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)"};
151 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
152 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
153 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
154 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
156 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)"};
157 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
158 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"};
159 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
160 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
161 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
163 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
164 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
165 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
166 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
168 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
169 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
170 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
171 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
172 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
173 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
174 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
176 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
177 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
178 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
179 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)"};
181 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"};
183 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"};
185 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
187 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
188 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"};
189 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
190 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
191 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
192 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
193 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
194 cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
195 cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
197 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
198 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
200 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)"};
202 extern cvar_t v_glslgamma;
204 extern qboolean v_flipped_state;
206 static struct r_bloomstate_s
211 int bloomwidth, bloomheight;
213 int screentexturewidth, screentextureheight;
214 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
216 int bloomtexturewidth, bloomtextureheight;
217 rtexture_t *texture_bloom;
219 // arrays for rendering the screen passes
220 float screentexcoord2f[8];
221 float bloomtexcoord2f[8];
222 float offsettexcoord2f[8];
224 r_viewport_t viewport;
228 r_waterstate_t r_waterstate;
230 /// shadow volume bsp struct with automatically growing nodes buffer
233 rtexture_t *r_texture_blanknormalmap;
234 rtexture_t *r_texture_white;
235 rtexture_t *r_texture_grey128;
236 rtexture_t *r_texture_black;
237 rtexture_t *r_texture_notexture;
238 rtexture_t *r_texture_whitecube;
239 rtexture_t *r_texture_normalizationcube;
240 rtexture_t *r_texture_fogattenuation;
241 rtexture_t *r_texture_fogheighttexture;
242 rtexture_t *r_texture_gammaramps;
243 unsigned int r_texture_gammaramps_serial;
244 //rtexture_t *r_texture_fogintensity;
245 rtexture_t *r_texture_reflectcube;
247 // TODO: hash lookups?
248 typedef struct cubemapinfo_s
255 int r_texture_numcubemaps;
256 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
258 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
259 unsigned int r_numqueries;
260 unsigned int r_maxqueries;
262 typedef struct r_qwskincache_s
264 char name[MAX_QPATH];
265 skinframe_t *skinframe;
269 static r_qwskincache_t *r_qwskincache;
270 static int r_qwskincache_size;
272 /// vertex coordinates for a quad that covers the screen exactly
273 extern const float r_screenvertex3f[12];
274 extern const float r_d3dscreenvertex3f[12];
275 const float r_screenvertex3f[12] =
282 const float r_d3dscreenvertex3f[12] =
290 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
293 for (i = 0;i < verts;i++)
304 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
307 for (i = 0;i < verts;i++)
317 // FIXME: move this to client?
320 if (gamemode == GAME_NEHAHRA)
322 Cvar_Set("gl_fogenable", "0");
323 Cvar_Set("gl_fogdensity", "0.2");
324 Cvar_Set("gl_fogred", "0.3");
325 Cvar_Set("gl_foggreen", "0.3");
326 Cvar_Set("gl_fogblue", "0.3");
328 r_refdef.fog_density = 0;
329 r_refdef.fog_red = 0;
330 r_refdef.fog_green = 0;
331 r_refdef.fog_blue = 0;
332 r_refdef.fog_alpha = 1;
333 r_refdef.fog_start = 0;
334 r_refdef.fog_end = 16384;
335 r_refdef.fog_height = 1<<30;
336 r_refdef.fog_fadedepth = 128;
337 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
340 static void R_BuildBlankTextures(void)
342 unsigned char data[4];
343 data[2] = 128; // normal X
344 data[1] = 128; // normal Y
345 data[0] = 255; // normal Z
346 data[3] = 128; // height
347 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 static void R_BuildNoTexture(void)
368 unsigned char pix[16][16][4];
369 // this makes a light grey/dark grey checkerboard texture
370 for (y = 0;y < 16;y++)
372 for (x = 0;x < 16;x++)
374 if ((y < 8) ^ (x < 8))
390 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildWhiteCube(void)
395 unsigned char data[6*1*1*4];
396 memset(data, 255, sizeof(data));
397 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
400 static void R_BuildNormalizationCube(void)
404 vec_t s, t, intensity;
407 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
408 for (side = 0;side < 6;side++)
410 for (y = 0;y < NORMSIZE;y++)
412 for (x = 0;x < NORMSIZE;x++)
414 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
415 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
450 intensity = 127.0f / sqrt(DotProduct(v, v));
451 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
452 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
453 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
454 data[((side*64+y)*64+x)*4+3] = 255;
458 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
462 static void R_BuildFogTexture(void)
466 unsigned char data1[FOGWIDTH][4];
467 //unsigned char data2[FOGWIDTH][4];
470 r_refdef.fogmasktable_start = r_refdef.fog_start;
471 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
472 r_refdef.fogmasktable_range = r_refdef.fogrange;
473 r_refdef.fogmasktable_density = r_refdef.fog_density;
475 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
476 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
478 d = (x * r - r_refdef.fogmasktable_start);
479 if(developer_extra.integer)
480 Con_DPrintf("%f ", d);
482 if (r_fog_exp2.integer)
483 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
485 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
486 if(developer_extra.integer)
487 Con_DPrintf(" : %f ", alpha);
488 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
489 if(developer_extra.integer)
490 Con_DPrintf(" = %f\n", alpha);
491 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
494 for (x = 0;x < FOGWIDTH;x++)
496 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
501 //data2[x][0] = 255 - b;
502 //data2[x][1] = 255 - b;
503 //data2[x][2] = 255 - b;
506 if (r_texture_fogattenuation)
508 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
509 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
513 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
514 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
518 static void R_BuildFogHeightTexture(void)
520 unsigned char *inpixels;
528 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
529 if (r_refdef.fogheighttexturename[0])
530 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
533 r_refdef.fog_height_tablesize = 0;
534 if (r_texture_fogheighttexture)
535 R_FreeTexture(r_texture_fogheighttexture);
536 r_texture_fogheighttexture = NULL;
537 if (r_refdef.fog_height_table2d)
538 Mem_Free(r_refdef.fog_height_table2d);
539 r_refdef.fog_height_table2d = NULL;
540 if (r_refdef.fog_height_table1d)
541 Mem_Free(r_refdef.fog_height_table1d);
542 r_refdef.fog_height_table1d = NULL;
546 r_refdef.fog_height_tablesize = size;
547 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
548 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
549 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
551 // LordHavoc: now the magic - what is that table2d for? it is a cooked
552 // average fog color table accounting for every fog layer between a point
553 // and the camera. (Note: attenuation is handled separately!)
554 for (y = 0;y < size;y++)
556 for (x = 0;x < size;x++)
562 for (j = x;j <= y;j++)
564 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
570 for (j = x;j >= y;j--)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
577 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
578 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
579 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
580 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
583 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
586 //=======================================================================================================================================================
588 static const char *builtinshaderstring =
589 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
590 "// written by Forest 'LordHavoc' Hale\n"
591 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
593 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
596 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
597 "#define USELIGHTMAP\n"
599 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
600 "#define USEEYEVECTOR\n"
603 "#ifdef USESHADOWMAP2D\n"
604 "# ifdef GL_EXT_gpu_shader4\n"
605 "# extension GL_EXT_gpu_shader4 : enable\n"
607 "# ifdef GL_ARB_texture_gather\n"
608 "# extension GL_ARB_texture_gather : enable\n"
610 "# ifdef GL_AMD_texture_texture4\n"
611 "# extension GL_AMD_texture_texture4 : enable\n"
616 "//#ifdef USESHADOWSAMPLER\n"
617 "//# extension GL_ARB_shadow : enable\n"
620 "//#ifdef __GLSL_CG_DATA_TYPES\n"
621 "//# define myhalf half\n"
622 "//# define myhalf2 half2\n"
623 "//# define myhalf3 half3\n"
624 "//# define myhalf4 half4\n"
626 "# define myhalf float\n"
627 "# define myhalf2 vec2\n"
628 "# define myhalf3 vec3\n"
629 "# define myhalf4 vec4\n"
632 "#ifdef VERTEX_SHADER\n"
633 "uniform mat4 ModelViewProjectionMatrix;\n"
636 "#ifdef MODE_DEPTH_OR_SHADOW\n"
637 "#ifdef VERTEX_SHADER\n"
640 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
643 "#else // !MODE_DEPTH_ORSHADOW\n"
648 "#ifdef MODE_SHOWDEPTH\n"
649 "#ifdef VERTEX_SHADER\n"
652 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
653 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
657 "#ifdef FRAGMENT_SHADER\n"
660 " gl_FragColor = gl_Color;\n"
663 "#else // !MODE_SHOWDEPTH\n"
668 "#ifdef MODE_POSTPROCESS\n"
669 "varying vec2 TexCoord1;\n"
670 "varying vec2 TexCoord2;\n"
672 "#ifdef VERTEX_SHADER\n"
675 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
676 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
678 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
683 "#ifdef FRAGMENT_SHADER\n"
684 "uniform sampler2D Texture_First;\n"
686 "uniform sampler2D Texture_Second;\n"
687 "uniform vec4 BloomColorSubtract;\n"
689 "#ifdef USEGAMMARAMPS\n"
690 "uniform sampler2D Texture_GammaRamps;\n"
692 "#ifdef USESATURATION\n"
693 "uniform float Saturation;\n"
695 "#ifdef USEVIEWTINT\n"
696 "uniform vec4 ViewTintColor;\n"
698 "//uncomment these if you want to use them:\n"
699 "uniform vec4 UserVec1;\n"
700 "uniform vec4 UserVec2;\n"
701 "// uniform vec4 UserVec3;\n"
702 "// uniform vec4 UserVec4;\n"
703 "// uniform float ClientTime;\n"
704 "uniform vec2 PixelSize;\n"
707 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
709 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
711 "#ifdef USEVIEWTINT\n"
712 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
715 "#ifdef USEPOSTPROCESSING\n"
716 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
717 "// 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"
718 " float sobel = 1.0;\n"
719 " // vec2 ts = textureSize(Texture_First, 0);\n"
720 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
721 " vec2 px = PixelSize;\n"
722 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
723 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
724 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
725 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
726 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
727 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
728 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
729 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
730 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
731 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
732 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
733 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
734 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
735 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
736 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
737 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
738 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
739 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
740 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
741 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
742 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
743 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
744 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
745 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
746 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
747 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
748 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
749 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
750 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
751 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
752 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
753 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
756 "#ifdef USESATURATION\n"
757 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
758 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
759 " // 'vampire sight' effect, wheres red is compensated\n"
760 " #ifdef SATURATION_REDCOMPENSATE\n"
761 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
762 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
763 " gl_FragColor.r += rboost;\n"
765 " // normal desaturation\n"
766 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
767 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
771 "#ifdef USEGAMMARAMPS\n"
772 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
773 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
774 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
778 "#else // !MODE_POSTPROCESS\n"
783 "#ifdef MODE_GENERIC\n"
784 "#ifdef USEDIFFUSE\n"
785 "varying vec2 TexCoord1;\n"
787 "#ifdef USESPECULAR\n"
788 "varying vec2 TexCoord2;\n"
790 "#ifdef VERTEX_SHADER\n"
793 " gl_FrontColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
797 "#ifdef USESPECULAR\n"
798 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
800 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
804 "#ifdef FRAGMENT_SHADER\n"
805 "#ifdef USEDIFFUSE\n"
806 "uniform sampler2D Texture_First;\n"
808 "#ifdef USESPECULAR\n"
809 "uniform sampler2D Texture_Second;\n"
814 "#ifdef USEVIEWTINT\n"
815 " gl_FragColor = gl_Color;\n"
817 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
819 "#ifdef USEDIFFUSE\n"
820 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
823 "#ifdef USESPECULAR\n"
824 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
825 "# ifdef USECOLORMAPPING\n"
826 " gl_FragColor *= tex2;\n"
829 " gl_FragColor += tex2;\n"
831 "# ifdef USEVERTEXTEXTUREBLEND\n"
832 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
837 "#else // !MODE_GENERIC\n"
842 "#ifdef MODE_BLOOMBLUR\n"
843 "varying TexCoord;\n"
844 "#ifdef VERTEX_SHADER\n"
847 " gl_FrontColor = gl_Color;\n"
848 " TexCoord = gl_MultiTexCoord0.xy;\n"
849 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_First;\n"
855 "uniform vec4 BloomBlur_Parameters;\n"
860 " vec2 tc = TexCoord;\n"
861 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
862 " tc += BloomBlur_Parameters.xy;\n"
863 " for (i = 1;i < SAMPLES;i++)\n"
865 " color += texture2D(Texture_First, tc).rgb;\n"
866 " tc += BloomBlur_Parameters.xy;\n"
868 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
871 "#else // !MODE_BLOOMBLUR\n"
872 "#ifdef MODE_REFRACTION\n"
873 "varying vec2 TexCoord;\n"
874 "varying vec4 ModelViewProjectionPosition;\n"
875 "uniform mat4 TexMatrix;\n"
876 "#ifdef VERTEX_SHADER\n"
880 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
881 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
882 " ModelViewProjectionPosition = gl_Position;\n"
886 "#ifdef FRAGMENT_SHADER\n"
887 "uniform sampler2D Texture_Normal;\n"
888 "uniform sampler2D Texture_Refraction;\n"
889 "uniform sampler2D Texture_Reflection;\n"
891 "uniform vec4 DistortScaleRefractReflect;\n"
892 "uniform vec4 ScreenScaleRefractReflect;\n"
893 "uniform vec4 ScreenCenterRefractReflect;\n"
894 "uniform vec4 RefractColor;\n"
895 "uniform vec4 ReflectColor;\n"
896 "uniform float ReflectFactor;\n"
897 "uniform float ReflectOffset;\n"
901 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
902 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
903 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
904 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
905 " // FIXME temporary hack to detect the case that the reflection\n"
906 " // gets blackened at edges due to leaving the area that contains actual\n"
908 " // Remove this 'ack once we have a better way to stop this thing from\n"
910 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
912 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
913 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
914 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
915 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
918 "#else // !MODE_REFRACTION\n"
923 "#ifdef MODE_WATER\n"
924 "varying vec2 TexCoord;\n"
925 "varying vec3 EyeVector;\n"
926 "varying vec4 ModelViewProjectionPosition;\n"
927 "#ifdef VERTEX_SHADER\n"
928 "uniform vec3 EyePosition;\n"
929 "uniform mat4 TexMatrix;\n"
933 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
934 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
935 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
936 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
937 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
938 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
939 " ModelViewProjectionPosition = gl_Position;\n"
943 "#ifdef FRAGMENT_SHADER\n"
944 "uniform sampler2D Texture_Normal;\n"
945 "uniform sampler2D Texture_Refraction;\n"
946 "uniform sampler2D Texture_Reflection;\n"
948 "uniform vec4 DistortScaleRefractReflect;\n"
949 "uniform vec4 ScreenScaleRefractReflect;\n"
950 "uniform vec4 ScreenCenterRefractReflect;\n"
951 "uniform vec4 RefractColor;\n"
952 "uniform vec4 ReflectColor;\n"
953 "uniform float ReflectFactor;\n"
954 "uniform float ReflectOffset;\n"
955 "uniform float ClientTime;\n"
956 "#ifdef USENORMALMAPSCROLLBLEND\n"
957 "uniform vec2 NormalmapScrollBlend;\n"
962 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
963 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
964 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
965 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
966 " // slight water animation via 2 layer scrolling (todo: tweak)\n"
967 " #ifdef USENORMALMAPSCROLLBLEND\n"
968 " vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
969 " normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
970 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
972 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
974 " // FIXME temporary hack to detect the case that the reflection\n"
975 " // gets blackened at edges due to leaving the area that contains actual\n"
977 " // Remove this 'ack once we have a better way to stop this thing from\n"
979 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
980 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
981 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
982 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
983 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
984 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
985 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
986 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
987 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
988 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
989 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
990 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
993 "#else // !MODE_WATER\n"
998 "// common definitions between vertex shader and fragment shader:\n"
1000 "varying vec2 TexCoord;\n"
1001 "#ifdef USEVERTEXTEXTUREBLEND\n"
1002 "varying vec2 TexCoord2;\n"
1004 "#ifdef USELIGHTMAP\n"
1005 "varying vec2 TexCoordLightmap;\n"
1008 "#ifdef MODE_LIGHTSOURCE\n"
1009 "varying vec3 CubeVector;\n"
1012 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
1013 "varying vec3 LightVector;\n"
1016 "#ifdef USEEYEVECTOR\n"
1017 "varying vec3 EyeVector;\n"
1020 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1023 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1024 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1025 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1026 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1029 "#ifdef USEREFLECTION\n"
1030 "varying vec4 ModelViewProjectionPosition;\n"
1032 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1033 "uniform vec3 LightPosition;\n"
1034 "varying vec4 ModelViewPosition;\n"
1037 "#ifdef MODE_LIGHTSOURCE\n"
1038 "uniform vec3 LightPosition;\n"
1040 "uniform vec3 EyePosition;\n"
1041 "#ifdef MODE_LIGHTDIRECTION\n"
1042 "uniform vec3 LightDir;\n"
1044 "uniform vec4 FogPlane;\n"
1046 "#ifdef USESHADOWMAPORTHO\n"
1047 "varying vec3 ShadowMapTC;\n"
1054 "// 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"
1056 "// fragment shader specific:\n"
1057 "#ifdef FRAGMENT_SHADER\n"
1059 "uniform sampler2D Texture_Normal;\n"
1060 "uniform sampler2D Texture_Color;\n"
1061 "uniform sampler2D Texture_Gloss;\n"
1063 "uniform sampler2D Texture_Glow;\n"
1065 "#ifdef USEVERTEXTEXTUREBLEND\n"
1066 "uniform sampler2D Texture_SecondaryNormal;\n"
1067 "uniform sampler2D Texture_SecondaryColor;\n"
1068 "uniform sampler2D Texture_SecondaryGloss;\n"
1070 "uniform sampler2D Texture_SecondaryGlow;\n"
1073 "#ifdef USECOLORMAPPING\n"
1074 "uniform sampler2D Texture_Pants;\n"
1075 "uniform sampler2D Texture_Shirt;\n"
1078 "#ifdef USEFOGHEIGHTTEXTURE\n"
1079 "uniform sampler2D Texture_FogHeightTexture;\n"
1081 "uniform sampler2D Texture_FogMask;\n"
1083 "#ifdef USELIGHTMAP\n"
1084 "uniform sampler2D Texture_Lightmap;\n"
1086 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1087 "uniform sampler2D Texture_Deluxemap;\n"
1089 "#ifdef USEREFLECTION\n"
1090 "uniform sampler2D Texture_Reflection;\n"
1093 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1094 "uniform sampler2D Texture_ScreenDepth;\n"
1095 "uniform sampler2D Texture_ScreenNormalMap;\n"
1097 "#ifdef USEDEFERREDLIGHTMAP\n"
1098 "uniform sampler2D Texture_ScreenDiffuse;\n"
1099 "uniform sampler2D Texture_ScreenSpecular;\n"
1102 "uniform myhalf3 Color_Pants;\n"
1103 "uniform myhalf3 Color_Shirt;\n"
1104 "uniform myhalf3 FogColor;\n"
1107 "uniform float FogRangeRecip;\n"
1108 "uniform float FogPlaneViewDist;\n"
1109 "uniform float FogHeightFade;\n"
1110 "vec3 FogVertex(vec3 surfacecolor)\n"
1112 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1113 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1115 "#ifdef USEFOGHEIGHTTEXTURE\n"
1116 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1117 " fogfrac = fogheightpixel.a;\n"
1118 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1120 "# ifdef USEFOGOUTSIDE\n"
1121 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1123 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1125 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1130 "#ifdef USEOFFSETMAPPING\n"
1131 "uniform float OffsetMapping_Scale;\n"
1132 "vec2 OffsetMapping(vec2 TexCoord)\n"
1134 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1135 " // 14 sample relief mapping: linear search and then binary search\n"
1136 " // this basically steps forward a small amount repeatedly until it finds\n"
1137 " // itself inside solid, then jitters forward and back using decreasing\n"
1138 " // amounts to find the impact\n"
1139 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1140 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1141 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1142 " vec3 RT = vec3(TexCoord, 1);\n"
1143 " OffsetVector *= 0.1;\n"
1144 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1145 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1146 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1147 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1148 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1149 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1150 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1151 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1152 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1153 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1154 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1155 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1156 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1157 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1160 " // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1161 " // this basically moves forward the full distance, and then backs up based\n"
1162 " // on height of samples\n"
1163 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1164 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1165 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1166 " TexCoord += OffsetVector;\n"
1167 " OffsetVector *= 0.5;\n"
1168 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1169 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1170 " return TexCoord;\n"
1173 "#endif // USEOFFSETMAPPING\n"
1175 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1176 "uniform sampler2D Texture_Attenuation;\n"
1177 "uniform samplerCube Texture_Cube;\n"
1180 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1182 "#ifdef USESHADOWMAP2D\n"
1183 "# ifdef USESHADOWSAMPLER\n"
1184 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1186 "uniform sampler2D Texture_ShadowMap2D;\n"
1190 "#ifdef USESHADOWMAPVSDCT\n"
1191 "uniform samplerCube Texture_CubeProjection;\n"
1194 "#if defined(USESHADOWMAP2D)\n"
1195 "uniform vec2 ShadowMap_TextureScale;\n"
1196 "uniform vec4 ShadowMap_Parameters;\n"
1199 "#if defined(USESHADOWMAP2D)\n"
1200 "# ifdef USESHADOWMAPORTHO\n"
1201 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1203 "# ifdef USESHADOWMAPVSDCT\n"
1204 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1206 " vec3 adir = abs(dir);\n"
1207 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1208 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1209 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1212 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1214 " vec3 adir = abs(dir);\n"
1215 " float ma = adir.z;\n"
1216 " vec4 proj = vec4(dir, 2.5);\n"
1217 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1218 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1219 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1220 " 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"
1224 "#endif // defined(USESHADOWMAP2D)\n"
1226 "# ifdef USESHADOWMAP2D\n"
1227 "float ShadowMapCompare(vec3 dir)\n"
1229 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1232 "# ifdef USESHADOWSAMPLER\n"
1233 "# ifdef USESHADOWMAPPCF\n"
1234 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1235 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1236 " 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"
1238 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1241 "# ifdef USESHADOWMAPPCF\n"
1242 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1243 "# ifdef GL_ARB_texture_gather\n"
1244 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1246 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1248 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1249 "# if USESHADOWMAPPCF > 1\n"
1250 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1251 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1252 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1253 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1254 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1255 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1256 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1257 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1258 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1259 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1260 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1261 " locols.yz += group2.ab;\n"
1262 " hicols.yz += group8.rg;\n"
1263 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1264 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1265 " mix(locols, hicols, offset.y);\n"
1266 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1267 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1268 " f = dot(cols, vec4(1.0/25.0));\n"
1270 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1271 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1272 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1273 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1274 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1275 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1276 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1279 "# ifdef GL_EXT_gpu_shader4\n"
1280 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1282 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1284 "# if USESHADOWMAPPCF > 1\n"
1285 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1286 " center *= ShadowMap_TextureScale;\n"
1287 " 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"
1288 " 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"
1289 " 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"
1290 " 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"
1291 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1292 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1294 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1295 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1296 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1297 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1298 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1299 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1303 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1306 "# ifdef USESHADOWMAPORTHO\n"
1307 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1313 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1314 "#endif // FRAGMENT_SHADER\n"
1319 "#ifdef MODE_DEFERREDGEOMETRY\n"
1320 "#ifdef VERTEX_SHADER\n"
1321 "uniform mat4 TexMatrix;\n"
1322 "#ifdef USEVERTEXTEXTUREBLEND\n"
1323 "uniform mat4 BackgroundTexMatrix;\n"
1325 "uniform mat4 ModelViewMatrix;\n"
1328 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1329 "#ifdef USEVERTEXTEXTUREBLEND\n"
1330 " gl_FrontColor = gl_Color;\n"
1331 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1334 " // transform unnormalized eye direction into tangent space\n"
1335 "#ifdef USEOFFSETMAPPING\n"
1336 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1337 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1338 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1339 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1342 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1343 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1344 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1345 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1347 "#endif // VERTEX_SHADER\n"
1349 "#ifdef FRAGMENT_SHADER\n"
1352 "#ifdef USEOFFSETMAPPING\n"
1353 " // apply offsetmapping\n"
1354 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1355 "#define TexCoord TexCoordOffset\n"
1358 "#ifdef USEALPHAKILL\n"
1359 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1363 "#ifdef USEVERTEXTEXTUREBLEND\n"
1364 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1365 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1366 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1367 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1370 "#ifdef USEVERTEXTEXTUREBLEND\n"
1371 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1372 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1374 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1375 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1378 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1380 "#endif // FRAGMENT_SHADER\n"
1381 "#else // !MODE_DEFERREDGEOMETRY\n"
1386 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 ModelViewMatrix;\n"
1391 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1392 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1394 "#endif // VERTEX_SHADER\n"
1396 "#ifdef FRAGMENT_SHADER\n"
1397 "uniform mat4 ViewToLight;\n"
1398 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1399 "uniform vec2 ScreenToDepth;\n"
1400 "uniform myhalf3 DeferredColor_Ambient;\n"
1401 "uniform myhalf3 DeferredColor_Diffuse;\n"
1402 "#ifdef USESPECULAR\n"
1403 "uniform myhalf3 DeferredColor_Specular;\n"
1404 "uniform myhalf SpecularPower;\n"
1406 "uniform myhalf2 PixelToScreenTexCoord;\n"
1409 " // calculate viewspace pixel position\n"
1410 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1412 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1413 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1414 " // decode viewspace pixel normal\n"
1415 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1416 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1417 " // surfacenormal = pixel normal in viewspace\n"
1418 " // LightVector = pixel to light in viewspace\n"
1419 " // CubeVector = position in lightspace\n"
1420 " // eyevector = pixel to view in viewspace\n"
1421 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1422 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1423 "#ifdef USEDIFFUSE\n"
1424 " // calculate diffuse shading\n"
1425 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1426 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1428 "#ifdef USESPECULAR\n"
1429 " // calculate directional shading\n"
1430 " vec3 eyevector = position * -1.0;\n"
1431 "# ifdef USEEXACTSPECULARMATH\n"
1432 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1434 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1435 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1439 "#if defined(USESHADOWMAP2D)\n"
1440 " fade *= ShadowMapCompare(CubeVector);\n"
1443 "#ifdef USEDIFFUSE\n"
1444 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1446 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1448 "#ifdef USESPECULAR\n"
1449 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1451 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1454 "# ifdef USECUBEFILTER\n"
1455 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1456 " gl_FragData[0].rgb *= cubecolor;\n"
1457 " gl_FragData[1].rgb *= cubecolor;\n"
1460 "#endif // FRAGMENT_SHADER\n"
1461 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1466 "#ifdef VERTEX_SHADER\n"
1467 "uniform mat4 TexMatrix;\n"
1468 "#ifdef USEVERTEXTEXTUREBLEND\n"
1469 "uniform mat4 BackgroundTexMatrix;\n"
1471 "#ifdef MODE_LIGHTSOURCE\n"
1472 "uniform mat4 ModelToLight;\n"
1474 "#ifdef USESHADOWMAPORTHO\n"
1475 "uniform mat4 ShadowMapMatrix;\n"
1479 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1480 " gl_FrontColor = gl_Color;\n"
1482 " // copy the surface texcoord\n"
1483 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1484 "#ifdef USEVERTEXTEXTUREBLEND\n"
1485 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1487 "#ifdef USELIGHTMAP\n"
1488 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1491 "#ifdef MODE_LIGHTSOURCE\n"
1492 " // transform vertex position into light attenuation/cubemap space\n"
1493 " // (-1 to +1 across the light box)\n"
1494 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1496 "# ifdef USEDIFFUSE\n"
1497 " // transform unnormalized light direction into tangent space\n"
1498 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1499 " // normalize it per pixel)\n"
1500 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1501 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1502 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1503 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1507 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1508 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1509 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1510 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1513 " // transform unnormalized eye direction into tangent space\n"
1514 "#ifdef USEEYEVECTOR\n"
1515 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1516 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1517 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1518 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1522 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1523 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1526 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1527 " VectorS = gl_MultiTexCoord1.xyz;\n"
1528 " VectorT = gl_MultiTexCoord2.xyz;\n"
1529 " VectorR = gl_MultiTexCoord3.xyz;\n"
1532 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1533 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1535 "#ifdef USESHADOWMAPORTHO\n"
1536 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1539 "#ifdef USEREFLECTION\n"
1540 " ModelViewProjectionPosition = gl_Position;\n"
1543 "#endif // VERTEX_SHADER\n"
1548 "#ifdef FRAGMENT_SHADER\n"
1549 "#ifdef USEDEFERREDLIGHTMAP\n"
1550 "uniform myhalf2 PixelToScreenTexCoord;\n"
1551 "uniform myhalf3 DeferredMod_Diffuse;\n"
1552 "uniform myhalf3 DeferredMod_Specular;\n"
1554 "uniform myhalf3 Color_Ambient;\n"
1555 "uniform myhalf3 Color_Diffuse;\n"
1556 "uniform myhalf3 Color_Specular;\n"
1557 "uniform myhalf SpecularPower;\n"
1559 "uniform myhalf3 Color_Glow;\n"
1561 "uniform myhalf Alpha;\n"
1562 "#ifdef USEREFLECTION\n"
1563 "uniform vec4 DistortScaleRefractReflect;\n"
1564 "uniform vec4 ScreenScaleRefractReflect;\n"
1565 "uniform vec4 ScreenCenterRefractReflect;\n"
1566 "uniform myhalf4 ReflectColor;\n"
1568 "#ifdef USEREFLECTCUBE\n"
1569 "uniform mat4 ModelToReflectCube;\n"
1570 "uniform sampler2D Texture_ReflectMask;\n"
1571 "uniform samplerCube Texture_ReflectCube;\n"
1573 "#ifdef MODE_LIGHTDIRECTION\n"
1574 "uniform myhalf3 LightColor;\n"
1576 "#ifdef MODE_LIGHTSOURCE\n"
1577 "uniform myhalf3 LightColor;\n"
1581 "#ifdef USEOFFSETMAPPING\n"
1582 " // apply offsetmapping\n"
1583 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1584 "#define TexCoord TexCoordOffset\n"
1587 " // combine the diffuse textures (base, pants, shirt)\n"
1588 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1589 "#ifdef USEALPHAKILL\n"
1590 " if (color.a < 0.5)\n"
1593 " color.a *= Alpha;\n"
1594 "#ifdef USECOLORMAPPING\n"
1595 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1597 "#ifdef USEVERTEXTEXTUREBLEND\n"
1598 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1599 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1600 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1601 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1603 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1606 " // get the surface normal\n"
1607 "#ifdef USEVERTEXTEXTUREBLEND\n"
1608 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1610 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1613 " // get the material colors\n"
1614 " myhalf3 diffusetex = color.rgb;\n"
1615 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1616 "# ifdef USEVERTEXTEXTUREBLEND\n"
1617 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1619 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1623 "#ifdef USEREFLECTCUBE\n"
1624 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1625 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1626 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1627 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1633 "#ifdef MODE_LIGHTSOURCE\n"
1634 " // light source\n"
1635 "#ifdef USEDIFFUSE\n"
1636 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1637 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1638 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1639 "#ifdef USESPECULAR\n"
1640 "#ifdef USEEXACTSPECULARMATH\n"
1641 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1643 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1644 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1646 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1649 " color.rgb = diffusetex * Color_Ambient;\n"
1651 " color.rgb *= LightColor;\n"
1652 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1653 "#if defined(USESHADOWMAP2D)\n"
1654 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1656 "# ifdef USECUBEFILTER\n"
1657 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1659 "#endif // MODE_LIGHTSOURCE\n"
1664 "#ifdef MODE_LIGHTDIRECTION\n"
1666 "#ifdef USEDIFFUSE\n"
1667 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1669 "#define lightcolor LightColor\n"
1670 "#endif // MODE_LIGHTDIRECTION\n"
1671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1673 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1674 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1675 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1676 " // convert modelspace light vector to tangentspace\n"
1677 " myhalf3 lightnormal;\n"
1678 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1679 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1680 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1681 " lightnormal = normalize(lightnormal); // VectorS/T/R are not always perfectly normalized, and EXACTSPECULARMATH is very picky about this\n"
1682 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1683 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1684 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1685 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1686 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1687 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1688 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1689 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1690 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1691 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1692 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1693 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1695 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1696 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1697 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1703 "#ifdef MODE_FAKELIGHT\n"
1705 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1706 "myhalf3 lightcolor = myhalf3(1.0);\n"
1707 "#endif // MODE_FAKELIGHT\n"
1712 "#ifdef MODE_LIGHTMAP\n"
1713 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1714 "#endif // MODE_LIGHTMAP\n"
1715 "#ifdef MODE_VERTEXCOLOR\n"
1716 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1717 "#endif // MODE_VERTEXCOLOR\n"
1718 "#ifdef MODE_FLATCOLOR\n"
1719 " color.rgb = diffusetex * Color_Ambient;\n"
1720 "#endif // MODE_FLATCOLOR\n"
1726 "# ifdef USEDIFFUSE\n"
1727 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1728 "# ifdef USESPECULAR\n"
1729 "# ifdef USEEXACTSPECULARMATH\n"
1730 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1732 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1733 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1735 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1737 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1740 " color.rgb = diffusetex * Color_Ambient;\n"
1744 "#ifdef USESHADOWMAPORTHO\n"
1745 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1748 "#ifdef USEDEFERREDLIGHTMAP\n"
1749 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1750 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1751 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1755 "#ifdef USEVERTEXTEXTUREBLEND\n"
1756 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1758 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1763 " color.rgb = FogVertex(color.rgb);\n"
1766 " // 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"
1767 "#ifdef USEREFLECTION\n"
1768 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1769 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1770 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1771 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1772 " // FIXME temporary hack to detect the case that the reflection\n"
1773 " // gets blackened at edges due to leaving the area that contains actual\n"
1775 " // Remove this 'ack once we have a better way to stop this thing from\n"
1777 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1778 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1779 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1780 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1781 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1782 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1785 " gl_FragColor = vec4(color);\n"
1787 "#endif // FRAGMENT_SHADER\n"
1789 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1790 "#endif // !MODE_DEFERREDGEOMETRY\n"
1791 "#endif // !MODE_WATER\n"
1792 "#endif // !MODE_REFRACTION\n"
1793 "#endif // !MODE_BLOOMBLUR\n"
1794 "#endif // !MODE_GENERIC\n"
1795 "#endif // !MODE_POSTPROCESS\n"
1796 "#endif // !MODE_SHOWDEPTH\n"
1797 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1801 =========================================================================================================================================================
1805 =========================================================================================================================================================
1809 =========================================================================================================================================================
1813 =========================================================================================================================================================
1817 =========================================================================================================================================================
1821 =========================================================================================================================================================
1825 =========================================================================================================================================================
1828 const char *builtincgshaderstring =
1829 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1830 "// written by Forest 'LordHavoc' Hale\n"
1831 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1833 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1834 "#if defined(USEREFLECTION)\n"
1835 "#undef USESHADOWMAPORTHO\n"
1838 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1841 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1842 "#define USELIGHTMAP\n"
1844 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1845 "#define USEEYEVECTOR\n"
1848 "#ifdef FRAGMENT_SHADER\n"
1850 "//#undef USESHADOWMAPPCF\n"
1851 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1852 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1854 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1858 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1859 "#ifdef VERTEX_SHADER\n"
1862 "float4 gl_Vertex : POSITION,\n"
1863 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1864 "out float4 gl_Position : POSITION,\n"
1865 "out float Depth : TEXCOORD0\n"
1868 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1869 " Depth = gl_Position.z;\n"
1873 "#ifdef FRAGMENT_SHADER\n"
1876 "float Depth : TEXCOORD0,\n"
1877 "out float4 gl_FragColor : COLOR\n"
1880 "// float4 temp = float4(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0),0.0);\n"
1881 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1882 " temp.yz -= floor(temp.yz);\n"
1883 " gl_FragColor = temp;\n"
1884 "// gl_FragColor = float4(Depth,0,0,0);\n"
1887 "#else // !MODE_DEPTH_ORSHADOW\n"
1892 "#ifdef MODE_SHOWDEPTH\n"
1893 "#ifdef VERTEX_SHADER\n"
1896 "float4 gl_Vertex : POSITION,\n"
1897 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1898 "out float4 gl_Position : POSITION,\n"
1899 "out float4 gl_FrontColor : COLOR0\n"
1902 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1903 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1910 "float4 gl_FrontColor : COLOR0,\n"
1911 "out float4 gl_FragColor : COLOR\n"
1914 " gl_FragColor = gl_FrontColor;\n"
1917 "#else // !MODE_SHOWDEPTH\n"
1922 "#ifdef MODE_POSTPROCESS\n"
1924 "#ifdef VERTEX_SHADER\n"
1927 "float4 gl_Vertex : POSITION,\n"
1928 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1929 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1930 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1931 "out float4 gl_Position : POSITION,\n"
1932 "out float2 TexCoord1 : TEXCOORD0,\n"
1933 "out float2 TexCoord2 : TEXCOORD1\n"
1936 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1937 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1939 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1944 "#ifdef FRAGMENT_SHADER\n"
1947 "float2 TexCoord1 : TEXCOORD0,\n"
1948 "float2 TexCoord2 : TEXCOORD1,\n"
1949 "uniform sampler Texture_First : register(s0),\n"
1951 "uniform sampler Texture_Second : register(s1),\n"
1953 "#ifdef USEGAMMARAMPS\n"
1954 "uniform sampler Texture_GammaRamps : register(s2),\n"
1956 "#ifdef USESATURATION\n"
1957 "uniform float Saturation : register(c30),\n"
1959 "#ifdef USEVIEWTINT\n"
1960 "uniform float4 ViewTintColor : register(c41),\n"
1962 "uniform float4 UserVec1 : register(c37),\n"
1963 "uniform float4 UserVec2 : register(c38),\n"
1964 "uniform float4 UserVec3 : register(c39),\n"
1965 "uniform float4 UserVec4 : register(c40),\n"
1966 "uniform float ClientTime : register(c2),\n"
1967 "uniform float2 PixelSize : register(c25),\n"
1968 "uniform float4 BloomColorSubtract : register(c43),\n"
1969 "out float4 gl_FragColor : COLOR\n"
1972 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1974 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1976 "#ifdef USEVIEWTINT\n"
1977 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1980 "#ifdef USEPOSTPROCESSING\n"
1981 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1982 "// 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"
1983 " float sobel = 1.0;\n"
1984 " // float2 ts = textureSize(Texture_First, 0);\n"
1985 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1986 " float2 px = PixelSize;\n"
1987 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1988 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1989 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1990 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1991 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1992 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1993 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1994 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1995 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1996 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1997 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1998 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1999 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2000 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2001 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2002 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2003 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2004 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2005 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2006 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2007 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2008 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2009 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2010 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2011 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2012 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2013 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2014 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2015 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2016 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2017 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2018 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2021 "#ifdef USESATURATION\n"
2022 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2023 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2024 " // 'vampire sight' effect, wheres red is compensated\n"
2025 " #ifdef SATURATION_REDCOMPENSATE\n"
2026 " float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2027 " gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2028 " gl_FragColor.r += r;\n"
2030 " // normal desaturation\n"
2031 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2032 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2036 "#ifdef USEGAMMARAMPS\n"
2037 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2038 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2039 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2043 "#else // !MODE_POSTPROCESS\n"
2048 "#ifdef MODE_GENERIC\n"
2049 "#ifdef VERTEX_SHADER\n"
2052 "float4 gl_Vertex : POSITION,\n"
2053 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2054 "float4 gl_Color : COLOR0,\n"
2055 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2056 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2057 "out float4 gl_Position : POSITION,\n"
2058 "#ifdef USEDIFFUSE\n"
2059 "out float2 TexCoord1 : TEXCOORD0,\n"
2061 "#ifdef USESPECULAR\n"
2062 "out float2 TexCoord2 : TEXCOORD1,\n"
2064 "out float4 gl_FrontColor : COLOR\n"
2068 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2070 " gl_FrontColor = gl_Color; // Cg is forward\n"
2072 "#ifdef USEDIFFUSE\n"
2073 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2075 "#ifdef USESPECULAR\n"
2076 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2078 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2082 "#ifdef FRAGMENT_SHADER\n"
2086 "float4 gl_FrontColor : COLOR0,\n"
2087 "float2 TexCoord1 : TEXCOORD0,\n"
2088 "float2 TexCoord2 : TEXCOORD1,\n"
2089 "#ifdef USEDIFFUSE\n"
2090 "uniform sampler Texture_First : register(s0),\n"
2092 "#ifdef USESPECULAR\n"
2093 "uniform sampler Texture_Second : register(s1),\n"
2095 "out float4 gl_FragColor : COLOR\n"
2098 "#ifdef USEVIEWTINT\n"
2099 " gl_FragColor = gl_FrontColor;\n"
2101 " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
2103 "#ifdef USEDIFFUSE\n"
2104 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2107 "#ifdef USESPECULAR\n"
2108 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2109 "# ifdef USECOLORMAPPING\n"
2110 " gl_FragColor *= tex2;\n"
2113 " gl_FragColor += tex2;\n"
2115 "# ifdef USEVERTEXTEXTUREBLEND\n"
2116 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2121 "#else // !MODE_GENERIC\n"
2126 "#ifdef MODE_BLOOMBLUR\n"
2127 "#ifdef VERTEX_SHADER\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "out float4 gl_Position : POSITION,\n"
2134 "out float2 TexCoord : TEXCOORD0\n"
2137 " TexCoord = gl_MultiTexCoord0.xy;\n"
2138 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "#ifdef FRAGMENT_SHADER\n"
2146 "float2 TexCoord : TEXCOORD0,\n"
2147 "uniform sampler Texture_First : register(s0),\n"
2148 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2149 "out float4 gl_FragColor : COLOR\n"
2153 " float2 tc = TexCoord;\n"
2154 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2155 " tc += BloomBlur_Parameters.xy;\n"
2156 " for (i = 1;i < SAMPLES;i++)\n"
2158 " color += tex2D(Texture_First, tc).rgb;\n"
2159 " tc += BloomBlur_Parameters.xy;\n"
2161 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2164 "#else // !MODE_BLOOMBLUR\n"
2165 "#ifdef MODE_REFRACTION\n"
2166 "#ifdef VERTEX_SHADER\n"
2169 "float4 gl_Vertex : POSITION,\n"
2170 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2171 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2172 "uniform float4x4 TexMatrix : register(c0),\n"
2173 "uniform float3 EyePosition : register(c24),\n"
2174 "out float4 gl_Position : POSITION,\n"
2175 "out float2 TexCoord : TEXCOORD0,\n"
2176 "out float3 EyeVector : TEXCOORD1,\n"
2177 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2180 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2181 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2182 " ModelViewProjectionPosition = gl_Position;\n"
2186 "#ifdef FRAGMENT_SHADER\n"
2189 "float2 TexCoord : TEXCOORD0,\n"
2190 "float3 EyeVector : TEXCOORD1,\n"
2191 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2192 "uniform sampler Texture_Normal : register(s0),\n"
2193 "uniform sampler Texture_Refraction : register(s3),\n"
2194 "uniform sampler Texture_Reflection : register(s7),\n"
2195 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2196 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2197 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2198 "uniform float4 RefractColor : register(c29),\n"
2199 "out float4 gl_FragColor : COLOR\n"
2202 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2203 " //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"
2204 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2205 " float2 ScreenTexCoord = SafeScreenTexCoord + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy;\n"
2206 " // FIXME temporary hack to detect the case that the reflection\n"
2207 " // gets blackened at edges due to leaving the area that contains actual\n"
2209 " // Remove this 'ack once we have a better way to stop this thing from\n"
2211 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2212 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2213 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2214 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2215 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2216 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2219 "#else // !MODE_REFRACTION\n"
