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"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 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."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 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."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 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"};
108 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"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 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)"};
125 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"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 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)"};
171 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"};
173 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"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 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"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187 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)"};
189 extern cvar_t v_glslgamma;
191 extern qboolean v_flipped_state;
193 static struct r_bloomstate_s
198 int bloomwidth, bloomheight;
200 int screentexturewidth, screentextureheight;
201 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203 int bloomtexturewidth, bloomtextureheight;
204 rtexture_t *texture_bloom;
206 // arrays for rendering the screen passes
207 float screentexcoord2f[8];
208 float bloomtexcoord2f[8];
209 float offsettexcoord2f[8];
211 r_viewport_t viewport;
215 r_waterstate_t r_waterstate;
217 /// shadow volume bsp struct with automatically growing nodes buffer
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
249 typedef struct r_qwskincache_s
251 char name[MAX_QPATH];
252 skinframe_t *skinframe;
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
269 const float r_d3dscreenvertex3f[12] =
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
280 for (i = 0;i < verts;i++)
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
294 for (i = 0;i < verts;i++)
304 // FIXME: move this to client?
307 if (gamemode == GAME_NEHAHRA)
309 Cvar_Set("gl_fogenable", "0");
310 Cvar_Set("gl_fogdensity", "0.2");
311 Cvar_Set("gl_fogred", "0.3");
312 Cvar_Set("gl_foggreen", "0.3");
313 Cvar_Set("gl_fogblue", "0.3");
315 r_refdef.fog_density = 0;
316 r_refdef.fog_red = 0;
317 r_refdef.fog_green = 0;
318 r_refdef.fog_blue = 0;
319 r_refdef.fog_alpha = 1;
320 r_refdef.fog_start = 0;
321 r_refdef.fog_end = 16384;
322 r_refdef.fog_height = 1<<30;
323 r_refdef.fog_fadedepth = 128;
324 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
327 static void R_BuildBlankTextures(void)
329 unsigned char data[4];
330 data[2] = 128; // normal X
331 data[1] = 128; // normal Y
332 data[0] = 255; // normal Z
333 data[3] = 128; // height
334 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 static void R_BuildNoTexture(void)
355 unsigned char pix[16][16][4];
356 // this makes a light grey/dark grey checkerboard texture
357 for (y = 0;y < 16;y++)
359 for (x = 0;x < 16;x++)
361 if ((y < 8) ^ (x < 8))
377 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildWhiteCube(void)
382 unsigned char data[6*1*1*4];
383 memset(data, 255, sizeof(data));
384 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildNormalizationCube(void)
391 vec_t s, t, intensity;
394 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395 for (side = 0;side < 6;side++)
397 for (y = 0;y < NORMSIZE;y++)
399 for (x = 0;x < NORMSIZE;x++)
401 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437 intensity = 127.0f / sqrt(DotProduct(v, v));
438 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441 data[((side*64+y)*64+x)*4+3] = 255;
445 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildFogTexture(void)
453 unsigned char data1[FOGWIDTH][4];
454 //unsigned char data2[FOGWIDTH][4];
457 r_refdef.fogmasktable_start = r_refdef.fog_start;
458 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459 r_refdef.fogmasktable_range = r_refdef.fogrange;
460 r_refdef.fogmasktable_density = r_refdef.fog_density;
462 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
465 d = (x * r - r_refdef.fogmasktable_start);
466 if(developer_extra.integer)
467 Con_DPrintf("%f ", d);
469 if (r_fog_exp2.integer)
470 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
472 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473 if(developer_extra.integer)
474 Con_DPrintf(" : %f ", alpha);
475 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476 if(developer_extra.integer)
477 Con_DPrintf(" = %f\n", alpha);
478 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
481 for (x = 0;x < FOGWIDTH;x++)
483 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
488 //data2[x][0] = 255 - b;
489 //data2[x][1] = 255 - b;
490 //data2[x][2] = 255 - b;
493 if (r_texture_fogattenuation)
495 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
500 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
501 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
505 static void R_BuildFogHeightTexture(void)
507 unsigned char *inpixels;
515 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516 if (r_refdef.fogheighttexturename[0])
517 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
520 r_refdef.fog_height_tablesize = 0;
521 if (r_texture_fogheighttexture)
522 R_FreeTexture(r_texture_fogheighttexture);
523 r_texture_fogheighttexture = NULL;
524 if (r_refdef.fog_height_table2d)
525 Mem_Free(r_refdef.fog_height_table2d);
526 r_refdef.fog_height_table2d = NULL;
527 if (r_refdef.fog_height_table1d)
528 Mem_Free(r_refdef.fog_height_table1d);
529 r_refdef.fog_height_table1d = NULL;
533 r_refdef.fog_height_tablesize = size;
534 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
538 // LordHavoc: now the magic - what is that table2d for? it is a cooked
539 // average fog color table accounting for every fog layer between a point
540 // and the camera. (Note: attenuation is handled separately!)
541 for (y = 0;y < size;y++)
543 for (x = 0;x < size;x++)
549 for (j = x;j <= y;j++)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 for (j = x;j >= y;j--)
559 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
570 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
573 //=======================================================================================================================================================
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
590 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
591 "# extension GL_ARB_texture_rectangle : enable\n"
594 "#ifdef USESHADOWMAP2D\n"
595 "# ifdef GL_EXT_gpu_shader4\n"
596 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "# ifdef GL_ARB_texture_gather\n"
599 "# extension GL_ARB_texture_gather : enable\n"
601 "# ifdef GL_AMD_texture_texture4\n"
602 "# extension GL_AMD_texture_texture4 : enable\n"
607 "#ifdef USESHADOWMAPCUBE\n"
608 "# extension GL_EXT_gpu_shader4 : enable\n"
611 "//#ifdef USESHADOWSAMPLER\n"
612 "//# extension GL_ARB_shadow : enable\n"
615 "//#ifdef __GLSL_CG_DATA_TYPES\n"
616 "//# define myhalf half\n"
617 "//# define myhalf2 half2\n"
618 "//# define myhalf3 half3\n"
619 "//# define myhalf4 half4\n"
621 "# define myhalf float\n"
622 "# define myhalf2 vec2\n"
623 "# define myhalf3 vec3\n"
624 "# define myhalf4 vec4\n"
627 "#ifdef VERTEX_SHADER\n"
628 "uniform mat4 ModelViewProjectionMatrix;\n"
631 "#ifdef MODE_DEPTH_OR_SHADOW\n"
632 "#ifdef VERTEX_SHADER\n"
635 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
638 "#else // !MODE_DEPTH_ORSHADOW\n"
643 "#ifdef MODE_SHOWDEPTH\n"
644 "#ifdef VERTEX_SHADER\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
648 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
652 "#ifdef FRAGMENT_SHADER\n"
655 " gl_FragColor = gl_Color;\n"
658 "#else // !MODE_SHOWDEPTH\n"
663 "#ifdef MODE_POSTPROCESS\n"
664 "varying vec2 TexCoord1;\n"
665 "varying vec2 TexCoord2;\n"
667 "#ifdef VERTEX_SHADER\n"
670 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
673 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
678 "#ifdef FRAGMENT_SHADER\n"
679 "uniform sampler2D Texture_First;\n"
681 "uniform sampler2D Texture_Second;\n"
682 "uniform vec4 BloomColorSubtract;\n"
684 "#ifdef USEGAMMARAMPS\n"
685 "uniform sampler2D Texture_GammaRamps;\n"
687 "#ifdef USESATURATION\n"
688 "uniform float Saturation;\n"
690 "#ifdef USEVIEWTINT\n"
691 "uniform vec4 ViewTintColor;\n"
693 "//uncomment these if you want to use them:\n"
694 "uniform vec4 UserVec1;\n"
695 "uniform vec4 UserVec2;\n"
696 "// uniform vec4 UserVec3;\n"
697 "// uniform vec4 UserVec4;\n"
698 "// uniform float ClientTime;\n"
699 "uniform vec2 PixelSize;\n"
702 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
704 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
706 "#ifdef USEVIEWTINT\n"
707 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
710 "#ifdef USEPOSTPROCESSING\n"
711 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
712 "// 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"
713 " float sobel = 1.0;\n"
714 " // vec2 ts = textureSize(Texture_First, 0);\n"
715 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
716 " vec2 px = PixelSize;\n"
717 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
718 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
719 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
720 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
721 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
722 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
724 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
725 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
726 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
727 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
728 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
729 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
730 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
731 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
732 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
733 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
734 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
735 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
736 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
737 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
738 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
739 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
740 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
741 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
746 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
747 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
748 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
751 "#ifdef USESATURATION\n"
752 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
753 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
754 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
755 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
758 "#ifdef USEGAMMARAMPS\n"
759 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
760 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
761 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
765 "#else // !MODE_POSTPROCESS\n"
770 "#ifdef MODE_GENERIC\n"
771 "#ifdef USEDIFFUSE\n"
772 "varying vec2 TexCoord1;\n"
774 "#ifdef USESPECULAR\n"
775 "varying vec2 TexCoord2;\n"
777 "#ifdef VERTEX_SHADER\n"
780 " gl_FrontColor = gl_Color;\n"
781 "#ifdef USEDIFFUSE\n"
782 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
784 "#ifdef USESPECULAR\n"
785 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
787 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
791 "#ifdef FRAGMENT_SHADER\n"
792 "#ifdef USEDIFFUSE\n"
793 "uniform sampler2D Texture_First;\n"
795 "#ifdef USESPECULAR\n"
796 "uniform sampler2D Texture_Second;\n"
801 " gl_FragColor = gl_Color;\n"
802 "#ifdef USEDIFFUSE\n"
803 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
806 "#ifdef USESPECULAR\n"
807 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
808 "# ifdef USECOLORMAPPING\n"
809 " gl_FragColor *= tex2;\n"
812 " gl_FragColor += tex2;\n"
814 "# ifdef USEVERTEXTEXTUREBLEND\n"
815 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
820 "#else // !MODE_GENERIC\n"
825 "#ifdef MODE_BLOOMBLUR\n"
826 "varying TexCoord;\n"
827 "#ifdef VERTEX_SHADER\n"
830 " gl_FrontColor = gl_Color;\n"
831 " TexCoord = gl_MultiTexCoord0.xy;\n"
832 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
836 "#ifdef FRAGMENT_SHADER\n"
