brighten / (range * 2 + 1);
9014 r *= (1 - x*x/(float)(range*range));
9015 GL_Color(r, r, r, 1);
9016 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9017 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9018 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9019 GL_BlendFunc(GL_ONE, GL_ONE);
9022 // copy the vertically blurred bloom view to a texture
9023 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);
9024 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9028 void R_HDR_RenderBloomTexture(void)
9030 int oldwidth, oldheight;
9031 float oldcolorscale;
9033 oldcolorscale = r_refdef.view.colorscale;
9034 oldwidth = r_refdef.view.width;
9035 oldheight = r_refdef.view.height;
9036 r_refdef.view.width = r_bloomstate.bloomwidth;
9037 r_refdef.view.height = r_bloomstate.bloomheight;
9039 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9040 // TODO: add exposure compensation features
9041 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9043 r_refdef.view.showdebug = false;
9044 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9046 R_ResetViewRendering3D();
9048 R_ClearScreen(r_refdef.fogenabled);
9049 if (r_timereport_active)
9050 R_TimeReport("HDRclear");
9053 if (r_timereport_active)
9054 R_TimeReport("visibility");
9056 // only do secondary renders with HDR if r_hdr is 2 or higher
9057 r_waterstate.numwaterplanes = 0;
9058 if (r_waterstate.enabled && r_hdr.integer >= 2)
9059 R_RenderWaterPlanes();
9061 r_refdef.view.showdebug = true;
9063 r_waterstate.numwaterplanes = 0;
9065 R_ResetViewRendering2D();
9067 R_Bloom_CopyHDRTexture();
9068 R_Bloom_MakeTexture();
9070 // restore the view settings
9071 r_refdef.view.width = oldwidth;
9072 r_refdef.view.height = oldheight;
9073 r_refdef.view.colorscale = oldcolorscale;
9075 R_ResetViewRendering3D();
9077 R_ClearScreen(r_refdef.fogenabled);
9078 if (r_timereport_active)
9079 R_TimeReport("viewclear");
9082 static void R_BlendView(void)
9084 unsigned int permutation;
9085 float uservecs[4][4];
9087 switch (vid.renderpath)
9089 case RENDERPATH_GL20:
9090 case RENDERPATH_CGGL:
9091 case RENDERPATH_D3D9:
9092 case RENDERPATH_D3D10:
9093 case RENDERPATH_D3D11:
9095 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9096 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9097 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9098 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9099 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9101 if (r_bloomstate.texture_screen)
9103 // make sure the buffer is available
9104 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9106 R_ResetViewRendering2D();
9108 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9110 // declare variables
9112 static float avgspeed;
9114 speed = VectorLength(cl.movement_velocity);
9116 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9117 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9119 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9120 speed = bound(0, speed, 1);
9121 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9123 // calculate values into a standard alpha
9124 cl.motionbluralpha = 1 - exp(-
9126 (r_motionblur.value * speed / 80)
9128 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9131 max(0.0001, cl.time - cl.oldtime) // fps independent
9134 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9135 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9137 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9139 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9140 GL_Color(1, 1, 1, cl.motionbluralpha);
9141 switch(vid.renderpath)
9143 case RENDERPATH_GL11:
9144 case RENDERPATH_GL13:
9145 case RENDERPATH_GL20:
9146 case RENDERPATH_CGGL:
9147 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9149 case RENDERPATH_D3D9:
9150 case RENDERPATH_D3D10:
9151 case RENDERPATH_D3D11:
9152 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9155 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9156 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9157 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9161 // copy view into the screen texture
9162 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);
9163 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9165 else if (!r_bloomstate.texture_bloom)
9167 // we may still have to do view tint...
9168 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9170 // apply a color tint to the whole view
9171 R_ResetViewRendering2D();
9172 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9173 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9174 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9175 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9176 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9178 break; // no screen processing, no bloom, skip it
9181 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9183 // render simple bloom effect
9184 // copy the screen and shrink it and darken it for the bloom process
9185 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9186 // make the bloom texture
9187 R_Bloom_MakeTexture();
9190 #if _MSC_VER >= 1400
9191 #define sscanf sscanf_s
9193 memset(uservecs, 0, sizeof(uservecs));
9194 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9195 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9196 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9197 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9199 R_ResetViewRendering2D();
9200 GL_Color(1, 1, 1, 1);
9201 GL_BlendFunc(GL_ONE, GL_ZERO);
9203 switch(vid.renderpath)
9205 case RENDERPATH_GL20:
9206 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9207 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9208 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9209 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9210 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9211 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]);
9212 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9213 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]);
9214 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]);
9215 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]);
9216 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]);
9217 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9218 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9219 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9221 case RENDERPATH_CGGL:
9223 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9224 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9225 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9226 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9227 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9228 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
9229 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9230 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
9231 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
9232 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
9233 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
9234 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9235 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9236 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9239 case RENDERPATH_D3D9:
9241 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9242 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9243 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9244 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9245 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9246 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9247 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9248 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9249 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9250 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9251 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9252 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9253 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9254 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9255 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9258 case RENDERPATH_D3D10:
9259 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9261 case RENDERPATH_D3D11:
9262 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9267 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9268 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9270 case RENDERPATH_GL13:
9271 case RENDERPATH_GL11:
9272 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9274 // apply a color tint to the whole view
9275 R_ResetViewRendering2D();
9276 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9277 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9278 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9280 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9286 matrix4x4_t r_waterscrollmatrix;
9288 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9290 if (r_refdef.fog_density)
9292 r_refdef.fogcolor[0] = r_refdef.fog_red;
9293 r_refdef.fogcolor[1] = r_refdef.fog_green;
9294 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9296 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9297 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9298 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9299 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9303 VectorCopy(r_refdef.fogcolor, fogvec);
9304 // color.rgb *= ContrastBoost * SceneBrightness;
9305 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9306 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9307 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9308 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9313 void R_UpdateVariables(void)
9317 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9319 r_refdef.farclip = r_farclip_base.value;
9320 if (r_refdef.scene.worldmodel)
9321 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9322 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9324 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9325 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9326 r_refdef.polygonfactor = 0;
9327 r_refdef.polygonoffset = 0;
9328 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9329 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9331 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9332 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9333 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9334 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9335 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9336 if (FAKELIGHT_ENABLED)
9338 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9340 if (r_showsurfaces.integer)
9342 r_refdef.scene.rtworld = false;
9343 r_refdef.scene.rtworldshadows = false;
9344 r_refdef.scene.rtdlight = false;
9345 r_refdef.scene.rtdlightshadows = false;
9346 r_refdef.lightmapintensity = 0;
9349 if (gamemode == GAME_NEHAHRA)
9351 if (gl_fogenable.integer)
9353 r_refdef.oldgl_fogenable = true;
9354 r_refdef.fog_density = gl_fogdensity.value;
9355 r_refdef.fog_red = gl_fogred.value;
9356 r_refdef.fog_green = gl_foggreen.value;
9357 r_refdef.fog_blue = gl_fogblue.value;
9358 r_refdef.fog_alpha = 1;
9359 r_refdef.fog_start = 0;
9360 r_refdef.fog_end = gl_skyclip.value;
9361 r_refdef.fog_height = 1<<30;
9362 r_refdef.fog_fadedepth = 128;
9364 else if (r_refdef.oldgl_fogenable)
9366 r_refdef.oldgl_fogenable = false;
9367 r_refdef.fog_density = 0;
9368 r_refdef.fog_red = 0;
9369 r_refdef.fog_green = 0;
9370 r_refdef.fog_blue = 0;
9371 r_refdef.fog_alpha = 0;
9372 r_refdef.fog_start = 0;
9373 r_refdef.fog_end = 0;
9374 r_refdef.fog_height = 1<<30;
9375 r_refdef.fog_fadedepth = 128;
9379 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9380 r_refdef.fog_start = max(0, r_refdef.fog_start);
9381 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9383 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9385 if (r_refdef.fog_density && r_drawfog.integer)
9387 r_refdef.fogenabled = true;
9388 // this is the point where the fog reaches 0.9986 alpha, which we
9389 // consider a good enough cutoff point for the texture
9390 // (0.9986 * 256 == 255.6)
9391 if (r_fog_exp2.integer)
9392 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9394 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9395 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9396 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9397 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9398 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9399 R_BuildFogHeightTexture();
9400 // fog color was already set
9401 // update the fog texture
9402 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)
9403 R_BuildFogTexture();
9404 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9405 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9408 r_refdef.fogenabled = false;
9410 switch(vid.renderpath)
9412 case RENDERPATH_GL20:
9413 case RENDERPATH_CGGL:
9414 case RENDERPATH_D3D9:
9415 case RENDERPATH_D3D10:
9416 case RENDERPATH_D3D11:
9417 if(v_glslgamma.integer && !vid_gammatables_trivial)
9419 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9421 // build GLSL gamma texture
9422 #define RAMPWIDTH 256
9423 unsigned short ramp[RAMPWIDTH * 3];
9424 unsigned char rampbgr[RAMPWIDTH][4];
9427 r_texture_gammaramps_serial = vid_gammatables_serial;
9429 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9430 for(i = 0; i < RAMPWIDTH; ++i)
9432 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9433 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9434 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9437 if (r_texture_gammaramps)
9439 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9443 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9449 // remove GLSL gamma texture
9452 case RENDERPATH_GL13:
9453 case RENDERPATH_GL11:
9458 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9459 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9465 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9466 if( scenetype != r_currentscenetype ) {
9467 // store the old scenetype
9468 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9469 r_currentscenetype = scenetype;
9470 // move in the new scene
9471 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9480 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9482 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9483 if( scenetype == r_currentscenetype ) {
9484 return &r_refdef.scene;
9486 return &r_scenes_store[ scenetype ];
9495 void R_RenderView(void)
9497 if (r_timereport_active)
9498 R_TimeReport("start");
9499 r_textureframe++; // used only by R_GetCurrentTexture
9500 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9502 if (!r_drawentities.integer)
9503 r_refdef.scene.numentities = 0;
9505 R_AnimCache_ClearCache();
9506 R_FrameData_NewFrame();
9508 if (r_refdef.view.isoverlay)
9510 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9511 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9512 R_TimeReport("depthclear");
9514 r_refdef.view.showdebug = false;
9516 r_waterstate.enabled = false;
9517 r_waterstate.numwaterplanes = 0;
9525 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9526 return; //Host_Error ("R_RenderView: NULL worldmodel");
9528 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9530 R_RenderView_UpdateViewVectors();
9532 R_Shadow_UpdateWorldLightSelection();
9534 R_Bloom_StartFrame();
9535 R_Water_StartFrame();
9538 if (r_timereport_active)
9539 R_TimeReport("viewsetup");
9541 R_ResetViewRendering3D();
9543 if (r_refdef.view.clear || r_refdef.fogenabled)
9545 R_ClearScreen(r_refdef.fogenabled);
9546 if (r_timereport_active)
9547 R_TimeReport("viewclear");
9549 r_refdef.view.clear = true;
9551 // this produces a bloom texture to be used in R_BlendView() later
9552 if (r_hdr.integer && r_bloomstate.bloomwidth)
9554 R_HDR_RenderBloomTexture();
9555 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9556 r_textureframe++; // used only by R_GetCurrentTexture
9559 r_refdef.view.showdebug = true;
9562 if (r_timereport_active)
9563 R_TimeReport("visibility");
9565 r_waterstate.numwaterplanes = 0;
9566 if (r_waterstate.enabled)
9567 R_RenderWaterPlanes();
9570 r_waterstate.numwaterplanes = 0;
9573 if (r_timereport_active)
9574 R_TimeReport("blendview");
9576 GL_Scissor(0, 0, vid.width, vid.height);
9577 GL_ScissorTest(false);
9582 void R_RenderWaterPlanes(void)
9584 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9586 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9587 if (r_timereport_active)
9588 R_TimeReport("waterworld");
9591 // don't let sound skip if going slow
9592 if (r_refdef.scene.extraupdate)
9595 R_DrawModelsAddWaterPlanes();
9596 if (r_timereport_active)
9597 R_TimeReport("watermodels");
9599 if (r_waterstate.numwaterplanes)
9601 R_Water_ProcessPlanes();
9602 if (r_timereport_active)
9603 R_TimeReport("waterscenes");
9607 extern void R_DrawLightningBeams (void);
9608 extern void VM_CL_AddPolygonsToMeshQueue (void);
9609 extern void R_DrawPortals (void);
9610 extern cvar_t cl_locs_show;
9611 static void R_DrawLocs(void);
9612 static void R_DrawEntityBBoxes(void);
9613 static void R_DrawModelDecals(void);
9614 extern void R_DrawModelShadows(void);
9615 extern void R_DrawModelShadowMaps(void);
9616 extern cvar_t cl_decals_newsystem;
9617 extern qboolean r_shadow_usingdeferredprepass;
9618 void R_RenderScene(void)
9620 qboolean shadowmapping = false;
9622 if (r_timereport_active)
9623 R_TimeReport("beginscene");
9625 r_refdef.stats.renders++;
9629 // don't let sound skip if going slow
9630 if (r_refdef.scene.extraupdate)
9633 R_MeshQueue_BeginScene();
9637 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);
9639 if (r_timereport_active)
9640 R_TimeReport("skystartframe");
9642 if (cl.csqc_vidvars.drawworld)
9644 // don't let sound skip if going slow
9645 if (r_refdef.scene.extraupdate)
9648 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9650 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9651 if (r_timereport_active)
9652 R_TimeReport("worldsky");
9655 if (R_DrawBrushModelsSky() && r_timereport_active)
9656 R_TimeReport("bmodelsky");
9658 if (skyrendermasked && skyrenderlater)
9660 // we have to force off the water clipping plane while rendering sky
9664 if (r_timereport_active)
9665 R_TimeReport("sky");
9669 R_AnimCache_CacheVisibleEntities();
9670 if (r_timereport_active)
9671 R_TimeReport("animation");
9673 R_Shadow_PrepareLights();
9674 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9675 R_Shadow_PrepareModelShadows();
9676 if (r_timereport_active)
9677 R_TimeReport("preparelights");
9679 if (R_Shadow_ShadowMappingEnabled())
9680 shadowmapping = true;
9682 if (r_shadow_usingdeferredprepass)
9683 R_Shadow_DrawPrepass();
9685 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9687 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9688 if (r_timereport_active)
9689 R_TimeReport("worlddepth");
9691 if (r_depthfirst.integer >= 2)
9693 R_DrawModelsDepth();
9694 if (r_timereport_active)
9695 R_TimeReport("modeldepth");
9698 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9700 R_DrawModelShadowMaps();
9701 R_ResetViewRendering3D();
9702 // don't let sound skip if going slow
9703 if (r_refdef.scene.extraupdate)
9707 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9709 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9710 if (r_timereport_active)
9711 R_TimeReport("world");
9714 // don't let sound skip if going slow
9715 if (r_refdef.scene.extraupdate)
9719 if (r_timereport_active)
9720 R_TimeReport("models");
9722 // don't let sound skip if going slow
9723 if (r_refdef.scene.extraupdate)
9726 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9728 R_DrawModelShadows();
9729 R_ResetViewRendering3D();
9730 // don't let sound skip if going slow
9731 if (r_refdef.scene.extraupdate)
9735 if (!r_shadow_usingdeferredprepass)
9737 R_Shadow_DrawLights();
9738 if (r_timereport_active)
9739 R_TimeReport("rtlights");
9742 // don't let sound skip if going slow
9743 if (r_refdef.scene.extraupdate)
9746 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9748 R_DrawModelShadows();
9749 R_ResetViewRendering3D();
9750 // don't let sound skip if going slow
9751 if (r_refdef.scene.extraupdate)
9755 if (cl.csqc_vidvars.drawworld)
9757 if (cl_decals_newsystem.integer)
9759 R_DrawModelDecals();
9760 if (r_timereport_active)
9761 R_TimeReport("modeldecals");
9766 if (r_timereport_active)
9767 R_TimeReport("decals");
9771 if (r_timereport_active)
9772 R_TimeReport("particles");
9775 if (r_timereport_active)
9776 R_TimeReport("explosions");
9778 R_DrawLightningBeams();
9779 if (r_timereport_active)
9780 R_TimeReport("lightning");
9783 VM_CL_AddPolygonsToMeshQueue();
9785 if (r_refdef.view.showdebug)
9787 if (cl_locs_show.integer)