2224 "#ifdef MODE_WATER\n"
2225 "#ifdef VERTEX_SHADER\n"
2229 "float4 gl_Vertex : POSITION,\n"
2230 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2231 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2232 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2233 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2234 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2235 "uniform float4x4 TexMatrix : register(c0),\n"
2236 "uniform float3 EyePosition : register(c24),\n"
2237 "out float4 gl_Position : POSITION,\n"
2238 "out float2 TexCoord : TEXCOORD0,\n"
2239 "out float3 EyeVector : TEXCOORD1,\n"
2240 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2243 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2244 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2245 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2246 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2247 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2248 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2249 " ModelViewProjectionPosition = gl_Position;\n"
2253 "#ifdef FRAGMENT_SHADER\n"
2256 "float2 TexCoord : TEXCOORD0,\n"
2257 "float3 EyeVector : TEXCOORD1,\n"
2258 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2259 "uniform sampler Texture_Normal : register(s0),\n"
2260 "uniform sampler Texture_Refraction : register(s3),\n"
2261 "uniform sampler Texture_Reflection : register(s7),\n"
2262 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2263 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2264 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2265 "uniform float4 RefractColor : register(c29),\n"
2266 "uniform float4 ReflectColor : register(c26),\n"
2267 "uniform float ReflectFactor : register(c27),\n"
2268 "uniform float ReflectOffset : register(c28),\n"
2269 "out float4 gl_FragColor : COLOR\n"
2272 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2273 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2274 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2275 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2276 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2277 " // FIXME temporary hack to detect the case that the reflection\n"
2278 " // gets blackened at edges due to leaving the area that contains actual\n"
2280 " // Remove this 'ack once we have a better way to stop this thing from\n"
2282 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2283 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2284 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2285 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2286 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2287 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2288 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2289 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2290 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2291 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2292 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2293 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2296 "#else // !MODE_WATER\n"
2301 "// 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"
2303 "// fragment shader specific:\n"
2304 "#ifdef FRAGMENT_SHADER\n"
2307 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2310 "#ifdef USEFOGHEIGHTTEXTURE\n"
2311 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2312 " fogfrac = fogheightpixel.a;\n"
2313 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2315 "# ifdef USEFOGOUTSIDE\n"
2316 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2318 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2320 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2325 "#ifdef USEOFFSETMAPPING\n"
2326 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2328 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2329 " // 14 sample relief mapping: linear search and then binary search\n"
2330 " // this basically steps forward a small amount repeatedly until it finds\n"
2331 " // itself inside solid, then jitters forward and back using decreasing\n"
2332 " // amounts to find the impact\n"
2333 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2334 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2335 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2336 " float3 RT = float3(TexCoord, 1);\n"
2337 " OffsetVector *= 0.1;\n"
2338 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2339 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2340 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2346 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2347 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2348 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2349 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2350 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2351 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2354 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2355 " // this basically moves forward the full distance, and then backs up based\n"
2356 " // on height of samples\n"
2357 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2358 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2359 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2360 " TexCoord += OffsetVector;\n"
2361 " OffsetVector *= 0.333;\n"
2362 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2363 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2364 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2365 " return TexCoord;\n"
2368 "#endif // USEOFFSETMAPPING\n"
2370 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2371 "#if defined(USESHADOWMAP2D)\n"
2372 "# ifdef USESHADOWMAPORTHO\n"
2373 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2375 "# ifdef USESHADOWMAPVSDCT\n"
2376 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2378 " float3 adir = abs(dir);\n"
2379 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2380 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2381 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2384 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2386 " float3 adir = abs(dir);\n"
2387 " float ma = adir.z;\n"
2388 " float4 proj = float4(dir, 2.5);\n"
2389 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2390 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2392 " 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"
2394 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2395 " 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"
2400 "#endif // defined(USESHADOWMAP2D)\n"
2402 "# ifdef USESHADOWMAP2D\n"
2403 "#ifdef USESHADOWMAPVSDCT\n"
2404 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2406 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2409 "#ifdef USESHADOWMAPVSDCT\n"
2410 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2412 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2416 "# ifdef USESHADOWSAMPLER\n"
2417 "# ifdef USESHADOWMAPPCF\n"
2418 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2419 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2420 " 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"
2422 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2425 "# ifdef USESHADOWMAPPCF\n"
2426 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2427 "# ifdef GL_ARB_texture_gather\n"
2428 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2430 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2432 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2433 "# if USESHADOWMAPPCF > 1\n"
2434 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2435 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2436 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2437 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2438 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2439 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2440 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2441 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2442 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2443 " float4 locols = float4(group1.ab, group3.ab);\n"
2444 " float4 hicols = float4(group7.rg, group9.rg);\n"
2445 " locols.yz += group2.ab;\n"
2446 " hicols.yz += group8.rg;\n"
2447 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2448 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2449 " lerp(locols, hicols, offset.y);\n"
2450 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2451 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2452 " f = dot(cols, float4(1.0/25.0));\n"
2454 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2455 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2456 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2457 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2458 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2459 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2460 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2463 "# ifdef GL_EXT_gpu_shader4\n"
2464 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2466 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2468 "# if USESHADOWMAPPCF > 1\n"
2469 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2470 " center *= ShadowMap_TextureScale;\n"
2471 " 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"
2472 " 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"
2473 " 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"
2474 " 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"
2475 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2476 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2478 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2479 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2480 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2481 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2482 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2483 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2487 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2490 "# ifdef USESHADOWMAPORTHO\n"
2491 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2497 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2498 "#endif // FRAGMENT_SHADER\n"
2503 "#ifdef MODE_DEFERREDGEOMETRY\n"
2504 "#ifdef VERTEX_SHADER\n"
2507 "float4 gl_Vertex : POSITION,\n"
2508 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2509 "#ifdef USEVERTEXTEXTUREBLEND\n"
2510 "float4 gl_Color : COLOR0,\n"
2512 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2513 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2514 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2515 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2516 "uniform float4x4 TexMatrix : register(c0),\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2520 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2521 "#ifdef USEOFFSETMAPPING\n"
2522 "uniform float3 EyePosition : register(c24),\n"
2524 "out float4 gl_Position : POSITION,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "out float4 gl_FrontColor : COLOR,\n"
2528 "out float4 TexCoordBoth : TEXCOORD0,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "out float3 EyeVector : TEXCOORD2,\n"
2532 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2533 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2534 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2537 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2538 "#ifdef USEVERTEXTEXTUREBLEND\n"
2540 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2542 " gl_FrontColor = gl_Color; // Cg is forward\n"
2544 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 " // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 " VectorR.w = gl_Position.z;\n"
2561 "#endif // VERTEX_SHADER\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2571 "uniform sampler Texture_Normal : register(s0),\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler Texture_Color : register(s1),\n"
2575 "uniform sampler Texture_Gloss : register(s2),\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2578 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale : register(c24),\n"
2583 "uniform half SpecularPower : register(c36),\n"
2585 "out float4 gl_FragData0 : COLOR0,\n"
2586 "out float4 gl_FragData1 : COLOR1\n"
2588 "out float4 gl_FragColor : COLOR\n"
2592 " float2 TexCoord = TexCoordBoth.xy;\n"
2593 "#ifdef USEOFFSETMAPPING\n"
2594 " // apply offsetmapping\n"
2595 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2596 "#define TexCoord TexCoordOffset\n"
2599 "#ifdef USEALPHAKILL\n"
2600 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2604 "#ifdef USEVERTEXTEXTUREBLEND\n"
2605 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2606 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2607 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2608 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2611 "#ifdef USEVERTEXTEXTUREBLEND\n"
2612 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2613 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2615 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2616 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2620 " 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"
2621 " float Depth = VectorR.w / 256.0;\n"
2622 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2623 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2624 " depthcolor.yz -= floor(depthcolor.yz);\n"
2625 " gl_FragData1 = depthcolor;\n"
2627 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2630 "#endif // FRAGMENT_SHADER\n"
2631 "#else // !MODE_DEFERREDGEOMETRY\n"
2636 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2637 "#ifdef VERTEX_SHADER\n"
2640 "float4 gl_Vertex : POSITION,\n"
2641 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2642 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2643 "out float4 gl_Position : POSITION,\n"
2644 "out float4 ModelViewPosition : TEXCOORD0\n"
2647 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2648 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2650 "#endif // VERTEX_SHADER\n"
2652 "#ifdef FRAGMENT_SHADER\n"
2656 "float2 Pixel : VPOS,\n"
2658 "float2 Pixel : WPOS,\n"
2660 "float4 ModelViewPosition : TEXCOORD0,\n"
2661 "uniform float4x4 ViewToLight : register(c44),\n"
2662 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2663 "uniform float3 LightPosition : register(c23),\n"
2664 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2665 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2666 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2667 "#ifdef USESPECULAR\n"
2668 "uniform half3 DeferredColor_Specular : register(c11),\n"
2669 "uniform half SpecularPower : register(c36),\n"
2671 "uniform sampler Texture_Attenuation : register(s9),\n"
2672 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2673 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2675 "#ifdef USECUBEFILTER\n"
2676 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2679 "#ifdef USESHADOWMAP2D\n"
2680 "# ifdef USESHADOWSAMPLER\n"
2681 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2683 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2687 "#ifdef USESHADOWMAPVSDCT\n"
2688 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2691 "#if defined(USESHADOWMAP2D)\n"
2692 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2693 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2696 "out float4 gl_FragData0 : COLOR0,\n"
2697 "out float4 gl_FragData1 : COLOR1\n"
2700 " // calculate viewspace pixel position\n"
2701 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2702 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2703 " float3 position;\n"
2705 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2707 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2709 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2710 " // decode viewspace pixel normal\n"
2711 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2712 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2713 " // surfacenormal = pixel normal in viewspace\n"
2714 " // LightVector = pixel to light in viewspace\n"
2715 " // CubeVector = position in lightspace\n"
2716 " // eyevector = pixel to view in viewspace\n"
2717 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2718 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2719 "#ifdef USEDIFFUSE\n"
2720 " // calculate diffuse shading\n"
2721 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2722 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2724 "#ifdef USESPECULAR\n"
2725 " // calculate directional shading\n"
2726 " float3 eyevector = position * -1.0;\n"
2727 "# ifdef USEEXACTSPECULARMATH\n"
2728 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2730 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2731 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2735 "#if defined(USESHADOWMAP2D)\n"
2736 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2737 "#ifdef USESHADOWMAPVSDCT\n"
2738 ", Texture_CubeProjection\n"
2743 "#ifdef USEDIFFUSE\n"
2744 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2746 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2748 "#ifdef USESPECULAR\n"
2749 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2751 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2754 "# ifdef USECUBEFILTER\n"
2755 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2756 " gl_FragData0.rgb *= cubecolor;\n"
2757 " gl_FragData1.rgb *= cubecolor;\n"
2760 "#endif // FRAGMENT_SHADER\n"
2761 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2766 "#ifdef VERTEX_SHADER\n"
2769 "float4 gl_Vertex : POSITION,\n"
2770 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2771 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2772 "float4 gl_Color : COLOR0,\n"
2774 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2775 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2776 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2777 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2778 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2780 "uniform float3 EyePosition : register(c24),\n"
2781 "uniform float4x4 TexMatrix : register(c0),\n"
2782 "#ifdef USEVERTEXTEXTUREBLEND\n"
2783 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2785 "#ifdef MODE_LIGHTSOURCE\n"
2786 "uniform float4x4 ModelToLight : register(c20),\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float3 LightPosition : register(c27),\n"
2791 "#ifdef MODE_LIGHTDIRECTION\n"
2792 "uniform float3 LightDir : register(c26),\n"
2794 "uniform float4 FogPlane : register(c25),\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "uniform float3 LightPosition : register(c27),\n"
2798 "#ifdef USESHADOWMAPORTHO\n"
2799 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2801 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2802 "out float4 gl_FrontColor : COLOR,\n"
2804 "out float4 TexCoordBoth : TEXCOORD0,\n"
2805 "#ifdef USELIGHTMAP\n"
2806 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2808 "#ifdef USEEYEVECTOR\n"
2809 "out float3 EyeVector : TEXCOORD2,\n"
2811 "#ifdef USEREFLECTION\n"
2812 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2817 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2818 "out float3 LightVector : TEXCOORD1,\n"
2820 "#ifdef MODE_LIGHTSOURCE\n"
2821 "out float3 CubeVector : TEXCOORD3,\n"
2823 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2824 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2825 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2826 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2828 "#ifdef USESHADOWMAPORTHO\n"
2829 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2831 "out float4 gl_Position : POSITION\n"
2834 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2836 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2838 " gl_FrontColor = gl_Color; // Cg is forward\n"
2841 " // copy the surface texcoord\n"
2842 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#ifdef USELIGHTMAP\n"
2847 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 " // transform vertex position into light attenuation/cubemap space\n"
2852 " // (-1 to +1 across the light box)\n"
2853 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2855 "# ifdef USEDIFFUSE\n"
2856 " // transform unnormalized light direction into tangent space\n"
2857 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 " // normalize it per pixel)\n"
2859 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2872 " // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2881 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 " VectorS = gl_MultiTexCoord1.xyz;\n"
2887 " VectorT = gl_MultiTexCoord2.xyz;\n"
2888 " VectorR = gl_MultiTexCoord3.xyz;\n"
2891 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2898 "#ifdef USEREFLECTION\n"
2899 " ModelViewProjectionPosition = gl_Position;\n"
2902 "#endif // VERTEX_SHADER\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2912 "float2 Pixel : VPOS,\n"
2914 "float2 Pixel : WPOS,\n"
2917 "float4 gl_FrontColor : COLOR,\n"
2918 "float4 TexCoordBoth : TEXCOORD0,\n"
2919 "#ifdef USELIGHTMAP\n"
2920 "float2 TexCoordLightmap : TEXCOORD1,\n"
2922 "#ifdef USEEYEVECTOR\n"
2923 "float3 EyeVector : TEXCOORD2,\n"
2925 "#ifdef USEREFLECTION\n"
2926 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2929 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2931 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2932 "float3 LightVector : TEXCOORD1,\n"
2934 "#ifdef MODE_LIGHTSOURCE\n"
2935 "float3 CubeVector : TEXCOORD3,\n"
2937 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2938 "float4 ModelViewPosition : TEXCOORD0,\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2949 "uniform sampler Texture_Normal : register(s0),\n"
2950 "uniform sampler Texture_Color : register(s1),\n"
2951 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2952 "uniform sampler Texture_Gloss : register(s2),\n"
2955 "uniform sampler Texture_Glow : register(s3),\n"
2957 "#ifdef USEVERTEXTEXTUREBLEND\n"
2958 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2959 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2960 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2961 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2964 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2967 "#ifdef USECOLORMAPPING\n"
2968 "uniform sampler Texture_Pants : register(s4),\n"
2969 "uniform sampler Texture_Shirt : register(s7),\n"
2972 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2973 "uniform sampler Texture_FogMask : register(s8),\n"
2975 "#ifdef USELIGHTMAP\n"
2976 "uniform sampler Texture_Lightmap : register(s9),\n"
2978 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2979 "uniform sampler Texture_Deluxemap : register(s10),\n"
2981 "#ifdef USEREFLECTION\n"
2982 "uniform sampler Texture_Reflection : register(s7),\n"
2985 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2986 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2987 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2989 "#ifdef USEDEFERREDLIGHTMAP\n"
2990 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2991 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2992 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2993 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2996 "#ifdef USECOLORMAPPING\n"
2997 "uniform half3 Color_Pants : register(c7),\n"
2998 "uniform half3 Color_Shirt : register(c8),\n"
3001 "uniform float3 FogColor : register(c16),\n"
3002 "uniform float FogRangeRecip : register(c20),\n"
3003 "uniform float FogPlaneViewDist : register(c19),\n"
3004 "uniform float FogHeightFade : register(c17),\n"
3007 "#ifdef USEOFFSETMAPPING\n"
3008 "uniform float OffsetMapping_Scale : register(c24),\n"
3011 "#ifdef USEDEFERREDLIGHTMAP\n"
3012 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3013 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3014 "uniform half3 DeferredMod_Specular : register(c13),\n"
3016 "uniform half3 Color_Ambient : register(c3),\n"
3017 "uniform half3 Color_Diffuse : register(c4),\n"
3018 "uniform half3 Color_Specular : register(c5),\n"
3019 "uniform half SpecularPower : register(c36),\n"
3021 "uniform half3 Color_Glow : register(c6),\n"
3023 "uniform half Alpha : register(c0),\n"
3024 "#ifdef USEREFLECTION\n"
3025 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3026 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3027 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3028 "uniform half4 ReflectColor : register(c26),\n"
3030 "#ifdef USEREFLECTCUBE\n"
3031 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3032 "uniform sampler Texture_ReflectMask : register(s5),\n"
3033 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3035 "#ifdef MODE_LIGHTDIRECTION\n"
3036 "uniform half3 LightColor : register(c21),\n"
3038 "#ifdef MODE_LIGHTSOURCE\n"
3039 "uniform half3 LightColor : register(c21),\n"
3042 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3043 "uniform sampler Texture_Attenuation : register(s9),\n"
3044 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3047 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3053 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3061 "#if defined(USESHADOWMAP2D)\n"
3062 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3063 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3065 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3067 "out float4 gl_FragColor : COLOR\n"
3070 " float2 TexCoord = TexCoordBoth.xy;\n"
3071 "#ifdef USEVERTEXTEXTUREBLEND\n"
3072 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3074 "#ifdef USEOFFSETMAPPING\n"
3075 " // apply offsetmapping\n"
3076 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3077 "#define TexCoord TexCoordOffset\n"
3080 " // combine the diffuse textures (base, pants, shirt)\n"
3081 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3082 "#ifdef USEALPHAKILL\n"
3083 " if (color.a < 0.5)\n"
3086 " color.a *= Alpha;\n"
3087 "#ifdef USECOLORMAPPING\n"
3088 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3090 "#ifdef USEVERTEXTEXTUREBLEND\n"
3091 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3092 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3093 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3094 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3096 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3099 " // get the surface normal\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3103 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3106 " // get the material colors\n"
3107 " half3 diffusetex = color.rgb;\n"
3108 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3109 "# ifdef USEVERTEXTEXTUREBLEND\n"
3110 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3112 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3116 "#ifdef USEREFLECTCUBE\n"
3117 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3118 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3119 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3120 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3126 "#ifdef MODE_LIGHTSOURCE\n"
3127 " // light source\n"
3128 "#ifdef USEDIFFUSE\n"
3129 " half3 lightnormal = half3(normalize(LightVector));\n"
3130 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3131 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3132 "#ifdef USESPECULAR\n"
3133 "#ifdef USEEXACTSPECULARMATH\n"
3134 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3136 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3137 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3139 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3142 " color.rgb = diffusetex * Color_Ambient;\n"
3144 " color.rgb *= LightColor;\n"
3145 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3146 "#if defined(USESHADOWMAP2D)\n"
3147 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3148 "#ifdef USESHADOWMAPVSDCT\n"
3149 ", Texture_CubeProjection\n"
3154 "# ifdef USECUBEFILTER\n"
3155 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3158 "#ifdef USESHADOWMAP2D\n"
3159 "#ifdef USESHADOWMAPVSDCT\n"
3160 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3162 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3164 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3165 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3166 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3167 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3168 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3169 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3170 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3171 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3172 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3173 "// color.r = half(shadowmaptc.z);\n"
3174 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3175 "// color.r = half(shadowmaptc.z);\n"
3177 "// color.rgb = abs(CubeVector);\n"
3179 "// color.rgb = half3(1,1,1);\n"
3180 "#endif // MODE_LIGHTSOURCE\n"
3185 "#ifdef MODE_LIGHTDIRECTION\n"
3187 "#ifdef USEDIFFUSE\n"
3188 " half3 lightnormal = half3(normalize(LightVector));\n"
3190 "#define lightcolor LightColor\n"
3191 "#endif // MODE_LIGHTDIRECTION\n"
3192 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3194 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3195 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3196 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3197 " // convert modelspace light vector to tangentspace\n"
3198 " half3 lightnormal;\n"
3199 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3200 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3201 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3202 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3203 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3204 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3205 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3206 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3207 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3208 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3209 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3210 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3211 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3212 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3213 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3215 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3216 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3217 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3223 "#ifdef MODE_FAKELIGHT\n"
3225 "half3 lightnormal = half3(normalize(EyeVector));\n"
3226 "half3 lightcolor = half3(1.0,1.0,1.0);\n"
3227 "#endif // MODE_FAKELIGHT\n"
3232 "#ifdef MODE_LIGHTMAP\n"
3233 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3234 "#endif // MODE_LIGHTMAP\n"
3235 "#ifdef MODE_VERTEXCOLOR\n"
3236 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3237 "#endif // MODE_VERTEXCOLOR\n"
3238 "#ifdef MODE_FLATCOLOR\n"
3239 " color.rgb = diffusetex * Color_Ambient;\n"
3240 "#endif // MODE_FLATCOLOR\n"
3246 "# ifdef USEDIFFUSE\n"
3247 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3248 "# ifdef USESPECULAR\n"
3249 "# ifdef USEEXACTSPECULARMATH\n"
3250 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3252 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3253 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3255 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3257 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3260 " color.rgb = diffusetex * Color_Ambient;\n"
3264 "#ifdef USESHADOWMAPORTHO\n"
3265 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3268 "#ifdef USEDEFERREDLIGHTMAP\n"
3269 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3270 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3271 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3272 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3273 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3277 "#ifdef USEVERTEXTEXTUREBLEND\n"
3278 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3280 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3285 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3288 " // 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"
3289 "#ifdef USEREFLECTION\n"
3290 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3291 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3292 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3293 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3294 " // FIXME temporary hack to detect the case that the reflection\n"
3295 " // gets blackened at edges due to leaving the area that contains actual\n"
3297 " // Remove this 'ack once we have a better way to stop this thing from\n"
3299 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3300 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3301 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3302 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3303 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3304 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3307 " gl_FragColor = float4(color);\n"
3309 "#endif // FRAGMENT_SHADER\n"
3311 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3312 "#endif // !MODE_DEFERREDGEOMETRY\n"
3313 "#endif // !MODE_WATER\n"
3314 "#endif // !MODE_REFRACTION\n"
3315 "#endif // !MODE_BLOOMBLUR\n"
3316 "#endif // !MODE_GENERIC\n"
3317 "#endif // !MODE_POSTPROCESS\n"
3318 "#endif // !MODE_SHOWDEPTH\n"
3319 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3322 char *glslshaderstring = NULL;
3323 char *cgshaderstring = NULL;
3324 char *hlslshaderstring = NULL;
3326 //=======================================================================================================================================================
3328 typedef struct shaderpermutationinfo_s
3330 const char *pretext;
3333 shaderpermutationinfo_t;
3335 typedef struct shadermodeinfo_s
3337 const char *vertexfilename;
3338 const char *geometryfilename;
3339 const char *fragmentfilename;
3340 const char *pretext;
3345 typedef enum shaderpermutation_e
3347 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3348 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3349 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
3350 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3351 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3352 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3353 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3354 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3355 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3356 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3357 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3358 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3359 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3360 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3361 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3362 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3363 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3364 SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
3365 SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
3366 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3367 SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
3368 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3369 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
3370 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3371 SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3372 SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
3373 SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
3374 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3375 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3377 shaderpermutation_t;
3379 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3380 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3382 {"#define USEDIFFUSE\n", " diffuse"},
3383 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3384 {"#define USEVIEWTINT\n", " viewtint"},
3385 {"#define USECOLORMAPPING\n", " colormapping"},
3386 {"#define USESATURATION\n", " saturation"},
3387 {"#define USEFOGINSIDE\n", " foginside"},
3388 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3389 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3390 {"#define USEGAMMARAMPS\n", " gammaramps"},
3391 {"#define USECUBEFILTER\n", " cubefilter"},
3392 {"#define USEGLOW\n", " glow"},
3393 {"#define USEBLOOM\n", " bloom"},
3394 {"#define USESPECULAR\n", " specular"},
3395 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3396 {"#define USEREFLECTION\n", " reflection"},
3397 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3398 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3399 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3400 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3401 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3402 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3403 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3404 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3405 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3406 {"#define USEALPHAKILL\n", " alphakill"},
3407 {"#define USEREFLECTCUBE\n", " reflectcube"},
3408 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3411 // this enum selects which of the glslshadermodeinfo entries should be used
3412 typedef enum shadermode_e
3414 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3415 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3416 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3417 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3418 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3419 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3420 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3421 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3422 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3423 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3424 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3425 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3426 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3427 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3428 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3429 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3434 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3435 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3439 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3447 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3448 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3449 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3450 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3451 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3452 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3456 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3464 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3465 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3466 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3467 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3468 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3469 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3470 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3471 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3472 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3473 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3478 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3480 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3481 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3482 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3483 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3484 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3485 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3486 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3487 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3488 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3489 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3490 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3491 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3492 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3493 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3494 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3495 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3499 struct r_glsl_permutation_s;
3500 typedef struct r_glsl_permutation_s
3502 /// hash lookup data
3503 struct r_glsl_permutation_s *hashnext;
3505 unsigned int permutation;
3507 /// indicates if we have tried compiling this permutation already
3509 /// 0 if compilation failed
3511 /// locations of detected uniforms in program object, or -1 if not found
3512 int loc_Texture_First;
3513 int loc_Texture_Second;
3514 int loc_Texture_GammaRamps;
3515 int loc_Texture_Normal;
3516 int loc_Texture_Color;
3517 int loc_Texture_Gloss;
3518 int loc_Texture_Glow;
3519 int loc_Texture_SecondaryNormal;
3520 int loc_Texture_SecondaryColor;
3521 int loc_Texture_SecondaryGloss;
3522 int loc_Texture_SecondaryGlow;
3523 int loc_Texture_Pants;
3524 int loc_Texture_Shirt;
3525 int loc_Texture_FogHeightTexture;
3526 int loc_Texture_FogMask;
3527 int loc_Texture_Lightmap;
3528 int loc_Texture_Deluxemap;
3529 int loc_Texture_Attenuation;
3530 int loc_Texture_Cube;
3531 int loc_Texture_Refraction;
3532 int loc_Texture_Reflection;
3533 int loc_Texture_ShadowMap2D;
3534 int loc_Texture_CubeProjection;
3535 int loc_Texture_ScreenDepth;
3536 int loc_Texture_ScreenNormalMap;
3537 int loc_Texture_ScreenDiffuse;
3538 int loc_Texture_ScreenSpecular;
3539 int loc_Texture_ReflectMask;
3540 int loc_Texture_ReflectCube;
3542 int loc_BloomBlur_Parameters;
3544 int loc_Color_Ambient;
3545 int loc_Color_Diffuse;
3546 int loc_Color_Specular;
3548 int loc_Color_Pants;
3549 int loc_Color_Shirt;
3550 int loc_DeferredColor_Ambient;
3551 int loc_DeferredColor_Diffuse;
3552 int loc_DeferredColor_Specular;
3553 int loc_DeferredMod_Diffuse;
3554 int loc_DeferredMod_Specular;
3555 int loc_DistortScaleRefractReflect;
3556 int loc_EyePosition;
3558 int loc_FogHeightFade;
3560 int loc_FogPlaneViewDist;
3561 int loc_FogRangeRecip;
3564 int loc_LightPosition;
3565 int loc_OffsetMapping_Scale;
3567 int loc_ReflectColor;
3568 int loc_ReflectFactor;
3569 int loc_ReflectOffset;
3570 int loc_RefractColor;
3572 int loc_ScreenCenterRefractReflect;
3573 int loc_ScreenScaleRefractReflect;
3574 int loc_ScreenToDepth;
3575 int loc_ShadowMap_Parameters;
3576 int loc_ShadowMap_TextureScale;
3577 int loc_SpecularPower;
3582 int loc_ViewTintColor;
3583 int loc_ViewToLight;
3584 int loc_ModelToLight;
3586 int loc_BackgroundTexMatrix;
3587 int loc_ModelViewProjectionMatrix;
3588 int loc_ModelViewMatrix;
3589 int loc_PixelToScreenTexCoord;
3590 int loc_ModelToReflectCube;
3591 int loc_ShadowMapMatrix;
3592 int loc_BloomColorSubtract;
3593 int loc_NormalmapScrollBlend;
3595 r_glsl_permutation_t;
3597 #define SHADERPERMUTATION_HASHSIZE 256
3600 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3601 // these can NOT degrade! only use for simple stuff
3604 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3605 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3606 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
3607 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
3608 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
3609 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled
3611 #define SHADERSTATICPARMS_COUNT 6
3613 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3614 static int shaderstaticparms_count = 0;
3616 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3617 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3618 qboolean R_CompileShader_CheckStaticParms(void)
3620 static int r_compileshader_staticparms_save[1];
3621 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3622 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3625 if (r_glsl_saturation_redcompensate.integer)
3626 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3627 if (r_shadow_glossexact.integer)
3628 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3629 if (r_glsl_postprocess.integer)
3631 if (r_glsl_postprocess_uservec1_enable.integer)
3632 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
3633 if (r_glsl_postprocess_uservec2_enable.integer)
3634 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
3635 if (r_glsl_postprocess_uservec3_enable.integer)
3636 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
3637 if (r_glsl_postprocess_uservec4_enable.integer)
3638 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
3640 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
3643 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3644 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3645 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3647 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3648 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3650 shaderstaticparms_count = 0;
3653 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3654 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3655 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
3656 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
3657 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
3658 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
3661 /// information about each possible shader permutation
3662 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3663 /// currently selected permutation
3664 r_glsl_permutation_t *r_glsl_permutation;
3665 /// storage for permutations linked in the hash table
3666 memexpandablearray_t r_glsl_permutationarray;
3668 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3670 //unsigned int hashdepth = 0;
3671 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3672 r_glsl_permutation_t *p;
3673 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3675 if (p->mode == mode && p->permutation == permutation)
3677 //if (hashdepth > 10)
3678 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3683 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3685 p->permutation = permutation;
3686 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3687 r_glsl_permutationhash[mode][hashindex] = p;
3688 //if (hashdepth > 10)
3689 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3693 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3696 if (!filename || !filename[0])
3698 if (!strcmp(filename, "glsl/default.glsl"))
3700 if (!glslshaderstring)
3702 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3703 if (glslshaderstring)
3704 Con_DPrintf("Loading shaders from file %s...\n", filename);
3706 glslshaderstring = (char *)builtinshaderstring;
3708 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3709 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3710 return shaderstring;
3712 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3715 if (printfromdisknotice)
3716 Con_DPrintf("from disk %s... ", filename);
3717 return shaderstring;
3719 return shaderstring;
3722 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3725 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3726 char *vertexstring, *geometrystring, *fragmentstring;
3727 char permutationname[256];
3728 int vertstrings_count = 0;
3729 int geomstrings_count = 0;
3730 int fragstrings_count = 0;
3731 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3732 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3733 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3740 permutationname[0] = 0;
3741 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3742 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3743 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3745 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3747 // the first pretext is which type of shader to compile as
3748 // (later these will all be bound together as a program object)
3749 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3750 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3751 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3753 // the second pretext is the mode (for example a light source)
3754 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3755 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3756 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3757 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3759 // now add all the permutation pretexts
3760 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3762 if (permutation & (1<<i))
3764 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3765 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3766 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3767 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3771 // keep line numbers correct
3772 vertstrings_list[vertstrings_count++] = "\n";
3773 geomstrings_list[geomstrings_count++] = "\n";
3774 fragstrings_list[fragstrings_count++] = "\n";
3779 R_CompileShader_AddStaticParms(mode, permutation);
3780 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3781 vertstrings_count += shaderstaticparms_count;
3782 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3783 geomstrings_count += shaderstaticparms_count;
3784 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3785 fragstrings_count += shaderstaticparms_count;
3787 // now append the shader text itself
3788 vertstrings_list[vertstrings_count++] = vertexstring;
3789 geomstrings_list[geomstrings_count++] = geometrystring;
3790 fragstrings_list[fragstrings_count++] = fragmentstring;
3792 // if any sources were NULL, clear the respective list
3794 vertstrings_count = 0;
3795 if (!geometrystring)
3796 geomstrings_count = 0;
3797 if (!fragmentstring)
3798 fragstrings_count = 0;
3800 // compile the shader program
3801 if (vertstrings_count + geomstrings_count + fragstrings_count)
3802 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3806 qglUseProgramObjectARB(p->program);CHECKGLERROR
3807 // look up all the uniform variable names we care about, so we don't
3808 // have to look them up every time we set them
3810 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3811 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3812 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3813 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3814 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3815 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3816 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3817 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3818 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3819 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3820 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3821 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3822 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3823 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3824 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3825 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3826 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3827 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3828 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3829 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3830 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3831 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3832 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3833 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3834 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3835 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3836 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3837 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3838 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3839 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3840 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3841 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3842 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3843 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3844 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3845 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3846 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3847 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3848 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3849 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3850 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3851 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3852 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3853 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3854 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3855 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3856 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3857 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3858 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3859 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3860 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3861 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3862 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3863 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3864 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3865 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3866 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3867 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3868 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3869 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3870 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3871 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3872 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3873 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3874 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3875 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3876 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3877 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3878 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3879 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3880 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3881 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3882 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3883 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3884 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3885 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3886 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3887 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3888 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3889 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3890 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3891 p->loc_NormalmapScrollBlend = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3892 // initialize the samplers to refer to the texture units we use
3893 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3894 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3895 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3896 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3897 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3898 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3899 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3900 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3901 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3902 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3903 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3904 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3905 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3906 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3907 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3908 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3909 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3910 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3911 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3912 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3913 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3914 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3915 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3916 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3917 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3918 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3919 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3920 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3921 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3923 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3926 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3930 Mem_Free(vertexstring);
3932 Mem_Free(geometrystring);
3934 Mem_Free(fragmentstring);
3937 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3939 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3940 if (r_glsl_permutation != perm)
3942 r_glsl_permutation = perm;
3943 if (!r_glsl_permutation->program)
3945 if (!r_glsl_permutation->compiled)
3946 R_GLSL_CompilePermutation(perm, mode, permutation);
3947 if (!r_glsl_permutation->program)
3949 // remove features until we find a valid permutation
3951 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3953 // reduce i more quickly whenever it would not remove any bits
3954 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3955 if (!(permutation & j))
3958 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3959 if (!r_glsl_permutation->compiled)
3960 R_GLSL_CompilePermutation(perm, mode, permutation);
3961 if (r_glsl_permutation->program)
3964 if (i >= SHADERPERMUTATION_COUNT)
3966 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3967 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3968 qglUseProgramObjectARB(0);CHECKGLERROR
3969 return; // no bit left to clear, entire mode is broken
3974 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3976 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3977 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3978 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3982 #include <Cg/cgGL.h>
3983 struct r_cg_permutation_s;
3984 typedef struct r_cg_permutation_s
3986 /// hash lookup data
3987 struct r_cg_permutation_s *hashnext;
3989 unsigned int permutation;
3991 /// indicates if we have tried compiling this permutation already
3993 /// 0 if compilation failed
3996 /// locations of detected parameters in programs, or NULL if not found
3997 CGparameter vp_EyePosition;
3998 CGparameter vp_FogPlane;
3999 CGparameter vp_LightDir;
4000 CGparameter vp_LightPosition;
4001 CGparameter vp_ModelToLight;
4002 CGparameter vp_TexMatrix;
4003 CGparameter vp_BackgroundTexMatrix;
4004 CGparameter vp_ModelViewProjectionMatrix;