837 "uniform sampler2D Texture_First;\n"
838 "uniform vec4 BloomBlur_Parameters;\n"
843 " vec2 tc = TexCoord;\n"
844 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
845 " tc += BloomBlur_Parameters.xy;\n"
846 " for (i = 1;i < SAMPLES;i++)\n"
848 " color += texture2D(Texture_First, tc).rgb;\n"
849 " tc += BloomBlur_Parameters.xy;\n"
851 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
854 "#else // !MODE_BLOOMBLUR\n"
855 "#ifdef MODE_REFRACTION\n"
856 "varying vec2 TexCoord;\n"
857 "varying vec4 ModelViewProjectionPosition;\n"
858 "uniform mat4 TexMatrix;\n"
859 "#ifdef VERTEX_SHADER\n"
863 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
864 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
865 " ModelViewProjectionPosition = gl_Position;\n"
869 "#ifdef FRAGMENT_SHADER\n"
870 "uniform sampler2D Texture_Normal;\n"
871 "uniform sampler2D Texture_Refraction;\n"
872 "uniform sampler2D Texture_Reflection;\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform vec4 RefractColor;\n"
878 "uniform vec4 ReflectColor;\n"
879 "uniform float ReflectFactor;\n"
880 "uniform float ReflectOffset;\n"
884 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
885 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
886 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
887 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
888 " // FIXME temporary hack to detect the case that the reflection\n"
889 " // gets blackened at edges due to leaving the area that contains actual\n"
891 " // Remove this 'ack once we have a better way to stop this thing from\n"
893 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
894 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
895 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
896 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
897 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
898 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
901 "#else // !MODE_REFRACTION\n"
906 "#ifdef MODE_WATER\n"
907 "varying vec2 TexCoord;\n"
908 "varying vec3 EyeVector;\n"
909 "varying vec4 ModelViewProjectionPosition;\n"
910 "#ifdef VERTEX_SHADER\n"
911 "uniform vec3 EyePosition;\n"
912 "uniform mat4 TexMatrix;\n"
916 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
917 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
918 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
919 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
920 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
921 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
922 " ModelViewProjectionPosition = gl_Position;\n"
926 "#ifdef FRAGMENT_SHADER\n"
927 "uniform sampler2D Texture_Normal;\n"
928 "uniform sampler2D Texture_Refraction;\n"
929 "uniform sampler2D Texture_Reflection;\n"
931 "uniform vec4 DistortScaleRefractReflect;\n"
932 "uniform vec4 ScreenScaleRefractReflect;\n"
933 "uniform vec4 ScreenCenterRefractReflect;\n"
934 "uniform vec4 RefractColor;\n"
935 "uniform vec4 ReflectColor;\n"
936 "uniform float ReflectFactor;\n"
937 "uniform float ReflectOffset;\n"
941 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
942 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
943 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
944 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
945 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
946 " // FIXME temporary hack to detect the case that the reflection\n"
947 " // gets blackened at edges due to leaving the area that contains actual\n"
949 " // Remove this 'ack once we have a better way to stop this thing from\n"
951 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
952 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
953 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
954 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
955 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
956 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
957 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
958 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
959 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
960 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
961 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
962 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
965 "#else // !MODE_WATER\n"
970 "// common definitions between vertex shader and fragment shader:\n"
972 "varying vec2 TexCoord;\n"
973 "#ifdef USEVERTEXTEXTUREBLEND\n"
974 "varying vec2 TexCoord2;\n"
976 "#ifdef USELIGHTMAP\n"
977 "varying vec2 TexCoordLightmap;\n"
980 "#ifdef MODE_LIGHTSOURCE\n"
981 "varying vec3 CubeVector;\n"
984 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
985 "varying vec3 LightVector;\n"
988 "#ifdef USEEYEVECTOR\n"
989 "varying vec3 EyeVector;\n"
992 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
995 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
996 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
997 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
998 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1001 "#ifdef USEREFLECTION\n"
1002 "varying vec4 ModelViewProjectionPosition;\n"
1004 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1005 "uniform vec3 LightPosition;\n"
1006 "varying vec4 ModelViewPosition;\n"
1009 "#ifdef MODE_LIGHTSOURCE\n"
1010 "uniform vec3 LightPosition;\n"
1012 "uniform vec3 EyePosition;\n"
1013 "#ifdef MODE_LIGHTDIRECTION\n"
1014 "uniform vec3 LightDir;\n"
1016 "uniform vec4 FogPlane;\n"
1018 "#ifdef USESHADOWMAPORTHO\n"
1019 "varying vec3 ShadowMapTC;\n"
1026 "// 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"
1028 "// fragment shader specific:\n"
1029 "#ifdef FRAGMENT_SHADER\n"
1031 "uniform sampler2D Texture_Normal;\n"
1032 "uniform sampler2D Texture_Color;\n"
1033 "uniform sampler2D Texture_Gloss;\n"
1035 "uniform sampler2D Texture_Glow;\n"
1037 "#ifdef USEVERTEXTEXTUREBLEND\n"
1038 "uniform sampler2D Texture_SecondaryNormal;\n"
1039 "uniform sampler2D Texture_SecondaryColor;\n"
1040 "uniform sampler2D Texture_SecondaryGloss;\n"
1042 "uniform sampler2D Texture_SecondaryGlow;\n"
1045 "#ifdef USECOLORMAPPING\n"
1046 "uniform sampler2D Texture_Pants;\n"
1047 "uniform sampler2D Texture_Shirt;\n"
1050 "#ifdef USEFOGHEIGHTTEXTURE\n"
1051 "uniform sampler2D Texture_FogHeightTexture;\n"
1053 "uniform sampler2D Texture_FogMask;\n"
1055 "#ifdef USELIGHTMAP\n"
1056 "uniform sampler2D Texture_Lightmap;\n"
1058 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1059 "uniform sampler2D Texture_Deluxemap;\n"
1061 "#ifdef USEREFLECTION\n"
1062 "uniform sampler2D Texture_Reflection;\n"
1065 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1066 "uniform sampler2D Texture_ScreenDepth;\n"
1067 "uniform sampler2D Texture_ScreenNormalMap;\n"
1069 "#ifdef USEDEFERREDLIGHTMAP\n"
1070 "uniform sampler2D Texture_ScreenDiffuse;\n"
1071 "uniform sampler2D Texture_ScreenSpecular;\n"
1074 "uniform myhalf3 Color_Pants;\n"
1075 "uniform myhalf3 Color_Shirt;\n"
1076 "uniform myhalf3 FogColor;\n"
1079 "uniform float FogRangeRecip;\n"
1080 "uniform float FogPlaneViewDist;\n"
1081 "uniform float FogHeightFade;\n"
1082 "vec3 FogVertex(vec3 surfacecolor)\n"
1084 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1085 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1087 "#ifdef USEFOGHEIGHTTEXTURE\n"
1088 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1089 " fogfrac = fogheightpixel.a;\n"
1090 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1092 "# ifdef USEFOGOUTSIDE\n"
1093 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1095 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1097 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1102 "#ifdef USEOFFSETMAPPING\n"
1103 "uniform float OffsetMapping_Scale;\n"
1104 "vec2 OffsetMapping(vec2 TexCoord)\n"
1106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1107 " // 14 sample relief mapping: linear search and then binary search\n"
1108 " // this basically steps forward a small amount repeatedly until it finds\n"
1109 " // itself inside solid, then jitters forward and back using decreasing\n"
1110 " // amounts to find the impact\n"
1111 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1112 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1113 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1114 " vec3 RT = vec3(TexCoord, 1);\n"
1115 " OffsetVector *= 0.1;\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1127 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1128 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1129 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1133 " // this basically moves forward the full distance, and then backs up based\n"
1134 " // on height of samples\n"
1135 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1136 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1137 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1138 " TexCoord += OffsetVector;\n"
1139 " OffsetVector *= 0.333;\n"
1140 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1142 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1143 " return TexCoord;\n"
1146 "#endif // USEOFFSETMAPPING\n"
1148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1149 "uniform sampler2D Texture_Attenuation;\n"
1150 "uniform samplerCube Texture_Cube;\n"
1153 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1155 "#ifdef USESHADOWMAPRECT\n"
1156 "# ifdef USESHADOWSAMPLER\n"
1157 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1159 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1163 "#ifdef USESHADOWMAP2D\n"
1164 "# ifdef USESHADOWSAMPLER\n"
1165 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1167 "uniform sampler2D Texture_ShadowMap2D;\n"
1171 "#ifdef USESHADOWMAPVSDCT\n"
1172 "uniform samplerCube Texture_CubeProjection;\n"
1175 "#ifdef USESHADOWMAPCUBE\n"
1176 "# ifdef USESHADOWSAMPLER\n"
1177 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1179 "uniform samplerCube Texture_ShadowMapCube;\n"
1183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1184 "uniform vec2 ShadowMap_TextureScale;\n"
1185 "uniform vec4 ShadowMap_Parameters;\n"
1188 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1189 "# ifdef USESHADOWMAPORTHO\n"
1190 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1192 "# ifdef USESHADOWMAPVSDCT\n"
1193 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1195 " vec3 adir = abs(dir);\n"
1196 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1197 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1198 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1201 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " float ma = adir.z;\n"
1205 " vec4 proj = vec4(dir, 2.5);\n"
1206 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1207 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1208 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1209 " 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"
1213 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1215 "#ifdef USESHADOWMAPCUBE\n"
1216 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1218 " vec3 adir = abs(dir);\n"
1219 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1223 "# ifdef USESHADOWMAPRECT\n"
1224 "float ShadowMapCompare(vec3 dir)\n"
1226 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1228 "# ifdef USESHADOWSAMPLER\n"
1230 "# ifdef USESHADOWMAPPCF\n"
1231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1232 " 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"
1234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1239 "# ifdef USESHADOWMAPPCF\n"
1240 "# if USESHADOWMAPPCF > 1\n"
1241 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1242 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1243 " 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"
1244 " 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"
1245 " 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"
1246 " 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"
1247 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1250 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1251 " vec2 offset = fract(shadowmaptc.xy);\n"
1252 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1253 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1254 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1255 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1256 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1259 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1263 "# ifdef USESHADOWMAPORTHO\n"