9790 if (r_timereport_active)
9791 R_TimeReport("showlocs");
9794 if (r_drawportals.integer)
9797 if (r_timereport_active)
9798 R_TimeReport("portals");
9801 if (r_showbboxes.value > 0)
9803 R_DrawEntityBBoxes();
9804 if (r_timereport_active)
9805 R_TimeReport("bboxes");
9809 R_MeshQueue_RenderTransparent();
9810 if (r_timereport_active)
9811 R_TimeReport("drawtrans");
9813 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))
9815 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9816 if (r_timereport_active)
9817 R_TimeReport("worlddebug");
9818 R_DrawModelsDebug();
9819 if (r_timereport_active)
9820 R_TimeReport("modeldebug");
9823 if (cl.csqc_vidvars.drawworld)
9825 R_Shadow_DrawCoronas();
9826 if (r_timereport_active)
9827 R_TimeReport("coronas");
9832 GL_DepthTest(false);
9833 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9834 GL_Color(1, 1, 1, 1);
9835 qglBegin(GL_POLYGON);
9836 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9837 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9838 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9839 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9841 qglBegin(GL_POLYGON);
9842 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9843 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9844 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9845 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9847 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9851 // don't let sound skip if going slow
9852 if (r_refdef.scene.extraupdate)
9855 R_ResetViewRendering2D();
9858 static const unsigned short bboxelements[36] =
9868 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9871 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9873 RSurf_ActiveWorldEntity();
9875 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9876 GL_DepthMask(false);
9877 GL_DepthRange(0, 1);
9878 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9879 R_Mesh_ResetTextureState();
9881 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9882 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9883 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9884 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9885 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9886 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9887 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9888 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9889 R_FillColors(color4f, 8, cr, cg, cb, ca);
9890 if (r_refdef.fogenabled)
9892 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9894 f1 = RSurf_FogVertex(v);
9896 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9897 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9898 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9901 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9902 R_Mesh_ResetTextureState();
9903 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9904 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9907 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9911 prvm_edict_t *edict;
9912 prvm_prog_t *prog_save = prog;
9914 // this function draws bounding boxes of server entities
9918 GL_CullFace(GL_NONE);
9919 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9923 for (i = 0;i < numsurfaces;i++)
9925 edict = PRVM_EDICT_NUM(surfacelist[i]);
9926 switch ((int)edict->fields.server->solid)
9928 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9929 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9930 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9931 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9932 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9933 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9935 color[3] *= r_showbboxes.value;
9936 color[3] = bound(0, color[3], 1);
9937 GL_DepthTest(!r_showdisabledepthtest.integer);
9938 GL_CullFace(r_refdef.view.cullface_front);
9939 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9945 static void R_DrawEntityBBoxes(void)
9948 prvm_edict_t *edict;
9950 prvm_prog_t *prog_save = prog;
9952 // this function draws bounding boxes of server entities
9958 for (i = 0;i < prog->num_edicts;i++)
9960 edict = PRVM_EDICT_NUM(i);
9961 if (edict->priv.server->free)
9963 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9964 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9966 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9968 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9969 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9975 static const int nomodelelement3i[24] =
9987 static const unsigned short nomodelelement3s[24] =
9999 static const float nomodelvertex3f[6*3] =
10009 static const float nomodelcolor4f[6*4] =
10011 0.0f, 0.0f, 0.5f, 1.0f,
10012 0.0f, 0.0f, 0.5f, 1.0f,
10013 0.0f, 0.5f, 0.0f, 1.0f,
10014 0.0f, 0.5f, 0.0f, 1.0f,
10015 0.5f, 0.0f, 0.0f, 1.0f,
10016 0.5f, 0.0f, 0.0f, 1.0f
10019 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10023 float color4f[6*4];
10025 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);
10027 // this is only called once per entity so numsurfaces is always 1, and
10028 // surfacelist is always {0}, so this code does not handle batches
10030 if (rsurface.ent_flags & RENDER_ADDITIVE)
10032 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10033 GL_DepthMask(false);
10035 else if (rsurface.colormod[3] < 1)
10037 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10038 GL_DepthMask(false);
10042 GL_BlendFunc(GL_ONE, GL_ZERO);
10043 GL_DepthMask(true);
10045 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10046 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10047 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10048 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10049 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10050 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10051 for (i = 0, c = color4f;i < 6;i++, c += 4)
10053 c[0] *= rsurface.colormod[0];
10054 c[1] *= rsurface.colormod[1];
10055 c[2] *= rsurface.colormod[2];
10056 c[3] *= rsurface.colormod[3];
10058 if (r_refdef.fogenabled)
10060 for (i = 0, c = color4f;i < 6;i++, c += 4)
10062 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10064 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10065 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10066 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10069 R_Mesh_ResetTextureState();
10070 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10071 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10074 void R_DrawNoModel(entity_render_t *ent)
10077 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10078 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10079 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10081 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10084 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10086 vec3_t right1, right2, diff, normal;
10088 VectorSubtract (org2, org1, normal);
10090 // calculate 'right' vector for start
10091 VectorSubtract (r_refdef.view.origin, org1, diff);
10092 CrossProduct (normal, diff, right1);
10093 VectorNormalize (right1);
10095 // calculate 'right' vector for end
10096 VectorSubtract (r_refdef.view.origin, org2, diff);
10097 CrossProduct (normal, diff, right2);
10098 VectorNormalize (right2);
10100 vert[ 0] = org1[0] + width * right1[0];
10101 vert[ 1] = org1[1] + width * right1[1];
10102 vert[ 2] = org1[2] + width * right1[2];
10103 vert[ 3] = org1[0] - width * right1[0];
10104 vert[ 4] = org1[1] - width * right1[1];
10105 vert[ 5] = org1[2] - width * right1[2];
10106 vert[ 6] = org2[0] - width * right2[0];
10107 vert[ 7] = org2[1] - width * right2[1];
10108 vert[ 8] = org2[2] - width * right2[2];
10109 vert[ 9] = org2[0] + width * right2[0];
10110 vert[10] = org2[1] + width * right2[1];
10111 vert[11] = org2[2] + width * right2[2];
10114 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)
10116 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10117 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10118 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10119 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10120 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10121 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10122 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10123 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10124 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10125 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10126 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10127 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10130 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10135 VectorSet(v, x, y, z);
10136 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10137 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10139 if (i == mesh->numvertices)
10141 if (mesh->numvertices < mesh->maxvertices)
10143 VectorCopy(v, vertex3f);
10144 mesh->numvertices++;
10146 return mesh->numvertices;
10152 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10155 int *e, element[3];
10156 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10157 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10158 e = mesh->element3i + mesh->numtriangles * 3;
10159 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10161 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10162 if (mesh->numtriangles < mesh->maxtriangles)
10167 mesh->numtriangles++;
10169 element[1] = element[2];
10173 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10176 int *e, element[3];
10177 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10178 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10179 e = mesh->element3i + mesh->numtriangles * 3;
10180 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10182 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10183 if (mesh->numtriangles < mesh->maxtriangles)
10188 mesh->numtriangles++;
10190 element[1] = element[2];
10194 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10195 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10197 int planenum, planenum2;
10200 mplane_t *plane, *plane2;
10202 double temppoints[2][256*3];
10203 // figure out how large a bounding box we need to properly compute this brush
10205 for (w = 0;w < numplanes;w++)
10206 maxdist = max(maxdist, fabs(planes[w].dist));
10207 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10208 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10209 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10213 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10214 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10216 if (planenum2 == planenum)
10218 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);
10221 if (tempnumpoints < 3)
10223 // generate elements forming a triangle fan for this polygon
10224 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10228 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)
10230 texturelayer_t *layer;
10231 layer = t->currentlayers + t->currentnumlayers++;
10232 layer->type = type;
10233 layer->depthmask = depthmask;
10234 layer->blendfunc1 = blendfunc1;
10235 layer->blendfunc2 = blendfunc2;
10236 layer->texture = texture;
10237 layer->texmatrix = *matrix;
10238 layer->color[0] = r;
10239 layer->color[1] = g;
10240 layer->color[2] = b;
10241 layer->color[3] = a;
10244 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10246 if(parms[0] == 0 && parms[1] == 0)
10248 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10249 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10254 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10257 index = parms[2] + r_refdef.scene.time * parms[3];
10258 index -= floor(index);
10259 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10262 case Q3WAVEFUNC_NONE:
10263 case Q3WAVEFUNC_NOISE:
10264 case Q3WAVEFUNC_COUNT:
10267 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10268 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10269 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10270 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10271 case Q3WAVEFUNC_TRIANGLE:
10273 f = index - floor(index);
10276 else if (index < 2)
10278 else if (index < 3)
10284 f = parms[0] + parms[1] * f;
10285 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10286 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10290 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10295 matrix4x4_t matrix, temp;
10296 switch(tcmod->tcmod)
10298 case Q3TCMOD_COUNT:
10300 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10301 matrix = r_waterscrollmatrix;
10303 matrix = identitymatrix;
10305 case Q3TCMOD_ENTITYTRANSLATE:
10306 // this is used in Q3 to allow the gamecode to control texcoord
10307 // scrolling on the entity, which is not supported in darkplaces yet.
10308 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10310 case Q3TCMOD_ROTATE:
10311 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10312 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10313 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10315 case Q3TCMOD_SCALE:
10316 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10318 case Q3TCMOD_SCROLL:
10319 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10321 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10322 w = (int) tcmod->parms[0];
10323 h = (int) tcmod->parms[1];
10324 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10326 idx = (int) floor(f * w * h);
10327 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10329 case Q3TCMOD_STRETCH:
10330 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10331 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10333 case Q3TCMOD_TRANSFORM:
10334 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10335 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10336 VectorSet(tcmat + 6, 0 , 0 , 1);
10337 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10338 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10340 case Q3TCMOD_TURBULENT:
10341 // this is handled in the RSurf_PrepareVertices function
10342 matrix = identitymatrix;
10346 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10349 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10351 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10352 char name[MAX_QPATH];
10353 skinframe_t *skinframe;
10354 unsigned char pixels[296*194];
10355 strlcpy(cache->name, skinname, sizeof(cache->name));
10356 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10357 if (developer_loading.integer)
10358 Con_Printf("loading %s\n", name);
10359 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10360 if (!skinframe || !skinframe->base)
10363 fs_offset_t filesize;
10365 f = FS_LoadFile(name, tempmempool, true, &filesize);
10368 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10369 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10373 cache->skinframe = skinframe;
10376 texture_t *R_GetCurrentTexture(texture_t *t)
10379 const entity_render_t *ent = rsurface.entity;
10380 dp_model_t *model = ent->model;
10381 q3shaderinfo_layer_tcmod_t *tcmod;
10383 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10384 return t->currentframe;
10385 t->update_lastrenderframe = r_textureframe;
10386 t->update_lastrenderentity = (void *)ent;
10388 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10389 t->camera_entity = ent->entitynumber;
10391 t->camera_entity = 0;
10393 // switch to an alternate material if this is a q1bsp animated material
10395 texture_t *texture = t;
10396 int s = rsurface.ent_skinnum;
10397 if ((unsigned int)s >= (unsigned int)model->numskins)
10399 if (model->skinscenes)
10401 if (model->skinscenes[s].framecount > 1)
10402 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10404 s = model->skinscenes[s].firstframe;
10407 t = t + s * model->num_surfaces;
10410 // use an alternate animation if the entity's frame is not 0,
10411 // and only if the texture has an alternate animation
10412 if (rsurface.ent_alttextures && t->anim_total[1])
10413 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10415 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10417 texture->currentframe = t;
10420 // update currentskinframe to be a qw skin or animation frame
10421 if (rsurface.ent_qwskin >= 0)
10423 i = rsurface.ent_qwskin;
10424 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10426 r_qwskincache_size = cl.maxclients;
10428 Mem_Free(r_qwskincache);
10429 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10431 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10432 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10433 t->currentskinframe = r_qwskincache[i].skinframe;
10434 if (t->currentskinframe == NULL)
10435 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10437 else if (t->numskinframes >= 2)
10438 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10439 if (t->backgroundnumskinframes >= 2)
10440 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10442 t->currentmaterialflags = t->basematerialflags;
10443 t->currentalpha = rsurface.colormod[3];
10444 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10445 t->currentalpha *= r_wateralpha.value;
10446 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10447 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10448 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10449 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10450 if (!(rsurface.ent_flags & RENDER_LIGHT))
10451 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10452 else if (FAKELIGHT_ENABLED)
10454 // no modellight if using fakelight for the map
10456 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10458 // pick a model lighting mode
10459 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10460 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10462 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10464 if (rsurface.ent_flags & RENDER_ADDITIVE)
10465 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10466 else if (t->currentalpha < 1)
10467 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10468 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10469 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10470 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10471 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10472 if (t->backgroundnumskinframes)
10473 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10474 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10476 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10477 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10480 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10481 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10482 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10484 // there is no tcmod
10485 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10487 t->currenttexmatrix = r_waterscrollmatrix;
10488 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10490 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10492 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10493 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10496 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10497 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10498 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10499 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10501 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10502 if (t->currentskinframe->qpixels)
10503 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10504 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10505 if (!t->basetexture)
10506 t->basetexture = r_texture_notexture;
10507 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10508 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10509 t->nmaptexture = t->currentskinframe->nmap;
10510 if (!t->nmaptexture)
10511 t->nmaptexture = r_texture_blanknormalmap;
10512 t->glosstexture = r_texture_black;
10513 t->glowtexture = t->currentskinframe->glow;
10514 t->fogtexture = t->currentskinframe->fog;
10515 t->reflectmasktexture = t->currentskinframe->reflect;
10516 if (t->backgroundnumskinframes)
10518 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10519 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10520 t->backgroundglosstexture = r_texture_black;
10521 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10522 if (!t->backgroundnmaptexture)
10523 t->backgroundnmaptexture = r_texture_blanknormalmap;
10527 t->backgroundbasetexture = r_texture_white;
10528 t->backgroundnmaptexture = r_texture_blanknormalmap;
10529 t->backgroundglosstexture = r_texture_black;
10530 t->backgroundglowtexture = NULL;
10532 t->specularpower = r_shadow_glossexponent.value;
10533 // TODO: store reference values for these in the texture?