4005 CGparameter vp_ModelViewMatrix;
4006 CGparameter vp_ShadowMapMatrix;
4008 CGparameter fp_Texture_First;
4009 CGparameter fp_Texture_Second;
4010 CGparameter fp_Texture_GammaRamps;
4011 CGparameter fp_Texture_Normal;
4012 CGparameter fp_Texture_Color;
4013 CGparameter fp_Texture_Gloss;
4014 CGparameter fp_Texture_Glow;
4015 CGparameter fp_Texture_SecondaryNormal;
4016 CGparameter fp_Texture_SecondaryColor;
4017 CGparameter fp_Texture_SecondaryGloss;
4018 CGparameter fp_Texture_SecondaryGlow;
4019 CGparameter fp_Texture_Pants;
4020 CGparameter fp_Texture_Shirt;
4021 CGparameter fp_Texture_FogHeightTexture;
4022 CGparameter fp_Texture_FogMask;
4023 CGparameter fp_Texture_Lightmap;
4024 CGparameter fp_Texture_Deluxemap;
4025 CGparameter fp_Texture_Attenuation;
4026 CGparameter fp_Texture_Cube;
4027 CGparameter fp_Texture_Refraction;
4028 CGparameter fp_Texture_Reflection;
4029 CGparameter fp_Texture_ShadowMap2D;
4030 CGparameter fp_Texture_CubeProjection;
4031 CGparameter fp_Texture_ScreenDepth;
4032 CGparameter fp_Texture_ScreenNormalMap;
4033 CGparameter fp_Texture_ScreenDiffuse;
4034 CGparameter fp_Texture_ScreenSpecular;
4035 CGparameter fp_Texture_ReflectMask;
4036 CGparameter fp_Texture_ReflectCube;
4037 CGparameter fp_Alpha;
4038 CGparameter fp_BloomBlur_Parameters;
4039 CGparameter fp_ClientTime;
4040 CGparameter fp_Color_Ambient;
4041 CGparameter fp_Color_Diffuse;
4042 CGparameter fp_Color_Specular;
4043 CGparameter fp_Color_Glow;
4044 CGparameter fp_Color_Pants;
4045 CGparameter fp_Color_Shirt;
4046 CGparameter fp_DeferredColor_Ambient;
4047 CGparameter fp_DeferredColor_Diffuse;
4048 CGparameter fp_DeferredColor_Specular;
4049 CGparameter fp_DeferredMod_Diffuse;
4050 CGparameter fp_DeferredMod_Specular;
4051 CGparameter fp_DistortScaleRefractReflect;
4052 CGparameter fp_EyePosition;
4053 CGparameter fp_FogColor;
4054 CGparameter fp_FogHeightFade;
4055 CGparameter fp_FogPlane;
4056 CGparameter fp_FogPlaneViewDist;
4057 CGparameter fp_FogRangeRecip;
4058 CGparameter fp_LightColor;
4059 CGparameter fp_LightDir;
4060 CGparameter fp_LightPosition;
4061 CGparameter fp_OffsetMapping_Scale;
4062 CGparameter fp_PixelSize;
4063 CGparameter fp_ReflectColor;
4064 CGparameter fp_ReflectFactor;
4065 CGparameter fp_ReflectOffset;
4066 CGparameter fp_RefractColor;
4067 CGparameter fp_Saturation;
4068 CGparameter fp_ScreenCenterRefractReflect;
4069 CGparameter fp_ScreenScaleRefractReflect;
4070 CGparameter fp_ScreenToDepth;
4071 CGparameter fp_ShadowMap_Parameters;
4072 CGparameter fp_ShadowMap_TextureScale;
4073 CGparameter fp_SpecularPower;
4074 CGparameter fp_UserVec1;
4075 CGparameter fp_UserVec2;
4076 CGparameter fp_UserVec3;
4077 CGparameter fp_UserVec4;
4078 CGparameter fp_ViewTintColor;
4079 CGparameter fp_ViewToLight;
4080 CGparameter fp_PixelToScreenTexCoord;
4081 CGparameter fp_ModelToReflectCube;
4082 CGparameter fp_BloomColorSubtract;
4083 CGparameter fp_NormalmapScrollBlend;
4087 /// information about each possible shader permutation
4088 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4089 /// currently selected permutation
4090 r_cg_permutation_t *r_cg_permutation;
4091 /// storage for permutations linked in the hash table
4092 memexpandablearray_t r_cg_permutationarray;
4094 #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));}}
4096 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4098 //unsigned int hashdepth = 0;
4099 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4100 r_cg_permutation_t *p;
4101 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4103 if (p->mode == mode && p->permutation == permutation)
4105 //if (hashdepth > 10)
4106 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4111 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4113 p->permutation = permutation;
4114 p->hashnext = r_cg_permutationhash[mode][hashindex];
4115 r_cg_permutationhash[mode][hashindex] = p;
4116 //if (hashdepth > 10)
4117 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4121 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4124 if (!filename || !filename[0])
4126 if (!strcmp(filename, "cg/default.cg"))
4128 if (!cgshaderstring)
4130 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4132 Con_DPrintf("Loading shaders from file %s...\n", filename);
4134 cgshaderstring = (char *)builtincgshaderstring;
4136 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4137 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4138 return shaderstring;
4140 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4143 if (printfromdisknotice)
4144 Con_DPrintf("from disk %s... ", filename);
4145 return shaderstring;
4147 return shaderstring;
4150 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4152 // TODO: load or create .fp and .vp shader files
4155 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4158 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4159 int vertstring_length = 0;
4160 int geomstring_length = 0;
4161 int fragstring_length = 0;
4163 char *vertexstring, *geometrystring, *fragmentstring;
4164 char *vertstring, *geomstring, *fragstring;
4165 char permutationname[256];
4166 char cachename[256];
4167 CGprofile vertexProfile;
4168 CGprofile fragmentProfile;
4169 int vertstrings_count = 0;
4170 int geomstrings_count = 0;
4171 int fragstrings_count = 0;
4172 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4173 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4174 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4182 permutationname[0] = 0;
4184 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4185 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4186 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4188 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4189 strlcat(cachename, "cg/", sizeof(cachename));
4191 // the first pretext is which type of shader to compile as
4192 // (later these will all be bound together as a program object)
4193 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4194 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4195 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4197 // the second pretext is the mode (for example a light source)
4198 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4199 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4200 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4201 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4202 strlcat(cachename, modeinfo->name, sizeof(cachename));
4204 // now add all the permutation pretexts
4205 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4207 if (permutation & (1<<i))
4209 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4210 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4211 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4212 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4213 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4217 // keep line numbers correct
4218 vertstrings_list[vertstrings_count++] = "\n";
4219 geomstrings_list[geomstrings_count++] = "\n";
4220 fragstrings_list[fragstrings_count++] = "\n";
4225 R_CompileShader_AddStaticParms(mode, permutation);
4226 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4227 vertstrings_count += shaderstaticparms_count;
4228 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4229 geomstrings_count += shaderstaticparms_count;
4230 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4231 fragstrings_count += shaderstaticparms_count;
4233 // replace spaces in the cachename with _ characters
4234 for (i = 0;cachename[i];i++)
4235 if (cachename[i] == ' ')
4238 // now append the shader text itself
4239 vertstrings_list[vertstrings_count++] = vertexstring;
4240 geomstrings_list[geomstrings_count++] = geometrystring;
4241 fragstrings_list[fragstrings_count++] = fragmentstring;
4243 // if any sources were NULL, clear the respective list
4245 vertstrings_count = 0;
4246 if (!geometrystring)
4247 geomstrings_count = 0;
4248 if (!fragmentstring)
4249 fragstrings_count = 0;
4251 vertstring_length = 0;
4252 for (i = 0;i < vertstrings_count;i++)
4253 vertstring_length += strlen(vertstrings_list[i]);
4254 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4255 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4256 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4258 geomstring_length = 0;
4259 for (i = 0;i < geomstrings_count;i++)
4260 geomstring_length += strlen(geomstrings_list[i]);
4261 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4262 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4263 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4265 fragstring_length = 0;
4266 for (i = 0;i < fragstrings_count;i++)
4267 fragstring_length += strlen(fragstrings_list[i]);
4268 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4269 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4270 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4274 //vertexProfile = CG_PROFILE_ARBVP1;
4275 //fragmentProfile = CG_PROFILE_ARBFP1;
4276 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4277 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4278 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4279 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4280 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4283 // try to load the cached shader, or generate one
4284 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4286 // if caching failed, do a dynamic compile for now
4288 if (vertstring[0] && !p->vprogram)
4289 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4291 if (fragstring[0] && !p->fprogram)
4292 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4295 // look up all the uniform variable names we care about, so we don't
4296 // have to look them up every time we set them
4300 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4301 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4302 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4303 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4304 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4305 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4306 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4307 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4308 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4309 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4310 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4311 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4317 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4318 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4319 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4320 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4321 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4322 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4323 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4324 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4325 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4326 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4327 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4328 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4329 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4330 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4331 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4332 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4333 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4334 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4335 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4336 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4337 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4338 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4339 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4340 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4341 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4342 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4343 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4344 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4345 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4346 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4347 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4348 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4349 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4350 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4351 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4352 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4353 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4354 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4355 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4356 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4357 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4358 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4359 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4360 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4361 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4362 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4363 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4364 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4365 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4366 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4367 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4368 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4369 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4370 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4371 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4372 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4373 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4374 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4375 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4376 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4377 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4378 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4379 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4380 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4381 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4382 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4383 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4384 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4385 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4386 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4387 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4388 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4389 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4390 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4391 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4392 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4393 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4394 p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4398 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4399 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4401 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4405 Mem_Free(vertstring);
4407 Mem_Free(geomstring);
4409 Mem_Free(fragstring);
4411 Mem_Free(vertexstring);
4413 Mem_Free(geometrystring);
4415 Mem_Free(fragmentstring);
4418 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4420 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4423 if (r_cg_permutation != perm)
4425 r_cg_permutation = perm;
4426 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4428 if (!r_cg_permutation->compiled)
4429 R_CG_CompilePermutation(perm, mode, permutation);
4430 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4432 // remove features until we find a valid permutation
4434 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4436 // reduce i more quickly whenever it would not remove any bits
4437 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4438 if (!(permutation & j))
4441 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4442 if (!r_cg_permutation->compiled)
4443 R_CG_CompilePermutation(perm, mode, permutation);
4444 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4447 if (i >= SHADERPERMUTATION_COUNT)
4449 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4450 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4451 return; // no bit left to clear, entire mode is broken
4457 if (r_cg_permutation->vprogram)
4459 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4460 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4461 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4465 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4466 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4468 if (r_cg_permutation->fprogram)
4470 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4471 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4472 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4476 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4477 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4481 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4482 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4483 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4486 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4488 cgGLSetTextureParameter(param, R_GetTexture(tex));
4489 cgGLEnableTextureParameter(param);
4497 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4498 extern D3DCAPS9 vid_d3d9caps;
4501 struct r_hlsl_permutation_s;
4502 typedef struct r_hlsl_permutation_s
4504 /// hash lookup data
4505 struct r_hlsl_permutation_s *hashnext;
4507 unsigned int permutation;
4509 /// indicates if we have tried compiling this permutation already
4511 /// NULL if compilation failed
4512 IDirect3DVertexShader9 *vertexshader;
4513 IDirect3DPixelShader9 *pixelshader;
4515 r_hlsl_permutation_t;
4517 typedef enum D3DVSREGISTER_e
4519 D3DVSREGISTER_TexMatrix = 0, // float4x4
4520 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4521 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4522 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4523 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4524 D3DVSREGISTER_ModelToLight = 20, // float4x4
4525 D3DVSREGISTER_EyePosition = 24,
4526 D3DVSREGISTER_FogPlane = 25,
4527 D3DVSREGISTER_LightDir = 26,
4528 D3DVSREGISTER_LightPosition = 27,
4532 typedef enum D3DPSREGISTER_e
4534 D3DPSREGISTER_Alpha = 0,
4535 D3DPSREGISTER_BloomBlur_Parameters = 1,
4536 D3DPSREGISTER_ClientTime = 2,
4537 D3DPSREGISTER_Color_Ambient = 3,
4538 D3DPSREGISTER_Color_Diffuse = 4,
4539 D3DPSREGISTER_Color_Specular = 5,
4540 D3DPSREGISTER_Color_Glow = 6,
4541 D3DPSREGISTER_Color_Pants = 7,
4542 D3DPSREGISTER_Color_Shirt = 8,
4543 D3DPSREGISTER_DeferredColor_Ambient = 9,
4544 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4545 D3DPSREGISTER_DeferredColor_Specular = 11,
4546 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4547 D3DPSREGISTER_DeferredMod_Specular = 13,
4548 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4549 D3DPSREGISTER_EyePosition = 15, // unused
4550 D3DPSREGISTER_FogColor = 16,
4551 D3DPSREGISTER_FogHeightFade = 17,
4552 D3DPSREGISTER_FogPlane = 18,
4553 D3DPSREGISTER_FogPlaneViewDist = 19,
4554 D3DPSREGISTER_FogRangeRecip = 20,
4555 D3DPSREGISTER_LightColor = 21,
4556 D3DPSREGISTER_LightDir = 22, // unused
4557 D3DPSREGISTER_LightPosition = 23,
4558 D3DPSREGISTER_OffsetMapping_Scale = 24,
4559 D3DPSREGISTER_PixelSize = 25,
4560 D3DPSREGISTER_ReflectColor = 26,
4561 D3DPSREGISTER_ReflectFactor = 27,
4562 D3DPSREGISTER_ReflectOffset = 28,
4563 D3DPSREGISTER_RefractColor = 29,
4564 D3DPSREGISTER_Saturation = 30,
4565 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4566 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4567 D3DPSREGISTER_ScreenToDepth = 33,
4568 D3DPSREGISTER_ShadowMap_Parameters = 34,
4569 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4570 D3DPSREGISTER_SpecularPower = 36,
4571 D3DPSREGISTER_UserVec1 = 37,
4572 D3DPSREGISTER_UserVec2 = 38,
4573 D3DPSREGISTER_UserVec3 = 39,
4574 D3DPSREGISTER_UserVec4 = 40,
4575 D3DPSREGISTER_ViewTintColor = 41,
4576 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4577 D3DPSREGISTER_BloomColorSubtract = 43,
4578 D3DPSREGISTER_ViewToLight = 44, // float4x4
4579 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4580 D3DPSREGISTER_NormalmapScrollBlend = 52,
4585 /// information about each possible shader permutation
4586 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4587 /// currently selected permutation
4588 r_hlsl_permutation_t *r_hlsl_permutation;
4589 /// storage for permutations linked in the hash table
4590 memexpandablearray_t r_hlsl_permutationarray;
4592 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4594 //unsigned int hashdepth = 0;
4595 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4596 r_hlsl_permutation_t *p;
4597 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4599 if (p->mode == mode && p->permutation == permutation)
4601 //if (hashdepth > 10)
4602 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4607 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4609 p->permutation = permutation;
4610 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4611 r_hlsl_permutationhash[mode][hashindex] = p;
4612 //if (hashdepth > 10)
4613 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4617 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4620 if (!filename || !filename[0])
4622 if (!strcmp(filename, "hlsl/default.hlsl"))
4624 if (!hlslshaderstring)
4626 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4627 if (hlslshaderstring)
4628 Con_DPrintf("Loading shaders from file %s...\n", filename);
4630 hlslshaderstring = (char *)builtincgshaderstring;
4632 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4633 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4634 return shaderstring;
4636 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4639 if (printfromdisknotice)
4640 Con_DPrintf("from disk %s... ", filename);
4641 return shaderstring;
4643 return shaderstring;
4647 //#include <d3dx9shader.h>
4648 //#include <d3dx9mesh.h>
4650 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4652 DWORD *vsbin = NULL;
4653 DWORD *psbin = NULL;
4654 fs_offset_t vsbinsize;
4655 fs_offset_t psbinsize;
4656 // IDirect3DVertexShader9 *vs = NULL;
4657 // IDirect3DPixelShader9 *ps = NULL;
4658 ID3DXBuffer *vslog = NULL;
4659 ID3DXBuffer *vsbuffer = NULL;
4660 ID3DXConstantTable *vsconstanttable = NULL;
4661 ID3DXBuffer *pslog = NULL;
4662 ID3DXBuffer *psbuffer = NULL;
4663 ID3DXConstantTable *psconstanttable = NULL;
4666 char temp[MAX_INPUTLINE];
4667 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4668 qboolean debugshader = gl_paranoid.integer != 0;
4669 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4670 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4673 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4674 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4676 if ((!vsbin && vertstring) || (!psbin && fragstring))
4678 const char* dllnames_d3dx9 [] =
4702 dllhandle_t d3dx9_dll = NULL;
4703 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4704 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4705 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4706 dllfunction_t d3dx9_dllfuncs[] =
4708 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4709 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4710 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4713 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4715 DWORD shaderflags = 0;
4717 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4718 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4719 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4720 if (vertstring && vertstring[0])
4724 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4725 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4726 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4727 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4730 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4733 vsbinsize = vsbuffer->GetBufferSize();
4734 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4735 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4736 vsbuffer->Release();
4740 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4741 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4745 if (fragstring && fragstring[0])
4749 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4750 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4751 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4752 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4755 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4758 psbinsize = psbuffer->GetBufferSize();
4759 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4760 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4761 psbuffer->Release();
4765 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4766 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4770 Sys_UnloadLibrary(&d3dx9_dll);
4773 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4777 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4778 if (FAILED(vsresult))
4779 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4780 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4781 if (FAILED(psresult))
4782 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4784 // free the shader data
4785 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4786 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4789 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4792 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4793 int vertstring_length = 0;
4794 int geomstring_length = 0;
4795 int fragstring_length = 0;
4797 char *vertexstring, *geometrystring, *fragmentstring;
4798 char *vertstring, *geomstring, *fragstring;
4799 char permutationname[256];
4800 char cachename[256];
4801 int vertstrings_count = 0;
4802 int geomstrings_count = 0;
4803 int fragstrings_count = 0;
4804 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4805 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4806 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4811 p->vertexshader = NULL;
4812 p->pixelshader = NULL;
4814 permutationname[0] = 0;
4816 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4817 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4818 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4820 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4821 strlcat(cachename, "hlsl/", sizeof(cachename));
4823 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4824 vertstrings_count = 0;
4825 geomstrings_count = 0;
4826 fragstrings_count = 0;
4827 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4828 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4829 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4831 // the first pretext is which type of shader to compile as
4832 // (later these will all be bound together as a program object)
4833 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4834 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4835 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4837 // the second pretext is the mode (for example a light source)
4838 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4839 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4840 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4841 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4842 strlcat(cachename, modeinfo->name, sizeof(cachename));
4844 // now add all the permutation pretexts
4845 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4847 if (permutation & (1<<i))
4849 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4850 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4851 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4852 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4853 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4857 // keep line numbers correct
4858 vertstrings_list[vertstrings_count++] = "\n";
4859 geomstrings_list[geomstrings_count++] = "\n";
4860 fragstrings_list[fragstrings_count++] = "\n";
4865 R_CompileShader_AddStaticParms(mode, permutation);
4866 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4867 vertstrings_count += shaderstaticparms_count;
4868 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4869 geomstrings_count += shaderstaticparms_count;
4870 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4871 fragstrings_count += shaderstaticparms_count;
4873 // replace spaces in the cachename with _ characters
4874 for (i = 0;cachename[i];i++)
4875 if (cachename[i] == ' ')
4878 // now append the shader text itself
4879 vertstrings_list[vertstrings_count++] = vertexstring;
4880 geomstrings_list[geomstrings_count++] = geometrystring;
4881 fragstrings_list[fragstrings_count++] = fragmentstring;
4883 // if any sources were NULL, clear the respective list
4885 vertstrings_count = 0;
4886 if (!geometrystring)
4887 geomstrings_count = 0;
4888 if (!fragmentstring)
4889 fragstrings_count = 0;
4891 vertstring_length = 0;
4892 for (i = 0;i < vertstrings_count;i++)
4893 vertstring_length += strlen(vertstrings_list[i]);
4894 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4895 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4896 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4898 geomstring_length = 0;
4899 for (i = 0;i < geomstrings_count;i++)
4900 geomstring_length += strlen(geomstrings_list[i]);
4901 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4902 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4903 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4905 fragstring_length = 0;
4906 for (i = 0;i < fragstrings_count;i++)
4907 fragstring_length += strlen(fragstrings_list[i]);
4908 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4909 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4910 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4912 // try to load the cached shader, or generate one
4913 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4915 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4916 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4918 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4922 Mem_Free(vertstring);
4924 Mem_Free(geomstring);
4926 Mem_Free(fragstring);
4928 Mem_Free(vertexstring);
4930 Mem_Free(geometrystring);
4932 Mem_Free(fragmentstring);
4935 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4936 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4937 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);}
4938 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);}
4939 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);}
4940 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);}
4942 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4943 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4944 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);}
4945 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);}
4946 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);}
4947 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);}
4949 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4951 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4952 if (r_hlsl_permutation != perm)
4954 r_hlsl_permutation = perm;
4955 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4957 if (!r_hlsl_permutation->compiled)
4958 R_HLSL_CompilePermutation(perm, mode, permutation);
4959 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4961 // remove features until we find a valid permutation
4963 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4965 // reduce i more quickly whenever it would not remove any bits
4966 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4967 if (!(permutation & j))
4970 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4971 if (!r_hlsl_permutation->compiled)
4972 R_HLSL_CompilePermutation(perm, mode, permutation);
4973 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4976 if (i >= SHADERPERMUTATION_COUNT)
4978 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4979 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4980 return; // no bit left to clear, entire mode is broken
4984 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4985 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4987 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4988 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4989 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4993 void R_GLSL_Restart_f(void)
4995 unsigned int i, limit;
4996 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4997 Mem_Free(glslshaderstring);
4998 glslshaderstring = NULL;
4999 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
5000 Mem_Free(cgshaderstring);
5001 cgshaderstring = NULL;
5002 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5003 Mem_Free(hlslshaderstring);
5004 hlslshaderstring = NULL;
5005 switch(vid.renderpath)
5007 case RENDERPATH_D3D9:
5010 r_hlsl_permutation_t *p;
5011 r_hlsl_permutation = NULL;
5012 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5013 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5014 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5015 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5016 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5017 for (i = 0;i < limit;i++)
5019 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5021 if (p->vertexshader)
5022 IDirect3DVertexShader9_Release(p->vertexshader);
5024 IDirect3DPixelShader9_Release(p->pixelshader);
5025 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5028 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5032 case RENDERPATH_D3D10:
5033 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5035 case RENDERPATH_D3D11:
5036 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5038 case RENDERPATH_GL20:
5040 r_glsl_permutation_t *p;
5041 r_glsl_permutation = NULL;
5042 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5043 for (i = 0;i < limit;i++)
5045 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5047 GL_Backend_FreeProgram(p->program);
5048 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5051 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5054 case RENDERPATH_CGGL:
5057 r_cg_permutation_t *p;
5058 r_cg_permutation = NULL;
5059 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5060 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5061 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5062 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5063 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5064 for (i = 0;i < limit;i++)
5066 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5069 cgDestroyProgram(p->vprogram);
5071 cgDestroyProgram(p->fprogram);
5072 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5075 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5079 case RENDERPATH_GL13:
5080 case RENDERPATH_GL11:
5085 void R_GLSL_DumpShader_f(void)
5090 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5093 FS_Print(file, "/* The engine may define the following macros:\n");
5094 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5095 for (i = 0;i < SHADERMODE_COUNT;i++)
5096 FS_Print(file, glslshadermodeinfo[i].pretext);
5097 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5098 FS_Print(file, shaderpermutationinfo[i].pretext);
5099 FS_Print(file, "*/\n");
5100 FS_Print(file, builtinshaderstring);
5102 Con_Printf("glsl/default.glsl written\n");
5105 Con_Printf("failed to write to glsl/default.glsl\n");
5108 file = FS_OpenRealFile("cg/default.cg", "w", false);
5111 FS_Print(file, "/* The engine may define the following macros:\n");
5112 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5113 for (i = 0;i < SHADERMODE_COUNT;i++)
5114 FS_Print(file, cgshadermodeinfo[i].pretext);
5115 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5116 FS_Print(file, shaderpermutationinfo[i].pretext);
5117 FS_Print(file, "*/\n");
5118 FS_Print(file, builtincgshaderstring);
5120 Con_Printf("cg/default.cg written\n");
5123 Con_Printf("failed to write to cg/default.cg\n");
5127 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5130 FS_Print(file, "/* The engine may define the following macros:\n");
5131 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5132 for (i = 0;i < SHADERMODE_COUNT;i++)
5133 FS_Print(file, hlslshadermodeinfo[i].pretext);
5134 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5135 FS_Print(file, shaderpermutationinfo[i].pretext);
5136 FS_Print(file, "*/\n");
5137 FS_Print(file, builtincgshaderstring);
5139 Con_Printf("hlsl/default.hlsl written\n");
5142 Con_Printf("failed to write to hlsl/default.hlsl\n");
5146 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5149 texturemode = GL_MODULATE;
5150 switch (vid.renderpath)
5152 case RENDERPATH_D3D9:
5154 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5155 R_Mesh_TexBind(GL20TU_FIRST , first );
5156 R_Mesh_TexBind(GL20TU_SECOND, second);
5159 case RENDERPATH_D3D10:
5160 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5162 case RENDERPATH_D3D11:
5163 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5165 case RENDERPATH_GL20:
5166 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5167 R_Mesh_TexBind(GL20TU_FIRST , first );
5168 R_Mesh_TexBind(GL20TU_SECOND, second);
5170 case RENDERPATH_CGGL:
5173 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5174 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5175 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5178 case RENDERPATH_GL13:
5179 R_Mesh_TexBind(0, first );
5180 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5181 R_Mesh_TexBind(1, second);
5183 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5185 case RENDERPATH_GL11:
5186 R_Mesh_TexBind(0, first );
5191 void R_SetupShader_DepthOrShadow(void)
5193 switch (vid.renderpath)
5195 case RENDERPATH_D3D9:
5197 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5200 case RENDERPATH_D3D10:
5201 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5203 case RENDERPATH_D3D11:
5204 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5206 case RENDERPATH_GL20:
5207 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5209 case RENDERPATH_CGGL:
5211 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5214 case RENDERPATH_GL13:
5215 R_Mesh_TexBind(0, 0);
5216 R_Mesh_TexBind(1, 0);
5218 case RENDERPATH_GL11:
5219 R_Mesh_TexBind(0, 0);
5224 void R_SetupShader_ShowDepth(void)
5226 switch (vid.renderpath)
5228 case RENDERPATH_D3D9:
5230 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5233 case RENDERPATH_D3D10:
5234 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5236 case RENDERPATH_D3D11:
5237 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5239 case RENDERPATH_GL20:
5240 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5242 case RENDERPATH_CGGL:
5244 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5247 case RENDERPATH_GL13:
5249 case RENDERPATH_GL11:
5254 extern qboolean r_shadow_usingdeferredprepass;
5255 extern cvar_t r_shadow_deferred_8bitrange;
5256 extern rtexture_t *r_shadow_attenuationgradienttexture;
5257 extern rtexture_t *r_shadow_attenuation2dtexture;
5258 extern rtexture_t *r_shadow_attenuation3dtexture;
5259 extern qboolean r_shadow_usingshadowmap2d;
5260 extern qboolean r_shadow_usingshadowmaportho;
5261 extern float r_shadow_shadowmap_texturescale[2];
5262 extern float r_shadow_shadowmap_parameters[4];
5263 extern qboolean r_shadow_shadowmapvsdct;
5264 extern qboolean r_shadow_shadowmapsampler;
5265 extern int r_shadow_shadowmappcf;
5266 extern rtexture_t *r_shadow_shadowmap2dtexture;
5267 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5268 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5269 extern matrix4x4_t r_shadow_shadowmapmatrix;
5270 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5271 extern int r_shadow_prepass_width;
5272 extern int r_shadow_prepass_height;
5273 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5274 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5275 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5276 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5277 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5278 extern cvar_t gl_mesh_separatearrays;
5279 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5281 // a blendfunc allows colormod if:
5282 // a) it can never keep the destination pixel invariant, or
5283 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5284 // this is to prevent unintended side effects from colormod
5287 // IF there is a (s, sa) for which for all (d, da),
5288 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5289 // THEN, for this (s, sa) and all (colormod, d, da):
5290 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5291 // OBVIOUSLY, this means that
5292 // s*colormod * src(s*colormod, d, sa, da) = 0
5293 // dst(s*colormod, d, sa, da) = 1
5295 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5297 // main condition to leave dst color invariant:
5298 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5300 // s * 0 + d * dst(s, d, sa, da) == d
5301 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5302 // => colormod is a problem for GL_SRC_COLOR only
5304 // s + d * dst(s, d, sa, da) == d
5306 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5307 // => colormod is never problematic for these
5308 // src == GL_SRC_COLOR:
5309 // s*s + d * dst(s, d, sa, da) == d
5311 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5312 // => colormod is never problematic for these
5313 // src == GL_ONE_MINUS_SRC_COLOR:
5314 // s*(1-s) + d * dst(s, d, sa, da) == d
5315 // => s == 0 or s == 1
5316 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5317 // => colormod is a problem for GL_SRC_COLOR only
5318 // src == GL_DST_COLOR
5319 // s*d + d * dst(s, d, sa, da) == d
5321 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5322 // => colormod is always a problem
5325 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5326 // => colormod is never problematic for these
5327 // => BUT, we do not know s! We must assume it is problematic
5328 // then... except in GL_ONE case, where we know all invariant
5330 // src == GL_ONE_MINUS_DST_COLOR
5331 // s*(1-d) + d * dst(s, d, sa, da) == d
5332 // => s == 0 (1-d is impossible to handle for our desired result)
5333 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5334 // => colormod is never problematic for these
5335 // src == GL_SRC_ALPHA
5336 // s*sa + d * dst(s, d, sa, da) == d
5337 // => s == 0, or sa == 0
5338 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5339 // => colormod breaks in the case GL_SRC_COLOR only
5340 // src == GL_ONE_MINUS_SRC_ALPHA
5341 // s*(1-sa) + d * dst(s, d, sa, da) == d
5342 // => s == 0, or sa == 1
5343 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5344 // => colormod breaks in the case GL_SRC_COLOR only
5345 // src == GL_DST_ALPHA
5346 // s*da + d * dst(s, d, sa, da) == d
5348 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5349 // => colormod is never problematic for these
5354 case GL_ONE_MINUS_SRC_COLOR:
5356 case GL_ONE_MINUS_SRC_ALPHA:
5357 if(dst == GL_SRC_COLOR)
5362 case GL_ONE_MINUS_DST_COLOR:
5364 case GL_ONE_MINUS_DST_ALPHA:
5374 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)
5376 // select a permutation of the lighting shader appropriate to this
5377 // combination of texture, entity, light source, and fogging, only use the
5378 // minimum features necessary to avoid wasting rendering time in the
5379 // fragment shader on features that are not being used
5380 unsigned int permutation = 0;
5381 unsigned int mode = 0;
5382 qboolean allow_colormod;
5383 static float dummy_colormod[3] = {1, 1, 1};
5384 float *colormod = rsurface.colormod;
5386 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5387 if (rsurfacepass == RSURFPASS_BACKGROUND)
5389 // distorted background
5390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5392 mode = SHADERMODE_WATER;
5393 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
5394 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
5395 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5396 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5398 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5400 mode = SHADERMODE_REFRACTION;
5401 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5402 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5406 mode = SHADERMODE_GENERIC;
5407 permutation |= SHADERPERMUTATION_DIFFUSE;
5408 GL_BlendFunc(GL_ONE, GL_ZERO);
5409 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5411 GL_AlphaTest(false);
5413 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5415 if (r_glsl_offsetmapping.integer)
5417 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5418 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5419 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5420 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5421 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5423 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5424 if (r_glsl_offsetmapping_reliefmapping.integer)
5425 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5430 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5431 permutation |= SHADERPERMUTATION_ALPHAKILL;
5432 // normalmap (deferred prepass), may use alpha test on diffuse
5433 mode = SHADERMODE_DEFERREDGEOMETRY;
5434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5435 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5436 GL_AlphaTest(false);
5437 GL_BlendFunc(GL_ONE, GL_ZERO);
5438 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5440 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5442 if (r_glsl_offsetmapping.integer)
5444 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5445 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5446 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5447 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5448 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5450 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5451 if (r_glsl_offsetmapping_reliefmapping.integer)
5452 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5456 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5458 mode = SHADERMODE_LIGHTSOURCE;
5459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5461 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5462 permutation |= SHADERPERMUTATION_CUBEFILTER;
5463 if (diffusescale > 0)
5464 permutation |= SHADERPERMUTATION_DIFFUSE;
5465 if (specularscale > 0)
5466 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
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_usingshadowmap2d)
5473 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5474 if(r_shadow_shadowmapvsdct)
5475 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5477 if (r_shadow_shadowmapsampler)
5478 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5479 if (r_shadow_shadowmappcf > 1)
5480 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5481 else if (r_shadow_shadowmappcf)
5482 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5484 if (rsurface.texture->reflectmasktexture)
5485 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5486 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5488 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5490 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5492 if (r_glsl_offsetmapping.integer)
5494 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5495 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5496 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5497 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5498 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5500 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5501 if (r_glsl_offsetmapping_reliefmapping.integer)
5502 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5505 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5506 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5507 // unshaded geometry (fullbright or ambient model lighting)
5508 mode = SHADERMODE_FLATCOLOR;
5509 ambientscale = diffusescale = specularscale = 0;
5510 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5511 permutation |= SHADERPERMUTATION_GLOW;
5512 if (r_refdef.fogenabled)
5513 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5514 if (rsurface.texture->colormapping)
5515 permutation |= SHADERPERMUTATION_COLORMAPPING;
5516 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5518 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5519 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5521 if (r_shadow_shadowmapsampler)
5522 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5523 if (r_shadow_shadowmappcf > 1)
5524 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5525 else if (r_shadow_shadowmappcf)
5526 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5528 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5529 permutation |= SHADERPERMUTATION_REFLECTION;
5530 if (rsurface.texture->reflectmasktexture)
5531 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5532 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5533 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5534 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5536 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5538 if (r_glsl_offsetmapping.integer)
5540 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5541 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5542 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5543 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5544 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5546 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5547 if (r_glsl_offsetmapping_reliefmapping.integer)
5548 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5551 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5552 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5553 // directional model lighting
5554 mode = SHADERMODE_LIGHTDIRECTION;
5555 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5556 permutation |= SHADERPERMUTATION_GLOW;
5557 permutation |= SHADERPERMUTATION_DIFFUSE;
5558 if (specularscale > 0)
5559 permutation |= SHADERPERMUTATION_SPECULAR;
5560 if (r_refdef.fogenabled)
5561 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5562 if (rsurface.texture->colormapping)
5563 permutation |= SHADERPERMUTATION_COLORMAPPING;
5564 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5566 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5567 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5569 if (r_shadow_shadowmapsampler)
5570 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5571 if (r_shadow_shadowmappcf > 1)
5572 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5573 else if (r_shadow_shadowmappcf)
5574 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5576 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5577 permutation |= SHADERPERMUTATION_REFLECTION;
5578 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5579 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5580 if (rsurface.texture->reflectmasktexture)
5581 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5582 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5583 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5584 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5586 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5588 if (r_glsl_offsetmapping.integer)
5590 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5591 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5592 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5593 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5594 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5596 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5597 if (r_glsl_offsetmapping_reliefmapping.integer)
5598 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5602 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5603 // ambient model lighting
5604 mode = SHADERMODE_LIGHTDIRECTION;
5605 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5606 permutation |= SHADERPERMUTATION_GLOW;
5607 if (r_refdef.fogenabled)
5608 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5609 if (rsurface.texture->colormapping)
5610 permutation |= SHADERPERMUTATION_COLORMAPPING;
5611 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5613 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5614 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5616 if (r_shadow_shadowmapsampler)
5617 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5618 if (r_shadow_shadowmappcf > 1)
5619 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5620 else if (r_shadow_shadowmappcf)
5621 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5624 permutation |= SHADERPERMUTATION_REFLECTION;
5625 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5626 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5627 if (rsurface.texture->reflectmasktexture)
5628 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5629 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5630 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5631 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5635 if (r_glsl_offsetmapping.integer)
5637 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5638 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5639 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5640 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5641 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5643 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5644 if (r_glsl_offsetmapping_reliefmapping.integer)
5645 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5648 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5649 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5651 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5652 permutation |= SHADERPERMUTATION_GLOW;
5653 if (r_refdef.fogenabled)
5654 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5655 if (rsurface.texture->colormapping)
5656 permutation |= SHADERPERMUTATION_COLORMAPPING;
5657 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5659 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5660 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5662 if (r_shadow_shadowmapsampler)
5663 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5664 if (r_shadow_shadowmappcf > 1)
5665 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5666 else if (r_shadow_shadowmappcf)
5667 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5669 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5670 permutation |= SHADERPERMUTATION_REFLECTION;
5671 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5672 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5673 if (rsurface.texture->reflectmasktexture)
5674 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5675 if (FAKELIGHT_ENABLED)
5677 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5678 mode = SHADERMODE_FAKELIGHT;
5679 permutation |= SHADERPERMUTATION_DIFFUSE;
5680 if (specularscale > 0)
5681 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5683 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5685 // deluxemapping (light direction texture)
5686 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5687 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5689 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5690 permutation |= SHADERPERMUTATION_DIFFUSE;
5691 if (specularscale > 0)
5692 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5694 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5696 // fake deluxemapping (uniform light direction in tangentspace)
5697 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5698 permutation |= SHADERPERMUTATION_DIFFUSE;
5699 if (specularscale > 0)
5700 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5702 else if (rsurface.uselightmaptexture)
5704 // ordinary lightmapping (q1bsp, q3bsp)
5705 mode = SHADERMODE_LIGHTMAP;
5709 // ordinary vertex coloring (q3bsp)
5710 mode = SHADERMODE_VERTEXCOLOR;
5712 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5713 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5714 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5717 colormod = dummy_colormod;
5718 switch(vid.renderpath)
5720 case RENDERPATH_D3D9:
5722 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);
5723 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5724 R_SetupShader_SetPermutationHLSL(mode, permutation);
5725 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5726 if (mode == SHADERMODE_LIGHTSOURCE)
5728 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5729 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5733 if (mode == SHADERMODE_LIGHTDIRECTION)
5735 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5738 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5739 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5740 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5741 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5742 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5744 if (mode == SHADERMODE_LIGHTSOURCE)
5746 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5747 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5748 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5749 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5750 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5752 // additive passes are only darkened by fog, not tinted
5753 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5754 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5758 if (mode == SHADERMODE_FLATCOLOR)
5760 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5762 else if (mode == SHADERMODE_LIGHTDIRECTION)
5764 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]);
5765 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5766 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);
5767 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);
5768 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5769 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5770 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5774 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5775 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5776 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);
5777 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);
5778 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5780 // additive passes are only darkened by fog, not tinted
5781 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5782 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5784 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5785 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);