1264 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1271 "# ifdef USESHADOWMAP2D\n"
1272 "float ShadowMapCompare(vec3 dir)\n"
1274 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1277 "# ifdef USESHADOWSAMPLER\n"
1278 "# ifdef USESHADOWMAPPCF\n"
1279 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1280 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1281 " 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"
1283 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1286 "# ifdef USESHADOWMAPPCF\n"
1287 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1288 "# ifdef GL_ARB_texture_gather\n"
1289 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1291 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1293 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1294 "# if USESHADOWMAPPCF > 1\n"
1295 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1296 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1297 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1298 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1299 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1300 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1301 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1302 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1303 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1304 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1305 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1306 " locols.yz += group2.ab;\n"
1307 " hicols.yz += group8.rg;\n"
1308 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1309 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1310 " mix(locols, hicols, offset.y);\n"
1311 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1312 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1313 " f = dot(cols, vec4(1.0/25.0));\n"
1315 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1316 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1317 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1318 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1319 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1320 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 "# ifdef GL_EXT_gpu_shader4\n"
1325 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1327 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1329 "# if USESHADOWMAPPCF > 1\n"
1330 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1331 " center *= ShadowMap_TextureScale;\n"
1332 " 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"
1333 " 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"
1334 " 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"
1335 " 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"
1336 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1337 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1339 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1340 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1341 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1342 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1343 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1344 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1348 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1351 "# ifdef USESHADOWMAPORTHO\n"
1352 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1359 "# ifdef USESHADOWMAPCUBE\n"
1360 "float ShadowMapCompare(vec3 dir)\n"
1362 " // apply depth texture cubemap as light filter\n"
1363 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1365 "# ifdef USESHADOWSAMPLER\n"
1366 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1368 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1373 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1374 "#endif // FRAGMENT_SHADER\n"
1379 "#ifdef MODE_DEFERREDGEOMETRY\n"
1380 "#ifdef VERTEX_SHADER\n"
1381 "uniform mat4 TexMatrix;\n"
1382 "#ifdef USEVERTEXTEXTUREBLEND\n"
1383 "uniform mat4 BackgroundTexMatrix;\n"
1385 "uniform mat4 ModelViewMatrix;\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " gl_FrontColor = gl_Color;\n"
1391 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1394 " // transform unnormalized eye direction into tangent space\n"
1395 "#ifdef USEOFFSETMAPPING\n"
1396 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1397 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1398 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1399 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1402 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1403 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1404 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1405 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1407 "#endif // VERTEX_SHADER\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1412 "#ifdef USEOFFSETMAPPING\n"
1413 " // apply offsetmapping\n"
1414 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1415 "#define TexCoord TexCoordOffset\n"
1418 "#ifdef USEALPHAKILL\n"
1419 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1425 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1426 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1427 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1430 "#ifdef USEVERTEXTEXTUREBLEND\n"
1431 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1432 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1434 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1435 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1438 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1440 "#endif // FRAGMENT_SHADER\n"
1441 "#else // !MODE_DEFERREDGEOMETRY\n"
1446 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1447 "#ifdef VERTEX_SHADER\n"
1448 "uniform mat4 ModelViewMatrix;\n"
1451 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1452 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1454 "#endif // VERTEX_SHADER\n"
1456 "#ifdef FRAGMENT_SHADER\n"
1457 "uniform mat4 ViewToLight;\n"
1458 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1459 "uniform vec2 ScreenToDepth;\n"
1460 "uniform myhalf3 DeferredColor_Ambient;\n"
1461 "uniform myhalf3 DeferredColor_Diffuse;\n"
1462 "#ifdef USESPECULAR\n"
1463 "uniform myhalf3 DeferredColor_Specular;\n"
1464 "uniform myhalf SpecularPower;\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1469 " // calculate viewspace pixel position\n"
1470 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1472 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1473 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1474 " // decode viewspace pixel normal\n"
1475 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1476 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1477 " // surfacenormal = pixel normal in viewspace\n"
1478 " // LightVector = pixel to light in viewspace\n"
1479 " // CubeVector = position in lightspace\n"
1480 " // eyevector = pixel to view in viewspace\n"
1481 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1482 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1483 "#ifdef USEDIFFUSE\n"
1484 " // calculate diffuse shading\n"
1485 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1486 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1488 "#ifdef USESPECULAR\n"
1489 " // calculate directional shading\n"
1490 " vec3 eyevector = position * -1.0;\n"
1491 "# ifdef USEEXACTSPECULARMATH\n"
1492 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1494 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1495 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1499 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1500 " fade *= ShadowMapCompare(CubeVector);\n"
1503 "#ifdef USEDIFFUSE\n"
1504 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1506 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1508 "#ifdef USESPECULAR\n"
1509 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1511 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1514 "# ifdef USECUBEFILTER\n"
1515 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1516 " gl_FragData[0].rgb *= cubecolor;\n"
1517 " gl_FragData[1].rgb *= cubecolor;\n"
1520 "#endif // FRAGMENT_SHADER\n"
1521 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1526 "#ifdef VERTEX_SHADER\n"
1527 "uniform mat4 TexMatrix;\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "uniform mat4 BackgroundTexMatrix;\n"
1531 "#ifdef MODE_LIGHTSOURCE\n"
1532 "uniform mat4 ModelToLight;\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 "uniform mat4 ShadowMapMatrix;\n"
1539 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1540 " gl_FrontColor = gl_Color;\n"
1542 " // copy the surface texcoord\n"
1543 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1544 "#ifdef USEVERTEXTEXTUREBLEND\n"
1545 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1547 "#ifdef USELIGHTMAP\n"
1548 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1551 "#ifdef MODE_LIGHTSOURCE\n"
1552 " // transform vertex position into light attenuation/cubemap space\n"
1553 " // (-1 to +1 across the light box)\n"
1554 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1556 "# ifdef USEDIFFUSE\n"
1557 " // transform unnormalized light direction into tangent space\n"
1558 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1559 " // normalize it per pixel)\n"
1560 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1561 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1562 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1563 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1567 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1568 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1569 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1570 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1573 " // transform unnormalized eye direction into tangent space\n"
1574 "#ifdef USEEYEVECTOR\n"
1575 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1576 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1577 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1578 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1582 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1583 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1586 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1587 " VectorS = gl_MultiTexCoord1.xyz;\n"
1588 " VectorT = gl_MultiTexCoord2.xyz;\n"
1589 " VectorR = gl_MultiTexCoord3.xyz;\n"
1592 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1593 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1595 "#ifdef USESHADOWMAPORTHO\n"
1596 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1599 "#ifdef USEREFLECTION\n"
1600 " ModelViewProjectionPosition = gl_Position;\n"
1603 "#endif // VERTEX_SHADER\n"
1608 "#ifdef FRAGMENT_SHADER\n"
1609 "#ifdef USEDEFERREDLIGHTMAP\n"
1610 "uniform myhalf2 PixelToScreenTexCoord;\n"
1611 "uniform myhalf3 DeferredMod_Diffuse;\n"
1612 "uniform myhalf3 DeferredMod_Specular;\n"
1614 "uniform myhalf3 Color_Ambient;\n"
1615 "uniform myhalf3 Color_Diffuse;\n"
1616 "uniform myhalf3 Color_Specular;\n"
1617 "uniform myhalf SpecularPower;\n"
1619 "uniform myhalf3 Color_Glow;\n"
1621 "uniform myhalf Alpha;\n"
1622 "#ifdef USEREFLECTION\n"
1623 "uniform vec4 DistortScaleRefractReflect;\n"
1624 "uniform vec4 ScreenScaleRefractReflect;\n"
1625 "uniform vec4 ScreenCenterRefractReflect;\n"
1626 "uniform myhalf4 ReflectColor;\n"
1628 "#ifdef USEREFLECTCUBE\n"
1629 "uniform mat4 ModelToReflectCube;\n"
1630 "uniform sampler2D Texture_ReflectMask;\n"
1631 "uniform samplerCube Texture_ReflectCube;\n"
1633 "#ifdef MODE_LIGHTDIRECTION\n"
1634 "uniform myhalf3 LightColor;\n"
1636 "#ifdef MODE_LIGHTSOURCE\n"
1637 "uniform myhalf3 LightColor;\n"
1641 "#ifdef USEOFFSETMAPPING\n"
1642 " // apply offsetmapping\n"
1643 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1644 "#define TexCoord TexCoordOffset\n"
1647 " // combine the diffuse textures (base, pants, shirt)\n"
1648 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1649 "#ifdef USEALPHAKILL\n"
1650 " if (color.a < 0.5)\n"
1653 " color.a *= Alpha;\n"
1654 "#ifdef USECOLORMAPPING\n"
1655 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1659 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1660 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1661 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1663 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1666 " // get the surface normal\n"
1667 "#ifdef USEVERTEXTEXTUREBLEND\n"
1668 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1670 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1673 " // get the material colors\n"