10534 t->specularscale = 0;
10535 if (r_shadow_gloss.integer > 0)
10537 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10539 if (r_shadow_glossintensity.value > 0)
10541 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10542 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10543 t->specularscale = r_shadow_glossintensity.value;
10546 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10548 t->glosstexture = r_texture_white;
10549 t->backgroundglosstexture = r_texture_white;
10550 t->specularscale = r_shadow_gloss2intensity.value;
10551 t->specularpower = r_shadow_gloss2exponent.value;
10554 t->specularscale *= t->specularscalemod;
10555 t->specularpower *= t->specularpowermod;
10557 // lightmaps mode looks bad with dlights using actual texturing, so turn
10558 // off the colormap and glossmap, but leave the normalmap on as it still
10559 // accurately represents the shading involved
10560 if (gl_lightmaps.integer)
10562 t->basetexture = r_texture_grey128;
10563 t->pantstexture = r_texture_black;
10564 t->shirttexture = r_texture_black;
10565 t->nmaptexture = r_texture_blanknormalmap;
10566 t->glosstexture = r_texture_black;
10567 t->glowtexture = NULL;
10568 t->fogtexture = NULL;
10569 t->reflectmasktexture = NULL;
10570 t->backgroundbasetexture = NULL;
10571 t->backgroundnmaptexture = r_texture_blanknormalmap;
10572 t->backgroundglosstexture = r_texture_black;
10573 t->backgroundglowtexture = NULL;
10574 t->specularscale = 0;
10575 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10578 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10579 VectorClear(t->dlightcolor);
10580 t->currentnumlayers = 0;
10581 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10583 int blendfunc1, blendfunc2;
10584 qboolean depthmask;
10585 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10587 blendfunc1 = GL_SRC_ALPHA;
10588 blendfunc2 = GL_ONE;
10590 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10592 blendfunc1 = GL_SRC_ALPHA;
10593 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10595 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10597 blendfunc1 = t->customblendfunc[0];
10598 blendfunc2 = t->customblendfunc[1];
10602 blendfunc1 = GL_ONE;
10603 blendfunc2 = GL_ZERO;
10605 // don't colormod evilblend textures
10606 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10607 VectorSet(t->lightmapcolor, 1, 1, 1);
10608 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10609 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10611 // fullbright is not affected by r_refdef.lightmapintensity
10612 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]);
10613 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10614 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]);
10615 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10616 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]);
10620 vec3_t ambientcolor;
10622 // set the color tint used for lights affecting this surface
10623 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10625 // q3bsp has no lightmap updates, so the lightstylevalue that
10626 // would normally be baked into the lightmap must be
10627 // applied to the color
10628 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10629 if (model->type == mod_brushq3)
10630 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10631 colorscale *= r_refdef.lightmapintensity;
10632 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10633 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10634 // basic lit geometry
10635 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]);
10636 // add pants/shirt if needed
10637 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10638 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]);
10639 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10640 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]);
10641 // now add ambient passes if needed
10642 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10644 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]);
10645 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10646 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]);
10647 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10648 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]);
10651 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10652 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]);
10653 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10655 // if this is opaque use alpha blend which will darken the earlier
10658 // if this is an alpha blended material, all the earlier passes
10659 // were darkened by fog already, so we only need to add the fog
10660 // color ontop through the fog mask texture
10662 // if this is an additive blended material, all the earlier passes
10663 // were darkened by fog already, and we should not add fog color
10664 // (because the background was not darkened, there is no fog color
10665 // that was lost behind it).
10666 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]);
10670 return t->currentframe;
10673 rsurfacestate_t rsurface;
10675 void R_Mesh_ResizeArrays(int newvertices)
10677 unsigned char *base;
10679 if (rsurface.array_size >= newvertices)
10681 if (rsurface.array_base)
10682 Mem_Free(rsurface.array_base);
10683 rsurface.array_size = (newvertices + 1023) & ~1023;
10685 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10686 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10687 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10688 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10689 size += rsurface.array_size * sizeof(float[3]);
10690 size += rsurface.array_size * sizeof(float[3]);
10691 size += rsurface.array_size * sizeof(float[3]);
10692 size += rsurface.array_size * sizeof(float[3]);
10693 size += rsurface.array_size * sizeof(float[3]);
10694 size += rsurface.array_size * sizeof(float[3]);
10695 size += rsurface.array_size * sizeof(float[3]);
10696 size += rsurface.array_size * sizeof(float[3]);
10697 size += rsurface.array_size * sizeof(float[4]);
10698 size += rsurface.array_size * sizeof(float[2]);
10699 size += rsurface.array_size * sizeof(float[2]);
10700 size += rsurface.array_size * sizeof(float[4]);
10701 size += rsurface.array_size * sizeof(int[3]);
10702 size += rsurface.array_size * sizeof(unsigned short[3]);
10703 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10704 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10705 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10706 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10707 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10708 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10709 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10710 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10711 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10712 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10713 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10714 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10715 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10716 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10717 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10718 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10719 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10720 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10721 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10724 void RSurf_ActiveWorldEntity(void)
10726 dp_model_t *model = r_refdef.scene.worldmodel;
10727 //if (rsurface.entity == r_refdef.scene.worldentity)
10729 rsurface.entity = r_refdef.scene.worldentity;
10730 rsurface.skeleton = NULL;
10731 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10732 rsurface.ent_skinnum = 0;
10733 rsurface.ent_qwskin = -1;
10734 rsurface.ent_shadertime = 0;
10735 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10736 if (rsurface.array_size < model->surfmesh.num_vertices)
10737 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10738 rsurface.matrix = identitymatrix;
10739 rsurface.inversematrix = identitymatrix;
10740 rsurface.matrixscale = 1;
10741 rsurface.inversematrixscale = 1;
10742 R_EntityMatrix(&identitymatrix);
10743 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10744 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10745 rsurface.fograngerecip = r_refdef.fograngerecip;
10746 rsurface.fogheightfade = r_refdef.fogheightfade;
10747 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10748 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10749 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10750 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10751 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10752 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10753 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10754 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10755 rsurface.colormod[3] = 1;
10756 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);
10757 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10758 rsurface.frameblend[0].lerp = 1;
10759 rsurface.ent_alttextures = false;
10760 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10761 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10762 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10763 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10764 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10765 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10766 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10767 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10768 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10769 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10770 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10771 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10772 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10773 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10774 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10775 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10776 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10777 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10778 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10779 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10780 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10781 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10782 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10783 rsurface.modelelement3i = model->surfmesh.data_element3i;
10784 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10785 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10786 rsurface.modelelement3s = model->surfmesh.data_element3s;
10787 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10788 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10789 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10790 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10791 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10792 rsurface.modelsurfaces = model->data_surfaces;
10793 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10794 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10795 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10796 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10797 rsurface.modelgeneratedvertex = false;
10798 rsurface.batchgeneratedvertex = false;
10799 rsurface.batchfirstvertex = 0;
10800 rsurface.batchnumvertices = 0;
10801 rsurface.batchfirsttriangle = 0;
10802 rsurface.batchnumtriangles = 0;
10803 rsurface.batchvertex3f = NULL;
10804 rsurface.batchvertex3f_vertexbuffer = NULL;
10805 rsurface.batchvertex3f_bufferoffset = 0;
10806 rsurface.batchsvector3f = NULL;
10807 rsurface.batchsvector3f_vertexbuffer = NULL;
10808 rsurface.batchsvector3f_bufferoffset = 0;
10809 rsurface.batchtvector3f = NULL;
10810 rsurface.batchtvector3f_vertexbuffer = NULL;
10811 rsurface.batchtvector3f_bufferoffset = 0;
10812 rsurface.batchnormal3f = NULL;
10813 rsurface.batchnormal3f_vertexbuffer = NULL;
10814 rsurface.batchnormal3f_bufferoffset = 0;
10815 rsurface.batchlightmapcolor4f = NULL;
10816 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10817 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10818 rsurface.batchtexcoordtexture2f = NULL;
10819 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10820 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10821 rsurface.batchtexcoordlightmap2f = NULL;
10822 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10823 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10824 rsurface.batchvertexmesh = NULL;
10825 rsurface.batchvertexmeshbuffer = NULL;
10826 rsurface.batchvertexposition = NULL;
10827 rsurface.batchvertexpositionbuffer = NULL;
10828 rsurface.batchelement3i = NULL;
10829 rsurface.batchelement3i_indexbuffer = NULL;
10830 rsurface.batchelement3i_bufferoffset = 0;
10831 rsurface.batchelement3s = NULL;
10832 rsurface.batchelement3s_indexbuffer = NULL;
10833 rsurface.batchelement3s_bufferoffset = 0;
10834 rsurface.passcolor4f = NULL;
10835 rsurface.passcolor4f_vertexbuffer = NULL;
10836 rsurface.passcolor4f_bufferoffset = 0;
10839 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10841 dp_model_t *model = ent->model;
10842 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10844 rsurface.entity = (entity_render_t *)ent;
10845 rsurface.skeleton = ent->skeleton;
10846 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10847 rsurface.ent_skinnum = ent->skinnum;
10848 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;
10849 rsurface.ent_shadertime = ent->shadertime;
10850 rsurface.ent_flags = ent->flags;
10851 if (rsurface.array_size < model->surfmesh.num_vertices)
10852 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10853 rsurface.matrix = ent->matrix;
10854 rsurface.inversematrix = ent->inversematrix;
10855 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10856 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10857 R_EntityMatrix(&rsurface.matrix);
10858 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10859 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10860 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10861 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10862 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10863 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10864 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10865 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10866 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10867 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10868 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10869 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10870 rsurface.colormod[3] = ent->alpha;
10871 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10872 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10873 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10874 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10875 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10876 if (ent->model->brush.submodel && !prepass)
10878 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10879 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10881 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10883 if (ent->animcache_vertex3f && !r_framedata_failed)
10885 rsurface.modelvertex3f = ent->animcache_vertex3f;
10886 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10887 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10888 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10889 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10890 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10891 rsurface.modelvertexposition = ent->animcache_vertexposition;
10892 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10894 else if (wanttangents)
10896 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10897 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10898 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10899 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10900 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10901 rsurface.modelvertexmesh = NULL;
10902 rsurface.modelvertexmeshbuffer = NULL;
10903 rsurface.modelvertexposition = NULL;
10904 rsurface.modelvertexpositionbuffer = NULL;
10906 else if (wantnormals)
10908 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10909 rsurface.modelsvector3f = NULL;
10910 rsurface.modeltvector3f = NULL;
10911 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10912 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10913 rsurface.modelvertexmesh = NULL;
10914 rsurface.modelvertexmeshbuffer = NULL;
10915 rsurface.modelvertexposition = NULL;
10916 rsurface.modelvertexpositionbuffer = NULL;
10920 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10921 rsurface.modelsvector3f = NULL;
10922 rsurface.modeltvector3f = NULL;
10923 rsurface.modelnormal3f = NULL;
10924 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10925 rsurface.modelvertexmesh = NULL;
10926 rsurface.modelvertexmeshbuffer = NULL;
10927 rsurface.modelvertexposition = NULL;
10928 rsurface.modelvertexpositionbuffer = NULL;
10930 rsurface.modelvertex3f_vertexbuffer = 0;
10931 rsurface.modelvertex3f_bufferoffset = 0;
10932 rsurface.modelsvector3f_vertexbuffer = 0;
10933 rsurface.modelsvector3f_bufferoffset = 0;
10934 rsurface.modeltvector3f_vertexbuffer = 0;
10935 rsurface.modeltvector3f_bufferoffset = 0;
10936 rsurface.modelnormal3f_vertexbuffer = 0;
10937 rsurface.modelnormal3f_bufferoffset = 0;
10938 rsurface.modelgeneratedvertex = true;
10942 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10943 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10944 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10945 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10946 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10947 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10948 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10949 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10950 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10951 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10952 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10953 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10954 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10955 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10956 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10957 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10958 rsurface.modelgeneratedvertex = false;
10960 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10961 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10962 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10963 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10964 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10965 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10966 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10967 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10968 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10969 rsurface.modelelement3i = model->surfmesh.data_element3i;
10970 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10971 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10972 rsurface.modelelement3s = model->surfmesh.data_element3s;
10973 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10974 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10975 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10976 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10977 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10978 rsurface.modelsurfaces = model->data_surfaces;
10979 rsurface.batchgeneratedvertex = false;
10980 rsurface.batchfirstvertex = 0;
10981 rsurface.batchnumvertices = 0;
10982 rsurface.batchfirsttriangle = 0;
10983 rsurface.batchnumtriangles = 0;
10984 rsurface.batchvertex3f = NULL;
10985 rsurface.batchvertex3f_vertexbuffer = NULL;
10986 rsurface.batchvertex3f_bufferoffset = 0;
10987 rsurface.batchsvector3f = NULL;
10988 rsurface.batchsvector3f_vertexbuffer = NULL;
10989 rsurface.batchsvector3f_bufferoffset = 0;
10990 rsurface.batchtvector3f = NULL;
10991 rsurface.batchtvector3f_vertexbuffer = NULL;
10992 rsurface.batchtvector3f_bufferoffset = 0;
10993 rsurface.batchnormal3f = NULL;
10994 rsurface.batchnormal3f_vertexbuffer = NULL;
10995 rsurface.batchnormal3f_bufferoffset = 0;
10996 rsurface.batchlightmapcolor4f = NULL;
10997 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10998 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10999 rsurface.batchtexcoordtexture2f = NULL;
11000 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11001 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11002 rsurface.batchtexcoordlightmap2f = NULL;
11003 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11004 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11005 rsurface.batchvertexmesh = NULL;
11006 rsurface.batchvertexmeshbuffer = NULL;
11007 rsurface.batchvertexposition = NULL;
11008 rsurface.batchvertexpositionbuffer = NULL;
11009 rsurface.batchelement3i = NULL;
11010 rsurface.batchelement3i_indexbuffer = NULL;
11011 rsurface.batchelement3i_bufferoffset = 0;
11012 rsurface.batchelement3s = NULL;
11013 rsurface.batchelement3s_indexbuffer = NULL;
11014 rsurface.batchelement3s_bufferoffset = 0;
11015 rsurface.passcolor4f = NULL;
11016 rsurface.passcolor4f_vertexbuffer = NULL;
11017 rsurface.passcolor4f_bufferoffset = 0;
11020 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)
11024 rsurface.entity = r_refdef.scene.worldentity;
11025 rsurface.skeleton = NULL;
11026 rsurface.ent_skinnum = 0;
11027 rsurface.ent_qwskin = -1;
11028 rsurface.ent_shadertime = shadertime;
11029 rsurface.ent_flags = entflags;
11030 rsurface.modelnumvertices = numvertices;
11031 rsurface.modelnumtriangles = numtriangles;
11032 if (rsurface.array_size < rsurface.modelnumvertices)
11033 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11034 rsurface.matrix = *matrix;
11035 rsurface.inversematrix = *inversematrix;
11036 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11037 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11038 R_EntityMatrix(&rsurface.matrix);
11039 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11040 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11041 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11042 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11043 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11044 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11045 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11046 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11047 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11048 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11049 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11050 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11051 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);
11052 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11053 rsurface.frameblend[0].lerp = 1;
11054 rsurface.ent_alttextures = false;
11055 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11056 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11059 rsurface.modelvertex3f = vertex3f;