5786 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5787 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5788 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5789 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5790 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5791 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5792 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5793 if (mode == SHADERMODE_WATER)
5794 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5796 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5797 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5798 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5799 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));
5800 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5801 if (rsurface.texture->pantstexture)
5802 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5804 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5805 if (rsurface.texture->shirttexture)
5806 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5808 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5809 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5810 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5811 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5812 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5813 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5814 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5815 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5817 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5818 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5819 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5820 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5821 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5822 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5823 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5824 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5825 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5826 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5827 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5828 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5829 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5830 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5831 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5832 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5833 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5834 if (rsurfacepass == RSURFPASS_BACKGROUND)
5836 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5837 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5838 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5842 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5844 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5845 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5846 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5847 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5848 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5850 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5851 if (rsurface.rtlight)
5853 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5854 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5859 case RENDERPATH_D3D10:
5860 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5862 case RENDERPATH_D3D11:
5863 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5865 case RENDERPATH_GL20:
5866 if (gl_mesh_separatearrays.integer)
5868 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);
5869 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5870 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5871 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5872 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5873 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5874 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5875 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5879 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);
5880 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5882 R_SetupShader_SetPermutationGLSL(mode, permutation);
5883 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5884 if (mode == SHADERMODE_LIGHTSOURCE)
5886 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5887 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5888 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5889 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5890 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5891 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);
5893 // additive passes are only darkened by fog, not tinted
5894 if (r_glsl_permutation->loc_FogColor >= 0)
5895 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5896 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5900 if (mode == SHADERMODE_FLATCOLOR)
5902 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5904 else if (mode == SHADERMODE_LIGHTDIRECTION)
5906 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 * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
5907 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]);
5908 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);
5909 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);
5910 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);
5911 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
5912 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]);
5916 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]);
5917 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]);
5918 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);
5919 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);
5920 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);
5922 // additive passes are only darkened by fog, not tinted
5923 if (r_glsl_permutation->loc_FogColor >= 0)
5925 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5926 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5928 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5930 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);
5931 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]);
5932 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]);
5933 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]);
5934 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]);
5935 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5936 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5937 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5938 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5940 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5941 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5942 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5943 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]);
5944 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]);
5946 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5947 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));
5948 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5949 if (r_glsl_permutation->loc_Color_Pants >= 0)
5951 if (rsurface.texture->pantstexture)
5952 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5954 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5956 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5958 if (rsurface.texture->shirttexture)
5959 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5961 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5963 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]);
5964 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5965 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5966 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5967 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5968 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]);
5969 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5971 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5972 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5973 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5974 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5975 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5976 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5977 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5978 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5979 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5980 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5981 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5982 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5983 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5984 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5985 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5986 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5987 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5988 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5989 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5990 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5991 if (rsurfacepass == RSURFPASS_BACKGROUND)
5993 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5994 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5995 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5999 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6001 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6002 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6003 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6004 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6005 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6007 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6008 if (rsurface.rtlight)
6010 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6011 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6016 case RENDERPATH_CGGL:
6018 if (gl_mesh_separatearrays.integer)
6020 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);
6021 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6022 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6023 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6024 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6025 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6026 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6027 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6031 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);
6032 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6034 R_SetupShader_SetPermutationCG(mode, permutation);
6035 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6036 if (mode == SHADERMODE_LIGHTSOURCE)
6038 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6039 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6043 if (mode == SHADERMODE_LIGHTDIRECTION)
6045 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
6048 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6049 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6050 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6051 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6052 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
6055 if (mode == SHADERMODE_LIGHTSOURCE)
6057 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6058 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6059 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6060 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6061 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
6063 // additive passes are only darkened by fog, not tinted
6064 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6065 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6069 if (mode == SHADERMODE_FLATCOLOR)
6071 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6073 else if (mode == SHADERMODE_LIGHTDIRECTION)
6075 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
6076 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
6077 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
6078 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
6079 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
6080 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
6081 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
6085 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
6086 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
6087 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
6088 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
6089 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
6091 // additive passes are only darkened by fog, not tinted
6092 if (r_cg_permutation->fp_FogColor)
6094 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6095 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6097 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6100 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
6101 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
6102 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
6103 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
6104 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
6105 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6106 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6107 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6108 if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
6110 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
6111 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
6112 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6113 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
6114 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6115 if (r_cg_permutation->fp_Color_Pants)
6117 if (rsurface.texture->pantstexture)
6118 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6120 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6123 if (r_cg_permutation->fp_Color_Shirt)
6125 if (rsurface.texture->shirttexture)
6126 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6128 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6131 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
6132 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6133 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6134 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6135 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6136 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
6137 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6139 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6140 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6141 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6142 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6143 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6144 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6145 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6146 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6147 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6149 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6150 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6151 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6152 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6153 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
6154 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6155 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6156 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6157 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6158 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6159 if (rsurfacepass == RSURFPASS_BACKGROUND)
6161 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
6162 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
6163 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
6167 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
6169 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6170 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6171 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6172 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6173 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6175 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6176 if (rsurface.rtlight)
6178 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6179 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6186 case RENDERPATH_GL13:
6187 case RENDERPATH_GL11:
6192 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6194 // select a permutation of the lighting shader appropriate to this
6195 // combination of texture, entity, light source, and fogging, only use the
6196 // minimum features necessary to avoid wasting rendering time in the
6197 // fragment shader on features that are not being used
6198 unsigned int permutation = 0;
6199 unsigned int mode = 0;
6200 const float *lightcolorbase = rtlight->currentcolor;
6201 float ambientscale = rtlight->ambientscale;
6202 float diffusescale = rtlight->diffusescale;
6203 float specularscale = rtlight->specularscale;
6204 // this is the location of the light in view space
6205 vec3_t viewlightorigin;
6206 // this transforms from view space (camera) to light space (cubemap)
6207 matrix4x4_t viewtolight;
6208 matrix4x4_t lighttoview;
6209 float viewtolight16f[16];
6210 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6212 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6213 if (rtlight->currentcubemap != r_texture_whitecube)
6214 permutation |= SHADERPERMUTATION_CUBEFILTER;
6215 if (diffusescale > 0)
6216 permutation |= SHADERPERMUTATION_DIFFUSE;
6217 if (specularscale > 0)
6218 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6219 if (r_shadow_usingshadowmap2d)
6221 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6222 if (r_shadow_shadowmapvsdct)
6223 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6225 if (r_shadow_shadowmapsampler)
6226 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6227 if (r_shadow_shadowmappcf > 1)
6228 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6229 else if (r_shadow_shadowmappcf)
6230 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6232 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6233 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6234 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6235 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6236 switch(vid.renderpath)
6238 case RENDERPATH_D3D9:
6240 R_SetupShader_SetPermutationHLSL(mode, permutation);
6241 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6242 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6243 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6244 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6245 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6246 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6247 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6248 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6249 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6250 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6252 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6253 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6254 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6255 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6256 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6257 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6260 case RENDERPATH_D3D10:
6261 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6263 case RENDERPATH_D3D11:
6264 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6266 case RENDERPATH_GL20:
6267 R_SetupShader_SetPermutationGLSL(mode, permutation);
6268 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6269 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6270 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);
6271 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);
6272 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);
6273 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]);
6274 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]);
6275 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
6276 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]);
6277 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6279 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6280 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6281 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6282 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6283 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6284 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6286 case RENDERPATH_CGGL:
6288 R_SetupShader_SetPermutationCG(mode, permutation);
6289 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6290 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6291 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
6292 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
6293 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
6294 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
6295 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
6296 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
6297 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
6298 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6300 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6301 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6302 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6303 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6304 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6305 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6308 case RENDERPATH_GL13:
6309 case RENDERPATH_GL11:
6314 #define SKINFRAME_HASH 1024
6318 int loadsequence; // incremented each level change
6319 memexpandablearray_t array;
6320 skinframe_t *hash[SKINFRAME_HASH];
6323 r_skinframe_t r_skinframe;
6325 void R_SkinFrame_PrepareForPurge(void)
6327 r_skinframe.loadsequence++;
6328 // wrap it without hitting zero
6329 if (r_skinframe.loadsequence >= 200)
6330 r_skinframe.loadsequence = 1;
6333 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6337 // mark the skinframe as used for the purging code
6338 skinframe->loadsequence = r_skinframe.loadsequence;
6341 void R_SkinFrame_Purge(void)
6345 for (i = 0;i < SKINFRAME_HASH;i++)
6347 for (s = r_skinframe.hash[i];s;s = s->next)
6349 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6351 if (s->merged == s->base)
6353 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6354 R_PurgeTexture(s->stain );s->stain = NULL;
6355 R_PurgeTexture(s->merged);s->merged = NULL;
6356 R_PurgeTexture(s->base );s->base = NULL;
6357 R_PurgeTexture(s->pants );s->pants = NULL;
6358 R_PurgeTexture(s->shirt );s->shirt = NULL;
6359 R_PurgeTexture(s->nmap );s->nmap = NULL;
6360 R_PurgeTexture(s->gloss );s->gloss = NULL;
6361 R_PurgeTexture(s->glow );s->glow = NULL;
6362 R_PurgeTexture(s->fog );s->fog = NULL;
6363 R_PurgeTexture(s->reflect);s->reflect = NULL;
6364 s->loadsequence = 0;
6370 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6372 char basename[MAX_QPATH];
6374 Image_StripImageExtension(name, basename, sizeof(basename));
6376 if( last == NULL ) {
6378 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6379 item = r_skinframe.hash[hashindex];
6384 // linearly search through the hash bucket
6385 for( ; item ; item = item->next ) {
6386 if( !strcmp( item->basename, basename ) ) {
6393 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6397 char basename[MAX_QPATH];
6399 Image_StripImageExtension(name, basename, sizeof(basename));
6401 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6402 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6403 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6407 rtexture_t *dyntexture;
6408 // check whether its a dynamic texture
6409 dyntexture = CL_GetDynTexture( basename );
6410 if (!add && !dyntexture)
6412 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6413 memset(item, 0, sizeof(*item));
6414 strlcpy(item->basename, basename, sizeof(item->basename));
6415 item->base = dyntexture; // either NULL or dyntexture handle
6416 item->textureflags = textureflags;
6417 item->comparewidth = comparewidth;
6418 item->compareheight = compareheight;
6419 item->comparecrc = comparecrc;
6420 item->next = r_skinframe.hash[hashindex];
6421 r_skinframe.hash[hashindex] = item;
6423 else if( item->base == NULL )
6425 rtexture_t *dyntexture;
6426 // check whether its a dynamic texture
6427 // 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]
6428 dyntexture = CL_GetDynTexture( basename );
6429 item->base = dyntexture; // either NULL or dyntexture handle
6432 R_SkinFrame_MarkUsed(item);
6436 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6438 unsigned long long avgcolor[5], wsum; \
6446 for(pix = 0; pix < cnt; ++pix) \
6449 for(comp = 0; comp < 3; ++comp) \
6451 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6454 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6456 for(comp = 0; comp < 3; ++comp) \
6457 avgcolor[comp] += getpixel * w; \
6460 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6461 avgcolor[4] += getpixel; \
6463 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6465 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6466 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6467 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6468 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6471 extern cvar_t gl_picmip;
6472 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6475 unsigned char *pixels;
6476 unsigned char *bumppixels;
6477 unsigned char *basepixels = NULL;
6478 int basepixels_width = 0;
6479 int basepixels_height = 0;
6480 skinframe_t *skinframe;
6481 rtexture_t *ddsbase = NULL;
6482 qboolean ddshasalpha = false;
6483 float ddsavgcolor[4];
6484 char basename[MAX_QPATH];
6485 int miplevel = R_PicmipForFlags(textureflags);
6486 int savemiplevel = miplevel;
6489 if (cls.state == ca_dedicated)
6492 // return an existing skinframe if already loaded
6493 // if loading of the first image fails, don't make a new skinframe as it
6494 // would cause all future lookups of this to be missing
6495 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6496 if (skinframe && skinframe->base)
6499 Image_StripImageExtension(name, basename, sizeof(basename));
6501 // check for DDS texture file first
6502 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6504 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6505 if (basepixels == NULL)
6509 // FIXME handle miplevel
6511 if (developer_loading.integer)
6512 Con_Printf("loading skin \"%s\"\n", name);
6514 // we've got some pixels to store, so really allocate this new texture now
6516 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6517 skinframe->stain = NULL;
6518 skinframe->merged = NULL;
6519 skinframe->base = NULL;
6520 skinframe->pants = NULL;
6521 skinframe->shirt = NULL;
6522 skinframe->nmap = NULL;
6523 skinframe->gloss = NULL;
6524 skinframe->glow = NULL;
6525 skinframe->fog = NULL;
6526 skinframe->reflect = NULL;
6527 skinframe->hasalpha = false;
6531 skinframe->base = ddsbase;
6532 skinframe->hasalpha = ddshasalpha;
6533 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6534 if (r_loadfog && skinframe->hasalpha)
6535 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6536 //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]);
6540 basepixels_width = image_width;
6541 basepixels_height = image_height;
6542 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);
6543 if (textureflags & TEXF_ALPHA)
6545 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6547 if (basepixels[j] < 255)
6549 skinframe->hasalpha = true;
6553 if (r_loadfog && skinframe->hasalpha)
6555 // has transparent pixels
6556 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6557 for (j = 0;j < image_width * image_height * 4;j += 4)
6562 pixels[j+3] = basepixels[j+3];
6564 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);
6568 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6569 //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]);
6570 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6571 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6572 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6573 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6578 mymiplevel = savemiplevel;
6579 if (r_loadnormalmap)
6580 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);
6581 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6583 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6584 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6585 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6586 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6589 // _norm is the name used by tenebrae and has been adopted as standard
6590 if (r_loadnormalmap && skinframe->nmap == NULL)
6592 mymiplevel = savemiplevel;
6593 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6595 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);
6599 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6601 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6602 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6603 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);
6605 Mem_Free(bumppixels);
6607 else if (r_shadow_bumpscale_basetexture.value > 0)
6609 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6610 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6611 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);
6614 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6615 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6618 // _luma is supported only for tenebrae compatibility
6619 // _glow is the preferred name
6620 mymiplevel = savemiplevel;
6621 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))))
6623 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);
6624 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6625 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6626 Mem_Free(pixels);pixels = NULL;
6629 mymiplevel = savemiplevel;
6630 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6632 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);
6633 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6634 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6639 mymiplevel = savemiplevel;
6640 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6642 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);
6643 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6644 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6649 mymiplevel = savemiplevel;
6650 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6652 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);
6653 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6654 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6659 mymiplevel = savemiplevel;
6660 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6662 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);
6663 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6664 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6670 Mem_Free(basepixels);
6675 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6676 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6679 unsigned char *temp1, *temp2;
6680 skinframe_t *skinframe;
6682 if (cls.state == ca_dedicated)
6685 // if already loaded just return it, otherwise make a new skinframe
6686 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6687 if (skinframe && skinframe->base)
6690 skinframe->stain = NULL;
6691 skinframe->merged = NULL;
6692 skinframe->base = NULL;
6693 skinframe->pants = NULL;
6694 skinframe->shirt = NULL;
6695 skinframe->nmap = NULL;
6696 skinframe->gloss = NULL;
6697 skinframe->glow = NULL;
6698 skinframe->fog = NULL;
6699 skinframe->reflect = NULL;
6700 skinframe->hasalpha = false;
6702 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6706 if (developer_loading.integer)
6707 Con_Printf("loading 32bit skin \"%s\"\n", name);
6709 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6711 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6712 temp2 = temp1 + width * height * 4;
6713 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6714 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);
6717 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6718 if (textureflags & TEXF_ALPHA)
6720 for (i = 3;i < width * height * 4;i += 4)
6722 if (skindata[i] < 255)
6724 skinframe->hasalpha = true;
6728 if (r_loadfog && skinframe->hasalpha)
6730 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6731 memcpy(fogpixels, skindata, width * height * 4);
6732 for (i = 0;i < width * height * 4;i += 4)
6733 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6734 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6735 Mem_Free(fogpixels);
6739 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6740 //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]);
6745 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6749 skinframe_t *skinframe;
6751 if (cls.state == ca_dedicated)
6754 // if already loaded just return it, otherwise make a new skinframe
6755 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6756 if (skinframe && skinframe->base)
6759 skinframe->stain = NULL;
6760 skinframe->merged = NULL;
6761 skinframe->base = NULL;
6762 skinframe->pants = NULL;
6763 skinframe->shirt = NULL;
6764 skinframe->nmap = NULL;
6765 skinframe->gloss = NULL;
6766 skinframe->glow = NULL;
6767 skinframe->fog = NULL;
6768 skinframe->reflect = NULL;
6769 skinframe->hasalpha = false;
6771 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6775 if (developer_loading.integer)
6776 Con_Printf("loading quake skin \"%s\"\n", name);
6778 // 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)
6779 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6780 memcpy(skinframe->qpixels, skindata, width*height);
6781 skinframe->qwidth = width;
6782 skinframe->qheight = height;
6785 for (i = 0;i < width * height;i++)
6786 featuresmask |= palette_featureflags[skindata[i]];
6788 skinframe->hasalpha = false;
6789 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6790 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6791 skinframe->qgeneratemerged = true;
6792 skinframe->qgeneratebase = skinframe->qhascolormapping;
6793 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6795 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6796 //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]);
6801 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6805 unsigned char *skindata;
6807 if (!skinframe->qpixels)
6810 if (!skinframe->qhascolormapping)
6811 colormapped = false;
6815 if (!skinframe->qgeneratebase)
6820 if (!skinframe->qgeneratemerged)
6824 width = skinframe->qwidth;
6825 height = skinframe->qheight;
6826 skindata = skinframe->qpixels;
6828 if (skinframe->qgeneratenmap)
6830 unsigned char *temp1, *temp2;
6831 skinframe->qgeneratenmap = false;
6832 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6833 temp2 = temp1 + width * height * 4;
6834 // use either a custom palette or the quake palette
6835 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6836 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6837 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);
6841 if (skinframe->qgenerateglow)
6843 skinframe->qgenerateglow = false;
6844 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6849 skinframe->qgeneratebase = false;
6850 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);
6851 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6852 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6856 skinframe->qgeneratemerged = false;
6857 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);
6860 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6862 Mem_Free(skinframe->qpixels);
6863 skinframe->qpixels = NULL;
6867 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)
6870 skinframe_t *skinframe;
6872 if (cls.state == ca_dedicated)
6875 // if already loaded just return it, otherwise make a new skinframe
6876 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6877 if (skinframe && skinframe->base)
6880 skinframe->stain = NULL;
6881 skinframe->merged = NULL;
6882 skinframe->base = NULL;
6883 skinframe->pants = NULL;
6884 skinframe->shirt = NULL;
6885 skinframe->nmap = NULL;
6886 skinframe->gloss = NULL;
6887 skinframe->glow = NULL;
6888 skinframe->fog = NULL;
6889 skinframe->reflect = NULL;
6890 skinframe->hasalpha = false;
6892 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6896 if (developer_loading.integer)
6897 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6899 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6900 if (textureflags & TEXF_ALPHA)
6902 for (i = 0;i < width * height;i++)
6904 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6906 skinframe->hasalpha = true;
6910 if (r_loadfog && skinframe->hasalpha)
6911 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6914 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6915 //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]);
6920 skinframe_t *R_SkinFrame_LoadMissing(void)
6922 skinframe_t *skinframe;
6924 if (cls.state == ca_dedicated)
6927 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6928 skinframe->stain = NULL;
6929 skinframe->merged = NULL;
6930 skinframe->base = NULL;
6931 skinframe->pants = NULL;
6932 skinframe->shirt = NULL;
6933 skinframe->nmap = NULL;
6934 skinframe->gloss = NULL;
6935 skinframe->glow = NULL;
6936 skinframe->fog = NULL;
6937 skinframe->reflect = NULL;
6938 skinframe->hasalpha = false;
6940 skinframe->avgcolor[0] = rand() / RAND_MAX;
6941 skinframe->avgcolor[1] = rand() / RAND_MAX;
6942 skinframe->avgcolor[2] = rand() / RAND_MAX;
6943 skinframe->avgcolor[3] = 1;
6948 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6949 typedef struct suffixinfo_s
6952 qboolean flipx, flipy, flipdiagonal;
6955 static suffixinfo_t suffix[3][6] =
6958 {"px", false, false, false},
6959 {"nx", false, false, false},
6960 {"py", false, false, false},
6961 {"ny", false, false, false},
6962 {"pz", false, false, false},
6963 {"nz", false, false, false}
6966 {"posx", false, false, false},
6967 {"negx", false, false, false},
6968 {"posy", false, false, false},
6969 {"negy", false, false, false},
6970 {"posz", false, false, false},
6971 {"negz", false, false, false}
6974 {"rt", true, false, true},
6975 {"lf", false, true, true},
6976 {"ft", true, true, false},
6977 {"bk", false, false, false},
6978 {"up", true, false, true},
6979 {"dn", true, false, true}
6983 static int componentorder[4] = {0, 1, 2, 3};
6985 rtexture_t *R_LoadCubemap(const char *basename)
6987 int i, j, cubemapsize;
6988 unsigned char *cubemappixels, *image_buffer;
6989 rtexture_t *cubemaptexture;
6991 // must start 0 so the first loadimagepixels has no requested width/height
6993 cubemappixels = NULL;
6994 cubemaptexture = NULL;
6995 // keep trying different suffix groups (posx, px, rt) until one loads
6996 for (j = 0;j < 3 && !cubemappixels;j++)
6998 // load the 6 images in the suffix group
6999 for (i = 0;i < 6;i++)
7001 // generate an image name based on the base and and suffix
7002 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7004 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7006 // an image loaded, make sure width and height are equal
7007 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7009 // if this is the first image to load successfully, allocate the cubemap memory
7010 if (!cubemappixels && image_width >= 1)
7012 cubemapsize = image_width;
7013 // note this clears to black, so unavailable sides are black
7014 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7016 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7018 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);
7021 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7023 Mem_Free(image_buffer);
7027 // if a cubemap loaded, upload it
7030 if (developer_loading.integer)
7031 Con_Printf("loading cubemap \"%s\"\n", basename);
7033 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7034 Mem_Free(cubemappixels);
7038 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7039 if (developer_loading.integer)
7041 Con_Printf("(tried tried images ");
7042 for (j = 0;j < 3;j++)
7043 for (i = 0;i < 6;i++)
7044 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7045 Con_Print(" and was unable to find any of them).\n");
7048 return cubemaptexture;
7051 rtexture_t *R_GetCubemap(const char *basename)
7054 for (i = 0;i < r_texture_numcubemaps;i++)
7055 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7056 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7057 if (i >= MAX_CUBEMAPS)
7058 return r_texture_whitecube;
7059 r_texture_numcubemaps++;
7060 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7061 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7062 return r_texture_cubemaps[i].texture;
7065 void R_FreeCubemaps(void)
7068 for (i = 0;i < r_texture_numcubemaps;i++)
7070 if (developer_loading.integer)
7071 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7072 if (r_texture_cubemaps[i].texture)
7073 R_FreeTexture(r_texture_cubemaps[i].texture);
7075 r_texture_numcubemaps = 0;
7078 void R_Main_FreeViewCache(void)
7080 if (r_refdef.viewcache.entityvisible)
7081 Mem_Free(r_refdef.viewcache.entityvisible);
7082 if (r_refdef.viewcache.world_pvsbits)
7083 Mem_Free(r_refdef.viewcache.world_pvsbits);
7084 if (r_refdef.viewcache.world_leafvisible)
7085 Mem_Free(r_refdef.viewcache.world_leafvisible);
7086 if (r_refdef.viewcache.world_surfacevisible)
7087 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7088 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7091 void R_Main_ResizeViewCache(void)
7093 int numentities = r_refdef.scene.numentities;
7094 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7095 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7096 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7097 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7098 if (r_refdef.viewcache.maxentities < numentities)
7100 r_refdef.viewcache.maxentities = numentities;
7101 if (r_refdef.viewcache.entityvisible)
7102 Mem_Free(r_refdef.viewcache.entityvisible);
7103 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7105 if (r_refdef.viewcache.world_numclusters != numclusters)
7107 r_refdef.viewcache.world_numclusters = numclusters;
7108 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7109 if (r_refdef.viewcache.world_pvsbits)
7110 Mem_Free(r_refdef.viewcache.world_pvsbits);
7111 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7113 if (r_refdef.viewcache.world_numleafs != numleafs)
7115 r_refdef.viewcache.world_numleafs = numleafs;
7116 if (r_refdef.viewcache.world_leafvisible)
7117 Mem_Free(r_refdef.viewcache.world_leafvisible);
7118 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7120 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7122 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7123 if (r_refdef.viewcache.world_surfacevisible)
7124 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7125 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7129 extern rtexture_t *loadingscreentexture;
7130 void gl_main_start(void)
7132 loadingscreentexture = NULL;
7133 r_texture_blanknormalmap = NULL;
7134 r_texture_white = NULL;
7135 r_texture_grey128 = NULL;
7136 r_texture_black = NULL;
7137 r_texture_whitecube = NULL;
7138 r_texture_normalizationcube = NULL;
7139 r_texture_fogattenuation = NULL;
7140 r_texture_fogheighttexture = NULL;
7141 r_texture_gammaramps = NULL;
7142 r_texture_numcubemaps = 0;
7144 r_loaddds = r_texture_dds_load.integer;
7145 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7147 switch(vid.renderpath)
7149 case RENDERPATH_GL20:
7150 case RENDERPATH_CGGL:
7151 case RENDERPATH_D3D9:
7152 case RENDERPATH_D3D10:
7153 case RENDERPATH_D3D11:
7154 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7155 Cvar_SetValueQuick(&gl_combine, 1);
7156 Cvar_SetValueQuick(&r_glsl, 1);
7157 r_loadnormalmap = true;
7161 case RENDERPATH_GL13:
7162 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7163 Cvar_SetValueQuick(&gl_combine, 1);
7164 Cvar_SetValueQuick(&r_glsl, 0);
7165 r_loadnormalmap = false;
7166 r_loadgloss = false;
7169 case RENDERPATH_GL11:
7170 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7171 Cvar_SetValueQuick(&gl_combine, 0);
7172 Cvar_SetValueQuick(&r_glsl, 0);
7173 r_loadnormalmap = false;
7174 r_loadgloss = false;
7180 R_FrameData_Reset();
7184 memset(r_queries, 0, sizeof(r_queries));
7186 r_qwskincache = NULL;
7187 r_qwskincache_size = 0;
7189 // set up r_skinframe loading system for textures
7190 memset(&r_skinframe, 0, sizeof(r_skinframe));
7191 r_skinframe.loadsequence = 1;
7192 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7194 r_main_texturepool = R_AllocTexturePool();
7195 R_BuildBlankTextures();
7197 if (vid.support.arb_texture_cube_map)
7200 R_BuildNormalizationCube();
7202 r_texture_fogattenuation = NULL;
7203 r_texture_fogheighttexture = NULL;
7204 r_texture_gammaramps = NULL;
7205 //r_texture_fogintensity = NULL;
7206 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7207 memset(&r_waterstate, 0, sizeof(r_waterstate));
7208 r_glsl_permutation = NULL;
7209 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7210 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7211 glslshaderstring = NULL;
7213 r_cg_permutation = NULL;
7214 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7215 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7216 cgshaderstring = NULL;
7219 r_hlsl_permutation = NULL;
7220 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7221 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7222 hlslshaderstring = NULL;
7224 memset(&r_svbsp, 0, sizeof (r_svbsp));
7226 r_refdef.fogmasktable_density = 0;
7229 void gl_main_shutdown(void)
7232 R_FrameData_Reset();
7234 R_Main_FreeViewCache();
7236 switch(vid.renderpath)
7238 case RENDERPATH_GL11:
7239 case RENDERPATH_GL13:
7240 case RENDERPATH_GL20:
7241 case RENDERPATH_CGGL:
7243 qglDeleteQueriesARB(r_maxqueries, r_queries);
7245 case RENDERPATH_D3D9:
7246 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7248 case RENDERPATH_D3D10:
7249 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7251 case RENDERPATH_D3D11:
7252 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7258 memset(r_queries, 0, sizeof(r_queries));
7260 r_qwskincache = NULL;
7261 r_qwskincache_size = 0;
7263 // clear out the r_skinframe state
7264 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7265 memset(&r_skinframe, 0, sizeof(r_skinframe));
7268 Mem_Free(r_svbsp.nodes);
7269 memset(&r_svbsp, 0, sizeof (r_svbsp));
7270 R_FreeTexturePool(&r_main_texturepool);
7271 loadingscreentexture = NULL;
7272 r_texture_blanknormalmap = NULL;
7273 r_texture_white = NULL;
7274 r_texture_grey128 = NULL;
7275 r_texture_black = NULL;
7276 r_texture_whitecube = NULL;
7277 r_texture_normalizationcube = NULL;
7278 r_texture_fogattenuation = NULL;
7279 r_texture_fogheighttexture = NULL;
7280 r_texture_gammaramps = NULL;
7281 r_texture_numcubemaps = 0;
7282 //r_texture_fogintensity = NULL;
7283 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7284 memset(&r_waterstate, 0, sizeof(r_waterstate));
7288 extern void CL_ParseEntityLump(char *entitystring);
7289 void gl_main_newmap(void)
7291 // FIXME: move this code to client
7292 char *entities, entname[MAX_QPATH];
7294 Mem_Free(r_qwskincache);
7295 r_qwskincache = NULL;
7296 r_qwskincache_size = 0;
7299 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7300 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7302 CL_ParseEntityLump(entities);
7306 if (cl.worldmodel->brush.entities)
7307 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7309 R_Main_FreeViewCache();
7311 R_FrameData_Reset();
7314 void GL_Main_Init(void)
7316 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7318 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7319 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7320 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7321 if (gamemode == GAME_NEHAHRA)
7323 Cvar_RegisterVariable (&gl_fogenable);
7324 Cvar_RegisterVariable (&gl_fogdensity);
7325 Cvar_RegisterVariable (&gl_fogred);
7326 Cvar_RegisterVariable (&gl_foggreen);
7327 Cvar_RegisterVariable (&gl_fogblue);
7328 Cvar_RegisterVariable (&gl_fogstart);
7329 Cvar_RegisterVariable (&gl_fogend);
7330 Cvar_RegisterVariable (&gl_skyclip);
7332 Cvar_RegisterVariable(&r_motionblur);
7333 Cvar_RegisterVariable(&r_motionblur_maxblur);
7334 Cvar_RegisterVariable(&r_motionblur_bmin);
7335 Cvar_RegisterVariable(&r_motionblur_vmin);
7336 Cvar_RegisterVariable(&r_motionblur_vmax);
7337 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7338 Cvar_RegisterVariable(&r_motionblur_randomize);
7339 Cvar_RegisterVariable(&r_damageblur);
7340 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7341 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7342 Cvar_RegisterVariable(&r_equalize_entities_by);
7343 Cvar_RegisterVariable(&r_equalize_entities_to);
7344 Cvar_RegisterVariable(&r_depthfirst);
7345 Cvar_RegisterVariable(&r_useinfinitefarclip);
7346 Cvar_RegisterVariable(&r_farclip_base);
7347 Cvar_RegisterVariable(&r_farclip_world);
7348 Cvar_RegisterVariable(&r_nearclip);
7349 Cvar_RegisterVariable(&r_showbboxes);
7350 Cvar_RegisterVariable(&r_showsurfaces);
7351 Cvar_RegisterVariable(&r_showtris);
7352 Cvar_RegisterVariable(&r_shownormals);
7353 Cvar_RegisterVariable(&r_showlighting);
7354 Cvar_RegisterVariable(&r_showshadowvolumes);
7355 Cvar_RegisterVariable(&r_showcollisionbrushes);
7356 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7357 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7358 Cvar_RegisterVariable(&r_showdisabledepthtest);
7359 Cvar_RegisterVariable(&r_drawportals);
7360 Cvar_RegisterVariable(&r_drawentities);
7361 Cvar_RegisterVariable(&r_draw2d);
7362 Cvar_RegisterVariable(&r_drawworld);
7363 Cvar_RegisterVariable(&r_cullentities_trace);
7364 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7365 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7366 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7367 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7368 Cvar_RegisterVariable(&r_drawviewmodel);
7369 Cvar_RegisterVariable(&r_drawexteriormodel);
7370 Cvar_RegisterVariable(&r_speeds);
7371 Cvar_RegisterVariable(&r_fullbrights);
7372 Cvar_RegisterVariable(&r_wateralpha);
7373 Cvar_RegisterVariable(&r_dynamic);
7374 Cvar_RegisterVariable(&r_fakelight);
7375 Cvar_RegisterVariable(&r_fakelight_intensity);
7376 Cvar_RegisterVariable(&r_fullbright);
7377 Cvar_RegisterVariable(&r_shadows);
7378 Cvar_RegisterVariable(&r_shadows_darken);
7379 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7380 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7381 Cvar_RegisterVariable(&r_shadows_throwdistance);
7382 Cvar_RegisterVariable(&r_shadows_throwdirection);
7383 Cvar_RegisterVariable(&r_shadows_focus);
7384 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7385 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7386 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7387 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7388 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7389 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7390 Cvar_RegisterVariable(&r_fog_exp2);
7391 Cvar_RegisterVariable(&r_drawfog);
7392 Cvar_RegisterVariable(&r_transparentdepthmasking);
7393 Cvar_RegisterVariable(&r_texture_dds_load);
7394 Cvar_RegisterVariable(&r_texture_dds_save);
7395 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7396 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7397 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7398 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7399 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7400 Cvar_RegisterVariable(&r_textureunits);
7401 Cvar_RegisterVariable(&gl_combine);
7402 Cvar_RegisterVariable(&r_glsl);
7403 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7404 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7405 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7406 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7407 Cvar_RegisterVariable(&r_glsl_postprocess);
7408 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7409 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7410 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7411 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7412 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
7413 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
7414 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
7415 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
7417 Cvar_RegisterVariable(&r_water);
7418 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7419 Cvar_RegisterVariable(&r_water_clippingplanebias);
7420 Cvar_RegisterVariable(&r_water_refractdistort);
7421 Cvar_RegisterVariable(&r_water_reflectdistort);
7422 Cvar_RegisterVariable(&r_water_scissormode);
7423 Cvar_RegisterVariable(&r_lerpsprites);
7424 Cvar_RegisterVariable(&r_lerpmodels);
7425 Cvar_RegisterVariable(&r_lerplightstyles);
7426 Cvar_RegisterVariable(&r_waterscroll);
7427 Cvar_RegisterVariable(&r_bloom);
7428 Cvar_RegisterVariable(&r_bloom_colorscale);
7429 Cvar_RegisterVariable(&r_bloom_brighten);
7430 Cvar_RegisterVariable(&r_bloom_blur);
7431 Cvar_RegisterVariable(&r_bloom_resolution);
7432 Cvar_RegisterVariable(&r_bloom_colorexponent);
7433 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7434 Cvar_RegisterVariable(&r_hdr);
7435 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7436 Cvar_RegisterVariable(&r_hdr_glowintensity);
7437 Cvar_RegisterVariable(&r_hdr_range);
7438 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7439 Cvar_RegisterVariable(&developer_texturelogging);
7440 Cvar_RegisterVariable(&gl_lightmaps);
7441 Cvar_RegisterVariable(&r_test);
7442 Cvar_RegisterVariable(&r_glsl_saturation);
7443 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
7444 Cvar_RegisterVariable(&r_framedatasize);
7445 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7446 Cvar_SetValue("r_fullbrights", 0);
7447 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7449 Cvar_RegisterVariable(&r_track_sprites);
7450 Cvar_RegisterVariable(&r_track_sprites_flags);
7451 Cvar_RegisterVariable(&r_track_sprites_scalew);
7452 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7453 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7454 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7455 Cvar_RegisterVariable(&r_overheadsprites_scalex);
7456 Cvar_RegisterVariable(&r_overheadsprites_scaley);
7459 extern void R_Textures_Init(void);
7460 extern void GL_Draw_Init(void);
7461 extern void GL_Main_Init(void);
7462 extern void R_Shadow_Init(void);
7463 extern void R_Sky_Init(void);
7464 extern void GL_Surf_Init(void);
7465 extern void R_Particles_Init(void);
7466 extern void R_Explosion_Init(void);
7467 extern void gl_backend_init(void);
7468 extern void Sbar_Init(void);
7469 extern void R_LightningBeams_Init(void);
7470 extern void Mod_RenderInit(void);
7471 extern void Font_Init(void);
7473 void Render_Init(void)
7486 R_LightningBeams_Init();
7495 extern char *ENGINE_EXTENSIONS;
7498 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7499 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7500 gl_version = (const char *)qglGetString(GL_VERSION);
7501 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7505 if (!gl_platformextensions)
7506 gl_platformextensions = "";
7508 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7509 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7510 Con_Printf("GL_VERSION: %s\n", gl_version);
7511 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7512 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7514 VID_CheckExtensions();
7516 // LordHavoc: report supported extensions
7517 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7519 // clear to black (loading plaque will be seen over this)
7520 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7523 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7527 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7529 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7532 p = r_refdef.view.frustum + i;
7537 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7541 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7545 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7549 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7553 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7557 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7561 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7565 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7573 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7577 for (i = 0;i < numplanes;i++)
7584 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7588 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7592 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7596 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7600 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7604 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7608 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7612 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7620 //==================================================================================
7622 // LordHavoc: this stores temporary data used within the same frame
7624 qboolean r_framedata_failed;
7625 static size_t r_framedata_size;
7626 static size_t r_framedata_current;
7627 static void *r_framedata_base;
7629 void R_FrameData_Reset(void)
7631 if (r_framedata_base)
7632 Mem_Free(r_framedata_base);
7633 r_framedata_base = NULL;
7634 r_framedata_size = 0;
7635 r_framedata_current = 0;
7636 r_framedata_failed = false;
7639 void R_FrameData_NewFrame(void)
7642 if (r_framedata_failed)
7643 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7644 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7645 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7646 if (r_framedata_size != wantedsize)
7648 r_framedata_size = wantedsize;
7649 if (r_framedata_base)
7650 Mem_Free(r_framedata_base);
7651 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7653 r_framedata_current = 0;
7654 r_framedata_failed = false;
7657 void *R_FrameData_Alloc(size_t size)
7661 // align to 16 byte boundary
7662 size = (size + 15) & ~15;
7663 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7664 r_framedata_current += size;
7667 if (r_framedata_current > r_framedata_size)
7668 r_framedata_failed = true;
7670 // return NULL on everything after a failure
7671 if (r_framedata_failed)
7677 void *R_FrameData_Store(size_t size, void *data)
7679 void *d = R_FrameData_Alloc(size);
7681 memcpy(d, data, size);
7685 //==================================================================================
7687 // LordHavoc: animcache originally written by Echon, rewritten since then
7690 * Animation cache prevents re-generating mesh data for an animated model
7691 * multiple times in one frame for lighting, shadowing, reflections, etc.