1674 " myhalf3 diffusetex = color.rgb;\n"
1675 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1676 "# ifdef USEVERTEXTEXTUREBLEND\n"
1677 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1679 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1683 "#ifdef USEREFLECTCUBE\n"
1684 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1685 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1686 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1687 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1693 "#ifdef MODE_LIGHTSOURCE\n"
1694 " // light source\n"
1695 "#ifdef USEDIFFUSE\n"
1696 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1697 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1699 "#ifdef USESPECULAR\n"
1700 "#ifdef USEEXACTSPECULARMATH\n"
1701 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1703 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1704 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1706 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1709 " color.rgb = diffusetex * Color_Ambient;\n"
1711 " color.rgb *= LightColor;\n"
1712 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1713 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1714 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1716 "# ifdef USECUBEFILTER\n"
1717 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1719 "#endif // MODE_LIGHTSOURCE\n"
1724 "#ifdef MODE_LIGHTDIRECTION\n"
1726 "#ifdef USEDIFFUSE\n"
1727 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1729 "#define lightcolor LightColor\n"
1730 "#endif // MODE_LIGHTDIRECTION\n"
1731 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1733 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1734 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1735 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1736 " // convert modelspace light vector to tangentspace\n"
1737 " myhalf3 lightnormal;\n"
1738 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1739 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1740 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1741 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1742 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1743 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1744 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1745 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1746 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1747 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1748 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1749 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1750 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1751 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1752 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1754 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1755 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1756 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 " color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1776 "# ifdef USEDIFFUSE\n"
1777 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "# ifdef USESPECULAR\n"
1779 "# ifdef USEEXACTSPECULARMATH\n"
1780 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1782 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1785 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1787 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1790 " color.rgb = diffusetex * Color_Ambient;\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1808 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1813 " color.rgb = FogVertex(color.rgb);\n"
1816 " // 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"
1817 "#ifdef USEREFLECTION\n"
1818 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 " // FIXME temporary hack to detect the case that the reflection\n"
1823 " // gets blackened at edges due to leaving the area that contains actual\n"
1825 " // Remove this 'ack once we have a better way to stop this thing from\n"
1827 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1835 " gl_FragColor = vec4(color);\n"
1837 "#endif // FRAGMENT_SHADER\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1863 =========================================================================================================================================================
1867 =========================================================================================================================================================
1871 =========================================================================================================================================================
1875 =========================================================================================================================================================
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1895 "#define USEEYEVECTOR\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1900 "//#undef USESHADOWMAPPCF\n"
1901 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1902 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1904 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1908 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1909 "#ifdef VERTEX_SHADER\n"
1912 "float4 gl_Vertex : POSITION,\n"
1913 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1914 "out float4 gl_Position : POSITION,\n"
1915 "out float Depth : TEXCOORD0\n"
1918 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1919 " Depth = gl_Position.z;\n"
1923 "#ifdef FRAGMENT_SHADER\n"
1926 "float Depth : TEXCOORD0,\n"
1927 "out float4 gl_FragColor : COLOR\n"
1930 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1931 " float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1932 " temp.yz -= floor(temp.yz);\n"
1933 " gl_FragColor = float4(temp,0);\n"
1934 "// gl_FragColor = float4(Depth,0,0,0);\n"
1937 "#else // !MODE_DEPTH_ORSHADOW\n"
1942 "#ifdef MODE_SHOWDEPTH\n"
1943 "#ifdef VERTEX_SHADER\n"
1946 "float4 gl_Vertex : POSITION,\n"
1947 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1948 "out float4 gl_Position : POSITION,\n"
1949 "out float4 gl_FrontColor : COLOR0\n"
1952 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1953 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float4 gl_FrontColor : COLOR0,\n"
1961 "out float4 gl_FragColor : COLOR\n"
1964 " gl_FragColor = gl_FrontColor;\n"
1967 "#else // !MODE_SHOWDEPTH\n"
1972 "#ifdef MODE_POSTPROCESS\n"
1974 "#ifdef VERTEX_SHADER\n"
1977 "float4 gl_Vertex : POSITION,\n"
1978 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1979 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1980 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1981 "out float4 gl_Position : POSITION,\n"
1982 "out float2 TexCoord1 : TEXCOORD0,\n"
1983 "out float2 TexCoord2 : TEXCOORD1\n"
1986 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1987 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1989 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1994 "#ifdef FRAGMENT_SHADER\n"
1997 "float2 TexCoord1 : TEXCOORD0,\n"
1998 "float2 TexCoord2 : TEXCOORD1,\n"
1999 "uniform sampler Texture_First : register(s0),\n"
2001 "uniform sampler Texture_Second : register(s1),\n"
2003 "#ifdef USEGAMMARAMPS\n"
2004 "uniform sampler Texture_GammaRamps : register(s2),\n"
2006 "#ifdef USESATURATION\n"
2007 "uniform float Saturation : register(c30),\n"
2009 "#ifdef USEVIEWTINT\n"
2010 "uniform float4 ViewTintColor : register(c41),\n"
2012 "uniform float4 UserVec1 : register(c37),\n"
2013 "uniform float4 UserVec2 : register(c38),\n"
2014 "uniform float4 UserVec3 : register(c39),\n"
2015 "uniform float4 UserVec4 : register(c40),\n"
2016 "uniform float ClientTime : register(c2),\n"
2017 "uniform float2 PixelSize : register(c25),\n"
2018 "uniform float4 BloomColorSubtract : register(c43),\n"
2019 "out float4 gl_FragColor : COLOR\n"
2022 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2024 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
2026 "#ifdef USEVIEWTINT\n"
2027 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2030 "#ifdef USEPOSTPROCESSING\n"
2031 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2032 "// 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"
2033 " float sobel = 1.0;\n"
2034 " // float2 ts = textureSize(Texture_First, 0);\n"
2035 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
2036 " float2 px = PixelSize;\n"
2037 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2038 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
2039 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2040 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2041 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
2042 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2043 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2044 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
2045 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2046 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2047 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
2048 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2049 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2050 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2051 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2052 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2053 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2054 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2055 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2056 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2057 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2058 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2059 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2060 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2061 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2062 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2063 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2064 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2065 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2066 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2067 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2068 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2071 "#ifdef USESATURATION\n"
2072 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2073 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2074 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2075 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2078 "#ifdef USEGAMMARAMPS\n"
2079 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2080 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2081 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2085 "#else // !MODE_POSTPROCESS\n"
2090 "#ifdef MODE_GENERIC\n"
2091 "#ifdef VERTEX_SHADER\n"
2094 "float4 gl_Vertex : POSITION,\n"
2095 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2096 "float4 gl_Color : COLOR0,\n"
2097 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2098 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2099 "out float4 gl_Position : POSITION,\n"
2100 "out float4 gl_FrontColor : COLOR,\n"
2101 "out float2 TexCoord1 : TEXCOORD0,\n"
2102 "out float2 TexCoord2 : TEXCOORD1\n"
2106 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2108 " gl_FrontColor = gl_Color; // Cg is forward\n"
2110 "#ifdef USEDIFFUSE\n"
2111 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2113 "#ifdef USESPECULAR\n"
2114 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2116 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2120 "#ifdef FRAGMENT_SHADER\n"
2124 "float4 gl_FrontColor : COLOR0,\n"
2125 "float2 TexCoord1 : TEXCOORD0,\n"
2126 "float2 TexCoord2 : TEXCOORD1,\n"
2127 "#ifdef USEDIFFUSE\n"
2128 "uniform sampler Texture_First : register(s0),\n"
2130 "#ifdef USESPECULAR\n"
2131 "uniform sampler Texture_Second : register(s1),\n"
2133 "out float4 gl_FragColor : COLOR\n"
2136 " gl_FragColor = gl_FrontColor;\n"
2137 "#ifdef USEDIFFUSE\n"
2138 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2141 "#ifdef USESPECULAR\n"
2142 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2143 "# ifdef USECOLORMAPPING\n"
2144 " gl_FragColor *= tex2;\n"
2147 " gl_FragColor += tex2;\n"
2149 "# ifdef USEVERTEXTEXTUREBLEND\n"
2150 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2155 "#else // !MODE_GENERIC\n"
2160 "#ifdef MODE_BLOOMBLUR\n"
2161 "#ifdef VERTEX_SHADER\n"
2164 "float4 gl_Vertex : POSITION,\n"