11060 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11061 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11062 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11064 else if (wantnormals)
11066 rsurface.modelvertex3f = vertex3f;
11067 rsurface.modelsvector3f = NULL;
11068 rsurface.modeltvector3f = NULL;
11069 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11073 rsurface.modelvertex3f = vertex3f;
11074 rsurface.modelsvector3f = NULL;
11075 rsurface.modeltvector3f = NULL;
11076 rsurface.modelnormal3f = NULL;
11078 rsurface.modelvertexmesh = NULL;
11079 rsurface.modelvertexmeshbuffer = NULL;
11080 rsurface.modelvertexposition = NULL;
11081 rsurface.modelvertexpositionbuffer = NULL;
11082 rsurface.modelvertex3f_vertexbuffer = 0;
11083 rsurface.modelvertex3f_bufferoffset = 0;
11084 rsurface.modelsvector3f_vertexbuffer = 0;
11085 rsurface.modelsvector3f_bufferoffset = 0;
11086 rsurface.modeltvector3f_vertexbuffer = 0;
11087 rsurface.modeltvector3f_bufferoffset = 0;
11088 rsurface.modelnormal3f_vertexbuffer = 0;
11089 rsurface.modelnormal3f_bufferoffset = 0;
11090 rsurface.modelgeneratedvertex = true;
11091 rsurface.modellightmapcolor4f = color4f;
11092 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11093 rsurface.modellightmapcolor4f_bufferoffset = 0;
11094 rsurface.modeltexcoordtexture2f = texcoord2f;
11095 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11096 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11097 rsurface.modeltexcoordlightmap2f = NULL;
11098 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11099 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11100 rsurface.modelelement3i = element3i;
11101 rsurface.modelelement3i_indexbuffer = NULL;
11102 rsurface.modelelement3i_bufferoffset = 0;
11103 rsurface.modelelement3s = element3s;
11104 rsurface.modelelement3s_indexbuffer = NULL;
11105 rsurface.modelelement3s_bufferoffset = 0;
11106 rsurface.modellightmapoffsets = NULL;
11107 rsurface.modelsurfaces = NULL;
11108 rsurface.batchgeneratedvertex = false;
11109 rsurface.batchfirstvertex = 0;
11110 rsurface.batchnumvertices = 0;
11111 rsurface.batchfirsttriangle = 0;
11112 rsurface.batchnumtriangles = 0;
11113 rsurface.batchvertex3f = NULL;
11114 rsurface.batchvertex3f_vertexbuffer = NULL;
11115 rsurface.batchvertex3f_bufferoffset = 0;
11116 rsurface.batchsvector3f = NULL;
11117 rsurface.batchsvector3f_vertexbuffer = NULL;
11118 rsurface.batchsvector3f_bufferoffset = 0;
11119 rsurface.batchtvector3f = NULL;
11120 rsurface.batchtvector3f_vertexbuffer = NULL;
11121 rsurface.batchtvector3f_bufferoffset = 0;
11122 rsurface.batchnormal3f = NULL;
11123 rsurface.batchnormal3f_vertexbuffer = NULL;
11124 rsurface.batchnormal3f_bufferoffset = 0;
11125 rsurface.batchlightmapcolor4f = NULL;
11126 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11127 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11128 rsurface.batchtexcoordtexture2f = NULL;
11129 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11130 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11131 rsurface.batchtexcoordlightmap2f = NULL;
11132 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11133 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11134 rsurface.batchvertexmesh = NULL;
11135 rsurface.batchvertexmeshbuffer = NULL;
11136 rsurface.batchvertexposition = NULL;
11137 rsurface.batchvertexpositionbuffer = NULL;
11138 rsurface.batchelement3i = NULL;
11139 rsurface.batchelement3i_indexbuffer = NULL;
11140 rsurface.batchelement3i_bufferoffset = 0;
11141 rsurface.batchelement3s = NULL;
11142 rsurface.batchelement3s_indexbuffer = NULL;
11143 rsurface.batchelement3s_bufferoffset = 0;
11144 rsurface.passcolor4f = NULL;
11145 rsurface.passcolor4f_vertexbuffer = NULL;
11146 rsurface.passcolor4f_bufferoffset = 0;
11148 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11150 if ((wantnormals || wanttangents) && !normal3f)
11152 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11153 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11155 if (wanttangents && !svector3f)
11157 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11158 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11159 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11163 // now convert arrays into vertexmesh structs
11164 for (i = 0;i < numvertices;i++)
11166 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11167 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11168 if (rsurface.modelsvector3f)
11169 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11170 if (rsurface.modeltvector3f)
11171 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11172 if (rsurface.modelnormal3f)
11173 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11174 if (rsurface.modellightmapcolor4f)
11175 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11176 if (rsurface.modeltexcoordtexture2f)
11177 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11178 if (rsurface.modeltexcoordlightmap2f)
11179 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11183 float RSurf_FogPoint(const float *v)
11185 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11186 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11187 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11188 float FogHeightFade = r_refdef.fogheightfade;
11190 unsigned int fogmasktableindex;
11191 if (r_refdef.fogplaneviewabove)
11192 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11194 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11195 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11196 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11199 float RSurf_FogVertex(const float *v)
11201 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11202 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11203 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11204 float FogHeightFade = rsurface.fogheightfade;
11206 unsigned int fogmasktableindex;
11207 if (r_refdef.fogplaneviewabove)
11208 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11210 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11211 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11212 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11215 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11218 for (i = 0;i < numelements;i++)
11219 outelement3i[i] = inelement3i[i] + adjust;
11222 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11223 extern cvar_t gl_vbo;
11224 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11232 int surfacefirsttriangle;
11233 int surfacenumtriangles;
11234 int surfacefirstvertex;
11235 int surfaceendvertex;
11236 int surfacenumvertices;
11240 qboolean dynamicvertex;
11244 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11245 float waveparms[4];
11246 q3shaderinfo_deform_t *deform;
11247 const msurface_t *surface, *firstsurface;
11248 r_vertexposition_t *vertexposition;
11249 r_vertexmesh_t *vertexmesh;
11250 if (!texturenumsurfaces)
11252 // find vertex range of this surface batch
11254 firstsurface = texturesurfacelist[0];
11255 firsttriangle = firstsurface->num_firsttriangle;
11257 firstvertex = endvertex = firstsurface->num_firstvertex;
11258 for (i = 0;i < texturenumsurfaces;i++)
11260 surface = texturesurfacelist[i];
11261 if (surface != firstsurface + i)
11263 surfacefirstvertex = surface->num_firstvertex;
11264 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11265 surfacenumtriangles = surface->num_triangles;
11266 if (firstvertex > surfacefirstvertex)
11267 firstvertex = surfacefirstvertex;
11268 if (endvertex < surfaceendvertex)
11269 endvertex = surfaceendvertex;
11270 numtriangles += surfacenumtriangles;
11275 // we now know the vertex range used, and if there are any gaps in it
11276 rsurface.batchfirstvertex = firstvertex;
11277 rsurface.batchnumvertices = endvertex - firstvertex;
11278 rsurface.batchfirsttriangle = firsttriangle;
11279 rsurface.batchnumtriangles = numtriangles;
11281 // this variable holds flags for which properties have been updated that
11282 // may require regenerating vertexmesh or vertexposition arrays...
11285 // check if any dynamic vertex processing must occur
11286 dynamicvertex = false;
11288 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11289 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11290 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11292 switch (deform->deform)
11295 case Q3DEFORM_PROJECTIONSHADOW:
11296 case Q3DEFORM_TEXT0:
11297 case Q3DEFORM_TEXT1:
11298 case Q3DEFORM_TEXT2:
11299 case Q3DEFORM_TEXT3:
11300 case Q3DEFORM_TEXT4:
11301 case Q3DEFORM_TEXT5:
11302 case Q3DEFORM_TEXT6:
11303 case Q3DEFORM_TEXT7:
11304 case Q3DEFORM_NONE:
11306 case Q3DEFORM_AUTOSPRITE:
11307 dynamicvertex = true;
11308 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11309 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11311 case Q3DEFORM_AUTOSPRITE2:
11312 dynamicvertex = true;
11313 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11314 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11316 case Q3DEFORM_NORMAL:
11317 dynamicvertex = true;
11318 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11319 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11321 case Q3DEFORM_WAVE:
11322 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11323 break; // if wavefunc is a nop, ignore this transform
11324 dynamicvertex = true;
11325 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11326 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11328 case Q3DEFORM_BULGE:
11329 dynamicvertex = true;
11330 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11331 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11333 case Q3DEFORM_MOVE:
11334 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11335 break; // if wavefunc is a nop, ignore this transform
11336 dynamicvertex = true;
11337 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11338 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11342 switch(rsurface.texture->tcgen.tcgen)
11345 case Q3TCGEN_TEXTURE:
11347 case Q3TCGEN_LIGHTMAP:
11348 dynamicvertex = true;
11349 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11350 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11352 case Q3TCGEN_VECTOR:
11353 dynamicvertex = true;
11354 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11355 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11357 case Q3TCGEN_ENVIRONMENT:
11358 dynamicvertex = true;
11359 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11360 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11363 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11365 dynamicvertex = true;
11366 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11367 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11370 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11372 dynamicvertex = true;
11373 batchneed |= BATCHNEED_NOGAPS;
11374 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11377 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11379 dynamicvertex = true;
11380 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11381 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11384 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11386 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11387 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11388 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11389 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11390 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11391 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11392 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11395 // when the model data has no vertex buffer (dynamic mesh), we need to
11397 if (!rsurface.modelvertexmeshbuffer)
11398 batchneed |= BATCHNEED_NOGAPS;
11400 // if needsupdate, we have to do a dynamic vertex batch for sure
11401 if (needsupdate & batchneed)
11402 dynamicvertex = true;
11404 // see if we need to build vertexmesh from arrays
11405 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11406 dynamicvertex = true;
11408 // see if we need to build vertexposition from arrays
11409 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11410 dynamicvertex = true;
11412 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11413 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11414 dynamicvertex = true;
11416 // if there is a chance of animated vertex colors, it's a dynamic batch
11417 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11418 dynamicvertex = true;
11420 rsurface.batchvertex3f = rsurface.modelvertex3f;
11421 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11422 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11423 rsurface.batchsvector3f = rsurface.modelsvector3f;
11424 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11425 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11426 rsurface.batchtvector3f = rsurface.modeltvector3f;
11427 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11428 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11429 rsurface.batchnormal3f = rsurface.modelnormal3f;
11430 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11431 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11432 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11433 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11434 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11435 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11436 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11437 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11438 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11439 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11440 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11441 rsurface.batchvertexposition = rsurface.modelvertexposition;
11442 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11443 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11444 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11445 rsurface.batchelement3i = rsurface.modelelement3i;
11446 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11447 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11448 rsurface.batchelement3s = rsurface.modelelement3s;
11449 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11450 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11452 // if any dynamic vertex processing has to occur in software, we copy the
11453 // entire surface list together before processing to rebase the vertices
11454 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11456 // if any gaps exist and we do not have a static vertex buffer, we have to
11457 // copy the surface list together to avoid wasting upload bandwidth on the
11458 // vertices in the gaps.
11460 // if gaps exist and we have a static vertex buffer, we still have to
11461 // combine the index buffer ranges into one dynamic index buffer.
11463 // in all cases we end up with data that can be drawn in one call.
11465 if (!dynamicvertex)
11467 // static vertex data, just set pointers...
11468 rsurface.batchgeneratedvertex = false;
11469 // if there are gaps, we want to build a combined index buffer,
11470 // otherwise use the original static buffer with an appropriate offset
11475 for (i = 0;i < texturenumsurfaces;i++)
11477 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11478 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11479 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11480 numtriangles += surfacenumtriangles;
11482 rsurface.batchelement3i = rsurface.array_batchelement3i;
11483 rsurface.batchelement3i_indexbuffer = NULL;
11484 rsurface.batchelement3i_bufferoffset = 0;
11485 rsurface.batchelement3s = NULL;
11486 rsurface.batchelement3s_indexbuffer = NULL;
11487 rsurface.batchelement3s_bufferoffset = 0;
11488 if (endvertex <= 65536)
11490 rsurface.batchelement3s = rsurface.array_batchelement3s;
11491 for (i = 0;i < numtriangles*3;i++)
11492 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11494 rsurface.batchfirsttriangle = firsttriangle;
11495 rsurface.batchnumtriangles = numtriangles;
11500 // something needs software processing, do it for real...
11501 // we only directly handle interleaved array data in this case...
11502 rsurface.batchgeneratedvertex = true;
11504 // now copy the vertex data into a combined array and make an index array
11505 // (this is what Quake3 does all the time)
11506 //if (gaps || rsurface.batchfirstvertex)
11508 rsurface.batchvertexposition = NULL;
11509 rsurface.batchvertexpositionbuffer = NULL;
11510 rsurface.batchvertexmesh = NULL;
11511 rsurface.batchvertexmeshbuffer = NULL;
11512 rsurface.batchvertex3f = NULL;
11513 rsurface.batchvertex3f_vertexbuffer = NULL;
11514 rsurface.batchvertex3f_bufferoffset = 0;
11515 rsurface.batchsvector3f = NULL;
11516 rsurface.batchsvector3f_vertexbuffer = NULL;
11517 rsurface.batchsvector3f_bufferoffset = 0;
11518 rsurface.batchtvector3f = NULL;
11519 rsurface.batchtvector3f_vertexbuffer = NULL;
11520 rsurface.batchtvector3f_bufferoffset = 0;
11521 rsurface.batchnormal3f = NULL;
11522 rsurface.batchnormal3f_vertexbuffer = NULL;
11523 rsurface.batchnormal3f_bufferoffset = 0;
11524 rsurface.batchlightmapcolor4f = NULL;
11525 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11526 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11527 rsurface.batchtexcoordtexture2f = NULL;
11528 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11529 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11530 rsurface.batchtexcoordlightmap2f = NULL;
11531 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11532 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11533 rsurface.batchelement3i = rsurface.array_batchelement3i;
11534 rsurface.batchelement3i_indexbuffer = NULL;
11535 rsurface.batchelement3i_bufferoffset = 0;
11536 rsurface.batchelement3s = NULL;
11537 rsurface.batchelement3s_indexbuffer = NULL;
11538 rsurface.batchelement3s_bufferoffset = 0;
11539 // we'll only be setting up certain arrays as needed
11540 if (batchneed & BATCHNEED_VERTEXPOSITION)
11541 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11542 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11543 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11544 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11545 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11546 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11547 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11548 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11550 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11551 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11553 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11554 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11555 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11556 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11557 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11558 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11561 for (i = 0;i < texturenumsurfaces;i++)
11563 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11564 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11565 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11566 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11567 // copy only the data requested
11568 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11569 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11570 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11571 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11572 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11574 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11575 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11576 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11577 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11578 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11580 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11581 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11583 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11584 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11585 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11586 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11587 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11588 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11590 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11591 numvertices += surfacenumvertices;
11592 numtriangles += surfacenumtriangles;
11595 // generate a 16bit index array as well if possible
11596 // (in general, dynamic batches fit)
11597 if (numvertices <= 65536)
11599 rsurface.batchelement3s = rsurface.array_batchelement3s;
11600 for (i = 0;i < numtriangles*3;i++)
11601 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11604 // since we've copied everything, the batch now starts at 0
11605 rsurface.batchfirstvertex = 0;
11606 rsurface.batchnumvertices = numvertices;
11607 rsurface.batchfirsttriangle = 0;
11608 rsurface.batchnumtriangles = numtriangles;
11611 // q1bsp surfaces rendered in vertex color mode have to have colors
11612 // calculated based on lightstyles
11613 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11615 // generate color arrays for the surfaces in this list
11619 const int *offsets;
11620 const unsigned char *lm;
11622 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11623 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11624 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11625 for (i = 0;i < texturenumsurfaces;i++)
11627 surface = texturesurfacelist[i];
11628 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11629 surfacenumvertices = surface->num_vertices;
11630 if (surface->lightmapinfo->samples)
11632 for (j = 0;j < surfacenumvertices;j++)
11634 lm = surface->lightmapinfo->samples + offsets[j];
11635 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11636 VectorScale(lm, scale, c);
11637 if (surface->lightmapinfo->styles[1] != 255)
11639 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11641 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11642 VectorMA(c, scale, lm, c);
11643 if (surface->lightmapinfo->styles[2] != 255)
11646 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11647 VectorMA(c, scale, lm, c);
11648 if (surface->lightmapinfo->styles[3] != 255)
11651 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11652 VectorMA(c, scale, lm, c);
11659 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11665 for (j = 0;j < surfacenumvertices;j++)
11667 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11674 // if vertices are deformed (sprite flares and things in maps, possibly
11675 // water waves, bulges and other deformations), modify the copied vertices
11677 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11679 switch (deform->deform)
11682 case Q3DEFORM_PROJECTIONSHADOW:
11683 case Q3DEFORM_TEXT0:
11684 case Q3DEFORM_TEXT1:
11685 case Q3DEFORM_TEXT2:
11686 case Q3DEFORM_TEXT3:
11687 case Q3DEFORM_TEXT4:
11688 case Q3DEFORM_TEXT5:
11689 case Q3DEFORM_TEXT6:
11690 case Q3DEFORM_TEXT7:
11691 case Q3DEFORM_NONE:
11693 case Q3DEFORM_AUTOSPRITE:
11694 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11695 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11696 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11697 VectorNormalize(newforward);
11698 VectorNormalize(newright);
11699 VectorNormalize(newup);
11700 // a single autosprite surface can contain multiple sprites...