7694 void R_AnimCache_Free(void)
7698 void R_AnimCache_ClearCache(void)
7701 entity_render_t *ent;
7703 for (i = 0;i < r_refdef.scene.numentities;i++)
7705 ent = r_refdef.scene.entities[i];
7706 ent->animcache_vertex3f = NULL;
7707 ent->animcache_normal3f = NULL;
7708 ent->animcache_svector3f = NULL;
7709 ent->animcache_tvector3f = NULL;
7710 ent->animcache_vertexposition = NULL;
7711 ent->animcache_vertexmesh = NULL;
7712 ent->animcache_vertexpositionbuffer = NULL;
7713 ent->animcache_vertexmeshbuffer = NULL;
7717 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7721 // identical memory layout, so no need to allocate...
7722 // this also provides the vertexposition structure to everything, e.g.
7723 // depth masked rendering currently uses it even if having separate
7725 // NOTE: get rid of this optimization if changing it to e.g. 4f
7726 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7729 // get rid of following uses of VERTEXPOSITION, change to the array:
7730 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7731 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7732 // R_DrawTextureSurfaceList_DepthOnly
7733 // R_Q1BSP_DrawShadowMap
7735 switch(vid.renderpath)
7737 case RENDERPATH_GL20:
7738 case RENDERPATH_CGGL:
7739 // need the meshbuffers if !gl_mesh_separatearrays.integer
7740 if (gl_mesh_separatearrays.integer)
7743 case RENDERPATH_D3D9:
7744 case RENDERPATH_D3D10:
7745 case RENDERPATH_D3D11:
7746 // always need the meshbuffers
7748 case RENDERPATH_GL13:
7749 case RENDERPATH_GL11:
7750 // never need the meshbuffers
7754 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7755 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7757 if (!ent->animcache_vertexposition)
7758 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7760 if (ent->animcache_vertexposition)
7763 for (i = 0;i < numvertices;i++)
7764 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7766 // TODO: upload vertex buffer?
7768 if (ent->animcache_vertexmesh)
7770 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7771 for (i = 0;i < numvertices;i++)
7772 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7773 if (ent->animcache_svector3f)
7774 for (i = 0;i < numvertices;i++)
7775 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7776 if (ent->animcache_tvector3f)
7777 for (i = 0;i < numvertices;i++)
7778 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7779 if (ent->animcache_normal3f)
7780 for (i = 0;i < numvertices;i++)
7781 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7782 // TODO: upload vertex buffer?
7786 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7788 dp_model_t *model = ent->model;
7790 // see if it's already cached this frame
7791 if (ent->animcache_vertex3f)
7793 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7794 if (wantnormals || wanttangents)
7796 if (ent->animcache_normal3f)
7797 wantnormals = false;
7798 if (ent->animcache_svector3f)
7799 wanttangents = false;
7800 if (wantnormals || wanttangents)
7802 numvertices = model->surfmesh.num_vertices;
7804 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7807 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7808 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7810 if (!r_framedata_failed)
7812 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7813 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7820 // see if this ent is worth caching
7821 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7823 // get some memory for this entity and generate mesh data
7824 numvertices = model->surfmesh.num_vertices;
7825 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7827 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7830 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7831 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7833 if (!r_framedata_failed)
7835 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7836 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7839 return !r_framedata_failed;
7842 void R_AnimCache_CacheVisibleEntities(void)
7845 qboolean wantnormals = true;
7846 qboolean wanttangents = !r_showsurfaces.integer;
7848 switch(vid.renderpath)
7850 case RENDERPATH_GL20:
7851 case RENDERPATH_CGGL:
7852 case RENDERPATH_D3D9:
7853 case RENDERPATH_D3D10:
7854 case RENDERPATH_D3D11:
7856 case RENDERPATH_GL13:
7857 case RENDERPATH_GL11:
7858 wanttangents = false;
7862 if (r_shownormals.integer)
7863 wanttangents = wantnormals = true;
7865 // TODO: thread this
7866 // NOTE: R_PrepareRTLights() also caches entities
7868 for (i = 0;i < r_refdef.scene.numentities;i++)
7869 if (r_refdef.viewcache.entityvisible[i])
7870 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7873 //==================================================================================
7875 static void R_View_UpdateEntityLighting (void)
7878 entity_render_t *ent;
7879 vec3_t tempdiffusenormal, avg;
7880 vec_t f, fa, fd, fdd;
7881 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7883 for (i = 0;i < r_refdef.scene.numentities;i++)
7885 ent = r_refdef.scene.entities[i];
7887 // skip unseen models
7888 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7892 if (ent->model && ent->model->brush.num_leafs)
7894 // TODO: use modellight for r_ambient settings on world?
7895 VectorSet(ent->modellight_ambient, 0, 0, 0);
7896 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7897 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7901 // fetch the lighting from the worldmodel data
7902 VectorClear(ent->modellight_ambient);
7903 VectorClear(ent->modellight_diffuse);
7904 VectorClear(tempdiffusenormal);
7905 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7908 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7910 // complete lightning for lit sprites
7911 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7912 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7914 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7915 org[2] = org[2] + r_overheadsprites_pushback.value;
7916 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
7919 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7921 if(ent->flags & RENDER_EQUALIZE)
7923 // first fix up ambient lighting...
7924 if(r_equalize_entities_minambient.value > 0)
7926 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7929 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7930 if(fa < r_equalize_entities_minambient.value * fd)
7933 // fa'/fd' = minambient
7934 // fa'+0.25*fd' = fa+0.25*fd
7936 // fa' = fd' * minambient
7937 // fd'*(0.25+minambient) = fa+0.25*fd
7939 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7940 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7942 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7943 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
7944 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7945 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7950 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7952 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
7953 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7957 // adjust brightness and saturation to target
7958 avg[0] = avg[1] = avg[2] = fa / f;
7959 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
7960 avg[0] = avg[1] = avg[2] = fd / f;
7961 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
7967 VectorSet(ent->modellight_ambient, 1, 1, 1);
7969 // move the light direction into modelspace coordinates for lighting code
7970 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7971 if(VectorLength2(ent->modellight_lightdir) == 0)
7972 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7973 VectorNormalize(ent->modellight_lightdir);
7977 #define MAX_LINEOFSIGHTTRACES 64
7979 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7982 vec3_t boxmins, boxmaxs;
7985 dp_model_t *model = r_refdef.scene.worldmodel;
7987 if (!model || !model->brush.TraceLineOfSight)
7990 // expand the box a little
7991 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7992 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7993 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7994 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7995 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7996 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7998 // return true if eye is inside enlarged box
7999 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
8003 VectorCopy(eye, start);
8004 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
8005 if (model->brush.TraceLineOfSight(model, start, end))
8008 // try various random positions
8009 for (i = 0;i < numsamples;i++)
8011 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8012 if (model->brush.TraceLineOfSight(model, start, end))
8020 static void R_View_UpdateEntityVisible (void)
8025 entity_render_t *ent;
8027 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8028 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8029 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8030 : RENDER_EXTERIORMODEL;
8031 if (!r_drawviewmodel.integer)
8032 renderimask |= RENDER_VIEWMODEL;
8033 if (!r_drawexteriormodel.integer)
8034 renderimask |= RENDER_EXTERIORMODEL;
8035 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8037 // worldmodel can check visibility
8038 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8039 for (i = 0;i < r_refdef.scene.numentities;i++)
8041 ent = r_refdef.scene.entities[i];
8042 if (!(ent->flags & renderimask))
8043 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)))
8044 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))
8045 r_refdef.viewcache.entityvisible[i] = true;
8047 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8048 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8050 for (i = 0;i < r_refdef.scene.numentities;i++)
8052 ent = r_refdef.scene.entities[i];
8053 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8055 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8057 continue; // temp entities do pvs only
8058 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8059 ent->last_trace_visibility = realtime;
8060 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8061 r_refdef.viewcache.entityvisible[i] = 0;
8068 // no worldmodel or it can't check visibility
8069 for (i = 0;i < r_refdef.scene.numentities;i++)
8071 ent = r_refdef.scene.entities[i];
8072 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));
8077 /// only used if skyrendermasked, and normally returns false
8078 int R_DrawBrushModelsSky (void)
8081 entity_render_t *ent;
8084 for (i = 0;i < r_refdef.scene.numentities;i++)
8086 if (!r_refdef.viewcache.entityvisible[i])
8088 ent = r_refdef.scene.entities[i];
8089 if (!ent->model || !ent->model->DrawSky)
8091 ent->model->DrawSky(ent);
8097 static void R_DrawNoModel(entity_render_t *ent);
8098 static void R_DrawModels(void)
8101 entity_render_t *ent;
8103 for (i = 0;i < r_refdef.scene.numentities;i++)
8105 if (!r_refdef.viewcache.entityvisible[i])
8107 ent = r_refdef.scene.entities[i];
8108 r_refdef.stats.entities++;
8109 if (ent->model && ent->model->Draw != NULL)
8110 ent->model->Draw(ent);
8116 static void R_DrawModelsDepth(void)
8119 entity_render_t *ent;
8121 for (i = 0;i < r_refdef.scene.numentities;i++)
8123 if (!r_refdef.viewcache.entityvisible[i])
8125 ent = r_refdef.scene.entities[i];
8126 if (ent->model && ent->model->DrawDepth != NULL)
8127 ent->model->DrawDepth(ent);
8131 static void R_DrawModelsDebug(void)
8134 entity_render_t *ent;
8136 for (i = 0;i < r_refdef.scene.numentities;i++)
8138 if (!r_refdef.viewcache.entityvisible[i])
8140 ent = r_refdef.scene.entities[i];
8141 if (ent->model && ent->model->DrawDebug != NULL)
8142 ent->model->DrawDebug(ent);
8146 static void R_DrawModelsAddWaterPlanes(void)
8149 entity_render_t *ent;
8151 for (i = 0;i < r_refdef.scene.numentities;i++)
8153 if (!r_refdef.viewcache.entityvisible[i])
8155 ent = r_refdef.scene.entities[i];
8156 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8157 ent->model->DrawAddWaterPlanes(ent);
8161 static void R_View_SetFrustum(const int *scissor)
8164 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
8165 vec3_t forward, left, up, origin, v;
8169 // flipped x coordinates (because x points left here)
8170 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8171 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
8173 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
8174 switch(vid.renderpath)
8176 case RENDERPATH_D3D9:
8177 case RENDERPATH_D3D10:
8178 case RENDERPATH_D3D11:
8179 // non-flipped y coordinates
8180 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8181 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8183 case RENDERPATH_GL11:
8184 case RENDERPATH_GL13:
8185 case RENDERPATH_GL20:
8186 case RENDERPATH_CGGL:
8187 // non-flipped y coordinates
8188 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8189 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
8194 // we can't trust r_refdef.view.forward and friends in reflected scenes
8195 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8198 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8199 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8200 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8201 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8202 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8203 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8204 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8205 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8206 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8207 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8208 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8209 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8213 zNear = r_refdef.nearclip;
8214 nudge = 1.0 - 1.0 / (1<<23);
8215 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8216 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8217 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8218 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8219 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8220 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8221 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8222 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8228 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8229 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8230 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8231 r_refdef.view.frustum[0].dist = m[15] - m[12];
8233 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8234 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8235 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8236 r_refdef.view.frustum[1].dist = m[15] + m[12];
8238 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8239 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8240 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8241 r_refdef.view.frustum[2].dist = m[15] - m[13];
8243 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8244 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8245 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8246 r_refdef.view.frustum[3].dist = m[15] + m[13];
8248 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8249 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8250 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8251 r_refdef.view.frustum[4].dist = m[15] - m[14];
8253 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8254 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8255 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8256 r_refdef.view.frustum[5].dist = m[15] + m[14];
8259 if (r_refdef.view.useperspective)
8261 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8262 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]);
8263 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]);
8264 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]);
8265 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]);
8267 // then the normals from the corners relative to origin
8268 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
8269 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
8270 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
8271 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
8273 // in a NORMAL view, forward cross left == up
8274 // in a REFLECTED view, forward cross left == down
8275 // so our cross products above need to be adjusted for a left handed coordinate system
8276 CrossProduct(forward, left, v);
8277 if(DotProduct(v, up) < 0)
8279 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
8280 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
8281 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
8282 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
8285 // Leaving those out was a mistake, those were in the old code, and they
8286 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8287 // I couldn't reproduce it after adding those normalizations. --blub
8288 VectorNormalize(r_refdef.view.frustum[0].normal);
8289 VectorNormalize(r_refdef.view.frustum[1].normal);
8290 VectorNormalize(r_refdef.view.frustum[2].normal);
8291 VectorNormalize(r_refdef.view.frustum[3].normal);
8293 // make the corners absolute
8294 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
8295 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
8296 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
8297 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
8300 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8302 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8303 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8304 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8305 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8306 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8310 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8311 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8312 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8313 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8314 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8315 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8316 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8317 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8318 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8319 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8321 r_refdef.view.numfrustumplanes = 5;
8323 if (r_refdef.view.useclipplane)
8325 r_refdef.view.numfrustumplanes = 6;
8326 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8329 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8330 PlaneClassify(r_refdef.view.frustum + i);
8332 // LordHavoc: note to all quake engine coders, Quake had a special case
8333 // for 90 degrees which assumed a square view (wrong), so I removed it,
8334 // Quake2 has it disabled as well.
8336 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8337 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8338 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8339 //PlaneClassify(&frustum[0]);
8341 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8342 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8343 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8344 //PlaneClassify(&frustum[1]);
8346 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8347 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8348 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8349 //PlaneClassify(&frustum[2]);
8351 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8352 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8353 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8354 //PlaneClassify(&frustum[3]);
8357 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8358 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8359 //PlaneClassify(&frustum[4]);
8362 void R_View_UpdateWithScissor(const int *myscissor)
8364 R_Main_ResizeViewCache();
8365 R_View_SetFrustum(myscissor);
8366 R_View_WorldVisibility(r_refdef.view.useclipplane);
8367 R_View_UpdateEntityVisible();
8368 R_View_UpdateEntityLighting();
8371 void R_View_Update(void)
8373 R_Main_ResizeViewCache();
8374 R_View_SetFrustum(NULL);
8375 R_View_WorldVisibility(r_refdef.view.useclipplane);
8376 R_View_UpdateEntityVisible();
8377 R_View_UpdateEntityLighting();
8380 void R_SetupView(qboolean allowwaterclippingplane)
8382 const float *customclipplane = NULL;
8384 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8386 // LordHavoc: couldn't figure out how to make this approach the
8387 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8388 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8389 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8390 dist = r_refdef.view.clipplane.dist;
8391 plane[0] = r_refdef.view.clipplane.normal[0];
8392 plane[1] = r_refdef.view.clipplane.normal[1];
8393 plane[2] = r_refdef.view.clipplane.normal[2];
8395 customclipplane = plane;
8398 if (!r_refdef.view.useperspective)
8399 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);
8400 else if (vid.stencil && r_useinfinitefarclip.integer)
8401 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);
8403 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);
8404 R_SetViewport(&r_refdef.view.viewport);
8407 void R_EntityMatrix(const matrix4x4_t *matrix)
8409 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8411 gl_modelmatrixchanged = false;
8412 gl_modelmatrix = *matrix;
8413 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8414 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8415 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8416 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8418 switch(vid.renderpath)
8420 case RENDERPATH_D3D9:
8422 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8423 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8426 case RENDERPATH_D3D10:
8427 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8429 case RENDERPATH_D3D11:
8430 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8432 case RENDERPATH_GL20:
8433 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8434 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8435 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8437 case RENDERPATH_CGGL:
8440 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8441 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8442 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8445 case RENDERPATH_GL13:
8446 case RENDERPATH_GL11:
8447 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8453 void R_ResetViewRendering2D(void)
8455 r_viewport_t viewport;
8458 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8459 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);
8460 R_SetViewport(&viewport);
8461 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8462 GL_Color(1, 1, 1, 1);
8463 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8464 GL_BlendFunc(GL_ONE, GL_ZERO);
8465 GL_AlphaTest(false);
8466 GL_ScissorTest(false);
8467 GL_DepthMask(false);
8468 GL_DepthRange(0, 1);
8469 GL_DepthTest(false);
8470 GL_DepthFunc(GL_LEQUAL);
8471 R_EntityMatrix(&identitymatrix);
8472 R_Mesh_ResetTextureState();
8473 GL_PolygonOffset(0, 0);
8474 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8475 switch(vid.renderpath)
8477 case RENDERPATH_GL11:
8478 case RENDERPATH_GL13:
8479 case RENDERPATH_GL20:
8480 case RENDERPATH_CGGL:
8481 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8483 case RENDERPATH_D3D9:
8484 case RENDERPATH_D3D10:
8485 case RENDERPATH_D3D11:
8488 GL_CullFace(GL_NONE);
8491 void R_ResetViewRendering3D(void)
8496 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8497 GL_Color(1, 1, 1, 1);
8498 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8499 GL_BlendFunc(GL_ONE, GL_ZERO);
8500 GL_AlphaTest(false);
8501 GL_ScissorTest(true);
8503 GL_DepthRange(0, 1);
8505 GL_DepthFunc(GL_LEQUAL);
8506 R_EntityMatrix(&identitymatrix);
8507 R_Mesh_ResetTextureState();
8508 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8509 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8510 switch(vid.renderpath)
8512 case RENDERPATH_GL11:
8513 case RENDERPATH_GL13:
8514 case RENDERPATH_GL20:
8515 case RENDERPATH_CGGL:
8516 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8518 case RENDERPATH_D3D9:
8519 case RENDERPATH_D3D10:
8520 case RENDERPATH_D3D11:
8523 GL_CullFace(r_refdef.view.cullface_back);
8528 R_RenderView_UpdateViewVectors
8531 static void R_RenderView_UpdateViewVectors(void)
8533 // break apart the view matrix into vectors for various purposes
8534 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8535 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8536 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8537 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8538 // make an inverted copy of the view matrix for tracking sprites
8539 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8542 void R_RenderScene(void);
8543 void R_RenderWaterPlanes(void);
8545 static void R_Water_StartFrame(void)
8548 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8549 r_waterstate_waterplane_t *p;
8551 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8554 switch(vid.renderpath)
8556 case RENDERPATH_GL20:
8557 case RENDERPATH_CGGL:
8558 case RENDERPATH_D3D9:
8559 case RENDERPATH_D3D10:
8560 case RENDERPATH_D3D11:
8562 case RENDERPATH_GL13:
8563 case RENDERPATH_GL11:
8567 // set waterwidth and waterheight to the water resolution that will be
8568 // used (often less than the screen resolution for faster rendering)
8569 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8570 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8572 // calculate desired texture sizes
8573 // can't use water if the card does not support the texture size
8574 if (!r_water.integer || r_showsurfaces.integer)
8575 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8576 else if (vid.support.arb_texture_non_power_of_two)
8578 texturewidth = waterwidth;
8579 textureheight = waterheight;
8580 camerawidth = waterwidth;
8581 cameraheight = waterheight;
8585 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8586 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8587 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8588 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8591 // allocate textures as needed
8592 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8594 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8595 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8597 if (p->texture_refraction)
8598 R_FreeTexture(p->texture_refraction);
8599 p->texture_refraction = NULL;
8600 if (p->texture_reflection)
8601 R_FreeTexture(p->texture_reflection);
8602 p->texture_reflection = NULL;
8603 if (p->texture_camera)
8604 R_FreeTexture(p->texture_camera);
8605 p->texture_camera = NULL;
8607 memset(&r_waterstate, 0, sizeof(r_waterstate));
8608 r_waterstate.texturewidth = texturewidth;
8609 r_waterstate.textureheight = textureheight;
8610 r_waterstate.camerawidth = camerawidth;
8611 r_waterstate.cameraheight = cameraheight;
8614 if (r_waterstate.texturewidth)
8616 r_waterstate.enabled = true;
8618 // when doing a reduced render (HDR) we want to use a smaller area
8619 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8620 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8622 // set up variables that will be used in shader setup
8623 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8624 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8625 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8626 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8629 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8630 r_waterstate.numwaterplanes = 0;
8633 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8635 int triangleindex, planeindex;
8641 r_waterstate_waterplane_t *p;
8642 texture_t *t = R_GetCurrentTexture(surface->texture);
8644 // just use the first triangle with a valid normal for any decisions
8645 VectorClear(normal);
8646 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8648 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8649 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8650 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8651 TriangleNormal(vert[0], vert[1], vert[2], normal);
8652 if (VectorLength2(normal) >= 0.001)
8656 VectorCopy(normal, plane.normal);
8657 VectorNormalize(plane.normal);
8658 plane.dist = DotProduct(vert[0], plane.normal);
8659 PlaneClassify(&plane);
8660 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8662 // skip backfaces (except if nocullface is set)
8663 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8665 VectorNegate(plane.normal, plane.normal);
8667 PlaneClassify(&plane);
8671 // find a matching plane if there is one
8672 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8673 if(p->camera_entity == t->camera_entity)
8674 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8676 if (planeindex >= r_waterstate.maxwaterplanes)
8677 return; // nothing we can do, out of planes
8679 // if this triangle does not fit any known plane rendered this frame, add one
8680 if (planeindex >= r_waterstate.numwaterplanes)
8682 // store the new plane
8683 r_waterstate.numwaterplanes++;
8685 // clear materialflags and pvs
8686 p->materialflags = 0;
8687 p->pvsvalid = false;
8688 p->camera_entity = t->camera_entity;
8689 VectorCopy(surface->mins, p->mins);
8690 VectorCopy(surface->maxs, p->maxs);
8695 p->mins[0] = min(p->mins[0], surface->mins[0]);
8696 p->mins[1] = min(p->mins[1], surface->mins[1]);
8697 p->mins[2] = min(p->mins[2], surface->mins[2]);
8698 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
8699 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
8700 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
8702 // merge this surface's materialflags into the waterplane
8703 p->materialflags |= t->currentmaterialflags;
8704 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8706 // merge this surface's PVS into the waterplane
8707 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8708 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8709 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8711 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8717 static void R_Water_ProcessPlanes(void)
8720 r_refdef_view_t originalview;
8721 r_refdef_view_t myview;
8723 r_waterstate_waterplane_t *p;
8726 originalview = r_refdef.view;
8728 // make sure enough textures are allocated
8729 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8731 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8733 if (!p->texture_refraction)
8734 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);
8735 if (!p->texture_refraction)
8738 else if (p->materialflags & MATERIALFLAG_CAMERA)
8740 if (!p->texture_camera)
8741 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);
8742 if (!p->texture_camera)
8746 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8748 if (!p->texture_reflection)
8749 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);
8750 if (!p->texture_reflection)
8756 r_refdef.view = originalview;
8757 r_refdef.view.showdebug = false;
8758 r_refdef.view.width = r_waterstate.waterwidth;
8759 r_refdef.view.height = r_waterstate.waterheight;
8760 r_refdef.view.useclipplane = true;
8761 myview = r_refdef.view;
8762 r_waterstate.renderingscene = true;
8763 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8765 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8767 r_refdef.view = myview;
8768 if(r_water_scissormode.integer)
8771 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8772 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8775 // render reflected scene and copy into texture
8776 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8777 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8778 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8779 r_refdef.view.clipplane = p->plane;
8781 // reverse the cullface settings for this render
8782 r_refdef.view.cullface_front = GL_FRONT;
8783 r_refdef.view.cullface_back = GL_BACK;
8784 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8786 r_refdef.view.usecustompvs = true;
8788 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8790 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8793 R_ResetViewRendering3D();
8794 R_ClearScreen(r_refdef.fogenabled);
8795 if(r_water_scissormode.integer & 2)
8796 R_View_UpdateWithScissor(myscissor);
8799 if(r_water_scissormode.integer & 1)
8800 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8803 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);
8806 // render the normal view scene and copy into texture
8807 // (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)
8808 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8810 r_refdef.view = myview;
8811 if(r_water_scissormode.integer)
8814 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8815 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8818 r_waterstate.renderingrefraction = true;
8820 r_refdef.view.clipplane = p->plane;
8821 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8822 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8824 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8826 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8827 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8828 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8829 R_RenderView_UpdateViewVectors();
8830 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8832 r_refdef.view.usecustompvs = true;
8833 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);
8837 PlaneClassify(&r_refdef.view.clipplane);
8839 R_ResetViewRendering3D();
8840 R_ClearScreen(r_refdef.fogenabled);
8841 if(r_water_scissormode.integer & 2)
8842 R_View_UpdateWithScissor(myscissor);
8845 if(r_water_scissormode.integer & 1)
8846 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8849 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);
8850 r_waterstate.renderingrefraction = false;
8852 else if (p->materialflags & MATERIALFLAG_CAMERA)
8854 r_refdef.view = myview;
8856 r_refdef.view.clipplane = p->plane;
8857 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8858 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8860 r_refdef.view.width = r_waterstate.camerawidth;
8861 r_refdef.view.height = r_waterstate.cameraheight;
8862 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8863 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8865 if(p->camera_entity)
8867 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8868 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8871 // note: all of the view is used for displaying... so
8872 // there is no use in scissoring
8874 // reverse the cullface settings for this render
8875 r_refdef.view.cullface_front = GL_FRONT;
8876 r_refdef.view.cullface_back = GL_BACK;
8877 // also reverse the view matrix
8878 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
8879 R_RenderView_UpdateViewVectors();
8880 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8882 r_refdef.view.usecustompvs = true;
8883 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);
8886 // camera needs no clipplane
8887 r_refdef.view.useclipplane = false;
8889 PlaneClassify(&r_refdef.view.clipplane);
8891 R_ResetViewRendering3D();
8892 R_ClearScreen(r_refdef.fogenabled);
8896 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);
8897 r_waterstate.renderingrefraction = false;
8901 r_waterstate.renderingscene = false;
8902 r_refdef.view = originalview;
8903 R_ResetViewRendering3D();
8904 R_ClearScreen(r_refdef.fogenabled);
8908 r_refdef.view = originalview;
8909 r_waterstate.renderingscene = false;
8910 Cvar_SetValueQuick(&r_water, 0);
8911 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8915 void R_Bloom_StartFrame(void)
8917 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8919 switch(vid.renderpath)
8921 case RENDERPATH_GL20:
8922 case RENDERPATH_CGGL:
8923 case RENDERPATH_D3D9:
8924 case RENDERPATH_D3D10:
8925 case RENDERPATH_D3D11:
8927 case RENDERPATH_GL13:
8928 case RENDERPATH_GL11:
8932 // set bloomwidth and bloomheight to the bloom resolution that will be
8933 // used (often less than the screen resolution for faster rendering)
8934 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8935 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8936 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8937 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8938 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8940 // calculate desired texture sizes
8941 if (vid.support.arb_texture_non_power_of_two)
8943 screentexturewidth = r_refdef.view.width;
8944 screentextureheight = r_refdef.view.height;
8945 bloomtexturewidth = r_bloomstate.bloomwidth;
8946 bloomtextureheight = r_bloomstate.bloomheight;
8950 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8951 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8952 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8953 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8956 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))
8958 Cvar_SetValueQuick(&r_hdr, 0);
8959 Cvar_SetValueQuick(&r_bloom, 0);
8960 Cvar_SetValueQuick(&r_motionblur, 0);
8961 Cvar_SetValueQuick(&r_damageblur, 0);
8964 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)))
8965 screentexturewidth = screentextureheight = 0;
8966 if (!r_hdr.integer && !r_bloom.integer)
8967 bloomtexturewidth = bloomtextureheight = 0;
8969 // allocate textures as needed
8970 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8972 if (r_bloomstate.texture_screen)
8973 R_FreeTexture(r_bloomstate.texture_screen);
8974 r_bloomstate.texture_screen = NULL;
8975 r_bloomstate.screentexturewidth = screentexturewidth;
8976 r_bloomstate.screentextureheight = screentextureheight;
8977 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8978 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);
8980 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8982 if (r_bloomstate.texture_bloom)
8983 R_FreeTexture(r_bloomstate.texture_bloom);
8984 r_bloomstate.texture_bloom = NULL;
8985 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8986 r_bloomstate.bloomtextureheight = bloomtextureheight;
8987 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8988 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);
8991 // when doing a reduced render (HDR) we want to use a smaller area
8992 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8993 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8994 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8995 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8996 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8998 // set up a texcoord array for the full resolution screen image
8999 // (we have to keep this around to copy back during final render)
9000 r_bloomstate.screentexcoord2f[0] = 0;
9001 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
9002 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
9003 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
9004 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
9005 r_bloomstate.screentexcoord2f[5] = 0;
9006 r_bloomstate.screentexcoord2f[6] = 0;
9007 r_bloomstate.screentexcoord2f[7] = 0;
9009 // set up a texcoord array for the reduced resolution bloom image
9010 // (which will be additive blended over the screen image)
9011 r_bloomstate.bloomtexcoord2f[0] = 0;
9012 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9013 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9014 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9015 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9016 r_bloomstate.bloomtexcoord2f[5] = 0;
9017 r_bloomstate.bloomtexcoord2f[6] = 0;
9018 r_bloomstate.bloomtexcoord2f[7] = 0;
9020 switch(vid.renderpath)
9022 case RENDERPATH_GL11:
9023 case RENDERPATH_GL13:
9024 case RENDERPATH_GL20:
9025 case RENDERPATH_CGGL:
9027 case RENDERPATH_D3D9:
9028 case RENDERPATH_D3D10:
9029 case RENDERPATH_D3D11:
9032 for (i = 0;i < 4;i++)
9034 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
9035 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
9036 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
9037 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
9043 if (r_hdr.integer || r_bloom.integer)
9045 r_bloomstate.enabled = true;
9046 r_bloomstate.hdr = r_hdr.integer != 0;
9049 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);
9052 void R_Bloom_CopyBloomTexture(float colorscale)
9054 r_refdef.stats.bloom++;
9056 // scale down screen texture to the bloom texture size
9058 R_SetViewport(&r_bloomstate.viewport);
9059 GL_BlendFunc(GL_ONE, GL_ZERO);
9060 GL_Color(colorscale, colorscale, colorscale, 1);
9061 // 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...
9062 switch(vid.renderpath)
9064 case RENDERPATH_GL11:
9065 case RENDERPATH_GL13:
9066 case RENDERPATH_GL20:
9067 case RENDERPATH_CGGL:
9068 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9070 case RENDERPATH_D3D9:
9071 case RENDERPATH_D3D10:
9072 case RENDERPATH_D3D11:
9073 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9076 // TODO: do boxfilter scale-down in shader?
9077 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9078 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9079 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9081 // we now have a bloom image in the framebuffer
9082 // copy it into the bloom image texture for later processing
9083 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);
9084 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9087 void R_Bloom_CopyHDRTexture(void)
9089 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);
9090 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9093 void R_Bloom_MakeTexture(void)
9096 float xoffset, yoffset, r, brighten;
9098 r_refdef.stats.bloom++;
9100 R_ResetViewRendering2D();
9102 // we have a bloom image in the framebuffer
9104 R_SetViewport(&r_bloomstate.viewport);
9106 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9109 r = bound(0, r_bloom_colorexponent.value / x, 1);
9110 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9112 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9113 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9114 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9115 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9117 // copy the vertically blurred bloom view to a texture
9118 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);
9119 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9122 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9123 brighten = r_bloom_brighten.value;
9125 brighten *= r_hdr_range.value;
9126 brighten = sqrt(brighten);
9128 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9129 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9131 for (dir = 0;dir < 2;dir++)
9133 // blend on at multiple vertical offsets to achieve a vertical blur
9134 // TODO: do offset blends using GLSL
9135 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9136 GL_BlendFunc(GL_ONE, GL_ZERO);
9137 for (x = -range;x <= range;x++)
9139 if (!dir){xoffset = 0;yoffset = x;}
9140 else {xoffset = x;yoffset = 0;}
9141 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9142 yoffset /= (float)r_bloomstate.bloomtextureheight;
9143 // compute a texcoord array with the specified x and y offset
9144 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9145 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9146 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9147 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9148 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9149 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9150 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9151 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9152 // this r value looks like a 'dot' particle, fading sharply to
9153 // black at the edges
9154 // (probably not realistic but looks good enough)
9155 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9156 //r = brighten/(range*2+1);
9157 r = brighten / (range * 2 + 1);
9159 r *= (1 - x*x/(float)(range*range));
9160 GL_Color(r, r, r, 1);
9161 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9162 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9163 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9164 GL_BlendFunc(GL_ONE, GL_ONE);
9167 // copy the vertically blurred bloom view to a texture
9168 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);
9169 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9173 void R_HDR_RenderBloomTexture(void)
9175 int oldwidth, oldheight;
9176 float oldcolorscale;
9179 oldwaterstate = r_waterstate.enabled;
9180 oldcolorscale = r_refdef.view.colorscale;
9181 oldwidth = r_refdef.view.width;
9182 oldheight = r_refdef.view.height;
9183 r_refdef.view.width = r_bloomstate.bloomwidth;
9184 r_refdef.view.height = r_bloomstate.bloomheight;
9186 if(r_hdr.integer < 2)
9187 r_waterstate.enabled = false;
9189 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9190 // TODO: add exposure compensation features
9191 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9193 r_refdef.view.showdebug = false;
9194 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9196 R_ResetViewRendering3D();
9198 R_ClearScreen(r_refdef.fogenabled);
9199 if (r_timereport_active)
9200 R_TimeReport("HDRclear");
9203 if (r_timereport_active)
9204 R_TimeReport("visibility");
9206 // only do secondary renders with HDR if r_hdr is 2 or higher
9207 r_waterstate.numwaterplanes = 0;
9208 if (r_waterstate.enabled)
9209 R_RenderWaterPlanes();
9211 r_refdef.view.showdebug = true;
9213 r_waterstate.numwaterplanes = 0;
9215 R_ResetViewRendering2D();
9217 R_Bloom_CopyHDRTexture();
9218 R_Bloom_MakeTexture();
9220 // restore the view settings
9221 r_waterstate.enabled = oldwaterstate;
9222 r_refdef.view.width = oldwidth;
9223 r_refdef.view.height = oldheight;
9224 r_refdef.view.colorscale = oldcolorscale;
9226 R_ResetViewRendering3D();
9228 R_ClearScreen(r_refdef.fogenabled);
9229 if (r_timereport_active)
9230 R_TimeReport("viewclear");
9233 static void R_BlendView(void)
9235 unsigned int permutation;
9236 float uservecs[4][4];
9238 switch (vid.renderpath)
9240 case RENDERPATH_GL20:
9241 case RENDERPATH_CGGL:
9242 case RENDERPATH_D3D9:
9243 case RENDERPATH_D3D10:
9244 case RENDERPATH_D3D11:
9246 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9247 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9248 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9249 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9250 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9252 if (r_bloomstate.texture_screen)
9254 // make sure the buffer is available
9255 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9257 R_ResetViewRendering2D();
9259 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9261 // declare variables
9263 static float avgspeed;
9265 speed = VectorLength(cl.movement_velocity);
9267 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9268 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9270 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9271 speed = bound(0, speed, 1);
9272 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9274 // calculate values into a standard alpha
9275 cl.motionbluralpha = 1 - exp(-
9277 (r_motionblur.value * speed / 80)
9279 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9282 max(0.0001, cl.time - cl.oldtime) // fps independent
9285 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9286 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9288 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9290 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9291 GL_Color(1, 1, 1, cl.motionbluralpha);
9292 switch(vid.renderpath)
9294 case RENDERPATH_GL11:
9295 case RENDERPATH_GL13:
9296 case RENDERPATH_GL20:
9297 case RENDERPATH_CGGL:
9298 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9300 case RENDERPATH_D3D9:
9301 case RENDERPATH_D3D10:
9302 case RENDERPATH_D3D11:
9303 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9306 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9307 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9308 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9312 // copy view into the screen texture
9313 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);
9314 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9316 else if (!r_bloomstate.texture_bloom)
9318 // we may still have to do view tint...
9319 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9321 // apply a color tint to the whole view
9322 R_ResetViewRendering2D();
9323 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9324 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9325 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9326 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9327 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9329 break; // no screen processing, no bloom, skip it
9332 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9334 // render simple bloom effect
9335 // copy the screen and shrink it and darken it for the bloom process
9336 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9337 // make the bloom texture
9338 R_Bloom_MakeTexture();
9341 #if _MSC_VER >= 1400
9342 #define sscanf sscanf_s
9344 memset(uservecs, 0, sizeof(uservecs));
9345 if (r_glsl_postprocess_uservec1_enable.integer)
9346 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9347 if (r_glsl_postprocess_uservec2_enable.integer)
9348 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9349 if (r_glsl_postprocess_uservec3_enable.integer)
9350 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9351 if (r_glsl_postprocess_uservec4_enable.integer)
9352 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9354 R_ResetViewRendering2D();
9355 GL_Color(1, 1, 1, 1);
9356 GL_BlendFunc(GL_ONE, GL_ZERO);
9358 switch(vid.renderpath)
9360 case RENDERPATH_GL20:
9361 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9362 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9363 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9364 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9365 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9366 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]);
9367 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9368 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]);
9369 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]);
9370 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]);
9371 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]);
9372 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9373 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9374 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);
9376 case RENDERPATH_CGGL:
9378 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9379 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9380 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9381 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9382 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9383 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
9384 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9385 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
9386 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
9387 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
9388 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
9389 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9390 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9391 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);
9394 case RENDERPATH_D3D9:
9396 // 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...