2165 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2166 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2167 "out float4 gl_Position : POSITION,\n"
2168 "out float2 TexCoord : TEXCOORD0\n"
2171 " TexCoord = gl_MultiTexCoord0.xy;\n"
2172 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2176 "#ifdef FRAGMENT_SHADER\n"
2180 "float2 TexCoord : TEXCOORD0,\n"
2181 "uniform sampler Texture_First : register(s0),\n"
2182 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2183 "out float4 gl_FragColor : COLOR\n"
2187 " float2 tc = TexCoord;\n"
2188 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2189 " tc += BloomBlur_Parameters.xy;\n"
2190 " for (i = 1;i < SAMPLES;i++)\n"
2192 " color += tex2D(Texture_First, tc).rgb;\n"
2193 " tc += BloomBlur_Parameters.xy;\n"
2195 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2198 "#else // !MODE_BLOOMBLUR\n"
2199 "#ifdef MODE_REFRACTION\n"
2200 "#ifdef VERTEX_SHADER\n"
2203 "float4 gl_Vertex : POSITION,\n"
2204 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2205 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2206 "uniform float4x4 TexMatrix : register(c0),\n"
2207 "uniform float3 EyePosition : register(c24),\n"
2208 "out float4 gl_Position : POSITION,\n"
2209 "out float2 TexCoord : TEXCOORD0,\n"
2210 "out float3 EyeVector : TEXCOORD1,\n"
2211 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2214 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2215 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2216 " ModelViewProjectionPosition = gl_Position;\n"
2220 "#ifdef FRAGMENT_SHADER\n"
2223 "float2 TexCoord : TEXCOORD0,\n"
2224 "float3 EyeVector : TEXCOORD1,\n"
2225 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2226 "uniform sampler Texture_Normal : register(s0),\n"
2227 "uniform sampler Texture_Refraction : register(s3),\n"
2228 "uniform sampler Texture_Reflection : register(s7),\n"
2229 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2230 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2231 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2232 "uniform float4 RefractColor : register(c29),\n"
2233 "out float4 gl_FragColor : COLOR\n"
2236 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2237 " //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"
2238 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2239 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2240 " // FIXME temporary hack to detect the case that the reflection\n"
2241 " // gets blackened at edges due to leaving the area that contains actual\n"
2243 " // Remove this 'ack once we have a better way to stop this thing from\n"
2245 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2250 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2253 "#else // !MODE_REFRACTION\n"
2258 "#ifdef MODE_WATER\n"
2259 "#ifdef VERTEX_SHADER\n"
2263 "float4 gl_Vertex : POSITION,\n"
2264 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2265 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2266 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2267 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2268 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2269 "uniform float4x4 TexMatrix : register(c0),\n"
2270 "uniform float3 EyePosition : register(c24),\n"
2271 "out float4 gl_Position : POSITION,\n"
2272 "out float2 TexCoord : TEXCOORD0,\n"
2273 "out float3 EyeVector : TEXCOORD1,\n"
2274 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2277 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2278 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2279 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2280 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2281 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2282 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2283 " ModelViewProjectionPosition = gl_Position;\n"
2287 "#ifdef FRAGMENT_SHADER\n"
2290 "float2 TexCoord : TEXCOORD0,\n"
2291 "float3 EyeVector : TEXCOORD1,\n"
2292 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2293 "uniform sampler Texture_Normal : register(s0),\n"
2294 "uniform sampler Texture_Refraction : register(s3),\n"
2295 "uniform sampler Texture_Reflection : register(s7),\n"
2296 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2297 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2298 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2299 "uniform float4 RefractColor : register(c29),\n"
2300 "uniform float4 ReflectColor : register(c26),\n"
2301 "uniform float ReflectFactor : register(c27),\n"
2302 "uniform float ReflectOffset : register(c28),\n"
2303 "out float4 gl_FragColor : COLOR\n"
2306 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2307 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2308 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2309 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2310 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\n"
2311 " // FIXME temporary hack to detect the case that the reflection\n"
2312 " // gets blackened at edges due to leaving the area that contains actual\n"
2314 " // Remove this 'ack once we have a better way to stop this thing from\n"
2316 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2317 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2318 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2319 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2320 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2321 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2322 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2323 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2324 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2325 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2326 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2327 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2330 "#else // !MODE_WATER\n"
2335 "// 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"
2337 "// fragment shader specific:\n"
2338 "#ifdef FRAGMENT_SHADER\n"
2341 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2344 "#ifdef USEFOGHEIGHTTEXTURE\n"
2345 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2346 " fogfrac = fogheightpixel.a;\n"
2347 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2349 "# ifdef USEFOGOUTSIDE\n"
2350 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2352 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2354 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2359 "#ifdef USEOFFSETMAPPING\n"
2360 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2362 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2363 " // 14 sample relief mapping: linear search and then binary search\n"
2364 " // this basically steps forward a small amount repeatedly until it finds\n"
2365 " // itself inside solid, then jitters forward and back using decreasing\n"
2366 " // amounts to find the impact\n"
2367 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2368 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2369 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2370 " float3 RT = float3(TexCoord, 1);\n"
2371 " OffsetVector *= 0.1;\n"
2372 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2373 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2374 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2375 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2376 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2377 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2378 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2379 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2380 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2381 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2382 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2383 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2384 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2385 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2388 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2389 " // this basically moves forward the full distance, and then backs up based\n"
2390 " // on height of samples\n"
2391 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2392 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2393 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2394 " TexCoord += OffsetVector;\n"
2395 " OffsetVector *= 0.333;\n"
2396 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2397 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2398 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2399 " return TexCoord;\n"
2402 "#endif // USEOFFSETMAPPING\n"
2404 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2405 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2409 "# ifdef USESHADOWMAPVSDCT\n"
2410 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2412 " float3 adir = abs(dir);\n"
2413 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2414 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2415 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2418 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2420 " float3 adir = abs(dir);\n"
2421 " float ma = adir.z;\n"
2422 " float4 proj = float4(dir, 2.5);\n"
2423 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2424 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2426 " 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"
2428 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2429 " 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"
2434 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2436 "#ifdef USESHADOWMAPCUBE\n"
2437 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2439 " float3 adir = abs(dir);\n"
2440 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2444 "# ifdef USESHADOWMAPRECT\n"
2445 "#ifdef USESHADOWMAPVSDCT\n"
2446 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2448 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2451 "#ifdef USESHADOWMAPVSDCT\n"
2452 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2454 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2457 "# ifdef USESHADOWSAMPLER\n"
2459 "# ifdef USESHADOWMAPPCF\n"
2460 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2461 " 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"
2463 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2468 "# ifdef USESHADOWMAPPCF\n"
2469 "# if USESHADOWMAPPCF > 1\n"
2470 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2471 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2472 " 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"
2473 " 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"
2474 " 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"
2475 " 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"
2476 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2477 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2479 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2480 " float2 offset = frac(shadowmaptc.xy);\n"
2481 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2482 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2483 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2484 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2485 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2488 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2492 "# ifdef USESHADOWMAPORTHO\n"
2493 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2500 "# ifdef USESHADOWMAP2D\n"
2501 "#ifdef USESHADOWMAPVSDCT\n"
2502 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2504 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2507 "#ifdef USESHADOWMAPVSDCT\n"
2508 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2510 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2514 "# ifdef USESHADOWSAMPLER\n"
2515 "# ifdef USESHADOWMAPPCF\n"
2516 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2517 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2518 " 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"
2520 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2523 "# ifdef USESHADOWMAPPCF\n"
2524 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2525 "# ifdef GL_ARB_texture_gather\n"
2526 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2528 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2530 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2531 "# if USESHADOWMAPPCF > 1\n"