11701 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11703 VectorClear(center);
11704 for (i = 0;i < 4;i++)
11705 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11706 VectorScale(center, 0.25f, center);
11707 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11708 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11709 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11710 for (i = 0;i < 4;i++)
11712 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11713 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11716 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11717 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11718 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11719 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11720 rsurface.batchvertex3f_vertexbuffer = NULL;
11721 rsurface.batchvertex3f_bufferoffset = 0;
11722 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11723 rsurface.batchsvector3f_vertexbuffer = NULL;
11724 rsurface.batchsvector3f_bufferoffset = 0;
11725 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11726 rsurface.batchtvector3f_vertexbuffer = NULL;
11727 rsurface.batchtvector3f_bufferoffset = 0;
11728 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11729 rsurface.batchnormal3f_vertexbuffer = NULL;
11730 rsurface.batchnormal3f_bufferoffset = 0;
11732 case Q3DEFORM_AUTOSPRITE2:
11733 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11734 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11735 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11736 VectorNormalize(newforward);
11737 VectorNormalize(newright);
11738 VectorNormalize(newup);
11740 const float *v1, *v2;
11750 memset(shortest, 0, sizeof(shortest));
11751 // a single autosprite surface can contain multiple sprites...
11752 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11754 VectorClear(center);
11755 for (i = 0;i < 4;i++)
11756 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11757 VectorScale(center, 0.25f, center);
11758 // find the two shortest edges, then use them to define the
11759 // axis vectors for rotating around the central axis
11760 for (i = 0;i < 6;i++)
11762 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11763 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11764 l = VectorDistance2(v1, v2);
11765 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11766 if (v1[2] != v2[2])
11767 l += (1.0f / 1024.0f);
11768 if (shortest[0].length2 > l || i == 0)
11770 shortest[1] = shortest[0];
11771 shortest[0].length2 = l;
11772 shortest[0].v1 = v1;
11773 shortest[0].v2 = v2;
11775 else if (shortest[1].length2 > l || i == 1)
11777 shortest[1].length2 = l;
11778 shortest[1].v1 = v1;
11779 shortest[1].v2 = v2;
11782 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11783 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11784 // this calculates the right vector from the shortest edge
11785 // and the up vector from the edge midpoints
11786 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11787 VectorNormalize(right);
11788 VectorSubtract(end, start, up);
11789 VectorNormalize(up);
11790 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11791 VectorSubtract(rsurface.localvieworigin, center, forward);
11792 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11793 VectorNegate(forward, forward);
11794 VectorReflect(forward, 0, up, forward);
11795 VectorNormalize(forward);
11796 CrossProduct(up, forward, newright);
11797 VectorNormalize(newright);
11798 // rotate the quad around the up axis vector, this is made
11799 // especially easy by the fact we know the quad is flat,
11800 // so we only have to subtract the center position and
11801 // measure distance along the right vector, and then
11802 // multiply that by the newright vector and add back the
11804 // we also need to subtract the old position to undo the
11805 // displacement from the center, which we do with a
11806 // DotProduct, the subtraction/addition of center is also
11807 // optimized into DotProducts here
11808 l = DotProduct(right, center);
11809 for (i = 0;i < 4;i++)
11811 v1 = rsurface.batchvertex3f + 3*(j+i);
11812 f = DotProduct(right, v1) - l;
11813 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11817 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11818 rsurface.batchvertex3f_vertexbuffer = NULL;
11819 rsurface.batchvertex3f_bufferoffset = 0;
11820 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11822 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11823 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11824 rsurface.batchnormal3f_vertexbuffer = NULL;
11825 rsurface.batchnormal3f_bufferoffset = 0;
11827 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11829 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11830 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11831 rsurface.batchsvector3f_vertexbuffer = NULL;
11832 rsurface.batchsvector3f_bufferoffset = 0;
11833 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11834 rsurface.batchtvector3f_vertexbuffer = NULL;
11835 rsurface.batchtvector3f_bufferoffset = 0;
11838 case Q3DEFORM_NORMAL:
11839 // deform the normals to make reflections wavey
11840 for (j = 0;j < rsurface.batchnumvertices;j++)
11843 float *normal = rsurface.array_batchnormal3f + 3*j;
11844 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11845 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11846 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11847 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11848 VectorNormalize(normal);
11850 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11851 rsurface.batchnormal3f_vertexbuffer = NULL;
11852 rsurface.batchnormal3f_bufferoffset = 0;
11853 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11855 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11856 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11857 rsurface.batchsvector3f_vertexbuffer = NULL;
11858 rsurface.batchsvector3f_bufferoffset = 0;
11859 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11860 rsurface.batchtvector3f_vertexbuffer = NULL;
11861 rsurface.batchtvector3f_bufferoffset = 0;
11864 case Q3DEFORM_WAVE:
11865 // deform vertex array to make wavey water and flags and such
11866 waveparms[0] = deform->waveparms[0];
11867 waveparms[1] = deform->waveparms[1];
11868 waveparms[2] = deform->waveparms[2];
11869 waveparms[3] = deform->waveparms[3];
11870 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11871 break; // if wavefunc is a nop, don't make a dynamic vertex array
11872 // this is how a divisor of vertex influence on deformation
11873 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11874 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11875 for (j = 0;j < rsurface.batchnumvertices;j++)
11877 // if the wavefunc depends on time, evaluate it per-vertex
11880 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11881 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11883 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11885 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11886 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11887 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11888 rsurface.batchvertex3f_vertexbuffer = NULL;
11889 rsurface.batchvertex3f_bufferoffset = 0;
11890 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11891 rsurface.batchnormal3f_vertexbuffer = NULL;
11892 rsurface.batchnormal3f_bufferoffset = 0;
11893 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11895 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11896 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11897 rsurface.batchsvector3f_vertexbuffer = NULL;
11898 rsurface.batchsvector3f_bufferoffset = 0;
11899 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11900 rsurface.batchtvector3f_vertexbuffer = NULL;
11901 rsurface.batchtvector3f_bufferoffset = 0;
11904 case Q3DEFORM_BULGE:
11905 // deform vertex array to make the surface have moving bulges
11906 for (j = 0;j < rsurface.batchnumvertices;j++)
11908 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11909 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11911 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11912 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11913 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11914 rsurface.batchvertex3f_vertexbuffer = NULL;
11915 rsurface.batchvertex3f_bufferoffset = 0;
11916 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11917 rsurface.batchnormal3f_vertexbuffer = NULL;
11918 rsurface.batchnormal3f_bufferoffset = 0;
11919 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11921 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11922 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11923 rsurface.batchsvector3f_vertexbuffer = NULL;
11924 rsurface.batchsvector3f_bufferoffset = 0;
11925 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11926 rsurface.batchtvector3f_vertexbuffer = NULL;
11927 rsurface.batchtvector3f_bufferoffset = 0;
11930 case Q3DEFORM_MOVE:
11931 // deform vertex array
11932 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11933 break; // if wavefunc is a nop, don't make a dynamic vertex array
11934 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11935 VectorScale(deform->parms, scale, waveparms);
11936 for (j = 0;j < rsurface.batchnumvertices;j++)
11937 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11938 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11939 rsurface.batchvertex3f_vertexbuffer = NULL;
11940 rsurface.batchvertex3f_bufferoffset = 0;
11945 // generate texcoords based on the chosen texcoord source
11946 switch(rsurface.texture->tcgen.tcgen)
11949 case Q3TCGEN_TEXTURE:
11951 case Q3TCGEN_LIGHTMAP:
11952 if (rsurface.batchtexcoordlightmap2f)
11953 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11954 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11955 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11956 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11958 case Q3TCGEN_VECTOR:
11959 for (j = 0;j < rsurface.batchnumvertices;j++)
11961 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11962 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11964 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11965 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11966 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11968 case Q3TCGEN_ENVIRONMENT:
11969 // make environment reflections using a spheremap
11970 for (j = 0;j < rsurface.batchnumvertices;j++)
11972 // identical to Q3A's method, but executed in worldspace so
11973 // carried models can be shiny too
11975 float viewer[3], d, reflected[3], worldreflected[3];
11977 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11978 // VectorNormalize(viewer);
11980 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11982 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11983 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11984 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11985 // note: this is proportinal to viewer, so we can normalize later
11987 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11988 VectorNormalize(worldreflected);
11990 // note: this sphere map only uses world x and z!
11991 // so positive and negative y will LOOK THE SAME.
11992 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11993 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11995 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11996 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11997 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12000 // the only tcmod that needs software vertex processing is turbulent, so
12001 // check for it here and apply the changes if needed
12002 // and we only support that as the first one
12003 // (handling a mixture of turbulent and other tcmods would be problematic
12004 // without punting it entirely to a software path)
12005 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12007 amplitude = rsurface.texture->tcmods[0].parms[1];
12008 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12009 for (j = 0;j < rsurface.batchnumvertices;j++)
12011 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12012 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12014 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12015 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12016 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12019 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12021 // convert the modified arrays to vertex structs
12022 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12023 rsurface.batchvertexmeshbuffer = NULL;
12024 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12025 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12026 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12027 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12028 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12029 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12030 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12032 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12034 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12035 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12038 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12039 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12040 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12041 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12042 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12043 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12044 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12045 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12046 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12049 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12051 // convert the modified arrays to vertex structs
12052 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12053 rsurface.batchvertexpositionbuffer = NULL;
12054 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12055 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12057 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12058 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12062 void RSurf_DrawBatch(void)
12064 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
12067 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12069 // pick the closest matching water plane
12070 int planeindex, vertexindex, bestplaneindex = -1;
12074 r_waterstate_waterplane_t *p;
12076 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12078 if(p->camera_entity != rsurface.texture->camera_entity)
12081 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12082 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12084 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12085 d += fabs(PlaneDiff(vert, &p->plane));
12087 if (bestd > d || bestplaneindex < 0)
12090 bestplaneindex = planeindex;
12093 return bestplaneindex;
12096 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12099 for (i = 0;i < rsurface.batchnumvertices;i++)
12100 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12101 rsurface.passcolor4f = rsurface.array_passcolor4f;
12102 rsurface.passcolor4f_vertexbuffer = 0;
12103 rsurface.passcolor4f_bufferoffset = 0;
12106 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12113 if (rsurface.passcolor4f)
12115 // generate color arrays
12116 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12118 f = RSurf_FogVertex(v);
12127 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12129 f = RSurf_FogVertex(v);
12136 rsurface.passcolor4f = rsurface.array_passcolor4f;
12137 rsurface.passcolor4f_vertexbuffer = 0;
12138 rsurface.passcolor4f_bufferoffset = 0;
12141 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12148 if (!rsurface.passcolor4f)
12150 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12152 f = RSurf_FogVertex(v);
12153 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12154 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12155 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12158 rsurface.passcolor4f = rsurface.array_passcolor4f;
12159 rsurface.passcolor4f_vertexbuffer = 0;
12160 rsurface.passcolor4f_bufferoffset = 0;
12163 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12168 if (!rsurface.passcolor4f)
12170 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12177 rsurface.passcolor4f = rsurface.array_passcolor4f;
12178 rsurface.passcolor4f_vertexbuffer = 0;
12179 rsurface.passcolor4f_bufferoffset = 0;
12182 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12187 if (!rsurface.passcolor4f)
12189 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12191 c2[0] = c[0] + r_refdef.scene.ambient;
12192 c2[1] = c[1] + r_refdef.scene.ambient;
12193 c2[2] = c[2] + r_refdef.scene.ambient;
12196 rsurface.passcolor4f = rsurface.array_passcolor4f;
12197 rsurface.passcolor4f_vertexbuffer = 0;
12198 rsurface.passcolor4f_bufferoffset = 0;
12201 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12204 rsurface.passcolor4f = NULL;
12205 rsurface.passcolor4f_vertexbuffer = 0;
12206 rsurface.passcolor4f_bufferoffset = 0;
12207 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12208 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12209 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12210 GL_Color(r, g, b, a);
12211 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12215 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12217 // TODO: optimize applyfog && applycolor case
12218 // just apply fog if necessary, and tint the fog color array if necessary
12219 rsurface.passcolor4f = NULL;
12220 rsurface.passcolor4f_vertexbuffer = 0;
12221 rsurface.passcolor4f_bufferoffset = 0;
12222 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12223 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12224 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12225 GL_Color(r, g, b, a);
12229 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12232 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12233 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12234 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12235 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12236 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12237 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12238 GL_Color(r, g, b, a);
12242 static void RSurf_DrawBatch_GL11_ClampColor(void)
12247 if (!rsurface.passcolor4f)
12249 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12251 c2[0] = bound(0.0f, c1[0], 1.0f);
12252 c2[1] = bound(0.0f, c1[1], 1.0f);
12253 c2[2] = bound(0.0f, c1[2], 1.0f);
12254 c2[3] = bound(0.0f, c1[3], 1.0f);
12258 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12268 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12270 f = -DotProduct(r_refdef.view.forward, n);
12272 f = f * 0.85 + 0.15; // work around so stuff won't get black
12273 f *= r_refdef.lightmapintensity;
12274 Vector4Set(c, f, f, f, 1);
12277 rsurface.passcolor4f = rsurface.array_passcolor4f;
12278 rsurface.passcolor4f_vertexbuffer = 0;
12279 rsurface.passcolor4f_bufferoffset = 0;
12282 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12284 RSurf_DrawBatch_GL11_ApplyFakeLight();
12285 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12286 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12287 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12288 GL_Color(r, g, b, a);
12292 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12300 vec3_t ambientcolor;
12301 vec3_t diffusecolor;
12305 VectorCopy(rsurface.modellight_lightdir, lightdir);
12306 f = 0.5f * r_refdef.lightmapintensity;
12307 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12308 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12309 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12310 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12311 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12312 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12314 if (VectorLength2(diffusecolor) > 0)
12316 // q3-style directional shading
12317 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12319 if ((f = DotProduct(n, lightdir)) > 0)
12320 VectorMA(ambientcolor, f, diffusecolor, c);
12322 VectorCopy(ambientcolor, c);
12329 rsurface.passcolor4f = rsurface.array_passcolor4f;
12330 rsurface.passcolor4f_vertexbuffer = 0;
12331 rsurface.passcolor4f_bufferoffset = 0;
12332 *applycolor = false;
12336 *r = ambientcolor[0];
12337 *g = ambientcolor[1];
12338 *b = ambientcolor[2];
12339 rsurface.passcolor4f = NULL;
12340 rsurface.passcolor4f_vertexbuffer = 0;
12341 rsurface.passcolor4f_bufferoffset = 0;
12345 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12347 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12348 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12349 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12350 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12351 GL_Color(r, g, b, a);
12355 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12361 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12363 f = 1 - RSurf_FogVertex(v);
12371 void RSurf_SetupDepthAndCulling(void)
12373 // submodels are biased to avoid z-fighting with world surfaces that they
12374 // may be exactly overlapping (avoids z-fighting artifacts on certain
12375 // doors and things in Quake maps)
12376 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12377 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12378 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12379 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12382 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12384 // transparent sky would be ridiculous
12385 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12387 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12388 skyrenderlater = true;
12389 RSurf_SetupDepthAndCulling();
12390 GL_DepthMask(true);
12391 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12392 // skymasking on them, and Quake3 never did sky masking (unlike
12393 // software Quake and software Quake2), so disable the sky masking
12394 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12395 // and skymasking also looks very bad when noclipping outside the
12396 // level, so don't use it then either.