9397 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9398 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9399 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9400 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9401 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9402 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9403 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9404 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9405 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9406 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9407 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9408 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9409 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9410 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9413 case RENDERPATH_D3D10:
9414 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9416 case RENDERPATH_D3D11:
9417 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9422 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9423 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9425 case RENDERPATH_GL13:
9426 case RENDERPATH_GL11:
9427 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9429 // apply a color tint to the whole view
9430 R_ResetViewRendering2D();
9431 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9432 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9433 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9434 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9435 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9441 matrix4x4_t r_waterscrollmatrix;
9443 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9445 if (r_refdef.fog_density)
9447 r_refdef.fogcolor[0] = r_refdef.fog_red;
9448 r_refdef.fogcolor[1] = r_refdef.fog_green;
9449 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9451 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9452 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9453 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9454 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9458 VectorCopy(r_refdef.fogcolor, fogvec);
9459 // color.rgb *= ContrastBoost * SceneBrightness;
9460 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9461 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9462 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9463 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9468 void R_UpdateVariables(void)
9472 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9474 r_refdef.farclip = r_farclip_base.value;
9475 if (r_refdef.scene.worldmodel)
9476 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9477 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9479 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9480 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9481 r_refdef.polygonfactor = 0;
9482 r_refdef.polygonoffset = 0;
9483 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9484 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9486 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9487 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9488 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
9489 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9490 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9491 if (FAKELIGHT_ENABLED)
9493 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9495 if (r_showsurfaces.integer)
9497 r_refdef.scene.rtworld = false;
9498 r_refdef.scene.rtworldshadows = false;
9499 r_refdef.scene.rtdlight = false;
9500 r_refdef.scene.rtdlightshadows = false;
9501 r_refdef.lightmapintensity = 0;
9504 if (gamemode == GAME_NEHAHRA)
9506 if (gl_fogenable.integer)
9508 r_refdef.oldgl_fogenable = true;
9509 r_refdef.fog_density = gl_fogdensity.value;
9510 r_refdef.fog_red = gl_fogred.value;
9511 r_refdef.fog_green = gl_foggreen.value;
9512 r_refdef.fog_blue = gl_fogblue.value;
9513 r_refdef.fog_alpha = 1;
9514 r_refdef.fog_start = 0;
9515 r_refdef.fog_end = gl_skyclip.value;
9516 r_refdef.fog_height = 1<<30;
9517 r_refdef.fog_fadedepth = 128;
9519 else if (r_refdef.oldgl_fogenable)
9521 r_refdef.oldgl_fogenable = false;
9522 r_refdef.fog_density = 0;
9523 r_refdef.fog_red = 0;
9524 r_refdef.fog_green = 0;
9525 r_refdef.fog_blue = 0;
9526 r_refdef.fog_alpha = 0;
9527 r_refdef.fog_start = 0;
9528 r_refdef.fog_end = 0;
9529 r_refdef.fog_height = 1<<30;
9530 r_refdef.fog_fadedepth = 128;
9534 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9535 r_refdef.fog_start = max(0, r_refdef.fog_start);
9536 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9538 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9540 if (r_refdef.fog_density && r_drawfog.integer)
9542 r_refdef.fogenabled = true;
9543 // this is the point where the fog reaches 0.9986 alpha, which we
9544 // consider a good enough cutoff point for the texture
9545 // (0.9986 * 256 == 255.6)
9546 if (r_fog_exp2.integer)
9547 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9549 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9550 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9551 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9552 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9553 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9554 R_BuildFogHeightTexture();
9555 // fog color was already set
9556 // update the fog texture
9557 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)
9558 R_BuildFogTexture();
9559 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9560 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9563 r_refdef.fogenabled = false;
9565 switch(vid.renderpath)
9567 case RENDERPATH_GL20:
9568 case RENDERPATH_CGGL:
9569 case RENDERPATH_D3D9:
9570 case RENDERPATH_D3D10:
9571 case RENDERPATH_D3D11:
9572 if(v_glslgamma.integer && !vid_gammatables_trivial)
9574 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9576 // build GLSL gamma texture
9577 #define RAMPWIDTH 256
9578 unsigned short ramp[RAMPWIDTH * 3];
9579 unsigned char rampbgr[RAMPWIDTH][4];
9582 r_texture_gammaramps_serial = vid_gammatables_serial;
9584 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9585 for(i = 0; i < RAMPWIDTH; ++i)
9587 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9588 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9589 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9592 if (r_texture_gammaramps)
9594 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9598 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9604 // remove GLSL gamma texture
9607 case RENDERPATH_GL13:
9608 case RENDERPATH_GL11:
9613 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9614 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9620 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9621 if( scenetype != r_currentscenetype ) {
9622 // store the old scenetype
9623 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9624 r_currentscenetype = scenetype;
9625 // move in the new scene
9626 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9635 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9637 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9638 if( scenetype == r_currentscenetype ) {
9639 return &r_refdef.scene;
9641 return &r_scenes_store[ scenetype ];
9650 void R_RenderView(void)
9652 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
9653 if (r_timereport_active)
9654 R_TimeReport("start");
9655 r_textureframe++; // used only by R_GetCurrentTexture
9656 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9658 if(R_CompileShader_CheckStaticParms())
9661 if (!r_drawentities.integer)
9662 r_refdef.scene.numentities = 0;
9664 R_AnimCache_ClearCache();
9665 R_FrameData_NewFrame();
9667 /* adjust for stereo display */
9668 if(R_Stereo_Active())
9670 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
9671 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
9674 if (r_refdef.view.isoverlay)
9676 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9677 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9678 R_TimeReport("depthclear");
9680 r_refdef.view.showdebug = false;
9682 r_waterstate.enabled = false;
9683 r_waterstate.numwaterplanes = 0;
9687 r_refdef.view.matrix = originalmatrix;
9693 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9695 r_refdef.view.matrix = originalmatrix;
9696 return; //Host_Error ("R_RenderView: NULL worldmodel");
9699 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9701 R_RenderView_UpdateViewVectors();
9703 R_Shadow_UpdateWorldLightSelection();
9705 R_Bloom_StartFrame();
9706 R_Water_StartFrame();
9709 if (r_timereport_active)
9710 R_TimeReport("viewsetup");
9712 R_ResetViewRendering3D();
9714 if (r_refdef.view.clear || r_refdef.fogenabled)
9716 R_ClearScreen(r_refdef.fogenabled);
9717 if (r_timereport_active)
9718 R_TimeReport("viewclear");
9720 r_refdef.view.clear = true;
9722 // this produces a bloom texture to be used in R_BlendView() later
9723 if (r_hdr.integer && r_bloomstate.bloomwidth)
9725 R_HDR_RenderBloomTexture();
9726 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9727 r_textureframe++; // used only by R_GetCurrentTexture
9730 r_refdef.view.showdebug = true;
9733 if (r_timereport_active)
9734 R_TimeReport("visibility");
9736 r_waterstate.numwaterplanes = 0;
9737 if (r_waterstate.enabled)
9738 R_RenderWaterPlanes();
9741 r_waterstate.numwaterplanes = 0;
9744 if (r_timereport_active)
9745 R_TimeReport("blendview");
9747 GL_Scissor(0, 0, vid.width, vid.height);
9748 GL_ScissorTest(false);
9750 r_refdef.view.matrix = originalmatrix;
9755 void R_RenderWaterPlanes(void)
9757 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9759 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9760 if (r_timereport_active)
9761 R_TimeReport("waterworld");
9764 // don't let sound skip if going slow
9765 if (r_refdef.scene.extraupdate)
9768 R_DrawModelsAddWaterPlanes();
9769 if (r_timereport_active)
9770 R_TimeReport("watermodels");
9772 if (r_waterstate.numwaterplanes)
9774 R_Water_ProcessPlanes();
9775 if (r_timereport_active)
9776 R_TimeReport("waterscenes");
9780 extern void R_DrawLightningBeams (void);
9781 extern void VM_CL_AddPolygonsToMeshQueue (void);
9782 extern void R_DrawPortals (void);
9783 extern cvar_t cl_locs_show;
9784 static void R_DrawLocs(void);
9785 static void R_DrawEntityBBoxes(void);
9786 static void R_DrawModelDecals(void);
9787 extern void R_DrawModelShadows(void);
9788 extern void R_DrawModelShadowMaps(void);
9789 extern cvar_t cl_decals_newsystem;
9790 extern qboolean r_shadow_usingdeferredprepass;
9791 void R_RenderScene(void)
9793 qboolean shadowmapping = false;
9795 if (r_timereport_active)
9796 R_TimeReport("beginscene");
9798 r_refdef.stats.renders++;
9802 // don't let sound skip if going slow
9803 if (r_refdef.scene.extraupdate)
9806 R_MeshQueue_BeginScene();
9810 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);
9812 if (r_timereport_active)
9813 R_TimeReport("skystartframe");
9815 if (cl.csqc_vidvars.drawworld)
9817 // don't let sound skip if going slow
9818 if (r_refdef.scene.extraupdate)
9821 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9823 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9824 if (r_timereport_active)
9825 R_TimeReport("worldsky");
9828 if (R_DrawBrushModelsSky() && r_timereport_active)
9829 R_TimeReport("bmodelsky");
9831 if (skyrendermasked && skyrenderlater)
9833 // we have to force off the water clipping plane while rendering sky
9837 if (r_timereport_active)
9838 R_TimeReport("sky");
9842 R_AnimCache_CacheVisibleEntities();
9843 if (r_timereport_active)
9844 R_TimeReport("animation");
9846 R_Shadow_PrepareLights();
9847 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9848 R_Shadow_PrepareModelShadows();
9849 if (r_timereport_active)
9850 R_TimeReport("preparelights");
9852 if (R_Shadow_ShadowMappingEnabled())
9853 shadowmapping = true;
9855 if (r_shadow_usingdeferredprepass)
9856 R_Shadow_DrawPrepass();
9858 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9860 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9861 if (r_timereport_active)
9862 R_TimeReport("worlddepth");
9864 if (r_depthfirst.integer >= 2)
9866 R_DrawModelsDepth();
9867 if (r_timereport_active)
9868 R_TimeReport("modeldepth");
9871 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9873 R_DrawModelShadowMaps();
9874 R_ResetViewRendering3D();
9875 // don't let sound skip if going slow
9876 if (r_refdef.scene.extraupdate)
9880 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9882 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9883 if (r_timereport_active)
9884 R_TimeReport("world");
9887 // don't let sound skip if going slow
9888 if (r_refdef.scene.extraupdate)
9892 if (r_timereport_active)
9893 R_TimeReport("models");
9895 // don't let sound skip if going slow
9896 if (r_refdef.scene.extraupdate)
9899 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9901 R_DrawModelShadows();
9902 R_ResetViewRendering3D();
9903 // don't let sound skip if going slow
9904 if (r_refdef.scene.extraupdate)
9908 if (!r_shadow_usingdeferredprepass)
9910 R_Shadow_DrawLights();
9911 if (r_timereport_active)
9912 R_TimeReport("rtlights");
9915 // don't let sound skip if going slow
9916 if (r_refdef.scene.extraupdate)
9919 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9921 R_DrawModelShadows();
9922 R_ResetViewRendering3D();
9923 // don't let sound skip if going slow
9924 if (r_refdef.scene.extraupdate)
9928 if (cl.csqc_vidvars.drawworld)
9930 if (cl_decals_newsystem.integer)
9932 R_DrawModelDecals();
9933 if (r_timereport_active)
9934 R_TimeReport("modeldecals");
9939 if (r_timereport_active)
9940 R_TimeReport("decals");
9944 if (r_timereport_active)
9945 R_TimeReport("particles");
9948 if (r_timereport_active)
9949 R_TimeReport("explosions");
9951 R_DrawLightningBeams();
9952 if (r_timereport_active)
9953 R_TimeReport("lightning");
9956 VM_CL_AddPolygonsToMeshQueue();
9958 if (r_refdef.view.showdebug)
9960 if (cl_locs_show.integer)
9963 if (r_timereport_active)
9964 R_TimeReport("showlocs");
9967 if (r_drawportals.integer)
9970 if (r_timereport_active)
9971 R_TimeReport("portals");
9974 if (r_showbboxes.value > 0)
9976 R_DrawEntityBBoxes();
9977 if (r_timereport_active)
9978 R_TimeReport("bboxes");
9982 R_MeshQueue_RenderTransparent();
9983 if (r_timereport_active)
9984 R_TimeReport("drawtrans");
9986 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))
9988 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9989 if (r_timereport_active)
9990 R_TimeReport("worlddebug");
9991 R_DrawModelsDebug();
9992 if (r_timereport_active)
9993 R_TimeReport("modeldebug");
9996 if (cl.csqc_vidvars.drawworld)
9998 R_Shadow_DrawCoronas();
9999 if (r_timereport_active)
10000 R_TimeReport("coronas");
10005 GL_DepthTest(false);
10006 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
10007 GL_Color(1, 1, 1, 1);
10008 qglBegin(GL_POLYGON);
10009 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
10010 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
10011 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
10012 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
10014 qglBegin(GL_POLYGON);
10015 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]);
10016 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]);
10017 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]);
10018 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]);
10020 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
10024 // don't let sound skip if going slow
10025 if (r_refdef.scene.extraupdate)
10028 R_ResetViewRendering2D();
10031 static const unsigned short bboxelements[36] =
10041 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
10044 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
10046 RSurf_ActiveWorldEntity();
10048 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10049 GL_DepthMask(false);
10050 GL_DepthRange(0, 1);
10051 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10052 // R_Mesh_ResetTextureState();
10054 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
10055 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
10056 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
10057 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
10058 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
10059 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
10060 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
10061 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
10062 R_FillColors(color4f, 8, cr, cg, cb, ca);
10063 if (r_refdef.fogenabled)
10065 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
10067 f1 = RSurf_FogVertex(v);
10069 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
10070 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
10071 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
10074 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
10075 R_Mesh_ResetTextureState();
10076 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10077 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
10080 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10084 prvm_edict_t *edict;
10085 prvm_prog_t *prog_save = prog;
10087 // this function draws bounding boxes of server entities
10091 GL_CullFace(GL_NONE);
10092 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10096 for (i = 0;i < numsurfaces;i++)
10098 edict = PRVM_EDICT_NUM(surfacelist[i]);
10099 switch ((int)edict->fields.server->solid)
10101 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
10102 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
10103 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
10104 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
10105 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
10106 default: Vector4Set(color, 0, 0, 0, 0.50);break;
10108 color[3] *= r_showbboxes.value;
10109 color[3] = bound(0, color[3], 1);
10110 GL_DepthTest(!r_showdisabledepthtest.integer);
10111 GL_CullFace(r_refdef.view.cullface_front);
10112 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
10118 static void R_DrawEntityBBoxes(void)
10121 prvm_edict_t *edict;
10123 prvm_prog_t *prog_save = prog;
10125 // this function draws bounding boxes of server entities
10131 for (i = 0;i < prog->num_edicts;i++)
10133 edict = PRVM_EDICT_NUM(i);
10134 if (edict->priv.server->free)
10136 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10137 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10139 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10141 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10142 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10148 static const int nomodelelement3i[24] =
10160 static const unsigned short nomodelelement3s[24] =
10172 static const float nomodelvertex3f[6*3] =
10182 static const float nomodelcolor4f[6*4] =
10184 0.0f, 0.0f, 0.5f, 1.0f,
10185 0.0f, 0.0f, 0.5f, 1.0f,
10186 0.0f, 0.5f, 0.0f, 1.0f,
10187 0.0f, 0.5f, 0.0f, 1.0f,
10188 0.5f, 0.0f, 0.0f, 1.0f,
10189 0.5f, 0.0f, 0.0f, 1.0f
10192 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10196 float color4f[6*4];
10198 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);
10200 // this is only called once per entity so numsurfaces is always 1, and
10201 // surfacelist is always {0}, so this code does not handle batches
10203 if (rsurface.ent_flags & RENDER_ADDITIVE)
10205 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10206 GL_DepthMask(false);
10208 else if (rsurface.colormod[3] < 1)
10210 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10211 GL_DepthMask(false);
10215 GL_BlendFunc(GL_ONE, GL_ZERO);
10216 GL_DepthMask(true);
10218 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10219 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10220 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10221 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10222 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10223 for (i = 0, c = color4f;i < 6;i++, c += 4)
10225 c[0] *= rsurface.colormod[0];
10226 c[1] *= rsurface.colormod[1];
10227 c[2] *= rsurface.colormod[2];
10228 c[3] *= rsurface.colormod[3];
10230 if (r_refdef.fogenabled)
10232 for (i = 0, c = color4f;i < 6;i++, c += 4)
10234 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10236 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10237 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10238 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10241 // R_Mesh_ResetTextureState();
10242 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10243 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10244 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10247 void R_DrawNoModel(entity_render_t *ent)
10250 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10251 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10252 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10254 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10257 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10259 vec3_t right1, right2, diff, normal;
10261 VectorSubtract (org2, org1, normal);
10263 // calculate 'right' vector for start
10264 VectorSubtract (r_refdef.view.origin, org1, diff);
10265 CrossProduct (normal, diff, right1);
10266 VectorNormalize (right1);
10268 // calculate 'right' vector for end
10269 VectorSubtract (r_refdef.view.origin, org2, diff);
10270 CrossProduct (normal, diff, right2);
10271 VectorNormalize (right2);
10273 vert[ 0] = org1[0] + width * right1[0];
10274 vert[ 1] = org1[1] + width * right1[1];
10275 vert[ 2] = org1[2] + width * right1[2];
10276 vert[ 3] = org1[0] - width * right1[0];
10277 vert[ 4] = org1[1] - width * right1[1];
10278 vert[ 5] = org1[2] - width * right1[2];
10279 vert[ 6] = org2[0] - width * right2[0];
10280 vert[ 7] = org2[1] - width * right2[1];
10281 vert[ 8] = org2[2] - width * right2[2];
10282 vert[ 9] = org2[0] + width * right2[0];
10283 vert[10] = org2[1] + width * right2[1];
10284 vert[11] = org2[2] + width * right2[2];
10287 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)
10289 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10290 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10291 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10292 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10293 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10294 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10295 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10296 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10297 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10298 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10299 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10300 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10303 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10308 VectorSet(v, x, y, z);
10309 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10310 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10312 if (i == mesh->numvertices)
10314 if (mesh->numvertices < mesh->maxvertices)
10316 VectorCopy(v, vertex3f);
10317 mesh->numvertices++;
10319 return mesh->numvertices;
10325 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10328 int *e, element[3];
10329 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10330 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10331 e = mesh->element3i + mesh->numtriangles * 3;
10332 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10334 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10335 if (mesh->numtriangles < mesh->maxtriangles)
10340 mesh->numtriangles++;
10342 element[1] = element[2];
10346 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10349 int *e, element[3];
10350 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10351 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10352 e = mesh->element3i + mesh->numtriangles * 3;
10353 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10355 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10356 if (mesh->numtriangles < mesh->maxtriangles)
10361 mesh->numtriangles++;
10363 element[1] = element[2];
10367 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10368 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10370 int planenum, planenum2;
10373 mplane_t *plane, *plane2;
10375 double temppoints[2][256*3];
10376 // figure out how large a bounding box we need to properly compute this brush
10378 for (w = 0;w < numplanes;w++)
10379 maxdist = max(maxdist, fabs(planes[w].dist));
10380 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10381 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10382 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10386 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10387 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10389 if (planenum2 == planenum)
10391 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);
10394 if (tempnumpoints < 3)
10396 // generate elements forming a triangle fan for this polygon
10397 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10401 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)
10403 texturelayer_t *layer;
10404 layer = t->currentlayers + t->currentnumlayers++;
10405 layer->type = type;
10406 layer->depthmask = depthmask;
10407 layer->blendfunc1 = blendfunc1;
10408 layer->blendfunc2 = blendfunc2;
10409 layer->texture = texture;
10410 layer->texmatrix = *matrix;
10411 layer->color[0] = r;
10412 layer->color[1] = g;
10413 layer->color[2] = b;
10414 layer->color[3] = a;
10417 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10419 if(parms[0] == 0 && parms[1] == 0)
10421 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10422 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10427 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10430 index = parms[2] + r_refdef.scene.time * parms[3];
10431 index -= floor(index);
10432 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10435 case Q3WAVEFUNC_NONE:
10436 case Q3WAVEFUNC_NOISE:
10437 case Q3WAVEFUNC_COUNT:
10440 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10441 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10442 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10443 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10444 case Q3WAVEFUNC_TRIANGLE:
10446 f = index - floor(index);
10449 else if (index < 2)
10451 else if (index < 3)
10457 f = parms[0] + parms[1] * f;
10458 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10459 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10463 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10468 matrix4x4_t matrix, temp;
10469 switch(tcmod->tcmod)
10471 case Q3TCMOD_COUNT:
10473 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10474 matrix = r_waterscrollmatrix;
10476 matrix = identitymatrix;
10478 case Q3TCMOD_ENTITYTRANSLATE:
10479 // this is used in Q3 to allow the gamecode to control texcoord
10480 // scrolling on the entity, which is not supported in darkplaces yet.
10481 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10483 case Q3TCMOD_ROTATE:
10484 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10485 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10486 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10488 case Q3TCMOD_SCALE:
10489 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10491 case Q3TCMOD_SCROLL:
10492 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10494 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10495 w = (int) tcmod->parms[0];
10496 h = (int) tcmod->parms[1];
10497 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10499 idx = (int) floor(f * w * h);
10500 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10502 case Q3TCMOD_STRETCH:
10503 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10504 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10506 case Q3TCMOD_TRANSFORM:
10507 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10508 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10509 VectorSet(tcmat + 6, 0 , 0 , 1);
10510 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10511 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10513 case Q3TCMOD_TURBULENT:
10514 // this is handled in the RSurf_PrepareVertices function
10515 matrix = identitymatrix;
10519 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10522 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10524 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10525 char name[MAX_QPATH];
10526 skinframe_t *skinframe;
10527 unsigned char pixels[296*194];
10528 strlcpy(cache->name, skinname, sizeof(cache->name));
10529 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10530 if (developer_loading.integer)
10531 Con_Printf("loading %s\n", name);
10532 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10533 if (!skinframe || !skinframe->base)
10536 fs_offset_t filesize;
10538 f = FS_LoadFile(name, tempmempool, true, &filesize);
10541 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10542 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10546 cache->skinframe = skinframe;
10549 texture_t *R_GetCurrentTexture(texture_t *t)
10552 const entity_render_t *ent = rsurface.entity;
10553 dp_model_t *model = ent->model;
10554 q3shaderinfo_layer_tcmod_t *tcmod;
10556 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10557 return t->currentframe;
10558 t->update_lastrenderframe = r_textureframe;
10559 t->update_lastrenderentity = (void *)ent;
10561 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10562 t->camera_entity = ent->entitynumber;
10564 t->camera_entity = 0;
10566 // switch to an alternate material if this is a q1bsp animated material
10568 texture_t *texture = t;
10569 int s = rsurface.ent_skinnum;
10570 if ((unsigned int)s >= (unsigned int)model->numskins)
10572 if (model->skinscenes)
10574 if (model->skinscenes[s].framecount > 1)
10575 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10577 s = model->skinscenes[s].firstframe;
10580 t = t + s * model->num_surfaces;
10583 // use an alternate animation if the entity's frame is not 0,
10584 // and only if the texture has an alternate animation
10585 if (rsurface.ent_alttextures && t->anim_total[1])
10586 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10588 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10590 texture->currentframe = t;
10593 // update currentskinframe to be a qw skin or animation frame
10594 if (rsurface.ent_qwskin >= 0)
10596 i = rsurface.ent_qwskin;
10597 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10599 r_qwskincache_size = cl.maxclients;
10601 Mem_Free(r_qwskincache);
10602 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10604 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10605 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10606 t->currentskinframe = r_qwskincache[i].skinframe;
10607 if (t->currentskinframe == NULL)
10608 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10610 else if (t->numskinframes >= 2)
10611 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10612 if (t->backgroundnumskinframes >= 2)
10613 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10615 t->currentmaterialflags = t->basematerialflags;
10616 t->currentalpha = rsurface.colormod[3];
10617 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10618 t->currentalpha *= r_wateralpha.value;
10619 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10620 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10621 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10622 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10623 if (!(rsurface.ent_flags & RENDER_LIGHT))
10624 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10625 else if (FAKELIGHT_ENABLED)
10627 // no modellight if using fakelight for the map
10629 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10631 // pick a model lighting mode
10632 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10633 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10635 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10637 if (rsurface.ent_flags & RENDER_ADDITIVE)
10638 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10639 else if (t->currentalpha < 1)
10640 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10641 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10642 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10643 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10644 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10645 if (t->backgroundnumskinframes)
10646 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10647 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10649 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10650 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10653 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10654 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10655 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10657 // there is no tcmod
10658 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10660 t->currenttexmatrix = r_waterscrollmatrix;
10661 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10663 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10665 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10666 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10669 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10670 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10671 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10672 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10674 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10675 if (t->currentskinframe->qpixels)
10676 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10677 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10678 if (!t->basetexture)
10679 t->basetexture = r_texture_notexture;
10680 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10681 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10682 t->nmaptexture = t->currentskinframe->nmap;
10683 if (!t->nmaptexture)
10684 t->nmaptexture = r_texture_blanknormalmap;
10685 t->glosstexture = r_texture_black;
10686 t->glowtexture = t->currentskinframe->glow;
10687 t->fogtexture = t->currentskinframe->fog;
10688 t->reflectmasktexture = t->currentskinframe->reflect;
10689 if (t->backgroundnumskinframes)
10691 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10692 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10693 t->backgroundglosstexture = r_texture_black;
10694 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10695 if (!t->backgroundnmaptexture)
10696 t->backgroundnmaptexture = r_texture_blanknormalmap;
10700 t->backgroundbasetexture = r_texture_white;
10701 t->backgroundnmaptexture = r_texture_blanknormalmap;
10702 t->backgroundglosstexture = r_texture_black;
10703 t->backgroundglowtexture = NULL;
10705 t->specularpower = r_shadow_glossexponent.value;
10706 // TODO: store reference values for these in the texture?
10707 t->specularscale = 0;
10708 if (r_shadow_gloss.integer > 0)
10710 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10712 if (r_shadow_glossintensity.value > 0)
10714 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10715 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10716 t->specularscale = r_shadow_glossintensity.value;
10719 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10721 t->glosstexture = r_texture_white;
10722 t->backgroundglosstexture = r_texture_white;
10723 t->specularscale = r_shadow_gloss2intensity.value;
10724 t->specularpower = r_shadow_gloss2exponent.value;
10727 t->specularscale *= t->specularscalemod;
10728 t->specularpower *= t->specularpowermod;
10730 // lightmaps mode looks bad with dlights using actual texturing, so turn
10731 // off the colormap and glossmap, but leave the normalmap on as it still
10732 // accurately represents the shading involved
10733 if (gl_lightmaps.integer)
10735 t->basetexture = r_texture_grey128;
10736 t->pantstexture = r_texture_black;
10737 t->shirttexture = r_texture_black;
10738 t->nmaptexture = r_texture_blanknormalmap;
10739 t->glosstexture = r_texture_black;
10740 t->glowtexture = NULL;
10741 t->fogtexture = NULL;
10742 t->reflectmasktexture = NULL;
10743 t->backgroundbasetexture = NULL;
10744 t->backgroundnmaptexture = r_texture_blanknormalmap;
10745 t->backgroundglosstexture = r_texture_black;
10746 t->backgroundglowtexture = NULL;
10747 t->specularscale = 0;
10748 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10751 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10752 VectorClear(t->dlightcolor);
10753 t->currentnumlayers = 0;
10754 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10756 int blendfunc1, blendfunc2;
10757 qboolean depthmask;
10758 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10760 blendfunc1 = GL_SRC_ALPHA;
10761 blendfunc2 = GL_ONE;
10763 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10765 blendfunc1 = GL_SRC_ALPHA;
10766 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10768 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10770 blendfunc1 = t->customblendfunc[0];
10771 blendfunc2 = t->customblendfunc[1];
10775 blendfunc1 = GL_ONE;
10776 blendfunc2 = GL_ZERO;
10778 // don't colormod evilblend textures
10779 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10780 VectorSet(t->lightmapcolor, 1, 1, 1);
10781 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10782 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10784 // fullbright is not affected by r_refdef.lightmapintensity
10785 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]);
10786 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10787 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]);
10788 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10789 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]);
10793 vec3_t ambientcolor;
10795 // set the color tint used for lights affecting this surface
10796 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10798 // q3bsp has no lightmap updates, so the lightstylevalue that
10799 // would normally be baked into the lightmap must be
10800 // applied to the color
10801 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10802 if (model->type == mod_brushq3)
10803 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10804 colorscale *= r_refdef.lightmapintensity;
10805 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10806 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10807 // basic lit geometry
10808 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]);
10809 // add pants/shirt if needed
10810 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10811 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]);
10812 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10813 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]);
10814 // now add ambient passes if needed
10815 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10817 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]);
10818 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10819 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]);
10820 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10821 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]);
10824 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10825 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]);
10826 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10828 // if this is opaque use alpha blend which will darken the earlier
10831 // if this is an alpha blended material, all the earlier passes
10832 // were darkened by fog already, so we only need to add the fog
10833 // color ontop through the fog mask texture
10835 // if this is an additive blended material, all the earlier passes
10836 // were darkened by fog already, and we should not add fog color
10837 // (because the background was not darkened, there is no fog color
10838 // that was lost behind it).
10839 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]);
10843 return t->currentframe;
10846 rsurfacestate_t rsurface;
10848 void R_Mesh_ResizeArrays(int newvertices)
10850 unsigned char *base;
10852 if (rsurface.array_size >= newvertices)
10854 if (rsurface.array_base)
10855 Mem_Free(rsurface.array_base);
10856 rsurface.array_size = (newvertices + 1023) & ~1023;
10858 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10859 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10860 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10861 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10862 size += rsurface.array_size * sizeof(float[3]);
10863 size += rsurface.array_size * sizeof(float[3]);
10864 size += rsurface.array_size * sizeof(float[3]);
10865 size += rsurface.array_size * sizeof(float[3]);
10866 size += rsurface.array_size * sizeof(float[3]);
10867 size += rsurface.array_size * sizeof(float[3]);
10868 size += rsurface.array_size * sizeof(float[3]);
10869 size += rsurface.array_size * sizeof(float[3]);
10870 size += rsurface.array_size * sizeof(float[4]);
10871 size += rsurface.array_size * sizeof(float[2]);
10872 size += rsurface.array_size * sizeof(float[2]);
10873 size += rsurface.array_size * sizeof(float[4]);
10874 size += rsurface.array_size * sizeof(int[3]);
10875 size += rsurface.array_size * sizeof(unsigned short[3]);
10876 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10877 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10878 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10879 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10880 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10881 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10882 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10883 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10884 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10885 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10886 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10887 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10888 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10889 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10890 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10891 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10892 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10893 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10894 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10897 void RSurf_ActiveWorldEntity(void)
10900 dp_model_t *model = r_refdef.scene.worldmodel;
10901 //if (rsurface.entity == r_refdef.scene.worldentity)
10903 rsurface.entity = r_refdef.scene.worldentity;
10904 rsurface.skeleton = NULL;
10905 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10906 rsurface.ent_skinnum = 0;
10907 rsurface.ent_qwskin = -1;
10908 rsurface.ent_shadertime = 0;
10909 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10910 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
10911 if (rsurface.array_size < newvertices)
10912 R_Mesh_ResizeArrays(newvertices);
10913 rsurface.matrix = identitymatrix;
10914 rsurface.inversematrix = identitymatrix;
10915 rsurface.matrixscale = 1;
10916 rsurface.inversematrixscale = 1;
10917 R_EntityMatrix(&identitymatrix);
10918 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10919 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10920 rsurface.fograngerecip = r_refdef.fograngerecip;
10921 rsurface.fogheightfade = r_refdef.fogheightfade;
10922 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10923 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10924 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10925 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10926 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10927 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10928 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10929 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10930 rsurface.colormod[3] = 1;
10931 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);
10932 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10933 rsurface.frameblend[0].lerp = 1;
10934 rsurface.ent_alttextures = false;
10935 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10936 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10937 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10938 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10939 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10940 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10941 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10942 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10943 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10944 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10945 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10946 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10947 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10948 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10949 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10950 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10951 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10952 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10953 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10954 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10955 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10956 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10957 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10958 rsurface.modelelement3i = model->surfmesh.data_element3i;
10959 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10960 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10961 rsurface.modelelement3s = model->surfmesh.data_element3s;
10962 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10963 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10964 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10965 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10966 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10967 rsurface.modelsurfaces = model->data_surfaces;
10968 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10969 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10970 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10971 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10972 rsurface.modelgeneratedvertex = false;
10973 rsurface.batchgeneratedvertex = false;
10974 rsurface.batchfirstvertex = 0;
10975 rsurface.batchnumvertices = 0;
10976 rsurface.batchfirsttriangle = 0;
10977 rsurface.batchnumtriangles = 0;
10978 rsurface.batchvertex3f = NULL;
10979 rsurface.batchvertex3f_vertexbuffer = NULL;
10980 rsurface.batchvertex3f_bufferoffset = 0;
10981 rsurface.batchsvector3f = NULL;
10982 rsurface.batchsvector3f_vertexbuffer = NULL;
10983 rsurface.batchsvector3f_bufferoffset = 0;
10984 rsurface.batchtvector3f = NULL;
10985 rsurface.batchtvector3f_vertexbuffer = NULL;
10986 rsurface.batchtvector3f_bufferoffset = 0;
10987 rsurface.batchnormal3f = NULL;
10988 rsurface.batchnormal3f_vertexbuffer = NULL;
10989 rsurface.batchnormal3f_bufferoffset = 0;
10990 rsurface.batchlightmapcolor4f = NULL;
10991 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10992 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10993 rsurface.batchtexcoordtexture2f = NULL;
10994 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10995 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10996 rsurface.batchtexcoordlightmap2f = NULL;
10997 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10998 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10999 rsurface.batchvertexmesh = NULL;
11000 rsurface.batchvertexmeshbuffer = NULL;
11001 rsurface.batchvertexposition = NULL;
11002 rsurface.batchvertexpositionbuffer = NULL;
11003 rsurface.batchelement3i = NULL;
11004 rsurface.batchelement3i_indexbuffer = NULL;
11005 rsurface.batchelement3i_bufferoffset = 0;
11006 rsurface.batchelement3s = NULL;
11007 rsurface.batchelement3s_indexbuffer = NULL;
11008 rsurface.batchelement3s_bufferoffset = 0;
11009 rsurface.passcolor4f = NULL;
11010 rsurface.passcolor4f_vertexbuffer = NULL;
11011 rsurface.passcolor4f_bufferoffset = 0;
11014 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
11017 dp_model_t *model = ent->model;
11018 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
11020 rsurface.entity = (entity_render_t *)ent;
11021 rsurface.skeleton = ent->skeleton;
11022 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
11023 rsurface.ent_skinnum = ent->skinnum;
11024 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;
11025 rsurface.ent_shadertime = ent->shadertime;
11026 rsurface.ent_flags = ent->flags;
11027 newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
11028 if (rsurface.array_size < newvertices)
11029 R_Mesh_ResizeArrays(newvertices);
11030 rsurface.matrix = ent->matrix;
11031 rsurface.inversematrix = ent->inversematrix;
11032 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11033 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11034 R_EntityMatrix(&rsurface.matrix);
11035 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11036 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11037 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11038 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11039 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11040 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11041 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
11042 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
11043 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
11044 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
11045 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
11046 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
11047 rsurface.colormod[3] = ent->alpha;
11048 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
11049 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
11050 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
11051 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11052 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11053 if (ent->model->brush.submodel && !prepass)
11055 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
11056 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
11058 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
11060 if (ent->animcache_vertex3f && !r_framedata_failed)
11062 rsurface.modelvertex3f = ent->animcache_vertex3f;
11063 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
11064 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
11065 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
11066 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
11067 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
11068 rsurface.modelvertexposition = ent->animcache_vertexposition;
11069 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
11071 else if (wanttangents)
11073 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11074 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11075 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11076 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11077 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
11078 rsurface.modelvertexmesh = NULL;
11079 rsurface.modelvertexmeshbuffer = NULL;
11080 rsurface.modelvertexposition = NULL;
11081 rsurface.modelvertexpositionbuffer = NULL;
11083 else if (wantnormals)
11085 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11086 rsurface.modelsvector3f = NULL;
11087 rsurface.modeltvector3f = NULL;
11088 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11089 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
11090 rsurface.modelvertexmesh = NULL;
11091 rsurface.modelvertexmeshbuffer = NULL;
11092 rsurface.modelvertexposition = NULL;
11093 rsurface.modelvertexpositionbuffer = NULL;
11097 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
11098 rsurface.modelsvector3f = NULL;
11099 rsurface.modeltvector3f = NULL;
11100 rsurface.modelnormal3f = NULL;
11101 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
11102 rsurface.modelvertexmesh = NULL;
11103 rsurface.modelvertexmeshbuffer = NULL;
11104 rsurface.modelvertexposition = NULL;
11105 rsurface.modelvertexpositionbuffer = NULL;
11107 rsurface.modelvertex3f_vertexbuffer = 0;
11108 rsurface.modelvertex3f_bufferoffset = 0;
11109 rsurface.modelsvector3f_vertexbuffer = 0;
11110 rsurface.modelsvector3f_bufferoffset = 0;
11111 rsurface.modeltvector3f_vertexbuffer = 0;
11112 rsurface.modeltvector3f_bufferoffset = 0;
11113 rsurface.modelnormal3f_vertexbuffer = 0;
11114 rsurface.modelnormal3f_bufferoffset = 0;
11115 rsurface.modelgeneratedvertex = true;
11119 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
11120 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11121 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
11122 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
11123 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11124 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
11125 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
11126 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11127 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
11128 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
11129 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11130 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11131 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11132 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11133 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11134 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11135 rsurface.modelgeneratedvertex = false;
11137 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11138 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11139 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11140 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11141 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11142 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11143 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11144 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11145 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11146 rsurface.modelelement3i = model->surfmesh.data_element3i;
11147 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11148 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11149 rsurface.modelelement3s = model->surfmesh.data_element3s;
11150 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11151 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11152 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11153 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11154 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11155 rsurface.modelsurfaces = model->data_surfaces;
11156 rsurface.batchgeneratedvertex = false;
11157 rsurface.batchfirstvertex = 0;
11158 rsurface.batchnumvertices = 0;
11159 rsurface.batchfirsttriangle = 0;
11160 rsurface.batchnumtriangles = 0;
11161 rsurface.batchvertex3f = NULL;
11162 rsurface.batchvertex3f_vertexbuffer = NULL;
11163 rsurface.batchvertex3f_bufferoffset = 0;
11164 rsurface.batchsvector3f = NULL;
11165 rsurface.batchsvector3f_vertexbuffer = NULL;
11166 rsurface.batchsvector3f_bufferoffset = 0;
11167 rsurface.batchtvector3f = NULL;
11168 rsurface.batchtvector3f_vertexbuffer = NULL;
11169 rsurface.batchtvector3f_bufferoffset = 0;
11170 rsurface.batchnormal3f = NULL;
11171 rsurface.batchnormal3f_vertexbuffer = NULL;
11172 rsurface.batchnormal3f_bufferoffset = 0;
11173 rsurface.batchlightmapcolor4f = NULL;
11174 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11175 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11176 rsurface.batchtexcoordtexture2f = NULL;
11177 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11178 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11179 rsurface.batchtexcoordlightmap2f = NULL;
11180 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11181 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11182 rsurface.batchvertexmesh = NULL;
11183 rsurface.batchvertexmeshbuffer = NULL;
11184 rsurface.batchvertexposition = NULL;
11185 rsurface.batchvertexpositionbuffer = NULL;
11186 rsurface.batchelement3i = NULL;
11187 rsurface.batchelement3i_indexbuffer = NULL;
11188 rsurface.batchelement3i_bufferoffset = 0;
11189 rsurface.batchelement3s = NULL;
11190 rsurface.batchelement3s_indexbuffer = NULL;
11191 rsurface.batchelement3s_bufferoffset = 0;
11192 rsurface.passcolor4f = NULL;
11193 rsurface.passcolor4f_vertexbuffer = NULL;
11194 rsurface.passcolor4f_bufferoffset = 0;
11197 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)
11201 rsurface.entity = r_refdef.scene.worldentity;
11202 rsurface.skeleton = NULL;
11203 rsurface.ent_skinnum = 0;
11204 rsurface.ent_qwskin = -1;
11205 rsurface.ent_shadertime = shadertime;
11206 rsurface.ent_flags = entflags;
11207 rsurface.modelnumvertices = numvertices;
11208 rsurface.modelnumtriangles = numtriangles;
11209 newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
11210 if (rsurface.array_size < newvertices)
11211 R_Mesh_ResizeArrays(newvertices);
11212 rsurface.matrix = *matrix;
11213 rsurface.inversematrix = *inversematrix;
11214 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11215 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11216 R_EntityMatrix(&rsurface.matrix);
11217 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11218 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11219 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11220 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11221 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11222 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11223 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11224 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11225 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11226 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11227 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11228 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11229 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);
11230 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11231 rsurface.frameblend[0].lerp = 1;
11232 rsurface.ent_alttextures = false;
11233 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11234 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11237 rsurface.modelvertex3f = vertex3f;
11238 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11239 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11240 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11242 else if (wantnormals)
11244 rsurface.modelvertex3f = vertex3f;
11245 rsurface.modelsvector3f = NULL;
11246 rsurface.modeltvector3f = NULL;
11247 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11251 rsurface.modelvertex3f = vertex3f;
11252 rsurface.modelsvector3f = NULL;
11253 rsurface.modeltvector3f = NULL;
11254 rsurface.modelnormal3f = NULL;
11256 rsurface.modelvertexmesh = NULL;
11257 rsurface.modelvertexmeshbuffer = NULL;
11258 rsurface.modelvertexposition = NULL;
11259 rsurface.modelvertexpositionbuffer = NULL;
11260 rsurface.modelvertex3f_vertexbuffer = 0;
11261 rsurface.modelvertex3f_bufferoffset = 0;
11262 rsurface.modelsvector3f_vertexbuffer = 0;
11263 rsurface.modelsvector3f_bufferoffset = 0;
11264 rsurface.modeltvector3f_vertexbuffer = 0;
11265 rsurface.modeltvector3f_bufferoffset = 0;
11266 rsurface.modelnormal3f_vertexbuffer = 0;
11267 rsurface.modelnormal3f_bufferoffset = 0;
11268 rsurface.modelgeneratedvertex = true;
11269 rsurface.modellightmapcolor4f = color4f;
11270 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11271 rsurface.modellightmapcolor4f_bufferoffset = 0;
11272 rsurface.modeltexcoordtexture2f = texcoord2f;
11273 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11274 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11275 rsurface.modeltexcoordlightmap2f = NULL;
11276 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11277 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11278 rsurface.modelelement3i = element3i;
11279 rsurface.modelelement3i_indexbuffer = NULL;
11280 rsurface.modelelement3i_bufferoffset = 0;
11281 rsurface.modelelement3s = element3s;
11282 rsurface.modelelement3s_indexbuffer = NULL;
11283 rsurface.modelelement3s_bufferoffset = 0;
11284 rsurface.modellightmapoffsets = NULL;
11285 rsurface.modelsurfaces = NULL;
11286 rsurface.batchgeneratedvertex = false;
11287 rsurface.batchfirstvertex = 0;
11288 rsurface.batchnumvertices = 0;
11289 rsurface.batchfirsttriangle = 0;
11290 rsurface.batchnumtriangles = 0;
11291 rsurface.batchvertex3f = NULL;
11292 rsurface.batchvertex3f_vertexbuffer = NULL;
11293 rsurface.batchvertex3f_bufferoffset = 0;
11294 rsurface.batchsvector3f = NULL;
11295 rsurface.batchsvector3f_vertexbuffer = NULL;
11296 rsurface.batchsvector3f_bufferoffset = 0;
11297 rsurface.batchtvector3f = NULL;
11298 rsurface.batchtvector3f_vertexbuffer = NULL;
11299 rsurface.batchtvector3f_bufferoffset = 0;
11300 rsurface.batchnormal3f = NULL;
11301 rsurface.batchnormal3f_vertexbuffer = NULL;
11302 rsurface.batchnormal3f_bufferoffset = 0;
11303 rsurface.batchlightmapcolor4f = NULL;
11304 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11305 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11306 rsurface.batchtexcoordtexture2f = NULL;
11307 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11308 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11309 rsurface.batchtexcoordlightmap2f = NULL;
11310 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11311 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11312 rsurface.batchvertexmesh = NULL;
11313 rsurface.batchvertexmeshbuffer = NULL;
11314 rsurface.batchvertexposition = NULL;
11315 rsurface.batchvertexpositionbuffer = NULL;
11316 rsurface.batchelement3i = NULL;
11317 rsurface.batchelement3i_indexbuffer = NULL;
11318 rsurface.batchelement3i_bufferoffset = 0;
11319 rsurface.batchelement3s = NULL;
11320 rsurface.batchelement3s_indexbuffer = NULL;
11321 rsurface.batchelement3s_bufferoffset = 0;
11322 rsurface.passcolor4f = NULL;
11323 rsurface.passcolor4f_vertexbuffer = NULL;
11324 rsurface.passcolor4f_bufferoffset = 0;
11326 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11328 if ((wantnormals || wanttangents) && !normal3f)
11330 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11331 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11333 if (wanttangents && !svector3f)
11335 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);
11336 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11337 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11342 float RSurf_FogPoint(const float *v)
11344 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11345 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11346 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11347 float FogHeightFade = r_refdef.fogheightfade;
11349 unsigned int fogmasktableindex;
11350 if (r_refdef.fogplaneviewabove)
11351 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11353 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11354 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11355 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11358 float RSurf_FogVertex(const float *v)
11360 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11361 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11362 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11363 float FogHeightFade = rsurface.fogheightfade;
11365 unsigned int fogmasktableindex;
11366 if (r_refdef.fogplaneviewabove)
11367 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11369 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11370 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11371 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11374 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11377 for (i = 0;i < numelements;i++)
11378 outelement3i[i] = inelement3i[i] + adjust;
11381 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11382 extern cvar_t gl_vbo;
11383 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11391 int surfacefirsttriangle;
11392 int surfacenumtriangles;
11393 int surfacefirstvertex;
11394 int surfaceendvertex;
11395 int surfacenumvertices;
11399 qboolean dynamicvertex;
11403 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11404 float waveparms[4];
11405 q3shaderinfo_deform_t *deform;
11406 const msurface_t *surface, *firstsurface;
11407 r_vertexposition_t *vertexposition;
11408 r_vertexmesh_t *vertexmesh;
11409 if (!texturenumsurfaces)
11411 // find vertex range of this surface batch
11413 firstsurface = texturesurfacelist[0];
11414 firsttriangle = firstsurface->num_firsttriangle;
11416 firstvertex = endvertex = firstsurface->num_firstvertex;
11417 for (i = 0;i < texturenumsurfaces;i++)
11419 surface = texturesurfacelist[i];
11420 if (surface != firstsurface + i)
11422 surfacefirstvertex = surface->num_firstvertex;
11423 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11424 surfacenumtriangles = surface->num_triangles;
11425 if (firstvertex > surfacefirstvertex)
11426 firstvertex = surfacefirstvertex;
11427 if (endvertex < surfaceendvertex)
11428 endvertex = surfaceendvertex;
11429 numtriangles += surfacenumtriangles;
11432 // we now know the vertex range used, and if there are any gaps in it
11433 rsurface.batchfirstvertex = firstvertex;
11434 rsurface.batchnumvertices = endvertex - firstvertex;
11435 rsurface.batchfirsttriangle = firsttriangle;
11436 rsurface.batchnumtriangles = numtriangles;
11438 // this variable holds flags for which properties have been updated that
11439 // may require regenerating vertexmesh or vertexposition arrays...