2532 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2533 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2534 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2535 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2536 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2537 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2538 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2539 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2540 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2541 " float4 locols = float4(group1.ab, group3.ab);\n"
2542 " float4 hicols = float4(group7.rg, group9.rg);\n"
2543 " locols.yz += group2.ab;\n"
2544 " hicols.yz += group8.rg;\n"
2545 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2546 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2547 " lerp(locols, hicols, offset.y);\n"
2548 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2549 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2550 " f = dot(cols, float4(1.0/25.0));\n"
2552 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2553 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2554 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2555 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2556 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2557 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2558 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2561 "# ifdef GL_EXT_gpu_shader4\n"
2562 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2564 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2566 "# if USESHADOWMAPPCF > 1\n"
2567 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2568 " center *= ShadowMap_TextureScale;\n"
2569 " 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"
2570 " 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"
2571 " 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"
2572 " 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"
2573 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2574 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2576 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2577 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2578 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2579 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2580 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2581 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2585 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2588 "# ifdef USESHADOWMAPORTHO\n"
2589 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2596 "# ifdef USESHADOWMAPCUBE\n"
2597 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2599 " // apply depth texture cubemap as light filter\n"
2600 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2605 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2610 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2611 "#endif // FRAGMENT_SHADER\n"
2616 "#ifdef MODE_DEFERREDGEOMETRY\n"
2617 "#ifdef VERTEX_SHADER\n"
2620 "float4 gl_Vertex : POSITION,\n"
2621 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2622 "#ifdef USEVERTEXTEXTUREBLEND\n"
2623 "float4 gl_Color : COLOR0,\n"
2625 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2626 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2627 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2628 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2629 "uniform float4x4 TexMatrix : register(c0),\n"
2630 "#ifdef USEVERTEXTEXTUREBLEND\n"
2631 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2633 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2634 "#ifdef USEOFFSETMAPPING\n"
2635 "uniform float3 EyePosition : register(c24),\n"
2637 "out float4 gl_Position : POSITION,\n"
2638 "out float4 gl_FrontColor : COLOR,\n"
2639 "out float4 TexCoordBoth : TEXCOORD0,\n"
2640 "#ifdef USEOFFSETMAPPING\n"
2641 "out float3 EyeVector : TEXCOORD2,\n"
2643 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2644 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2645 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2648 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2649 "#ifdef USEVERTEXTEXTUREBLEND\n"
2651 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2653 " gl_FrontColor = gl_Color; // Cg is forward\n"
2655 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2658 " // transform unnormalized eye direction into tangent space\n"
2659 "#ifdef USEOFFSETMAPPING\n"
2660 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2661 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2662 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2663 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2666 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2667 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2668 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2669 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2671 "#endif // VERTEX_SHADER\n"
2673 "#ifdef FRAGMENT_SHADER\n"
2676 "float4 TexCoordBoth : TEXCOORD0,\n"
2677 "float3 EyeVector : TEXCOORD2,\n"
2678 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2681 "uniform sampler Texture_Normal : register(s0),\n"
2682 "#ifdef USEALPHAKILL\n"
2683 "uniform sampler Texture_Color : register(s1),\n"
2685 "uniform sampler Texture_Gloss : register(s2),\n"
2686 "#ifdef USEVERTEXTEXTUREBLEND\n"
2687 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2688 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2690 "#ifdef USEOFFSETMAPPING\n"
2691 "uniform float OffsetMapping_Scale : register(c24),\n"
2693 "uniform half SpecularPower : register(c36),\n"
2694 "out float4 gl_FragColor : COLOR\n"
2697 " float2 TexCoord = TexCoordBoth.xy;\n"
2698 "#ifdef USEOFFSETMAPPING\n"
2699 " // apply offsetmapping\n"
2700 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2701 "#define TexCoord TexCoordOffset\n"
2704 "#ifdef USEALPHAKILL\n"
2705 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2711 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2712 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2713 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2716 "#ifdef USEVERTEXTEXTUREBLEND\n"
2717 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2718 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2720 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2721 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2724 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2726 "#endif // FRAGMENT_SHADER\n"
2727 "#else // !MODE_DEFERREDGEOMETRY\n"
2732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2733 "#ifdef VERTEX_SHADER\n"
2736 "float4 gl_Vertex : POSITION,\n"
2737 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2738 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2739 "out float4 gl_Position : POSITION,\n"
2740 "out float4 ModelViewPosition : TEXCOORD0\n"
2743 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2744 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2746 "#endif // VERTEX_SHADER\n"
2748 "#ifdef FRAGMENT_SHADER\n"
2752 "float2 Pixel : VPOS,\n"
2754 "float2 Pixel : WPOS,\n"
2756 "float4 ModelViewPosition : TEXCOORD0,\n"
2757 "uniform float4x4 ViewToLight : register(c44),\n"
2758 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2759 "uniform float3 LightPosition : register(c23),\n"
2760 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2761 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2762 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2763 "#ifdef USESPECULAR\n"
2764 "uniform half3 DeferredColor_Specular : register(c11),\n"
2765 "uniform half SpecularPower : register(c36),\n"
2767 "uniform sampler Texture_Attenuation : register(s9),\n"
2768 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2769 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2771 "#ifdef USECUBEFILTER\n"
2772 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2775 "#ifdef USESHADOWMAPRECT\n"
2776 "# ifdef USESHADOWSAMPLER\n"
2777 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
2779 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
2783 "#ifdef USESHADOWMAP2D\n"
2784 "# ifdef USESHADOWSAMPLER\n"
2785 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2787 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2791 "#ifdef USESHADOWMAPVSDCT\n"
2792 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2795 "#ifdef USESHADOWMAPCUBE\n"
2796 "# ifdef USESHADOWSAMPLER\n"
2797 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
2799 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
2803 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2804 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2805 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2808 "out float4 gl_FragData0 : COLOR0,\n"
2809 "out float4 gl_FragData1 : COLOR1\n"
2812 " // calculate viewspace pixel position\n"
2813 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2814 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2815 " float3 position;\n"
2816 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2817 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2818 " // decode viewspace pixel normal\n"
2819 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2820 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2821 " // surfacenormal = pixel normal in viewspace\n"
2822 " // LightVector = pixel to light in viewspace\n"
2823 " // CubeVector = position in lightspace\n"
2824 " // eyevector = pixel to view in viewspace\n"
2825 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2826 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2827 "#ifdef USEDIFFUSE\n"
2828 " // calculate diffuse shading\n"
2829 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2830 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2832 "#ifdef USESPECULAR\n"
2833 " // calculate directional shading\n"
2834 " float3 eyevector = position * -1.0;\n"
2835 "# ifdef USEEXACTSPECULARMATH\n"
2836 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2838 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2839 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2843 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2844 " fade *= ShadowMapCompare(CubeVector,\n"
2845 "# if defined(USESHADOWMAP2D)\n"
2846 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2848 "# if defined(USESHADOWMAPRECT)\n"
2849 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2851 "# if defined(USESHADOWMAPCUBE)\n"
2852 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2855 "#ifdef USESHADOWMAPVSDCT\n"
2856 ", Texture_CubeProjection\n"
2861 "#ifdef USEDIFFUSE\n"
2862 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2864 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2866 "#ifdef USESPECULAR\n"
2867 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2869 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2872 "# ifdef USECUBEFILTER\n"
2873 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2874 " gl_FragData0.rgb *= cubecolor;\n"
2875 " gl_FragData1.rgb *= cubecolor;\n"
2878 "#endif // FRAGMENT_SHADER\n"
2879 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2884 "#ifdef VERTEX_SHADER\n"
2887 "float4 gl_Vertex : POSITION,\n"
2888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2889 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2890 "float4 gl_Color : COLOR0,\n"
2892 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2893 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2894 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2895 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2896 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2898 "uniform float3 EyePosition : register(c24),\n"
2899 "uniform float4x4 TexMatrix : register(c0),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2903 "#ifdef MODE_LIGHTSOURCE\n"
2904 "uniform float4x4 ModelToLight : register(c20),\n"
2906 "#ifdef MODE_LIGHTSOURCE\n"
2907 "uniform float3 LightPosition : register(c27),\n"
2909 "#ifdef MODE_LIGHTDIRECTION\n"
2910 "uniform float3 LightDir : register(c26),\n"
2912 "uniform float4 FogPlane : register(c25),\n"
2913 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2914 "uniform float3 LightPosition : register(c27),\n"
2916 "#ifdef USESHADOWMAPORTHO\n"
2917 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2920 "out float4 gl_FrontColor : COLOR,\n"
2921 "out float4 TexCoordBoth : TEXCOORD0,\n"
2922 "#ifdef USELIGHTMAP\n"
2923 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2925 "#ifdef USEEYEVECTOR\n"
2926 "out float3 EyeVector : TEXCOORD2,\n"
2928 "#ifdef USEREFLECTION\n"
2929 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2932 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2934 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2935 "out float3 LightVector : TEXCOORD1,\n"