12397 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12399 R_Mesh_ResetTextureState();
12400 if (skyrendermasked)
12402 R_SetupShader_DepthOrShadow();
12403 // depth-only (masking)
12404 GL_ColorMask(0,0,0,0);
12405 // just to make sure that braindead drivers don't draw
12406 // anything despite that colormask...
12407 GL_BlendFunc(GL_ZERO, GL_ONE);
12408 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12409 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12413 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12415 GL_BlendFunc(GL_ONE, GL_ZERO);
12416 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12417 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12418 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12421 if (skyrendermasked)
12422 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12424 R_Mesh_ResetTextureState();
12425 GL_Color(1, 1, 1, 1);
12428 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12429 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12430 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12432 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12436 // render screenspace normalmap to texture
12437 GL_DepthMask(true);
12438 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12443 // bind lightmap texture
12445 // water/refraction/reflection/camera surfaces have to be handled specially
12446 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12448 int start, end, startplaneindex;
12449 for (start = 0;start < texturenumsurfaces;start = end)
12451 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12452 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12454 // now that we have a batch using the same planeindex, render it
12455 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12457 // render water or distortion background
12458 GL_DepthMask(true);
12459 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12461 // blend surface on top
12462 GL_DepthMask(false);
12463 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12466 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12468 // render surface with reflection texture as input
12469 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12470 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12477 // render surface batch normally
12478 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12479 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12483 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12485 // OpenGL 1.3 path - anything not completely ancient
12486 qboolean applycolor;
12489 const texturelayer_t *layer;
12490 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12491 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12493 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12496 int layertexrgbscale;
12497 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12499 if (layerindex == 0)
12500 GL_AlphaTest(true);
12503 GL_AlphaTest(false);
12504 GL_DepthFunc(GL_EQUAL);
12507 GL_DepthMask(layer->depthmask && writedepth);
12508 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12509 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12511 layertexrgbscale = 4;
12512 VectorScale(layer->color, 0.25f, layercolor);
12514 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12516 layertexrgbscale = 2;
12517 VectorScale(layer->color, 0.5f, layercolor);
12521 layertexrgbscale = 1;
12522 VectorScale(layer->color, 1.0f, layercolor);
12524 layercolor[3] = layer->color[3];
12525 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12526 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12527 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12528 switch (layer->type)
12530 case TEXTURELAYERTYPE_LITTEXTURE:
12531 // single-pass lightmapped texture with 2x rgbscale
12532 R_Mesh_TexBind(0, r_texture_white);
12533 R_Mesh_TexMatrix(0, NULL);
12534 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12535 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12536 R_Mesh_TexBind(1, layer->texture);
12537 R_Mesh_TexMatrix(1, &layer->texmatrix);
12538 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12539 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12540 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12541 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12542 else if (FAKELIGHT_ENABLED)
12543 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12544 else if (rsurface.uselightmaptexture)
12545 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12547 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12549 case TEXTURELAYERTYPE_TEXTURE:
12550 // singletexture unlit texture with transparency support
12551 R_Mesh_TexBind(0, layer->texture);
12552 R_Mesh_TexMatrix(0, &layer->texmatrix);
12553 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12554 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12555 R_Mesh_TexBind(1, 0);
12556 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12557 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12559 case TEXTURELAYERTYPE_FOG:
12560 // singletexture fogging
12561 if (layer->texture)
12563 R_Mesh_TexBind(0, layer->texture);
12564 R_Mesh_TexMatrix(0, &layer->texmatrix);
12565 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12566 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12570 R_Mesh_TexBind(0, 0);
12571 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12573 R_Mesh_TexBind(1, 0);
12574 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12575 // generate a color array for the fog pass
12576 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12577 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12581 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12584 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12586 GL_DepthFunc(GL_LEQUAL);
12587 GL_AlphaTest(false);
12591 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12593 // OpenGL 1.1 - crusty old voodoo path
12596 const texturelayer_t *layer;
12597 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12598 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12600 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12602 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12604 if (layerindex == 0)
12605 GL_AlphaTest(true);
12608 GL_AlphaTest(false);
12609 GL_DepthFunc(GL_EQUAL);
12612 GL_DepthMask(layer->depthmask && writedepth);
12613 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12614 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12615 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12616 switch (layer->type)
12618 case TEXTURELAYERTYPE_LITTEXTURE:
12619 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12621 // two-pass lit texture with 2x rgbscale
12622 // first the lightmap pass
12623 R_Mesh_TexBind(0, r_texture_white);
12624 R_Mesh_TexMatrix(0, NULL);
12625 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12626 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12628 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12629 else if (FAKELIGHT_ENABLED)
12630 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12631 else if (rsurface.uselightmaptexture)
12632 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12634 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12635 // then apply the texture to it
12636 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12637 R_Mesh_TexBind(0, layer->texture);
12638 R_Mesh_TexMatrix(0, &layer->texmatrix);
12639 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12640 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12641 RSurf_DrawBatch_GL11_Unlit(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);
12645 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12646 R_Mesh_TexBind(0, layer->texture);
12647 R_Mesh_TexMatrix(0, &layer->texmatrix);
12648 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12649 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12651 RSurf_DrawBatch_GL11_VertexShade(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);
12653 RSurf_DrawBatch_GL11_VertexColor(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);
12656 case TEXTURELAYERTYPE_TEXTURE:
12657 // singletexture unlit texture with transparency support
12658 R_Mesh_TexBind(0, layer->texture);
12659 R_Mesh_TexMatrix(0, &layer->texmatrix);
12660 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12661 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12662 RSurf_DrawBatch_GL11_Unlit(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);
12664 case TEXTURELAYERTYPE_FOG:
12665 // singletexture fogging
12666 if (layer->texture)
12668 R_Mesh_TexBind(0, layer->texture);
12669 R_Mesh_TexMatrix(0, &layer->texmatrix);
12670 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12671 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12675 R_Mesh_TexBind(0, 0);
12676 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12678 // generate a color array for the fog pass
12679 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12680 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12684 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12689 GL_DepthFunc(GL_LEQUAL);
12690 GL_AlphaTest(false);
12694 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12698 r_vertexgeneric_t *batchvertex;
12701 GL_AlphaTest(false);
12702 R_Mesh_ResetTextureState();
12703 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12705 if(rsurface.texture && rsurface.texture->currentskinframe)
12707 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12708 c[3] *= rsurface.texture->currentalpha;
12718 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12720 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12721 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12722 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12725 // brighten it up (as texture value 127 means "unlit")
12726 c[0] *= 2 * r_refdef.view.colorscale;
12727 c[1] *= 2 * r_refdef.view.colorscale;
12728 c[2] *= 2 * r_refdef.view.colorscale;
12730 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12731 c[3] *= r_wateralpha.value;
12733 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12735 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12736 GL_DepthMask(false);
12738 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12740 GL_BlendFunc(GL_ONE, GL_ONE);
12741 GL_DepthMask(false);
12743 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12745 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12746 GL_DepthMask(false);
12748 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12750 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12751 GL_DepthMask(false);
12755 GL_BlendFunc(GL_ONE, GL_ZERO);
12756 GL_DepthMask(writedepth);
12759 if (r_showsurfaces.integer == 3)
12761 rsurface.passcolor4f = NULL;
12763 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12765 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12767 rsurface.passcolor4f = NULL;
12768 rsurface.passcolor4f_vertexbuffer = 0;
12769 rsurface.passcolor4f_bufferoffset = 0;
12771 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12773 qboolean applycolor = true;
12776 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12778 r_refdef.lightmapintensity = 1;
12779 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12780 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12782 else if (FAKELIGHT_ENABLED)
12784 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12786 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12787 RSurf_DrawBatch_GL11_ApplyFakeLight();
12788 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12792 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12794 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12795 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12796 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12799 if(!rsurface.passcolor4f)
12800 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12802 RSurf_DrawBatch_GL11_ApplyAmbient();
12803 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12804 if(r_refdef.fogenabled)
12805 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12806 RSurf_DrawBatch_GL11_ClampColor();
12808 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12809 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12812 else if (!r_refdef.view.showdebug)
12814 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12815 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12816 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12818 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12819 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12821 R_Mesh_PrepareVertices_Generic_Unlock();
12824 else if (r_showsurfaces.integer == 4)
12826 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12827 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12828 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12830 unsigned char c = vi << 3;
12831 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12832 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12834 R_Mesh_PrepareVertices_Generic_Unlock();
12837 else if (r_showsurfaces.integer == 2)
12840 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12841 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12842 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12844 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12845 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12846 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12847 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12848 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12849 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12850 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12852 R_Mesh_PrepareVertices_Generic_Unlock();
12853 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12857 int texturesurfaceindex;
12859 const msurface_t *surface;
12860 unsigned char surfacecolor4ub[4];
12861 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12862 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12864 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12866 surface = texturesurfacelist[texturesurfaceindex];
12867 k = (int)(((size_t)surface) / sizeof(msurface_t));
12868 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12869 for (j = 0;j < surface->num_vertices;j++)
12871 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12872 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12876 R_Mesh_PrepareVertices_Generic_Unlock();
12881 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12884 RSurf_SetupDepthAndCulling();
12885 if (r_showsurfaces.integer)
12887 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12890 switch (vid.renderpath)
12892 case RENDERPATH_GL20:
12893 case RENDERPATH_CGGL:
12894 case RENDERPATH_D3D9:
12895 case RENDERPATH_D3D10:
12896 case RENDERPATH_D3D11:
12897 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12899 case RENDERPATH_GL13:
12900 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12902 case RENDERPATH_GL11:
12903 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12909 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12912 RSurf_SetupDepthAndCulling();
12913 if (r_showsurfaces.integer)
12915 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12918 switch (vid.renderpath)
12920 case RENDERPATH_GL20:
12921 case RENDERPATH_CGGL:
12922 case RENDERPATH_D3D9:
12923 case RENDERPATH_D3D10:
12924 case RENDERPATH_D3D11:
12925 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12927 case RENDERPATH_GL13:
12928 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12930 case RENDERPATH_GL11:
12931 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12937 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12940 int texturenumsurfaces, endsurface;
12941 texture_t *texture;
12942 const msurface_t *surface;
12943 #define MAXBATCH_TRANSPARENTSURFACES 256
12944 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12946 // if the model is static it doesn't matter what value we give for
12947 // wantnormals and wanttangents, so this logic uses only rules applicable
12948 // to a model, knowing that they are meaningless otherwise
12949 if (ent == r_refdef.scene.worldentity)
12950 RSurf_ActiveWorldEntity();
12951 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12952 RSurf_ActiveModelEntity(ent, false, false, false);
12955 switch (vid.renderpath)
12957 case RENDERPATH_GL20:
12958 case RENDERPATH_CGGL:
12959 case RENDERPATH_D3D9:
12960 case RENDERPATH_D3D10:
12961 case RENDERPATH_D3D11:
12962 RSurf_ActiveModelEntity(ent, true, true, false);
12964 case RENDERPATH_GL13:
12965 case RENDERPATH_GL11:
12966 RSurf_ActiveModelEntity(ent, true, false, false);
12971 if (r_transparentdepthmasking.integer)
12973 qboolean setup = false;
12974 for (i = 0;i < numsurfaces;i = j)
12977 surface = rsurface.modelsurfaces + surfacelist[i];
12978 texture = surface->texture;
12979 rsurface.texture = R_GetCurrentTexture(texture);
12980 rsurface.lightmaptexture = NULL;
12981 rsurface.deluxemaptexture = NULL;
12982 rsurface.uselightmaptexture = false;
12983 // scan ahead until we find a different texture
12984 endsurface = min(i + 1024, numsurfaces);
12985 texturenumsurfaces = 0;
12986 texturesurfacelist[texturenumsurfaces++] = surface;
12987 for (;j < endsurface;j++)
12989 surface = rsurface.modelsurfaces + surfacelist[j];
12990 if (texture != surface->texture)
12992 texturesurfacelist[texturenumsurfaces++] = surface;
12994 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12996 // render the range of surfaces as depth
13000 GL_ColorMask(0,0,0,0);
13002 GL_DepthTest(true);
13003 GL_BlendFunc(GL_ONE, GL_ZERO);
13004 GL_DepthMask(true);
13005 GL_AlphaTest(false);
13006 R_Mesh_ResetTextureState();
13007 R_SetupShader_DepthOrShadow();
13009 RSurf_SetupDepthAndCulling();
13010 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13011 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13015 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13018 for (i = 0;i < numsurfaces;i = j)
13021 surface = rsurface.modelsurfaces + surfacelist[i];
13022 texture = surface->texture;
13023 rsurface.texture = R_GetCurrentTexture(texture);
13024 // scan ahead until we find a different texture
13025 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13026 texturenumsurfaces = 0;
13027 texturesurfacelist[texturenumsurfaces++] = surface;
13028 if(FAKELIGHT_ENABLED)
13030 rsurface.lightmaptexture = NULL;
13031 rsurface.deluxemaptexture = NULL;
13032 rsurface.uselightmaptexture = false;
13033 for (;j < endsurface;j++)
13035 surface = rsurface.modelsurfaces + surfacelist[j];
13036 if (texture != surface->texture)
13038 texturesurfacelist[texturenumsurfaces++] = surface;
13043 rsurface.lightmaptexture = surface->lightmaptexture;
13044 rsurface.deluxemaptexture = surface->deluxemaptexture;
13045 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13046 for (;j < endsurface;j++)
13048 surface = rsurface.modelsurfaces + surfacelist[j];
13049 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13051 texturesurfacelist[texturenumsurfaces++] = surface;
13054 // render the range of surfaces
13055 if (ent == r_refdef.scene.worldentity)
13056 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13058 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13060 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13061 GL_AlphaTest(false);
13064 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13066 // transparent surfaces get pushed off into the transparent queue
13067 int surfacelistindex;
13068 const msurface_t *surface;
13069 vec3_t tempcenter, center;
13070 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13072 surface = texturesurfacelist[surfacelistindex];
13073 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13074 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13075 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13076 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13077 if (queueentity->transparent_offset) // transparent offset
13079 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13080 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13081 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13083 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13087 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13089 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13091 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13093 RSurf_SetupDepthAndCulling();
13094 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13095 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13099 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13101 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13104 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13107 if (!rsurface.texture->currentnumlayers)
13109 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13110 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13112 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13114 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13115 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13116 else if (!rsurface.texture->currentnumlayers)
13118 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13120 // in the deferred case, transparent surfaces were queued during prepass
13121 if (!r_shadow_usingdeferredprepass)
13122 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13126 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13127 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13132 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13135 texture_t *texture;
13136 // break the surface list down into batches by texture and use of lightmapping
13137 for (i = 0;i < numsurfaces;i = j)
13140 // texture is the base texture pointer, rsurface.texture is the