11442 // check if any dynamic vertex processing must occur
11443 dynamicvertex = false;
11445 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11446 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11447 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11449 switch (deform->deform)
11452 case Q3DEFORM_PROJECTIONSHADOW:
11453 case Q3DEFORM_TEXT0:
11454 case Q3DEFORM_TEXT1:
11455 case Q3DEFORM_TEXT2:
11456 case Q3DEFORM_TEXT3:
11457 case Q3DEFORM_TEXT4:
11458 case Q3DEFORM_TEXT5:
11459 case Q3DEFORM_TEXT6:
11460 case Q3DEFORM_TEXT7:
11461 case Q3DEFORM_NONE:
11463 case Q3DEFORM_AUTOSPRITE:
11464 dynamicvertex = true;
11465 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11466 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11468 case Q3DEFORM_AUTOSPRITE2:
11469 dynamicvertex = true;
11470 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11471 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11473 case Q3DEFORM_NORMAL:
11474 dynamicvertex = true;
11475 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11476 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11478 case Q3DEFORM_WAVE:
11479 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11480 break; // if wavefunc is a nop, ignore this transform
11481 dynamicvertex = true;
11482 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11483 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11485 case Q3DEFORM_BULGE:
11486 dynamicvertex = true;
11487 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11488 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11490 case Q3DEFORM_MOVE:
11491 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11492 break; // if wavefunc is a nop, ignore this transform
11493 dynamicvertex = true;
11494 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11495 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11499 switch(rsurface.texture->tcgen.tcgen)
11502 case Q3TCGEN_TEXTURE:
11504 case Q3TCGEN_LIGHTMAP:
11505 dynamicvertex = true;
11506 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11507 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11509 case Q3TCGEN_VECTOR:
11510 dynamicvertex = true;
11511 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11512 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11514 case Q3TCGEN_ENVIRONMENT:
11515 dynamicvertex = true;
11516 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11517 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11520 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11522 dynamicvertex = true;
11523 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11524 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11527 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11529 dynamicvertex = true;
11530 batchneed |= BATCHNEED_NOGAPS;
11531 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11534 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11536 dynamicvertex = true;
11537 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11538 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11541 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11543 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11544 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11545 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11546 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11547 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11548 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11549 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11552 // when the model data has no vertex buffer (dynamic mesh), we need to
11554 if (!rsurface.modelvertexmeshbuffer)
11555 batchneed |= BATCHNEED_NOGAPS;
11557 // if needsupdate, we have to do a dynamic vertex batch for sure
11558 if (needsupdate & batchneed)
11559 dynamicvertex = true;
11561 // see if we need to build vertexmesh from arrays
11562 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11563 dynamicvertex = true;
11565 // see if we need to build vertexposition from arrays
11566 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11567 dynamicvertex = true;
11569 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11570 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11571 dynamicvertex = true;
11573 // if there is a chance of animated vertex colors, it's a dynamic batch
11574 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11575 dynamicvertex = true;
11577 rsurface.batchvertex3f = rsurface.modelvertex3f;
11578 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11579 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11580 rsurface.batchsvector3f = rsurface.modelsvector3f;
11581 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11582 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11583 rsurface.batchtvector3f = rsurface.modeltvector3f;
11584 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11585 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11586 rsurface.batchnormal3f = rsurface.modelnormal3f;
11587 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11588 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11589 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11590 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11591 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11592 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11593 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11594 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11595 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11596 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11597 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11598 rsurface.batchvertexposition = rsurface.modelvertexposition;
11599 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11600 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11601 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11602 rsurface.batchelement3i = rsurface.modelelement3i;
11603 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11604 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11605 rsurface.batchelement3s = rsurface.modelelement3s;
11606 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11607 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11609 // if any dynamic vertex processing has to occur in software, we copy the
11610 // entire surface list together before processing to rebase the vertices
11611 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11613 // if any gaps exist and we do not have a static vertex buffer, we have to
11614 // copy the surface list together to avoid wasting upload bandwidth on the
11615 // vertices in the gaps.
11617 // if gaps exist and we have a static vertex buffer, we still have to
11618 // combine the index buffer ranges into one dynamic index buffer.
11620 // in all cases we end up with data that can be drawn in one call.
11622 if (!dynamicvertex)
11624 // static vertex data, just set pointers...
11625 rsurface.batchgeneratedvertex = false;
11626 // if there are gaps, we want to build a combined index buffer,
11627 // otherwise use the original static buffer with an appropriate offset
11632 for (i = 0;i < texturenumsurfaces;i++)
11634 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11635 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11636 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11637 numtriangles += surfacenumtriangles;
11639 rsurface.batchelement3i = rsurface.array_batchelement3i;
11640 rsurface.batchelement3i_indexbuffer = NULL;
11641 rsurface.batchelement3i_bufferoffset = 0;
11642 rsurface.batchelement3s = NULL;
11643 rsurface.batchelement3s_indexbuffer = NULL;
11644 rsurface.batchelement3s_bufferoffset = 0;
11645 if (endvertex <= 65536)
11647 rsurface.batchelement3s = rsurface.array_batchelement3s;
11648 for (i = 0;i < numtriangles*3;i++)
11649 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11651 rsurface.batchfirsttriangle = firsttriangle;
11652 rsurface.batchnumtriangles = numtriangles;
11657 // something needs software processing, do it for real...
11658 // we only directly handle interleaved array data in this case...
11659 rsurface.batchgeneratedvertex = true;
11661 // now copy the vertex data into a combined array and make an index array
11662 // (this is what Quake3 does all the time)
11663 //if (gaps || rsurface.batchfirstvertex)
11665 rsurface.batchvertexposition = NULL;
11666 rsurface.batchvertexpositionbuffer = NULL;
11667 rsurface.batchvertexmesh = NULL;
11668 rsurface.batchvertexmeshbuffer = NULL;
11669 rsurface.batchvertex3f = NULL;
11670 rsurface.batchvertex3f_vertexbuffer = NULL;
11671 rsurface.batchvertex3f_bufferoffset = 0;
11672 rsurface.batchsvector3f = NULL;
11673 rsurface.batchsvector3f_vertexbuffer = NULL;
11674 rsurface.batchsvector3f_bufferoffset = 0;
11675 rsurface.batchtvector3f = NULL;
11676 rsurface.batchtvector3f_vertexbuffer = NULL;
11677 rsurface.batchtvector3f_bufferoffset = 0;
11678 rsurface.batchnormal3f = NULL;
11679 rsurface.batchnormal3f_vertexbuffer = NULL;
11680 rsurface.batchnormal3f_bufferoffset = 0;
11681 rsurface.batchlightmapcolor4f = NULL;
11682 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11683 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11684 rsurface.batchtexcoordtexture2f = NULL;
11685 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11686 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11687 rsurface.batchtexcoordlightmap2f = NULL;
11688 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11689 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11690 rsurface.batchelement3i = rsurface.array_batchelement3i;
11691 rsurface.batchelement3i_indexbuffer = NULL;
11692 rsurface.batchelement3i_bufferoffset = 0;
11693 rsurface.batchelement3s = NULL;
11694 rsurface.batchelement3s_indexbuffer = NULL;
11695 rsurface.batchelement3s_bufferoffset = 0;
11696 // we'll only be setting up certain arrays as needed
11697 if (batchneed & BATCHNEED_VERTEXPOSITION)
11698 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11699 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11700 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11701 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11702 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11703 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11704 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11705 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11707 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11708 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11710 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11711 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11712 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11713 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11714 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11715 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11718 for (i = 0;i < texturenumsurfaces;i++)
11720 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11721 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11722 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11723 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11724 // copy only the data requested
11725 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11726 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11727 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11728 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11729 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11731 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11732 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11733 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11734 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11735 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11737 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11738 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11740 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11741 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11742 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11743 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11744 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11745 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11747 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11748 numvertices += surfacenumvertices;
11749 numtriangles += surfacenumtriangles;
11752 // generate a 16bit index array as well if possible
11753 // (in general, dynamic batches fit)
11754 if (numvertices <= 65536)
11756 rsurface.batchelement3s = rsurface.array_batchelement3s;
11757 for (i = 0;i < numtriangles*3;i++)
11758 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11761 // since we've copied everything, the batch now starts at 0
11762 rsurface.batchfirstvertex = 0;
11763 rsurface.batchnumvertices = numvertices;
11764 rsurface.batchfirsttriangle = 0;
11765 rsurface.batchnumtriangles = numtriangles;
11768 // q1bsp surfaces rendered in vertex color mode have to have colors
11769 // calculated based on lightstyles
11770 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11772 // generate color arrays for the surfaces in this list
11776 const int *offsets;
11777 const unsigned char *lm;
11779 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11780 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11781 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11782 for (i = 0;i < texturenumsurfaces;i++)
11784 surface = texturesurfacelist[i];
11785 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11786 surfacenumvertices = surface->num_vertices;
11787 if (surface->lightmapinfo->samples)
11789 for (j = 0;j < surfacenumvertices;j++)
11791 lm = surface->lightmapinfo->samples + offsets[j];
11792 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11793 VectorScale(lm, scale, c);
11794 if (surface->lightmapinfo->styles[1] != 255)
11796 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11798 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11799 VectorMA(c, scale, lm, c);
11800 if (surface->lightmapinfo->styles[2] != 255)
11803 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11804 VectorMA(c, scale, lm, c);
11805 if (surface->lightmapinfo->styles[3] != 255)
11808 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11809 VectorMA(c, scale, lm, c);
11816 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);
11822 for (j = 0;j < surfacenumvertices;j++)
11824 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11831 // if vertices are deformed (sprite flares and things in maps, possibly
11832 // water waves, bulges and other deformations), modify the copied vertices
11834 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11836 switch (deform->deform)
11839 case Q3DEFORM_PROJECTIONSHADOW:
11840 case Q3DEFORM_TEXT0:
11841 case Q3DEFORM_TEXT1:
11842 case Q3DEFORM_TEXT2:
11843 case Q3DEFORM_TEXT3:
11844 case Q3DEFORM_TEXT4:
11845 case Q3DEFORM_TEXT5:
11846 case Q3DEFORM_TEXT6:
11847 case Q3DEFORM_TEXT7:
11848 case Q3DEFORM_NONE:
11850 case Q3DEFORM_AUTOSPRITE:
11851 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11852 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11853 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11854 VectorNormalize(newforward);
11855 VectorNormalize(newright);
11856 VectorNormalize(newup);
11857 // a single autosprite surface can contain multiple sprites...
11858 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11860 VectorClear(center);
11861 for (i = 0;i < 4;i++)
11862 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11863 VectorScale(center, 0.25f, center);
11864 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11865 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11866 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11867 for (i = 0;i < 4;i++)
11869 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11870 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11873 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11874 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11875 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, r_smoothnormals_areaweighting.integer != 0);
11876 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11877 rsurface.batchvertex3f_vertexbuffer = NULL;
11878 rsurface.batchvertex3f_bufferoffset = 0;
11879 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11880 rsurface.batchsvector3f_vertexbuffer = NULL;
11881 rsurface.batchsvector3f_bufferoffset = 0;
11882 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11883 rsurface.batchtvector3f_vertexbuffer = NULL;
11884 rsurface.batchtvector3f_bufferoffset = 0;
11885 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11886 rsurface.batchnormal3f_vertexbuffer = NULL;
11887 rsurface.batchnormal3f_bufferoffset = 0;
11889 case Q3DEFORM_AUTOSPRITE2:
11890 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11891 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11892 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11893 VectorNormalize(newforward);
11894 VectorNormalize(newright);
11895 VectorNormalize(newup);
11897 const float *v1, *v2;
11907 memset(shortest, 0, sizeof(shortest));
11908 // a single autosprite surface can contain multiple sprites...
11909 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11911 VectorClear(center);
11912 for (i = 0;i < 4;i++)
11913 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11914 VectorScale(center, 0.25f, center);
11915 // find the two shortest edges, then use them to define the
11916 // axis vectors for rotating around the central axis
11917 for (i = 0;i < 6;i++)
11919 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11920 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11921 l = VectorDistance2(v1, v2);
11922 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11923 if (v1[2] != v2[2])
11924 l += (1.0f / 1024.0f);
11925 if (shortest[0].length2 > l || i == 0)
11927 shortest[1] = shortest[0];
11928 shortest[0].length2 = l;
11929 shortest[0].v1 = v1;
11930 shortest[0].v2 = v2;
11932 else if (shortest[1].length2 > l || i == 1)
11934 shortest[1].length2 = l;
11935 shortest[1].v1 = v1;
11936 shortest[1].v2 = v2;
11939 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11940 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11941 // this calculates the right vector from the shortest edge
11942 // and the up vector from the edge midpoints
11943 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11944 VectorNormalize(right);
11945 VectorSubtract(end, start, up);
11946 VectorNormalize(up);
11947 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11948 VectorSubtract(rsurface.localvieworigin, center, forward);
11949 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11950 VectorNegate(forward, forward);
11951 VectorReflect(forward, 0, up, forward);
11952 VectorNormalize(forward);
11953 CrossProduct(up, forward, newright);
11954 VectorNormalize(newright);
11955 // rotate the quad around the up axis vector, this is made
11956 // especially easy by the fact we know the quad is flat,
11957 // so we only have to subtract the center position and
11958 // measure distance along the right vector, and then
11959 // multiply that by the newright vector and add back the
11961 // we also need to subtract the old position to undo the
11962 // displacement from the center, which we do with a
11963 // DotProduct, the subtraction/addition of center is also
11964 // optimized into DotProducts here
11965 l = DotProduct(right, center);
11966 for (i = 0;i < 4;i++)
11968 v1 = rsurface.batchvertex3f + 3*(j+i);
11969 f = DotProduct(right, v1) - l;
11970 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11974 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11975 rsurface.batchvertex3f_vertexbuffer = NULL;
11976 rsurface.batchvertex3f_bufferoffset = 0;
11977 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11979 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
11980 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11981 rsurface.batchnormal3f_vertexbuffer = NULL;
11982 rsurface.batchnormal3f_bufferoffset = 0;
11984 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11986 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, r_smoothnormals_areaweighting.integer != 0);
11987 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11988 rsurface.batchsvector3f_vertexbuffer = NULL;
11989 rsurface.batchsvector3f_bufferoffset = 0;
11990 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11991 rsurface.batchtvector3f_vertexbuffer = NULL;
11992 rsurface.batchtvector3f_bufferoffset = 0;
11995 case Q3DEFORM_NORMAL:
11996 // deform the normals to make reflections wavey
11997 for (j = 0;j < rsurface.batchnumvertices;j++)
12000 float *normal = rsurface.array_batchnormal3f + 3*j;
12001 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
12002 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
12003 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]);
12004 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]);
12005 VectorNormalize(normal);
12007 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12008 rsurface.batchnormal3f_vertexbuffer = NULL;
12009 rsurface.batchnormal3f_bufferoffset = 0;
12010 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12012 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, r_smoothnormals_areaweighting.integer != 0);
12013 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12014 rsurface.batchsvector3f_vertexbuffer = NULL;
12015 rsurface.batchsvector3f_bufferoffset = 0;
12016 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12017 rsurface.batchtvector3f_vertexbuffer = NULL;
12018 rsurface.batchtvector3f_bufferoffset = 0;
12021 case Q3DEFORM_WAVE:
12022 // deform vertex array to make wavey water and flags and such
12023 waveparms[0] = deform->waveparms[0];
12024 waveparms[1] = deform->waveparms[1];
12025 waveparms[2] = deform->waveparms[2];
12026 waveparms[3] = deform->waveparms[3];
12027 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
12028 break; // if wavefunc is a nop, don't make a dynamic vertex array
12029 // this is how a divisor of vertex influence on deformation
12030 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
12031 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12032 for (j = 0;j < rsurface.batchnumvertices;j++)
12034 // if the wavefunc depends on time, evaluate it per-vertex
12037 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
12038 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
12040 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12042 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12043 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12044 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12045 rsurface.batchvertex3f_vertexbuffer = NULL;
12046 rsurface.batchvertex3f_bufferoffset = 0;
12047 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12048 rsurface.batchnormal3f_vertexbuffer = NULL;
12049 rsurface.batchnormal3f_bufferoffset = 0;
12050 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12052 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, r_smoothnormals_areaweighting.integer != 0);
12053 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12054 rsurface.batchsvector3f_vertexbuffer = NULL;
12055 rsurface.batchsvector3f_bufferoffset = 0;
12056 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12057 rsurface.batchtvector3f_vertexbuffer = NULL;
12058 rsurface.batchtvector3f_bufferoffset = 0;
12061 case Q3DEFORM_BULGE:
12062 // deform vertex array to make the surface have moving bulges
12063 for (j = 0;j < rsurface.batchnumvertices;j++)
12065 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
12066 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
12068 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
12069 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
12070 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12071 rsurface.batchvertex3f_vertexbuffer = NULL;
12072 rsurface.batchvertex3f_bufferoffset = 0;
12073 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
12074 rsurface.batchnormal3f_vertexbuffer = NULL;
12075 rsurface.batchnormal3f_bufferoffset = 0;
12076 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
12078 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, r_smoothnormals_areaweighting.integer != 0);
12079 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
12080 rsurface.batchsvector3f_vertexbuffer = NULL;
12081 rsurface.batchsvector3f_bufferoffset = 0;
12082 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
12083 rsurface.batchtvector3f_vertexbuffer = NULL;
12084 rsurface.batchtvector3f_bufferoffset = 0;
12087 case Q3DEFORM_MOVE:
12088 // deform vertex array
12089 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
12090 break; // if wavefunc is a nop, don't make a dynamic vertex array
12091 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
12092 VectorScale(deform->parms, scale, waveparms);
12093 for (j = 0;j < rsurface.batchnumvertices;j++)
12094 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
12095 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
12096 rsurface.batchvertex3f_vertexbuffer = NULL;
12097 rsurface.batchvertex3f_bufferoffset = 0;
12102 // generate texcoords based on the chosen texcoord source
12103 switch(rsurface.texture->tcgen.tcgen)
12106 case Q3TCGEN_TEXTURE:
12108 case Q3TCGEN_LIGHTMAP:
12109 if (rsurface.batchtexcoordlightmap2f)
12110 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12111 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12112 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12113 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12115 case Q3TCGEN_VECTOR:
12116 for (j = 0;j < rsurface.batchnumvertices;j++)
12118 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12119 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12121 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12122 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12123 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12125 case Q3TCGEN_ENVIRONMENT:
12126 // make environment reflections using a spheremap
12127 for (j = 0;j < rsurface.batchnumvertices;j++)
12129 // identical to Q3A's method, but executed in worldspace so
12130 // carried models can be shiny too
12132 float viewer[3], d, reflected[3], worldreflected[3];
12134 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12135 // VectorNormalize(viewer);
12137 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12139 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12140 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12141 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12142 // note: this is proportinal to viewer, so we can normalize later
12144 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12145 VectorNormalize(worldreflected);
12147 // note: this sphere map only uses world x and z!
12148 // so positive and negative y will LOOK THE SAME.
12149 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12150 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12152 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12153 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12154 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12157 // the only tcmod that needs software vertex processing is turbulent, so
12158 // check for it here and apply the changes if needed
12159 // and we only support that as the first one
12160 // (handling a mixture of turbulent and other tcmods would be problematic
12161 // without punting it entirely to a software path)
12162 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12164 amplitude = rsurface.texture->tcmods[0].parms[1];
12165 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12166 for (j = 0;j < rsurface.batchnumvertices;j++)
12168 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);
12169 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12171 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12172 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12173 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12176 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12178 // convert the modified arrays to vertex structs
12179 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12180 rsurface.batchvertexmeshbuffer = NULL;
12181 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12182 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12183 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12184 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12185 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12186 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12187 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12189 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12191 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12192 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12195 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12196 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12197 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12198 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12199 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12200 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12201 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12202 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12203 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12206 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12208 // convert the modified arrays to vertex structs
12209 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12210 rsurface.batchvertexpositionbuffer = NULL;
12211 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12212 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12214 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12215 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12219 void RSurf_DrawBatch(void)
12221 // sometimes a zero triangle surface (usually a degenerate patch) makes it
12222 // through the pipeline, killing it earlier in the pipeline would have
12223 // per-surface overhead rather than per-batch overhead, so it's best to
12224 // reject it here, before it hits glDraw.
12225 if (rsurface.batchnumtriangles == 0)
12228 // batch debugging code
12229 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
12235 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
12236 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
12239 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
12241 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
12243 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
12244 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
12251 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);
12254 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12256 // pick the closest matching water plane
12257 int planeindex, vertexindex, bestplaneindex = -1;
12261 r_waterstate_waterplane_t *p;
12262 qboolean prepared = false;
12264 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12266 if(p->camera_entity != rsurface.texture->camera_entity)
12271 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12273 if(rsurface.batchnumvertices == 0)
12276 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12278 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12279 d += fabs(PlaneDiff(vert, &p->plane));
12281 if (bestd > d || bestplaneindex < 0)
12284 bestplaneindex = planeindex;
12287 return bestplaneindex;
12288 // NOTE: this MAY return a totally unrelated water plane; we can ignore
12289 // this situation though, as it might be better to render single larger
12290 // batches with useless stuff (backface culled for example) than to
12291 // render multiple smaller batches
12294 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12297 for (i = 0;i < rsurface.batchnumvertices;i++)
12298 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12299 rsurface.passcolor4f = rsurface.array_passcolor4f;
12300 rsurface.passcolor4f_vertexbuffer = 0;
12301 rsurface.passcolor4f_bufferoffset = 0;
12304 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12311 if (rsurface.passcolor4f)
12313 // generate color arrays
12314 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)
12316 f = RSurf_FogVertex(v);
12325 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12327 f = RSurf_FogVertex(v);
12334 rsurface.passcolor4f = rsurface.array_passcolor4f;
12335 rsurface.passcolor4f_vertexbuffer = 0;
12336 rsurface.passcolor4f_bufferoffset = 0;
12339 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12346 if (!rsurface.passcolor4f)
12348 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)
12350 f = RSurf_FogVertex(v);
12351 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12352 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12353 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12356 rsurface.passcolor4f = rsurface.array_passcolor4f;
12357 rsurface.passcolor4f_vertexbuffer = 0;
12358 rsurface.passcolor4f_bufferoffset = 0;
12361 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12366 if (!rsurface.passcolor4f)
12368 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12375 rsurface.passcolor4f = rsurface.array_passcolor4f;
12376 rsurface.passcolor4f_vertexbuffer = 0;
12377 rsurface.passcolor4f_bufferoffset = 0;
12380 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12385 if (!rsurface.passcolor4f)
12387 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12389 c2[0] = c[0] + r_refdef.scene.ambient;
12390 c2[1] = c[1] + r_refdef.scene.ambient;
12391 c2[2] = c[2] + r_refdef.scene.ambient;
12394 rsurface.passcolor4f = rsurface.array_passcolor4f;
12395 rsurface.passcolor4f_vertexbuffer = 0;
12396 rsurface.passcolor4f_bufferoffset = 0;
12399 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12402 rsurface.passcolor4f = NULL;
12403 rsurface.passcolor4f_vertexbuffer = 0;
12404 rsurface.passcolor4f_bufferoffset = 0;
12405 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12406 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12407 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12408 GL_Color(r, g, b, a);
12409 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12413 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12415 // TODO: optimize applyfog && applycolor case
12416 // just apply fog if necessary, and tint the fog color array if necessary
12417 rsurface.passcolor4f = NULL;
12418 rsurface.passcolor4f_vertexbuffer = 0;
12419 rsurface.passcolor4f_bufferoffset = 0;
12420 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12421 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12422 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12423 GL_Color(r, g, b, a);
12427 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12430 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12431 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12432 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12433 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12434 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12435 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12436 GL_Color(r, g, b, a);
12440 static void RSurf_DrawBatch_GL11_ClampColor(void)
12445 if (!rsurface.passcolor4f)
12447 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12449 c2[0] = bound(0.0f, c1[0], 1.0f);
12450 c2[1] = bound(0.0f, c1[1], 1.0f);
12451 c2[2] = bound(0.0f, c1[2], 1.0f);
12452 c2[3] = bound(0.0f, c1[3], 1.0f);
12456 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12466 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)
12468 f = -DotProduct(r_refdef.view.forward, n);
12470 f = f * 0.85 + 0.15; // work around so stuff won't get black
12471 f *= r_refdef.lightmapintensity;
12472 Vector4Set(c, f, f, f, 1);
12475 rsurface.passcolor4f = rsurface.array_passcolor4f;
12476 rsurface.passcolor4f_vertexbuffer = 0;
12477 rsurface.passcolor4f_bufferoffset = 0;
12480 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12482 RSurf_DrawBatch_GL11_ApplyFakeLight();
12483 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12484 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12485 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12486 GL_Color(r, g, b, a);
12490 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12498 vec3_t ambientcolor;
12499 vec3_t diffusecolor;
12503 VectorCopy(rsurface.modellight_lightdir, lightdir);
12504 f = 0.5f * r_refdef.lightmapintensity;
12505 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12506 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12507 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12508 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12509 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12510 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12512 if (VectorLength2(diffusecolor) > 0)
12514 // q3-style directional shading
12515 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)
12517 if ((f = DotProduct(n, lightdir)) > 0)
12518 VectorMA(ambientcolor, f, diffusecolor, c);
12520 VectorCopy(ambientcolor, c);
12527 rsurface.passcolor4f = rsurface.array_passcolor4f;
12528 rsurface.passcolor4f_vertexbuffer = 0;
12529 rsurface.passcolor4f_bufferoffset = 0;
12530 *applycolor = false;
12534 *r = ambientcolor[0];
12535 *g = ambientcolor[1];
12536 *b = ambientcolor[2];
12537 rsurface.passcolor4f = NULL;
12538 rsurface.passcolor4f_vertexbuffer = 0;
12539 rsurface.passcolor4f_bufferoffset = 0;
12543 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12545 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12546 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12547 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12548 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12549 GL_Color(r, g, b, a);
12553 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12559 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12561 f = 1 - RSurf_FogVertex(v);
12569 void RSurf_SetupDepthAndCulling(void)
12571 // submodels are biased to avoid z-fighting with world surfaces that they
12572 // may be exactly overlapping (avoids z-fighting artifacts on certain
12573 // doors and things in Quake maps)
12574 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12575 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12576 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12577 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12580 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12582 // transparent sky would be ridiculous
12583 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12585 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12586 skyrenderlater = true;
12587 RSurf_SetupDepthAndCulling();
12588 GL_DepthMask(true);
12589 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12590 // skymasking on them, and Quake3 never did sky masking (unlike
12591 // software Quake and software Quake2), so disable the sky masking
12592 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12593 // and skymasking also looks very bad when noclipping outside the
12594 // level, so don't use it then either.
12595 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12597 R_Mesh_ResetTextureState();
12598 if (skyrendermasked)
12600 R_SetupShader_DepthOrShadow();
12601 // depth-only (masking)
12602 GL_ColorMask(0,0,0,0);
12603 // just to make sure that braindead drivers don't draw
12604 // anything despite that colormask...