2937 "#ifdef MODE_LIGHTSOURCE\n"
2938 "out float3 CubeVector : TEXCOORD3,\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2948 "out float4 gl_Position : POSITION\n"
2951 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2953 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2955 " gl_FrontColor = gl_Color; // Cg is forward\n"
2958 " // copy the surface texcoord\n"
2959 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2960 "#ifdef USEVERTEXTEXTUREBLEND\n"
2961 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2963 "#ifdef USELIGHTMAP\n"
2964 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2967 "#ifdef MODE_LIGHTSOURCE\n"
2968 " // transform vertex position into light attenuation/cubemap space\n"
2969 " // (-1 to +1 across the light box)\n"
2970 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2972 "# ifdef USEDIFFUSE\n"
2973 " // transform unnormalized light direction into tangent space\n"
2974 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2975 " // normalize it per pixel)\n"
2976 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2977 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2978 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2979 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2983 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2984 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2985 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2986 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2989 " // transform unnormalized eye direction into tangent space\n"
2990 "#ifdef USEEYEVECTOR\n"
2991 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2992 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2993 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2994 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2998 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2999 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
3002 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3003 " VectorS = gl_MultiTexCoord1.xyz;\n"
3004 " VectorT = gl_MultiTexCoord2.xyz;\n"
3005 " VectorR = gl_MultiTexCoord3.xyz;\n"
3008 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
3009 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
3011 "#ifdef USESHADOWMAPORTHO\n"
3012 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
3015 "#ifdef USEREFLECTION\n"
3016 " ModelViewProjectionPosition = gl_Position;\n"
3019 "#endif // VERTEX_SHADER\n"
3024 "#ifdef FRAGMENT_SHADER\n"
3027 "#ifdef USEDEFERREDLIGHTMAP\n"
3029 "float2 Pixel : VPOS,\n"
3031 "float2 Pixel : WPOS,\n"
3034 "float4 gl_FrontColor : COLOR,\n"
3035 "float4 TexCoordBoth : TEXCOORD0,\n"
3036 "#ifdef USELIGHTMAP\n"
3037 "float2 TexCoordLightmap : TEXCOORD1,\n"
3039 "#ifdef USEEYEVECTOR\n"
3040 "float3 EyeVector : TEXCOORD2,\n"
3042 "#ifdef USEREFLECTION\n"
3043 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
3046 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
3048 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
3049 "float3 LightVector : TEXCOORD1,\n"
3051 "#ifdef MODE_LIGHTSOURCE\n"
3052 "float3 CubeVector : TEXCOORD3,\n"
3054 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3055 "float4 ModelViewPosition : TEXCOORD0,\n"
3057 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
3058 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
3059 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
3060 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
3062 "#ifdef USESHADOWMAPORTHO\n"
3063 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
3066 "uniform sampler Texture_Normal : register(s0),\n"
3067 "uniform sampler Texture_Color : register(s1),\n"
3068 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3069 "uniform sampler Texture_Gloss : register(s2),\n"
3072 "uniform sampler Texture_Glow : register(s3),\n"
3074 "#ifdef USEVERTEXTEXTUREBLEND\n"
3075 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
3076 "uniform sampler Texture_SecondaryColor : register(s5),\n"
3077 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3078 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
3081 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
3084 "#ifdef USECOLORMAPPING\n"
3085 "uniform sampler Texture_Pants : register(s4),\n"
3086 "uniform sampler Texture_Shirt : register(s7),\n"
3089 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
3090 "uniform sampler Texture_FogMask : register(s8),\n"
3092 "#ifdef USELIGHTMAP\n"
3093 "uniform sampler Texture_Lightmap : register(s9),\n"
3095 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3096 "uniform sampler Texture_Deluxemap : register(s10),\n"
3098 "#ifdef USEREFLECTION\n"
3099 "uniform sampler Texture_Reflection : register(s7),\n"
3102 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3103 "uniform sampler Texture_ScreenDepth : register(s13),\n"
3104 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
3106 "#ifdef USEDEFERREDLIGHTMAP\n"
3107 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
3108 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 "uniform half3 Color_Pants : register(c7),\n"
3113 "uniform half3 Color_Shirt : register(c8),\n"
3116 "uniform float3 FogColor : register(c16),\n"
3117 "uniform float FogRangeRecip : register(c20),\n"
3118 "uniform float FogPlaneViewDist : register(c19),\n"
3119 "uniform float FogHeightFade : register(c17),\n"
3122 "#ifdef USEOFFSETMAPPING\n"
3123 "uniform float OffsetMapping_Scale : register(c24),\n"
3126 "#ifdef USEDEFERREDLIGHTMAP\n"
3127 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3128 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3129 "uniform half3 DeferredMod_Specular : register(c13),\n"
3131 "uniform half3 Color_Ambient : register(c3),\n"
3132 "uniform half3 Color_Diffuse : register(c4),\n"
3133 "uniform half3 Color_Specular : register(c5),\n"
3134 "uniform half SpecularPower : register(c36),\n"
3136 "uniform half3 Color_Glow : register(c6),\n"
3138 "uniform half Alpha : register(c0),\n"
3139 "#ifdef USEREFLECTION\n"
3140 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3141 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3142 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3143 "uniform half4 ReflectColor : register(c26),\n"
3145 "#ifdef USEREFLECTCUBE\n"
3146 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3147 "uniform sampler Texture_ReflectMask : register(s5),\n"
3148 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "uniform half3 LightColor : register(c21),\n"
3153 "#ifdef MODE_LIGHTSOURCE\n"
3154 "uniform half3 LightColor : register(c21),\n"
3157 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3158 "uniform sampler Texture_Attenuation : register(s9),\n"
3159 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3162 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3164 "#ifdef USESHADOWMAPRECT\n"
3165 "# ifdef USESHADOWSAMPLER\n"
3166 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
3168 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
3172 "#ifdef USESHADOWMAP2D\n"
3173 "# ifdef USESHADOWSAMPLER\n"
3174 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3176 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3180 "#ifdef USESHADOWMAPVSDCT\n"
3181 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3184 "#ifdef USESHADOWMAPCUBE\n"
3185 "# ifdef USESHADOWSAMPLER\n"
3186 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
3188 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
3192 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3193 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3194 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3196 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3198 "out float4 gl_FragColor : COLOR\n"
3201 " float2 TexCoord = TexCoordBoth.xy;\n"
3202 "#ifdef USEVERTEXTEXTUREBLEND\n"
3203 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3205 "#ifdef USEOFFSETMAPPING\n"
3206 " // apply offsetmapping\n"
3207 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3208 "#define TexCoord TexCoordOffset\n"
3211 " // combine the diffuse textures (base, pants, shirt)\n"
3212 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3213 "#ifdef USEALPHAKILL\n"
3214 " if (color.a < 0.5)\n"
3217 " color.a *= Alpha;\n"
3218 "#ifdef USECOLORMAPPING\n"
3219 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3221 "#ifdef USEVERTEXTEXTUREBLEND\n"
3222 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3223 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3224 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3225 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3227 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3230 " // get the surface normal\n"
3231 "#ifdef USEVERTEXTEXTUREBLEND\n"
3232 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3234 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3237 " // get the material colors\n"
3238 " half3 diffusetex = color.rgb;\n"
3239 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3240 "# ifdef USEVERTEXTEXTUREBLEND\n"
3241 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3243 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3247 "#ifdef USEREFLECTCUBE\n"
3248 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3249 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3250 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3251 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3257 "#ifdef MODE_LIGHTSOURCE\n"
3258 " // light source\n"
3259 "#ifdef USEDIFFUSE\n"
3260 " half3 lightnormal = half3(normalize(LightVector));\n"
3261 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3262 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3263 "#ifdef USESPECULAR\n"
3264 "#ifdef USEEXACTSPECULARMATH\n"
3265 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3267 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3268 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3270 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3273 " color.rgb = diffusetex * Color_Ambient;\n"
3275 " color.rgb *= LightColor;\n"
3276 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3277 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3278 " color.rgb *= half(ShadowMapCompare(CubeVector,\n"
3279 "# if defined(USESHADOWMAP2D)\n"
3280 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3282 "# if defined(USESHADOWMAPRECT)\n"
3283 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3285 "# if defined(USESHADOWMAPCUBE)\n"
3286 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3289 "#ifdef USESHADOWMAPVSDCT\n"
3290 ", Texture_CubeProjection\n"
3295 "# ifdef USECUBEFILTER\n"
3296 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3299 "#ifdef USESHADOWMAP2D\n"
3300 "#ifdef USESHADOWMAPVSDCT\n"
3301 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3302 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3303 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3304 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3306 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3307 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3308 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3309 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3310 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3311 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3312 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3313 "// color.r = half(shadowmaptc.z);\n"
3317 "// color.rgb = half3(1,1,1);\n"
3318 "#endif // MODE_LIGHTSOURCE\n"
3323 "#ifdef MODE_LIGHTDIRECTION\n"
3325 "#ifdef USEDIFFUSE\n"
3326 " half3 lightnormal = half3(normalize(LightVector));\n"
3328 "#define lightcolor LightColor\n"
3329 "#endif // MODE_LIGHTDIRECTION\n"
3330 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3332 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3333 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3334 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3335 " // convert modelspace light vector to tangentspace\n"
3336 " half3 lightnormal;\n"