13141 // current frame/skin the texture is directing us to use (for example
13142 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13143 // use skin 1 instead)
13144 texture = surfacelist[i]->texture;
13145 rsurface.texture = R_GetCurrentTexture(texture);
13146 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13148 // if this texture is not the kind we want, skip ahead to the next one
13149 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13153 if(FAKELIGHT_ENABLED || depthonly || prepass)
13155 rsurface.lightmaptexture = NULL;
13156 rsurface.deluxemaptexture = NULL;
13157 rsurface.uselightmaptexture = false;
13158 // simply scan ahead until we find a different texture or lightmap state
13159 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13164 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13165 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13166 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13167 // simply scan ahead until we find a different texture or lightmap state
13168 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13171 // render the range of surfaces
13172 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13176 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13180 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13183 if (!rsurface.texture->currentnumlayers)
13185 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13186 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13188 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13190 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13191 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13192 else if (!rsurface.texture->currentnumlayers)
13194 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13196 // in the deferred case, transparent surfaces were queued during prepass
13197 if (!r_shadow_usingdeferredprepass)
13198 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13202 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13203 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13208 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13211 texture_t *texture;
13212 // break the surface list down into batches by texture and use of lightmapping
13213 for (i = 0;i < numsurfaces;i = j)
13216 // texture is the base texture pointer, rsurface.texture is the
13217 // current frame/skin the texture is directing us to use (for example
13218 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13219 // use skin 1 instead)
13220 texture = surfacelist[i]->texture;
13221 rsurface.texture = R_GetCurrentTexture(texture);
13222 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13224 // if this texture is not the kind we want, skip ahead to the next one
13225 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13229 if(FAKELIGHT_ENABLED || depthonly || prepass)
13231 rsurface.lightmaptexture = NULL;
13232 rsurface.deluxemaptexture = NULL;
13233 rsurface.uselightmaptexture = false;
13234 // simply scan ahead until we find a different texture or lightmap state
13235 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13240 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13241 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13242 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13243 // simply scan ahead until we find a different texture or lightmap state
13244 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13247 // render the range of surfaces
13248 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13252 float locboxvertex3f[6*4*3] =
13254 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13255 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13256 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13257 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13258 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13259 1,0,0, 0,0,0, 0,1,0, 1,1,0
13262 unsigned short locboxelements[6*2*3] =
13267 12,13,14, 12,14,15,
13268 16,17,18, 16,18,19,
13272 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13275 cl_locnode_t *loc = (cl_locnode_t *)ent;
13277 float vertex3f[6*4*3];
13279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13280 GL_DepthMask(false);
13281 GL_DepthRange(0, 1);
13282 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13283 GL_DepthTest(true);
13284 GL_CullFace(GL_NONE);
13285 R_EntityMatrix(&identitymatrix);
13287 R_Mesh_ResetTextureState();
13289 i = surfacelist[0];
13290 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13291 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13292 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13293 surfacelist[0] < 0 ? 0.5f : 0.125f);
13295 if (VectorCompare(loc->mins, loc->maxs))
13297 VectorSet(size, 2, 2, 2);
13298 VectorMA(loc->mins, -0.5f, size, mins);
13302 VectorCopy(loc->mins, mins);
13303 VectorSubtract(loc->maxs, loc->mins, size);
13306 for (i = 0;i < 6*4*3;)
13307 for (j = 0;j < 3;j++, i++)
13308 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13310 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13311 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13312 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13315 void R_DrawLocs(void)
13318 cl_locnode_t *loc, *nearestloc;
13320 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13321 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13323 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13324 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13328 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13330 if (decalsystem->decals)
13331 Mem_Free(decalsystem->decals);
13332 memset(decalsystem, 0, sizeof(*decalsystem));
13335 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)
13338 tridecal_t *decals;
13341 // expand or initialize the system
13342 if (decalsystem->maxdecals <= decalsystem->numdecals)
13344 decalsystem_t old = *decalsystem;
13345 qboolean useshortelements;
13346 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13347 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13348 decalsystem->decals = (tridecal_t *)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)));
13349 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13350 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13351 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13352 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13353 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13354 if (decalsystem->numdecals)
13355 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13357 Mem_Free(old.decals);
13358 for (i = 0;i < decalsystem->maxdecals*3;i++)
13359 decalsystem->element3i[i] = i;
13360 if (useshortelements)
13361 for (i = 0;i < decalsystem->maxdecals*3;i++)
13362 decalsystem->element3s[i] = i;
13365 // grab a decal and search for another free slot for the next one
13366 decals = decalsystem->decals;
13367 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13368 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13370 decalsystem->freedecal = i;
13371 if (decalsystem->numdecals <= i)
13372 decalsystem->numdecals = i + 1;
13374 // initialize the decal
13376 decal->triangleindex = triangleindex;
13377 decal->surfaceindex = surfaceindex;
13378 decal->decalsequence = decalsequence;
13379 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13380 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13381 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13382 decal->color4ub[0][3] = 255;
13383 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13384 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13385 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13386 decal->color4ub[1][3] = 255;
13387 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13388 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13389 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13390 decal->color4ub[2][3] = 255;
13391 decal->vertex3f[0][0] = v0[0];
13392 decal->vertex3f[0][1] = v0[1];
13393 decal->vertex3f[0][2] = v0[2];
13394 decal->vertex3f[1][0] = v1[0];
13395 decal->vertex3f[1][1] = v1[1];
13396 decal->vertex3f[1][2] = v1[2];
13397 decal->vertex3f[2][0] = v2[0];
13398 decal->vertex3f[2][1] = v2[1];
13399 decal->vertex3f[2][2] = v2[2];
13400 decal->texcoord2f[0][0] = t0[0];
13401 decal->texcoord2f[0][1] = t0[1];
13402 decal->texcoord2f[1][0] = t1[0];
13403 decal->texcoord2f[1][1] = t1[1];
13404 decal->texcoord2f[2][0] = t2[0];
13405 decal->texcoord2f[2][1] = t2[1];
13408 extern cvar_t cl_decals_bias;
13409 extern cvar_t cl_decals_models;
13410 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13411 // baseparms, parms, temps
13412 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13417 const float *vertex3f;
13419 float points[2][9][3];
13426 e = rsurface.modelelement3i + 3*triangleindex;
13428 vertex3f = rsurface.modelvertex3f;
13430 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13432 index = 3*e[cornerindex];
13433 VectorCopy(vertex3f + index, v[cornerindex]);
13436 //TriangleNormal(v[0], v[1], v[2], normal);
13437 //if (DotProduct(normal, localnormal) < 0.0f)
13439 // clip by each of the box planes formed from the projection matrix
13440 // if anything survives, we emit the decal
13441 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]);
13444 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]);
13447 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]);
13450 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]);
13453 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]);
13456 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]);
13459 // some part of the triangle survived, so we have to accept it...
13462 // dynamic always uses the original triangle
13464 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13466 index = 3*e[cornerindex];
13467 VectorCopy(vertex3f + index, v[cornerindex]);
13470 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13472 // convert vertex positions to texcoords
13473 Matrix4x4_Transform(projection, v[cornerindex], temp);
13474 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13475 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13476 // calculate distance fade from the projection origin
13477 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13478 f = bound(0.0f, f, 1.0f);
13479 c[cornerindex][0] = r * f;
13480 c[cornerindex][1] = g * f;
13481 c[cornerindex][2] = b * f;
13482 c[cornerindex][3] = 1.0f;
13483 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13486 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13488 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13489 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);
13491 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)
13493 matrix4x4_t projection;
13494 decalsystem_t *decalsystem;
13497 const msurface_t *surface;
13498 const msurface_t *surfaces;
13499 const int *surfacelist;
13500 const texture_t *texture;
13502 int numsurfacelist;
13503 int surfacelistindex;
13506 float localorigin[3];
13507 float localnormal[3];
13508 float localmins[3];
13509 float localmaxs[3];
13512 float planes[6][4];
13515 int bih_triangles_count;
13516 int bih_triangles[256];
13517 int bih_surfaces[256];
13519 decalsystem = &ent->decalsystem;
13520 model = ent->model;
13521 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13523 R_DecalSystem_Reset(&ent->decalsystem);
13527 if (!model->brush.data_leafs && !cl_decals_models.integer)
13529 if (decalsystem->model)
13530 R_DecalSystem_Reset(decalsystem);
13534 if (decalsystem->model != model)
13535 R_DecalSystem_Reset(decalsystem);
13536 decalsystem->model = model;
13538 RSurf_ActiveModelEntity(ent, false, false, false);
13540 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13541 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13542 VectorNormalize(localnormal);
13543 localsize = worldsize*rsurface.inversematrixscale;
13544 localmins[0] = localorigin[0] - localsize;
13545 localmins[1] = localorigin[1] - localsize;
13546 localmins[2] = localorigin[2] - localsize;
13547 localmaxs[0] = localorigin[0] + localsize;
13548 localmaxs[1] = localorigin[1] + localsize;
13549 localmaxs[2] = localorigin[2] + localsize;
13551 //VectorCopy(localnormal, planes[4]);
13552 //VectorVectors(planes[4], planes[2], planes[0]);
13553 AnglesFromVectors(angles, localnormal, NULL, false);
13554 AngleVectors(angles, planes[0], planes[2], planes[4]);
13555 VectorNegate(planes[0], planes[1]);
13556 VectorNegate(planes[2], planes[3]);
13557 VectorNegate(planes[4], planes[5]);
13558 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13559 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13560 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13561 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13562 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13563 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13568 matrix4x4_t forwardprojection;
13569 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13570 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13575 float projectionvector[4][3];
13576 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13577 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13578 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13579 projectionvector[0][0] = planes[0][0] * ilocalsize;
13580 projectionvector[0][1] = planes[1][0] * ilocalsize;
13581 projectionvector[0][2] = planes[2][0] * ilocalsize;
13582 projectionvector[1][0] = planes[0][1] * ilocalsize;
13583 projectionvector[1][1] = planes[1][1] * ilocalsize;
13584 projectionvector[1][2] = planes[2][1] * ilocalsize;
13585 projectionvector[2][0] = planes[0][2] * ilocalsize;
13586 projectionvector[2][1] = planes[1][2] * ilocalsize;
13587 projectionvector[2][2] = planes[2][2] * ilocalsize;
13588 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13589 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13590 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13591 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13595 dynamic = model->surfmesh.isanimated;
13596 numsurfacelist = model->nummodelsurfaces;
13597 surfacelist = model->sortedmodelsurfaces;
13598 surfaces = model->data_surfaces;
13601 bih_triangles_count = -1;
13604 if(model->render_bih.numleafs)
13605 bih = &model->render_bih;
13606 else if(model->collision_bih.numleafs)
13607 bih = &model->collision_bih;
13610 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13611 if(bih_triangles_count == 0)
13613 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13615 if(bih_triangles_count > 0)
13617 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13619 surfaceindex = bih_surfaces[triangleindex];
13620 surface = surfaces + surfaceindex;
13621 texture = surface->texture;
13622 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13624 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13626 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13631 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13633 surfaceindex = surfacelist[surfacelistindex];
13634 surface = surfaces + surfaceindex;
13635 // check cull box first because it rejects more than any other check
13636 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13638 // skip transparent surfaces
13639 texture = surface->texture;
13640 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13642 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13644 numtriangles = surface->num_triangles;
13645 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13646 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13651 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13652 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)
13654 int renderentityindex;
13655 float worldmins[3];
13656 float worldmaxs[3];
13657 entity_render_t *ent;
13659 if (!cl_decals_newsystem.integer)
13662 worldmins[0] = worldorigin[0] - worldsize;
13663 worldmins[1] = worldorigin[1] - worldsize;
13664 worldmins[2] = worldorigin[2] - worldsize;
13665 worldmaxs[0] = worldorigin[0] + worldsize;
13666 worldmaxs[1] = worldorigin[1] + worldsize;
13667 worldmaxs[2] = worldorigin[2] + worldsize;
13669 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13671 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13673 ent = r_refdef.scene.entities[renderentityindex];
13674 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13677 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13681 typedef struct r_decalsystem_splatqueue_s
13683 vec3_t worldorigin;
13684 vec3_t worldnormal;
13690 r_decalsystem_splatqueue_t;
13692 int r_decalsystem_numqueued = 0;
13693 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13695 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)
13697 r_decalsystem_splatqueue_t *queue;
13699 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13702 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13703 VectorCopy(worldorigin, queue->worldorigin);
13704 VectorCopy(worldnormal, queue->worldnormal);
13705 Vector4Set(queue->color, r, g, b, a);
13706 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13707 queue->worldsize = worldsize;
13708 queue->decalsequence = cl.decalsequence++;
13711 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13714 r_decalsystem_splatqueue_t *queue;
13716 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13717 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);
13718 r_decalsystem_numqueued = 0;
13721 extern cvar_t cl_decals_max;
13722 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13725 decalsystem_t *decalsystem = &ent->decalsystem;
13732 if (!decalsystem->numdecals)
13735 if (r_showsurfaces.integer)
13738 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13740 R_DecalSystem_Reset(decalsystem);
13744 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13745 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13747 if (decalsystem->lastupdatetime)
13748 frametime = (cl.time - decalsystem->lastupdatetime);
13751 decalsystem->lastupdatetime = cl.time;
13752 decal = decalsystem->decals;
13753 numdecals = decalsystem->numdecals;
13755 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13757 if (decal->color4ub[0][3])
13759 decal->lived += frametime;
13760 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13762 memset(decal, 0, sizeof(*decal));
13763 if (decalsystem->freedecal > i)
13764 decalsystem->freedecal = i;
13768 decal = decalsystem->decals;
13769 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13772 // collapse the array by shuffling the tail decals into the gaps
13775 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13776 decalsystem->freedecal++;
13777 if (decalsystem->freedecal == numdecals)
13779 decal[decalsystem->freedecal] = decal[--numdecals];
13782 decalsystem->numdecals = numdecals;
13784 if (numdecals <= 0)
13786 // if there are no decals left, reset decalsystem
13787 R_DecalSystem_Reset(decalsystem);
13791 extern skinframe_t *decalskinframe;
13792 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13795 decalsystem_t *decalsystem = &ent->decalsystem;
13804 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13807 numdecals = decalsystem->numdecals;
13811 if (r_showsurfaces.integer)
13814 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13816 R_DecalSystem_Reset(decalsystem);
13820 // if the model is static it doesn't matter what value we give for
13821 // wantnormals and wanttangents, so this logic uses only rules applicable
13822 // to a model, knowing that they are meaningless otherwise
13823 if (ent == r_refdef.scene.worldentity)
13824 RSurf_ActiveWorldEntity();
13826 RSurf_ActiveModelEntity(ent, false, false, false);
13828 decalsystem->lastupdatetime = cl.time;
13829 decal = decalsystem->decals;
13831 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13833 // update vertex positions for animated models
13834 v3f = decalsystem->vertex3f;
13835 c4f = decalsystem->color4f;
13836 t2f = decalsystem->texcoord2f;
13837 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13839 if (!decal->color4ub[0][3])
13842 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13845 // update color values for fading decals
13846 if (decal->lived >= cl_decals_time.value)
13848 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13849 alpha *= (1.0f/255.0f);
13852 alpha = 1.0f/255.0f;
13854 c4f[ 0] = decal->color4ub[0][0] * alpha;
13855 c4f[ 1] = decal->color4ub[0][1] * alpha;
13856 c4f[ 2] = decal->color4ub[0][2] * alpha;
13858 c4f[ 4] = decal->color4ub[1][0] * alpha;
13859 c4f[ 5] = decal->color4ub[1][1] * alpha;
13860 c4f[ 6] = decal->color4ub[1][2] * alpha;
13862 c4f[ 8] = decal->color4ub[2][0] * alpha;
13863 c4f[ 9] = decal->color4ub[2][1] * alpha;
13864 c4f[10] = decal->color4ub[2][2] * alpha;
13867 t2f[0] = decal->texcoord2f[0][0];
13868 t2f[1] = decal->texcoord2f[0][1];
13869 t2f[2] = decal->texcoord2f[1][0];
13870 t2f[3] = decal->texcoord2f[1][1];
13871 t2f[4] = decal->texcoord2f[2][0];
13872 t2f[5] = decal->texcoord2f[2][1];
13874 // update vertex positions for animated models
13875 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13877 e = rsurface.modelelement3i + 3*decal->triangleindex;
13878 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13879 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13880 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13884 VectorCopy(decal->vertex3f[0], v3f);
13885 VectorCopy(decal->vertex3f[1], v3f + 3);
13886 VectorCopy(decal->vertex3f[2], v3f + 6);
13889 if (r_refdef.fogenabled)
13891 alpha = RSurf_FogVertex(v3f);
13892 VectorScale(c4f, alpha, c4f);
13893 alpha = RSurf_FogVertex(v3f + 3);
13894 VectorScale(c4f + 4, alpha, c4f + 4);
13895 alpha = RSurf_FogVertex(v3f + 6);
13896 VectorScale(c4f + 8, alpha, c4f + 8);
13907 r_refdef.stats.drawndecals += numtris;
13909 // now render the decals all at once
13910 // (this assumes they all use one particle font texture!)