12605 GL_BlendFunc(GL_ZERO, GL_ONE);
12606 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12607 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12611 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12613 GL_BlendFunc(GL_ONE, GL_ZERO);
12614 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12615 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12616 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12619 if (skyrendermasked)
12620 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12622 R_Mesh_ResetTextureState();
12623 GL_Color(1, 1, 1, 1);
12626 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12627 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12628 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12630 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12634 // render screenspace normalmap to texture
12635 GL_DepthMask(true);
12636 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12641 // bind lightmap texture
12643 // water/refraction/reflection/camera surfaces have to be handled specially
12644 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
12646 int start, end, startplaneindex;
12647 for (start = 0;start < texturenumsurfaces;start = end)
12649 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12650 if(startplaneindex < 0)
12652 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
12653 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
12657 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12659 // now that we have a batch using the same planeindex, render it
12660 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
12662 // render water or distortion background
12663 GL_DepthMask(true);
12664 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));
12666 // blend surface on top
12667 GL_DepthMask(false);
12668 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12671 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
12673 // render surface with reflection texture as input
12674 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12675 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));
12682 // render surface batch normally
12683 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12684 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12688 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12690 // OpenGL 1.3 path - anything not completely ancient
12691 qboolean applycolor;
12694 const texturelayer_t *layer;
12695 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);
12696 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12698 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12701 int layertexrgbscale;
12702 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12704 if (layerindex == 0)
12705 GL_AlphaTest(true);
12708 GL_AlphaTest(false);
12709 GL_DepthFunc(GL_EQUAL);
12712 GL_DepthMask(layer->depthmask && writedepth);
12713 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12714 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12716 layertexrgbscale = 4;
12717 VectorScale(layer->color, 0.25f, layercolor);
12719 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12721 layertexrgbscale = 2;
12722 VectorScale(layer->color, 0.5f, layercolor);
12726 layertexrgbscale = 1;
12727 VectorScale(layer->color, 1.0f, layercolor);
12729 layercolor[3] = layer->color[3];
12730 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12731 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12732 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12733 switch (layer->type)
12735 case TEXTURELAYERTYPE_LITTEXTURE:
12736 // single-pass lightmapped texture with 2x rgbscale
12737 R_Mesh_TexBind(0, r_texture_white);
12738 R_Mesh_TexMatrix(0, NULL);
12739 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12740 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12741 R_Mesh_TexBind(1, layer->texture);
12742 R_Mesh_TexMatrix(1, &layer->texmatrix);
12743 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12744 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12745 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12746 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12747 else if (FAKELIGHT_ENABLED)
12748 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12749 else if (rsurface.uselightmaptexture)
12750 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12752 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12754 case TEXTURELAYERTYPE_TEXTURE:
12755 // singletexture unlit texture with transparency support
12756 R_Mesh_TexBind(0, layer->texture);
12757 R_Mesh_TexMatrix(0, &layer->texmatrix);
12758 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12759 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12760 R_Mesh_TexBind(1, 0);
12761 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12762 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12764 case TEXTURELAYERTYPE_FOG:
12765 // singletexture fogging
12766 if (layer->texture)
12768 R_Mesh_TexBind(0, layer->texture);
12769 R_Mesh_TexMatrix(0, &layer->texmatrix);
12770 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12771 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12775 R_Mesh_TexBind(0, 0);
12776 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12778 R_Mesh_TexBind(1, 0);
12779 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12780 // generate a color array for the fog pass
12781 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12782 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12786 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12789 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12791 GL_DepthFunc(GL_LEQUAL);
12792 GL_AlphaTest(false);
12796 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12798 // OpenGL 1.1 - crusty old voodoo path
12801 const texturelayer_t *layer;
12802 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);
12803 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12805 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12807 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12809 if (layerindex == 0)
12810 GL_AlphaTest(true);
12813 GL_AlphaTest(false);
12814 GL_DepthFunc(GL_EQUAL);
12817 GL_DepthMask(layer->depthmask && writedepth);
12818 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12819 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12820 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12821 switch (layer->type)
12823 case TEXTURELAYERTYPE_LITTEXTURE:
12824 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12826 // two-pass lit texture with 2x rgbscale
12827 // first the lightmap pass
12828 R_Mesh_TexBind(0, r_texture_white);
12829 R_Mesh_TexMatrix(0, NULL);
12830 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12831 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12832 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12833 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12834 else if (FAKELIGHT_ENABLED)
12835 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12836 else if (rsurface.uselightmaptexture)
12837 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12839 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12840 // then apply the texture to it
12841 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12842 R_Mesh_TexBind(0, layer->texture);
12843 R_Mesh_TexMatrix(0, &layer->texmatrix);
12844 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12845 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12846 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);
12850 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12851 R_Mesh_TexBind(0, layer->texture);
12852 R_Mesh_TexMatrix(0, &layer->texmatrix);
12853 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12854 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12855 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12856 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);
12858 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);
12861 case TEXTURELAYERTYPE_TEXTURE:
12862 // singletexture unlit texture with transparency support
12863 R_Mesh_TexBind(0, layer->texture);
12864 R_Mesh_TexMatrix(0, &layer->texmatrix);
12865 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12866 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12867 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);
12869 case TEXTURELAYERTYPE_FOG:
12870 // singletexture fogging
12871 if (layer->texture)
12873 R_Mesh_TexBind(0, layer->texture);
12874 R_Mesh_TexMatrix(0, &layer->texmatrix);
12875 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12876 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12880 R_Mesh_TexBind(0, 0);
12881 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12883 // generate a color array for the fog pass
12884 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12885 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12889 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12892 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12894 GL_DepthFunc(GL_LEQUAL);
12895 GL_AlphaTest(false);
12899 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12903 r_vertexgeneric_t *batchvertex;
12906 GL_AlphaTest(false);
12907 // R_Mesh_ResetTextureState();
12908 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12910 if(rsurface.texture && rsurface.texture->currentskinframe)
12912 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12913 c[3] *= rsurface.texture->currentalpha;
12923 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12925 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12926 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12927 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12930 // brighten it up (as texture value 127 means "unlit")
12931 c[0] *= 2 * r_refdef.view.colorscale;
12932 c[1] *= 2 * r_refdef.view.colorscale;
12933 c[2] *= 2 * r_refdef.view.colorscale;
12935 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12936 c[3] *= r_wateralpha.value;
12938 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12940 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12941 GL_DepthMask(false);
12943 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12945 GL_BlendFunc(GL_ONE, GL_ONE);
12946 GL_DepthMask(false);
12948 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12950 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12951 GL_DepthMask(false);
12953 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12955 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12956 GL_DepthMask(false);
12960 GL_BlendFunc(GL_ONE, GL_ZERO);
12961 GL_DepthMask(writedepth);
12964 if (r_showsurfaces.integer == 3)
12966 rsurface.passcolor4f = NULL;
12968 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12970 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12972 rsurface.passcolor4f = NULL;
12973 rsurface.passcolor4f_vertexbuffer = 0;
12974 rsurface.passcolor4f_bufferoffset = 0;
12976 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12978 qboolean applycolor = true;
12981 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12983 r_refdef.lightmapintensity = 1;
12984 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12985 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12987 else if (FAKELIGHT_ENABLED)
12989 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12991 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12992 RSurf_DrawBatch_GL11_ApplyFakeLight();
12993 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12997 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12999 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
13000 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
13001 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
13004 if(!rsurface.passcolor4f)
13005 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
13007 RSurf_DrawBatch_GL11_ApplyAmbient();
13008 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
13009 if(r_refdef.fogenabled)
13010 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
13011 RSurf_DrawBatch_GL11_ClampColor();
13013 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
13014 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13017 else if (!r_refdef.view.showdebug)
13019 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13020 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13021 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13023 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13024 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
13026 R_Mesh_PrepareVertices_Generic_Unlock();
13029 else if (r_showsurfaces.integer == 4)
13031 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13032 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
13033 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
13035 unsigned char c = vi << 3;
13036 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13037 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
13039 R_Mesh_PrepareVertices_Generic_Unlock();
13042 else if (r_showsurfaces.integer == 2)
13045 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13046 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
13047 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
13049 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
13050 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
13051 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
13052 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
13053 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
13054 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
13055 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
13057 R_Mesh_PrepareVertices_Generic_Unlock();
13058 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
13062 int texturesurfaceindex;
13064 const msurface_t *surface;
13065 unsigned char surfacecolor4ub[4];
13066 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
13067 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
13069 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
13071 surface = texturesurfacelist[texturesurfaceindex];
13072 k = (int)(((size_t)surface) / sizeof(msurface_t));
13073 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
13074 for (j = 0;j < surface->num_vertices;j++)
13076 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
13077 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
13081 R_Mesh_PrepareVertices_Generic_Unlock();
13086 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13089 RSurf_SetupDepthAndCulling();
13090 if (r_showsurfaces.integer)
13092 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13095 switch (vid.renderpath)
13097 case RENDERPATH_GL20:
13098 case RENDERPATH_CGGL:
13099 case RENDERPATH_D3D9:
13100 case RENDERPATH_D3D10:
13101 case RENDERPATH_D3D11:
13102 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13104 case RENDERPATH_GL13:
13105 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13107 case RENDERPATH_GL11:
13108 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13114 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
13117 RSurf_SetupDepthAndCulling();
13118 if (r_showsurfaces.integer)
13120 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
13123 switch (vid.renderpath)
13125 case RENDERPATH_GL20:
13126 case RENDERPATH_CGGL:
13127 case RENDERPATH_D3D9:
13128 case RENDERPATH_D3D10:
13129 case RENDERPATH_D3D11:
13130 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13132 case RENDERPATH_GL13:
13133 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
13135 case RENDERPATH_GL11:
13136 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
13142 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13145 int texturenumsurfaces, endsurface;
13146 texture_t *texture;
13147 const msurface_t *surface;
13148 #define MAXBATCH_TRANSPARENTSURFACES 256
13149 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
13151 // if the model is static it doesn't matter what value we give for
13152 // wantnormals and wanttangents, so this logic uses only rules applicable
13153 // to a model, knowing that they are meaningless otherwise
13154 if (ent == r_refdef.scene.worldentity)
13155 RSurf_ActiveWorldEntity();
13156 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13157 RSurf_ActiveModelEntity(ent, false, false, false);
13160 switch (vid.renderpath)
13162 case RENDERPATH_GL20:
13163 case RENDERPATH_CGGL:
13164 case RENDERPATH_D3D9:
13165 case RENDERPATH_D3D10:
13166 case RENDERPATH_D3D11:
13167 RSurf_ActiveModelEntity(ent, true, true, false);
13169 case RENDERPATH_GL13:
13170 case RENDERPATH_GL11:
13171 RSurf_ActiveModelEntity(ent, true, false, false);
13176 if (r_transparentdepthmasking.integer)
13178 qboolean setup = false;
13179 for (i = 0;i < numsurfaces;i = j)
13182 surface = rsurface.modelsurfaces + surfacelist[i];
13183 texture = surface->texture;
13184 rsurface.texture = R_GetCurrentTexture(texture);
13185 rsurface.lightmaptexture = NULL;
13186 rsurface.deluxemaptexture = NULL;
13187 rsurface.uselightmaptexture = false;
13188 // scan ahead until we find a different texture
13189 endsurface = min(i + 1024, numsurfaces);
13190 texturenumsurfaces = 0;
13191 texturesurfacelist[texturenumsurfaces++] = surface;
13192 for (;j < endsurface;j++)
13194 surface = rsurface.modelsurfaces + surfacelist[j];
13195 if (texture != surface->texture)
13197 texturesurfacelist[texturenumsurfaces++] = surface;
13199 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
13201 // render the range of surfaces as depth
13205 GL_ColorMask(0,0,0,0);
13207 GL_DepthTest(true);
13208 GL_BlendFunc(GL_ONE, GL_ZERO);
13209 GL_DepthMask(true);
13210 GL_AlphaTest(false);
13211 // R_Mesh_ResetTextureState();
13212 R_SetupShader_DepthOrShadow();
13214 RSurf_SetupDepthAndCulling();
13215 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13216 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13220 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13223 for (i = 0;i < numsurfaces;i = j)
13226 surface = rsurface.modelsurfaces + surfacelist[i];
13227 texture = surface->texture;
13228 rsurface.texture = R_GetCurrentTexture(texture);
13229 // scan ahead until we find a different texture
13230 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13231 texturenumsurfaces = 0;
13232 texturesurfacelist[texturenumsurfaces++] = surface;
13233 if(FAKELIGHT_ENABLED)
13235 rsurface.lightmaptexture = NULL;
13236 rsurface.deluxemaptexture = NULL;
13237 rsurface.uselightmaptexture = false;
13238 for (;j < endsurface;j++)
13240 surface = rsurface.modelsurfaces + surfacelist[j];
13241 if (texture != surface->texture)
13243 texturesurfacelist[texturenumsurfaces++] = surface;
13248 rsurface.lightmaptexture = surface->lightmaptexture;
13249 rsurface.deluxemaptexture = surface->deluxemaptexture;
13250 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13251 for (;j < endsurface;j++)
13253 surface = rsurface.modelsurfaces + surfacelist[j];
13254 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13256 texturesurfacelist[texturenumsurfaces++] = surface;
13259 // render the range of surfaces
13260 if (ent == r_refdef.scene.worldentity)
13261 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13263 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13265 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13266 GL_AlphaTest(false);
13269 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13271 // transparent surfaces get pushed off into the transparent queue
13272 int surfacelistindex;
13273 const msurface_t *surface;
13274 vec3_t tempcenter, center;
13275 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13277 surface = texturesurfacelist[surfacelistindex];
13278 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13279 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13280 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13281 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13282 if (queueentity->transparent_offset) // transparent offset
13284 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13285 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13286 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13288 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13292 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13294 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13296 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13298 RSurf_SetupDepthAndCulling();
13299 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13300 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13304 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13306 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13309 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13312 if (!rsurface.texture->currentnumlayers)
13314 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13315 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13317 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13319 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13320 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13321 else if (!rsurface.texture->currentnumlayers)
13323 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13325 // in the deferred case, transparent surfaces were queued during prepass
13326 if (!r_shadow_usingdeferredprepass)
13327 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13331 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13332 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13337 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13340 texture_t *texture;
13341 // break the surface list down into batches by texture and use of lightmapping
13342 for (i = 0;i < numsurfaces;i = j)
13345 // texture is the base texture pointer, rsurface.texture is the
13346 // current frame/skin the texture is directing us to use (for example
13347 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13348 // use skin 1 instead)
13349 texture = surfacelist[i]->texture;
13350 rsurface.texture = R_GetCurrentTexture(texture);
13351 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13353 // if this texture is not the kind we want, skip ahead to the next one
13354 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13358 if(FAKELIGHT_ENABLED || depthonly || prepass)
13360 rsurface.lightmaptexture = NULL;
13361 rsurface.deluxemaptexture = NULL;
13362 rsurface.uselightmaptexture = false;
13363 // simply scan ahead until we find a different texture or lightmap state
13364 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13369 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13370 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13371 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13372 // simply scan ahead until we find a different texture or lightmap state
13373 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13376 // render the range of surfaces
13377 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13381 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13385 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13388 if (!rsurface.texture->currentnumlayers)
13390 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13391 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13393 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13395 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13396 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13397 else if (!rsurface.texture->currentnumlayers)
13399 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13401 // in the deferred case, transparent surfaces were queued during prepass
13402 if (!r_shadow_usingdeferredprepass)
13403 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13407 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13408 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13413 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13416 texture_t *texture;
13417 // break the surface list down into batches by texture and use of lightmapping
13418 for (i = 0;i < numsurfaces;i = j)
13421 // texture is the base texture pointer, rsurface.texture is the
13422 // current frame/skin the texture is directing us to use (for example
13423 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13424 // use skin 1 instead)
13425 texture = surfacelist[i]->texture;
13426 rsurface.texture = R_GetCurrentTexture(texture);
13427 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13429 // if this texture is not the kind we want, skip ahead to the next one
13430 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13434 if(FAKELIGHT_ENABLED || depthonly || prepass)
13436 rsurface.lightmaptexture = NULL;
13437 rsurface.deluxemaptexture = NULL;
13438 rsurface.uselightmaptexture = false;
13439 // simply scan ahead until we find a different texture or lightmap state
13440 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13445 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13446 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13447 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
13448 // simply scan ahead until we find a different texture or lightmap state
13449 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13452 // render the range of surfaces
13453 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13457 float locboxvertex3f[6*4*3] =
13459 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13460 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13461 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13462 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13463 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13464 1,0,0, 0,0,0, 0,1,0, 1,1,0
13467 unsigned short locboxelements[6*2*3] =
13472 12,13,14, 12,14,15,
13473 16,17,18, 16,18,19,
13477 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13480 cl_locnode_t *loc = (cl_locnode_t *)ent;
13482 float vertex3f[6*4*3];
13484 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13485 GL_DepthMask(false);
13486 GL_DepthRange(0, 1);
13487 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13488 GL_DepthTest(true);
13489 GL_CullFace(GL_NONE);
13490 R_EntityMatrix(&identitymatrix);
13492 // R_Mesh_ResetTextureState();
13494 i = surfacelist[0];
13495 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13496 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13497 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13498 surfacelist[0] < 0 ? 0.5f : 0.125f);
13500 if (VectorCompare(loc->mins, loc->maxs))
13502 VectorSet(size, 2, 2, 2);
13503 VectorMA(loc->mins, -0.5f, size, mins);
13507 VectorCopy(loc->mins, mins);
13508 VectorSubtract(loc->maxs, loc->mins, size);
13511 for (i = 0;i < 6*4*3;)
13512 for (j = 0;j < 3;j++, i++)
13513 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13515 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13516 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13517 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13520 void R_DrawLocs(void)
13523 cl_locnode_t *loc, *nearestloc;
13525 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13526 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13528 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13529 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13533 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13535 if (decalsystem->decals)
13536 Mem_Free(decalsystem->decals);
13537 memset(decalsystem, 0, sizeof(*decalsystem));
13540 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)
13543 tridecal_t *decals;
13546 // expand or initialize the system
13547 if (decalsystem->maxdecals <= decalsystem->numdecals)
13549 decalsystem_t old = *decalsystem;
13550 qboolean useshortelements;
13551 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13552 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13553 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)));
13554 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13555 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13556 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13557 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13558 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13559 if (decalsystem->numdecals)
13560 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13562 Mem_Free(old.decals);
13563 for (i = 0;i < decalsystem->maxdecals*3;i++)
13564 decalsystem->element3i[i] = i;
13565 if (useshortelements)
13566 for (i = 0;i < decalsystem->maxdecals*3;i++)
13567 decalsystem->element3s[i] = i;
13570 // grab a decal and search for another free slot for the next one
13571 decals = decalsystem->decals;
13572 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13573 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13575 decalsystem->freedecal = i;
13576 if (decalsystem->numdecals <= i)
13577 decalsystem->numdecals = i + 1;
13579 // initialize the decal
13581 decal->triangleindex = triangleindex;
13582 decal->surfaceindex = surfaceindex;
13583 decal->decalsequence = decalsequence;
13584 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13585 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13586 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13587 decal->color4ub[0][3] = 255;
13588 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13589 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13590 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13591 decal->color4ub[1][3] = 255;
13592 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13593 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13594 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13595 decal->color4ub[2][3] = 255;
13596 decal->vertex3f[0][0] = v0[0];
13597 decal->vertex3f[0][1] = v0[1];
13598 decal->vertex3f[0][2] = v0[2];
13599 decal->vertex3f[1][0] = v1[0];
13600 decal->vertex3f[1][1] = v1[1];
13601 decal->vertex3f[1][2] = v1[2];
13602 decal->vertex3f[2][0] = v2[0];
13603 decal->vertex3f[2][1] = v2[1];
13604 decal->vertex3f[2][2] = v2[2];
13605 decal->texcoord2f[0][0] = t0[0];
13606 decal->texcoord2f[0][1] = t0[1];
13607 decal->texcoord2f[1][0] = t1[0];
13608 decal->texcoord2f[1][1] = t1[1];
13609 decal->texcoord2f[2][0] = t2[0];
13610 decal->texcoord2f[2][1] = t2[1];
13613 extern cvar_t cl_decals_bias;
13614 extern cvar_t cl_decals_models;
13615 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13616 // baseparms, parms, temps
13617 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)
13622 const float *vertex3f;
13624 float points[2][9][3];
13631 e = rsurface.modelelement3i + 3*triangleindex;
13633 vertex3f = rsurface.modelvertex3f;
13635 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13637 index = 3*e[cornerindex];
13638 VectorCopy(vertex3f + index, v[cornerindex]);
13641 //TriangleNormal(v[0], v[1], v[2], normal);
13642 //if (DotProduct(normal, localnormal) < 0.0f)
13644 // clip by each of the box planes formed from the projection matrix
13645 // if anything survives, we emit the decal
13646 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]);
13649 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]);
13652 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]);
13655 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]);
13658 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]);
13661 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]);
13664 // some part of the triangle survived, so we have to accept it...
13667 // dynamic always uses the original triangle
13669 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13671 index = 3*e[cornerindex];
13672 VectorCopy(vertex3f + index, v[cornerindex]);
13675 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13677 // convert vertex positions to texcoords
13678 Matrix4x4_Transform(projection, v[cornerindex], temp);
13679 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13680 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13681 // calculate distance fade from the projection origin
13682 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13683 f = bound(0.0f, f, 1.0f);
13684 c[cornerindex][0] = r * f;
13685 c[cornerindex][1] = g * f;
13686 c[cornerindex][2] = b * f;
13687 c[cornerindex][3] = 1.0f;
13688 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13691 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);
13693 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13694 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);
13696 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)
13698 matrix4x4_t projection;
13699 decalsystem_t *decalsystem;
13702 const msurface_t *surface;
13703 const msurface_t *surfaces;
13704 const int *surfacelist;
13705 const texture_t *texture;
13707 int numsurfacelist;
13708 int surfacelistindex;
13711 float localorigin[3];
13712 float localnormal[3];
13713 float localmins[3];
13714 float localmaxs[3];
13717 float planes[6][4];
13720 int bih_triangles_count;
13721 int bih_triangles[256];
13722 int bih_surfaces[256];
13724 decalsystem = &ent->decalsystem;
13725 model = ent->model;
13726 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13728 R_DecalSystem_Reset(&ent->decalsystem);
13732 if (!model->brush.data_leafs && !cl_decals_models.integer)
13734 if (decalsystem->model)
13735 R_DecalSystem_Reset(decalsystem);
13739 if (decalsystem->model != model)
13740 R_DecalSystem_Reset(decalsystem);
13741 decalsystem->model = model;
13743 RSurf_ActiveModelEntity(ent, false, false, false);
13745 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13746 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13747 VectorNormalize(localnormal);
13748 localsize = worldsize*rsurface.inversematrixscale;
13749 localmins[0] = localorigin[0] - localsize;
13750 localmins[1] = localorigin[1] - localsize;
13751 localmins[2] = localorigin[2] - localsize;
13752 localmaxs[0] = localorigin[0] + localsize;
13753 localmaxs[1] = localorigin[1] + localsize;
13754 localmaxs[2] = localorigin[2] + localsize;
13756 //VectorCopy(localnormal, planes[4]);
13757 //VectorVectors(planes[4], planes[2], planes[0]);
13758 AnglesFromVectors(angles, localnormal, NULL, false);
13759 AngleVectors(angles, planes[0], planes[2], planes[4]);
13760 VectorNegate(planes[0], planes[1]);
13761 VectorNegate(planes[2], planes[3]);
13762 VectorNegate(planes[4], planes[5]);
13763 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13764 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13765 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13766 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13767 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13768 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13773 matrix4x4_t forwardprojection;
13774 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13775 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13780 float projectionvector[4][3];
13781 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13782 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13783 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13784 projectionvector[0][0] = planes[0][0] * ilocalsize;
13785 projectionvector[0][1] = planes[1][0] * ilocalsize;
13786 projectionvector[0][2] = planes[2][0] * ilocalsize;
13787 projectionvector[1][0] = planes[0][1] * ilocalsize;
13788 projectionvector[1][1] = planes[1][1] * ilocalsize;
13789 projectionvector[1][2] = planes[2][1] * ilocalsize;
13790 projectionvector[2][0] = planes[0][2] * ilocalsize;
13791 projectionvector[2][1] = planes[1][2] * ilocalsize;
13792 projectionvector[2][2] = planes[2][2] * ilocalsize;
13793 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13794 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13795 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13796 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13800 dynamic = model->surfmesh.isanimated;
13801 numsurfacelist = model->nummodelsurfaces;
13802 surfacelist = model->sortedmodelsurfaces;
13803 surfaces = model->data_surfaces;
13806 bih_triangles_count = -1;
13809 if(model->render_bih.numleafs)
13810 bih = &model->render_bih;
13811 else if(model->collision_bih.numleafs)
13812 bih = &model->collision_bih;
13815 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13816 if(bih_triangles_count == 0)
13818 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13820 if(bih_triangles_count > 0)
13822 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13824 surfaceindex = bih_surfaces[triangleindex];
13825 surface = surfaces + surfaceindex;
13826 texture = surface->texture;
13827 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13829 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13831 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13836 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13838 surfaceindex = surfacelist[surfacelistindex];
13839 surface = surfaces + surfaceindex;
13840 // check cull box first because it rejects more than any other check
13841 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13843 // skip transparent surfaces
13844 texture = surface->texture;
13845 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13847 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13849 numtriangles = surface->num_triangles;
13850 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13851 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13856 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13857 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)
13859 int renderentityindex;
13860 float worldmins[3];
13861 float worldmaxs[3];
13862 entity_render_t *ent;
13864 if (!cl_decals_newsystem.integer)
13867 worldmins[0] = worldorigin[0] - worldsize;
13868 worldmins[1] = worldorigin[1] - worldsize;
13869 worldmins[2] = worldorigin[2] - worldsize;
13870 worldmaxs[0] = worldorigin[0] + worldsize;
13871 worldmaxs[1] = worldorigin[1] + worldsize;
13872 worldmaxs[2] = worldorigin[2] + worldsize;
13874 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13876 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13878 ent = r_refdef.scene.entities[renderentityindex];
13879 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13882 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13886 typedef struct r_decalsystem_splatqueue_s
13888 vec3_t worldorigin;
13889 vec3_t worldnormal;
13895 r_decalsystem_splatqueue_t;
13897 int r_decalsystem_numqueued = 0;
13898 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13900 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)
13902 r_decalsystem_splatqueue_t *queue;
13904 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13907 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13908 VectorCopy(worldorigin, queue->worldorigin);
13909 VectorCopy(worldnormal, queue->worldnormal);
13910 Vector4Set(queue->color, r, g, b, a);
13911 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13912 queue->worldsize = worldsize;
13913 queue->decalsequence = cl.decalsequence++;
13916 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13919 r_decalsystem_splatqueue_t *queue;
13921 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13922 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);
13923 r_decalsystem_numqueued = 0;
13926 extern cvar_t cl_decals_max;
13927 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13930 decalsystem_t *decalsystem = &ent->decalsystem;
13937 if (!decalsystem->numdecals)
13940 if (r_showsurfaces.integer)
13943 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13945 R_DecalSystem_Reset(decalsystem);
13949 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13950 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13952 if (decalsystem->lastupdatetime)
13953 frametime = (cl.time - decalsystem->lastupdatetime);
13956 decalsystem->lastupdatetime = cl.time;
13957 decal = decalsystem->decals;
13958 numdecals = decalsystem->numdecals;
13960 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13962 if (decal->color4ub[0][3])
13964 decal->lived += frametime;
13965 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13967 memset(decal, 0, sizeof(*decal));
13968 if (decalsystem->freedecal > i)
13969 decalsystem->freedecal = i;
13973 decal = decalsystem->decals;
13974 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13977 // collapse the array by shuffling the tail decals into the gaps
13980 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13981 decalsystem->freedecal++;
13982 if (decalsystem->freedecal == numdecals)
13984 decal[decalsystem->freedecal] = decal[--numdecals];
13987 decalsystem->numdecals = numdecals;
13989 if (numdecals <= 0)
13991 // if there are no decals left, reset decalsystem
13992 R_DecalSystem_Reset(decalsystem);
13996 extern skinframe_t *decalskinframe;
13997 static void R_DrawModelDecals_Entity(entity_render_t *ent)
14000 decalsystem_t *decalsystem = &ent->decalsystem;
14009 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
14012 numdecals = decalsystem->numdecals;
14016 if (r_showsurfaces.integer)
14019 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
14021 R_DecalSystem_Reset(decalsystem);
14025 // if the model is static it doesn't matter what value we give for
14026 // wantnormals and wanttangents, so this logic uses only rules applicable
14027 // to a model, knowing that they are meaningless otherwise
14028 if (ent == r_refdef.scene.worldentity)
14029 RSurf_ActiveWorldEntity();
14031 RSurf_ActiveModelEntity(ent, false, false, false);
14033 decalsystem->lastupdatetime = cl.time;
14034 decal = decalsystem->decals;
14036 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
14038 // update vertex positions for animated models
14039 v3f = decalsystem->vertex3f;
14040 c4f = decalsystem->color4f;
14041 t2f = decalsystem->texcoord2f;
14042 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
14044 if (!decal->color4ub[0][3])
14047 if (surfacevisible && !surfacevisible[decal->surfaceindex])
14050 // update color values for fading decals
14051 if (decal->lived >= cl_decals_time.value)
14053 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
14054 alpha *= (1.0f/255.0f);
14057 alpha = 1.0f/255.0f;
14059 c4f[ 0] = decal->color4ub[0][0] * alpha;
14060 c4f[ 1] = decal->color4ub[0][1] * alpha;
14061 c4f[ 2] = decal->color4ub[0][2] * alpha;
14063 c4f[ 4] = decal->color4ub[1][0] * alpha;
14064 c4f[ 5] = decal->color4ub[1][1] * alpha;
14065 c4f[ 6] = decal->color4ub[1][2] * alpha;
14067 c4f[ 8] = decal->color4ub[2][0] * alpha;
14068 c4f[ 9] = decal->color4ub[2][1] * alpha;
14069 c4f[10] = decal->color4ub[2][2] * alpha;
14072 t2f[0] = decal->texcoord2f[0][0];
14073 t2f[1] = decal->texcoord2f[0][1];
14074 t2f[2] = decal->texcoord2f[1][0];
14075 t2f[3] = decal->texcoord2f[1][1];
14076 t2f[4] = decal->texcoord2f[2][0];
14077 t2f[5] = decal->texcoord2f[2][1];
14079 // update vertex positions for animated models
14080 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
14082 e = rsurface.modelelement3i + 3*decal->triangleindex;
14083 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
14084 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
14085 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
14089 VectorCopy(decal->vertex3f[0], v3f);
14090 VectorCopy(decal->vertex3f[1], v3f + 3);
14091 VectorCopy(decal->vertex3f[2], v3f + 6);
14094 if (r_refdef.fogenabled)
14096 alpha = RSurf_FogVertex(v3f);
14097 VectorScale(c4f, alpha, c4f);
14098 alpha = RSurf_FogVertex(v3f + 3);
14099 VectorScale(c4f + 4, alpha, c4f + 4);
14100 alpha = RSurf_FogVertex(v3f + 6);
14101 VectorScale(c4f + 8, alpha, c4f + 8);
14112 r_refdef.stats.drawndecals += numtris;
14114 // now render the decals all at once
14115 // (this assumes they all use one particle font texture!)
14116 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);
14117 // R_Mesh_ResetTextureState();
14118 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
14119 GL_DepthMask(false);
14120 GL_DepthRange(0, 1);
14121 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
14122 GL_DepthTest(true);
14123 GL_CullFace(GL_NONE);
14124 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
14125 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
14126 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
14130 static void R_DrawModelDecals(void)
14134 // fade faster when there are too many decals
14135 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14136 for (i = 0;i < r_refdef.scene.numentities;i++)
14137 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14139 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
14140 for (i = 0;i < r_refdef.scene.numentities;i++)
14141 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14142 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
14144 R_DecalSystem_ApplySplatEntitiesQueue();
14146 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
14147 for (i = 0;i < r_refdef.scene.numentities;i++)
14148 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
14150 r_refdef.stats.totaldecals += numdecals;
14152 if (r_showsurfaces.integer)
14155 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
14157 for (i = 0;i < r_refdef.scene.numentities;i++)
14159 if (!r_refdef.viewcache.entityvisible[i])
14161 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
14162 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
14166 extern cvar_t mod_collision_bih;
14167 void R_DrawDebugModel(void)
14169 entity_render_t *ent = rsurface.entity;
14170 int i, j, k, l, flagsmask;
14171 const msurface_t *surface;
14172 dp_model_t *model = ent->model;
14175 switch(vid.renderpath)
14177 case RENDERPATH_GL11:
14178 case RENDERPATH_GL13:
14179 case RENDERPATH_GL20:
14180 case RENDERPATH_CGGL:
14182 case RENDERPATH_D3D9:
14183 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14185 case RENDERPATH_D3D10:
14186 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14188 case RENDERPATH_D3D11:
14189 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
14193 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
14195 // R_Mesh_ResetTextureState();
14196 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
14197 GL_DepthRange(0, 1);
14198 GL_DepthTest(!r_showdisabledepthtest.integer);
14199 GL_DepthMask(false);
14200 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14202 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
14206 qboolean cullbox = ent == r_refdef.scene.worldentity;
14207 const q3mbrush_t *brush;
14208 const bih_t *bih = &model->collision_bih;
14209 const bih_leaf_t *bihleaf;
14210 float vertex3f[3][3];
14211 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
14213 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
14215 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
14217 switch (bihleaf->type)
14220 brush = model->brush.data_brushes + bihleaf->itemindex;
14221 if (brush->colbrushf && brush->colbrushf->numtriangles)
14223 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);
14224 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
14225 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
14228 case BIH_COLLISIONTRIANGLE:
14229 triangleindex = bihleaf->itemindex;
14230 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
14231 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
14232 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
14233 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);
14234 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14235 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14237 case BIH_RENDERTRIANGLE:
14238 triangleindex = bihleaf->itemindex;
14239 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
14240 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
14241 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
14242 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);
14243 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14244 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14250 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14252 if (r_showtris.integer || (r_shownormals.value != 0))
14254 if (r_showdisabledepthtest.integer)
14256 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14257 GL_DepthMask(false);
14261 GL_BlendFunc(GL_ONE, GL_ZERO);
14262 GL_DepthMask(true);
14264 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14266 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14268 rsurface.texture = R_GetCurrentTexture(surface->texture);
14269 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14271 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14272 if (r_showtris.value > 0)
14274 if (!rsurface.texture->currentlayers->depthmask)
14275 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14276 else if (ent == r_refdef.scene.worldentity)
14277 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14279 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14280 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14281 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14283 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14286 if (r_shownormals.value < 0)
14288 qglBegin(GL_LINES);
14289 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14291 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14292 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14293 qglVertex3f(v[0], v[1], v[2]);
14294 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14295 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14296 qglVertex3f(v[0], v[1], v[2]);
14301 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14303 qglBegin(GL_LINES);
14304 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14306 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14307 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14308 qglVertex3f(v[0], v[1], v[2]);
14309 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14310 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14311 qglVertex3f(v[0], v[1], v[2]);
14315 qglBegin(GL_LINES);
14316 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14318 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14319 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14320 qglVertex3f(v[0], v[1], v[2]);
14321 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14322 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14323 qglVertex3f(v[0], v[1], v[2]);
14327 qglBegin(GL_LINES);
14328 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
14330 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14331 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14332 qglVertex3f(v[0], v[1], v[2]);
14333 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14334 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
14335 qglVertex3f(v[0], v[1], v[2]);
14342 rsurface.texture = NULL;
14346 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14347 int r_maxsurfacelist = 0;
14348 const msurface_t **r_surfacelist = NULL;
14349 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14351 int i, j, endj, flagsmask;
14352 dp_model_t *model = r_refdef.scene.worldmodel;
14353 msurface_t *surfaces;
14354 unsigned char *update;
14355 int numsurfacelist = 0;
14359 if (r_maxsurfacelist < model->num_surfaces)
14361 r_maxsurfacelist = model->num_surfaces;
14363 Mem_Free((msurface_t**)r_surfacelist);
14364 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14367 RSurf_ActiveWorldEntity();
14369 surfaces = model->data_surfaces;
14370 update = model->brushq1.lightmapupdateflags;
14372 // update light styles on this submodel
14373 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14375 model_brush_lightstyleinfo_t *style;
14376 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14378 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14380 int *list = style->surfacelist;
14381 style->value = r_refdef.scene.lightstylevalue[style->style];
14382 for (j = 0;j < style->numsurfaces;j++)
14383 update[list[j]] = true;
14388 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14392 R_DrawDebugModel();
14393 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14397 rsurface.lightmaptexture = NULL;
14398 rsurface.deluxemaptexture = NULL;
14399 rsurface.uselightmaptexture = false;
14400 rsurface.texture = NULL;
14401 rsurface.rtlight = NULL;
14402 numsurfacelist = 0;
14403 // add visible surfaces to draw list
14404 for (i = 0;i < model->nummodelsurfaces;i++)
14406 j = model->sortedmodelsurfaces[i];
14407 if (r_refdef.viewcache.world_surfacevisible[j])
14408 r_surfacelist[numsurfacelist++] = surfaces + j;
14410 // update lightmaps if needed
14411 if (model->brushq1.firstrender)
14413 model->brushq1.firstrender = false;
14414 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14416 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14420 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14421 if (r_refdef.viewcache.world_surfacevisible[j])
14423 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14425 // don't do anything if there were no surfaces
14426 if (!numsurfacelist)
14428 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14431 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14432 GL_AlphaTest(false);
14434 // add to stats if desired
14435 if (r_speeds.integer && !skysurfaces && !depthonly)
14437 r_refdef.stats.world_surfaces += numsurfacelist;
14438 for (j = 0;j < numsurfacelist;j++)
14439 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14442 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14445 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14447 int i, j, endj, flagsmask;
14448 dp_model_t *model = ent->model;
14449 msurface_t *surfaces;
14450 unsigned char *update;
14451 int numsurfacelist = 0;
14455 if (r_maxsurfacelist < model->num_surfaces)
14457 r_maxsurfacelist = model->num_surfaces;
14459 Mem_Free((msurface_t **)r_surfacelist);
14460 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14463 // if the model is static it doesn't matter what value we give for
14464 // wantnormals and wanttangents, so this logic uses only rules applicable
14465 // to a model, knowing that they are meaningless otherwise
14466 if (ent == r_refdef.scene.worldentity)
14467 RSurf_ActiveWorldEntity();
14468 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14469 RSurf_ActiveModelEntity(ent, false, false, false);
14471 RSurf_ActiveModelEntity(ent, true, true, true);
14472 else if (depthonly)
14474 switch (vid.renderpath)
14476 case RENDERPATH_GL20:
14477 case RENDERPATH_CGGL:
14478 case RENDERPATH_D3D9:
14479 case RENDERPATH_D3D10:
14480 case RENDERPATH_D3D11:
14481 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14483 case RENDERPATH_GL13:
14484 case RENDERPATH_GL11:
14485 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14491 switch (vid.renderpath)
14493 case RENDERPATH_GL20:
14494 case RENDERPATH_CGGL:
14495 case RENDERPATH_D3D9:
14496 case RENDERPATH_D3D10:
14497 case RENDERPATH_D3D11:
14498 RSurf_ActiveModelEntity(ent, true, true, false);
14500 case RENDERPATH_GL13:
14501 case RENDERPATH_GL11:
14502 RSurf_ActiveModelEntity(ent, true, false, false);
14507 surfaces = model->data_surfaces;
14508 update = model->brushq1.lightmapupdateflags;
14510 // update light styles
14511 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14513 model_brush_lightstyleinfo_t *style;
14514 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14516 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14518 int *list = style->surfacelist;
14519 style->value = r_refdef.scene.lightstylevalue[style->style];
14520 for (j = 0;j < style->numsurfaces;j++)
14521 update[list[j]] = true;
14526 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14530 R_DrawDebugModel();
14531 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14535 rsurface.lightmaptexture = NULL;
14536 rsurface.deluxemaptexture = NULL;
14537 rsurface.uselightmaptexture = false;
14538 rsurface.texture = NULL;
14539 rsurface.rtlight = NULL;
14540 numsurfacelist = 0;
14541 // add visible surfaces to draw list
14542 for (i = 0;i < model->nummodelsurfaces;i++)
14543 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14544 // don't do anything if there were no surfaces
14545 if (!numsurfacelist)
14547 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14550 // update lightmaps if needed
14554 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14559 R_BuildLightMap(ent, surfaces + j);
14564 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14566 R_BuildLightMap(ent, surfaces + j);
14567 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14568 GL_AlphaTest(false);
14570 // add to stats if desired
14571 if (r_speeds.integer && !skysurfaces && !depthonly)
14573 r_refdef.stats.entities_surfaces += numsurfacelist;
14574 for (j = 0;j < numsurfacelist;j++)
14575 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14578 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14581 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14583 static texture_t texture;
14584 static msurface_t surface;
14585 const msurface_t *surfacelist = &surface;
14587 // fake enough texture and surface state to render this geometry
14589 texture.update_lastrenderframe = -1; // regenerate this texture
14590 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14591 texture.currentskinframe = skinframe;
14592 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14593 texture.offsetmapping = OFFSETMAPPING_OFF;
14594 texture.offsetscale = 1;
14595 texture.specularscalemod = 1;
14596 texture.specularpowermod = 1;
14598 surface.texture = &texture;
14599 surface.num_triangles = numtriangles;
14600 surface.num_firsttriangle = firsttriangle;
14601 surface.num_vertices = numvertices;
14602 surface.num_firstvertex = firstvertex;
14605 rsurface.texture = R_GetCurrentTexture(surface.texture);
14606 rsurface.lightmaptexture = NULL;
14607 rsurface.deluxemaptexture = NULL;
14608 rsurface.uselightmaptexture = false;
14609 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14612 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)
14614 static msurface_t surface;
14615 const msurface_t *surfacelist = &surface;
14617 // fake enough texture and surface state to render this geometry
14618 surface.texture = texture;
14619 surface.num_triangles = numtriangles;
14620 surface.num_firsttriangle = firsttriangle;
14621 surface.num_vertices = numvertices;
14622 surface.num_firstvertex = firstvertex;
14625 rsurface.texture = R_GetCurrentTexture(surface.texture);
14626 rsurface.lightmaptexture = NULL;
14627 rsurface.deluxemaptexture = NULL;
14628 rsurface.uselightmaptexture = false;
14629 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);