13911 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);
13912 R_Mesh_ResetTextureState();
13913 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13914 GL_DepthMask(false);
13915 GL_DepthRange(0, 1);
13916 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13917 GL_DepthTest(true);
13918 GL_CullFace(GL_NONE);
13919 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13920 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13921 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13925 static void R_DrawModelDecals(void)
13929 // fade faster when there are too many decals
13930 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13931 for (i = 0;i < r_refdef.scene.numentities;i++)
13932 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13934 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13935 for (i = 0;i < r_refdef.scene.numentities;i++)
13936 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13937 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13939 R_DecalSystem_ApplySplatEntitiesQueue();
13941 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13942 for (i = 0;i < r_refdef.scene.numentities;i++)
13943 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13945 r_refdef.stats.totaldecals += numdecals;
13947 if (r_showsurfaces.integer)
13950 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13952 for (i = 0;i < r_refdef.scene.numentities;i++)
13954 if (!r_refdef.viewcache.entityvisible[i])
13956 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13957 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13961 extern cvar_t mod_collision_bih;
13962 void R_DrawDebugModel(void)
13964 entity_render_t *ent = rsurface.entity;
13965 int i, j, k, l, flagsmask;
13966 const msurface_t *surface;
13967 dp_model_t *model = ent->model;
13970 switch(vid.renderpath)
13972 case RENDERPATH_GL11:
13973 case RENDERPATH_GL13:
13974 case RENDERPATH_GL20:
13975 case RENDERPATH_CGGL:
13977 case RENDERPATH_D3D9:
13978 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13980 case RENDERPATH_D3D10:
13981 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13983 case RENDERPATH_D3D11:
13984 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13988 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13990 R_Mesh_ResetTextureState();
13991 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13992 GL_DepthRange(0, 1);
13993 GL_DepthTest(!r_showdisabledepthtest.integer);
13994 GL_DepthMask(false);
13995 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13997 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14001 qboolean cullbox = ent == r_refdef.scene.worldentity;
14002 const q3mbrush_t *brush;
14003 const bih_t *bih = &model->collision_bih;
14004 const bih_leaf_t *bihleaf;
14005 float vertex3f[3][3];
14006 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14008 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14010 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14012 switch (bihleaf->type)
14015 brush = model->brush.data_brushes + bihleaf->itemindex;
14016 if (brush->colbrushf && brush->colbrushf->numtriangles)
14018 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14019 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14020 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14023 case BIH_COLLISIONTRIANGLE:
14024 triangleindex = bihleaf->itemindex;
14025 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14026 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14027 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14028 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14029 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14030 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14032 case BIH_RENDERTRIANGLE:
14033 triangleindex = bihleaf->itemindex;
14034 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14035 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14036 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14037 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
14038 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14039 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14045 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14047 if (r_showtris.integer || r_shownormals.integer)
14049 if (r_showdisabledepthtest.integer)
14051 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14052 GL_DepthMask(false);
14056 GL_BlendFunc(GL_ONE, GL_ZERO);
14057 GL_DepthMask(true);
14059 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14061 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14063 rsurface.texture = R_GetCurrentTexture(surface->texture);
14064 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14066 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14067 if (r_showtris.value > 0)
14069 if (!rsurface.texture->currentlayers->depthmask)
14070 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14071 else if (ent == r_refdef.scene.worldentity)
14072 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14074 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14075 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14076 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14078 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14081 if (r_shownormals.value < 0)
14083 qglBegin(GL_LINES);
14084 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14086 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14087 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14088 qglVertex3f(v[0], v[1], v[2]);
14089 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14090 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14091 qglVertex3f(v[0], v[1], v[2]);
14096 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14098 qglBegin(GL_LINES);
14099 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14101 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14102 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14103 qglVertex3f(v[0], v[1], v[2]);
14104 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14105 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14106 qglVertex3f(v[0], v[1], v[2]);
14110 qglBegin(GL_LINES);
14111 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14113 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14114 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14115 qglVertex3f(v[0], v[1], v[2]);
14116 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14117 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14118 qglVertex3f(v[0], v[1], v[2]);
14122 qglBegin(GL_LINES);
14123 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14125 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14126 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14127 qglVertex3f(v[0], v[1], v[2]);
14128 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14129 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14130 qglVertex3f(v[0], v[1], v[2]);
14137 rsurface.texture = NULL;
14141 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14142 int r_maxsurfacelist = 0;
14143 const msurface_t **r_surfacelist = NULL;
14144 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14146 int i, j, endj, flagsmask;
14147 dp_model_t *model = r_refdef.scene.worldmodel;
14148 msurface_t *surfaces;
14149 unsigned char *update;
14150 int numsurfacelist = 0;
14154 if (r_maxsurfacelist < model->num_surfaces)
14156 r_maxsurfacelist = model->num_surfaces;
14158 Mem_Free((msurface_t**)r_surfacelist);
14159 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14162 RSurf_ActiveWorldEntity();
14164 surfaces = model->data_surfaces;
14165 update = model->brushq1.lightmapupdateflags;
14167 // update light styles on this submodel
14168 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14170 model_brush_lightstyleinfo_t *style;
14171 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14173 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14175 int *list = style->surfacelist;
14176 style->value = r_refdef.scene.lightstylevalue[style->style];
14177 for (j = 0;j < style->numsurfaces;j++)
14178 update[list[j]] = true;
14183 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14187 R_DrawDebugModel();
14188 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14192 rsurface.lightmaptexture = NULL;
14193 rsurface.deluxemaptexture = NULL;
14194 rsurface.uselightmaptexture = false;
14195 rsurface.texture = NULL;
14196 rsurface.rtlight = NULL;
14197 numsurfacelist = 0;
14198 // add visible surfaces to draw list
14199 for (i = 0;i < model->nummodelsurfaces;i++)
14201 j = model->sortedmodelsurfaces[i];
14202 if (r_refdef.viewcache.world_surfacevisible[j])
14203 r_surfacelist[numsurfacelist++] = surfaces + j;
14205 // update lightmaps if needed
14206 if (model->brushq1.firstrender)
14208 model->brushq1.firstrender = false;
14209 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14211 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14215 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14216 if (r_refdef.viewcache.world_surfacevisible[j])
14218 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14220 // don't do anything if there were no surfaces
14221 if (!numsurfacelist)
14223 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14226 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14227 GL_AlphaTest(false);
14229 // add to stats if desired
14230 if (r_speeds.integer && !skysurfaces && !depthonly)
14232 r_refdef.stats.world_surfaces += numsurfacelist;
14233 for (j = 0;j < numsurfacelist;j++)
14234 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14237 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14240 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14242 int i, j, endj, flagsmask;
14243 dp_model_t *model = ent->model;
14244 msurface_t *surfaces;
14245 unsigned char *update;
14246 int numsurfacelist = 0;
14250 if (r_maxsurfacelist < model->num_surfaces)
14252 r_maxsurfacelist = model->num_surfaces;
14254 Mem_Free((msurface_t **)r_surfacelist);
14255 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14258 // if the model is static it doesn't matter what value we give for
14259 // wantnormals and wanttangents, so this logic uses only rules applicable
14260 // to a model, knowing that they are meaningless otherwise
14261 if (ent == r_refdef.scene.worldentity)
14262 RSurf_ActiveWorldEntity();
14263 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14264 RSurf_ActiveModelEntity(ent, false, false, false);
14266 RSurf_ActiveModelEntity(ent, true, true, true);
14267 else if (depthonly)
14269 switch (vid.renderpath)
14271 case RENDERPATH_GL20:
14272 case RENDERPATH_CGGL:
14273 case RENDERPATH_D3D9:
14274 case RENDERPATH_D3D10:
14275 case RENDERPATH_D3D11:
14276 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14278 case RENDERPATH_GL13:
14279 case RENDERPATH_GL11:
14280 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14286 switch (vid.renderpath)
14288 case RENDERPATH_GL20:
14289 case RENDERPATH_CGGL:
14290 case RENDERPATH_D3D9:
14291 case RENDERPATH_D3D10:
14292 case RENDERPATH_D3D11:
14293 RSurf_ActiveModelEntity(ent, true, true, false);
14295 case RENDERPATH_GL13:
14296 case RENDERPATH_GL11:
14297 RSurf_ActiveModelEntity(ent, true, false, false);
14302 surfaces = model->data_surfaces;
14303 update = model->brushq1.lightmapupdateflags;
14305 // update light styles
14306 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14308 model_brush_lightstyleinfo_t *style;
14309 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14311 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14313 int *list = style->surfacelist;
14314 style->value = r_refdef.scene.lightstylevalue[style->style];
14315 for (j = 0;j < style->numsurfaces;j++)
14316 update[list[j]] = true;
14321 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14325 R_DrawDebugModel();
14326 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14330 rsurface.lightmaptexture = NULL;
14331 rsurface.deluxemaptexture = NULL;
14332 rsurface.uselightmaptexture = false;
14333 rsurface.texture = NULL;
14334 rsurface.rtlight = NULL;
14335 numsurfacelist = 0;
14336 // add visible surfaces to draw list
14337 for (i = 0;i < model->nummodelsurfaces;i++)
14338 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14339 // don't do anything if there were no surfaces
14340 if (!numsurfacelist)
14342 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14345 // update lightmaps if needed
14349 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14354 R_BuildLightMap(ent, surfaces + j);
14359 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14361 R_BuildLightMap(ent, surfaces + j);
14362 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14363 GL_AlphaTest(false);
14365 // add to stats if desired
14366 if (r_speeds.integer && !skysurfaces && !depthonly)
14368 r_refdef.stats.entities_surfaces += numsurfacelist;
14369 for (j = 0;j < numsurfacelist;j++)
14370 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14373 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14376 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14378 static texture_t texture;
14379 static msurface_t surface;
14380 const msurface_t *surfacelist = &surface;
14382 // fake enough texture and surface state to render this geometry
14384 texture.update_lastrenderframe = -1; // regenerate this texture
14385 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14386 texture.currentskinframe = skinframe;
14387 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14388 texture.offsetmapping = OFFSETMAPPING_OFF;
14389 texture.offsetscale = 1;
14390 texture.specularscalemod = 1;
14391 texture.specularpowermod = 1;
14393 surface.texture = &texture;
14394 surface.num_triangles = numtriangles;
14395 surface.num_firsttriangle = firsttriangle;
14396 surface.num_vertices = numvertices;
14397 surface.num_firstvertex = firstvertex;
14400 rsurface.texture = R_GetCurrentTexture(surface.texture);
14401 rsurface.lightmaptexture = NULL;
14402 rsurface.deluxemaptexture = NULL;
14403 rsurface.uselightmaptexture = false;
14404 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14407 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)
14409 static msurface_t surface;
14410 const msurface_t *surfacelist = &surface;
14412 // fake enough texture and surface state to render this geometry
14414 surface.texture = texture;
14415 surface.num_triangles = numtriangles;
14416 surface.num_firsttriangle = firsttriangle;
14417 surface.num_vertices = numvertices;
14418 surface.num_firstvertex = firstvertex;
14421 rsurface.texture = R_GetCurrentTexture(surface.texture);
14422 rsurface.lightmaptexture = NULL;
14423 rsurface.deluxemaptexture = NULL;
14424 rsurface.uselightmaptexture = false;
14425 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);