3337 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3338 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3339 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3340 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3341 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3342 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3343 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3344 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3345 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3346 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3347 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3348 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3349 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3350 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3351 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3353 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3354 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3355 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3361 "#ifdef MODE_LIGHTMAP\n"
3362 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3363 "#endif // MODE_LIGHTMAP\n"
3364 "#ifdef MODE_VERTEXCOLOR\n"
3365 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3366 "#endif // MODE_VERTEXCOLOR\n"
3367 "#ifdef MODE_FLATCOLOR\n"
3368 " color.rgb = diffusetex * Color_Ambient;\n"
3369 "#endif // MODE_FLATCOLOR\n"
3375 "# ifdef USEDIFFUSE\n"
3376 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3377 "# ifdef USESPECULAR\n"
3378 "# ifdef USEEXACTSPECULARMATH\n"
3379 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3381 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3382 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3384 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3386 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3389 " color.rgb = diffusetex * Color_Ambient;\n"
3393 "#ifdef USESHADOWMAPORTHO\n"
3394 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3395 "# if defined(USESHADOWMAP2D)\n"
3396 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3398 "# if defined(USESHADOWMAPRECT)\n"
3399 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3404 "#ifdef USEDEFERREDLIGHTMAP\n"
3405 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3406 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3407 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3411 "#ifdef USEVERTEXTEXTUREBLEND\n"
3412 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3414 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3419 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3422 " // 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"
3423 "#ifdef USEREFLECTION\n"
3424 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3425 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3426 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3427 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3428 " // FIXME temporary hack to detect the case that the reflection\n"
3429 " // gets blackened at edges due to leaving the area that contains actual\n"
3431 " // Remove this 'ack once we have a better way to stop this thing from\n"
3433 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3434 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3435 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3436 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3437 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3438 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3441 " gl_FragColor = float4(color);\n"
3443 "#endif // FRAGMENT_SHADER\n"
3445 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3446 "#endif // !MODE_DEFERREDGEOMETRY\n"
3447 "#endif // !MODE_WATER\n"
3448 "#endif // !MODE_REFRACTION\n"
3449 "#endif // !MODE_BLOOMBLUR\n"
3450 "#endif // !MODE_GENERIC\n"
3451 "#endif // !MODE_POSTPROCESS\n"
3452 "#endif // !MODE_SHOWDEPTH\n"
3453 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3456 char *glslshaderstring = NULL;
3457 char *cgshaderstring = NULL;
3458 char *hlslshaderstring = NULL;
3460 //=======================================================================================================================================================
3462 typedef struct shaderpermutationinfo_s
3464 const char *pretext;
3467 shaderpermutationinfo_t;
3469 typedef struct shadermodeinfo_s
3471 const char *vertexfilename;
3472 const char *geometryfilename;
3473 const char *fragmentfilename;
3474 const char *pretext;
3479 typedef enum shaderpermutation_e
3481 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3482 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3483 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3484 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3485 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3486 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3487 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3488 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3489 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3490 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3491 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3492 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3493 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3494 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3495 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3496 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3497 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3498 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3499 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3500 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3501 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3502 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3503 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3504 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3505 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3506 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3507 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3508 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3509 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3510 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3511 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3513 shaderpermutation_t;
3515 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3516 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3518 {"#define USEDIFFUSE\n", " diffuse"},
3519 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3520 {"#define USEVIEWTINT\n", " viewtint"},
3521 {"#define USECOLORMAPPING\n", " colormapping"},
3522 {"#define USESATURATION\n", " saturation"},
3523 {"#define USEFOGINSIDE\n", " foginside"},
3524 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3525 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3526 {"#define USEGAMMARAMPS\n", " gammaramps"},
3527 {"#define USECUBEFILTER\n", " cubefilter"},
3528 {"#define USEGLOW\n", " glow"},
3529 {"#define USEBLOOM\n", " bloom"},
3530 {"#define USESPECULAR\n", " specular"},
3531 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3532 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3533 {"#define USEREFLECTION\n", " reflection"},
3534 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3535 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3536 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3537 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3538 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3539 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3540 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3541 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3542 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3543 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3544 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3545 {"#define USEALPHAKILL\n", " alphakill"},
3546 {"#define USEREFLECTCUBE\n", " reflectcube"},
3549 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3550 typedef enum shadermode_e
3552 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3553 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3554 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3555 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3556 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3557 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3558 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3559 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3560 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3561 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3562 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3563 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3564 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3565 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3566 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3571 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3572 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3574 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3575 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3576 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3577 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3578 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3579 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3580 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3581 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3582 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3583 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3584 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3585 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3586 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3587 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3588 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3592 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3594 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3595 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3596 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3597 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3598 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3599 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3600 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3601 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3602 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3603 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3604 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3605 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3606 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3607 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3608 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3613 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3615 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3616 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3617 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3618 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3619 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3620 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3621 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3622 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3623 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3624 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3625 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3626 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3627 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3628 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3629 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3633 struct r_glsl_permutation_s;
3634 typedef struct r_glsl_permutation_s
3636 /// hash lookup data
3637 struct r_glsl_permutation_s *hashnext;
3639 unsigned int permutation;
3641 /// indicates if we have tried compiling this permutation already
3643 /// 0 if compilation failed
3645 /// locations of detected uniforms in program object, or -1 if not found
3646 int loc_Texture_First;
3647 int loc_Texture_Second;
3648 int loc_Texture_GammaRamps;
3649 int loc_Texture_Normal;
3650 int loc_Texture_Color;
3651 int loc_Texture_Gloss;
3652 int loc_Texture_Glow;
3653 int loc_Texture_SecondaryNormal;
3654 int loc_Texture_SecondaryColor;
3655 int loc_Texture_SecondaryGloss;
3656 int loc_Texture_SecondaryGlow;
3657 int loc_Texture_Pants;
3658 int loc_Texture_Shirt;
3659 int loc_Texture_FogHeightTexture;
3660 int loc_Texture_FogMask;
3661 int loc_Texture_Lightmap;
3662 int loc_Texture_Deluxemap;
3663 int loc_Texture_Attenuation;
3664 int loc_Texture_Cube;
3665 int loc_Texture_Refraction;
3666 int loc_Texture_Reflection;
3667 int loc_Texture_ShadowMapRect;
3668 int loc_Texture_ShadowMapCube;
3669 int loc_Texture_ShadowMap2D;
3670 int loc_Texture_CubeProjection;
3671 int loc_Texture_ScreenDepth;
3672 int loc_Texture_ScreenNormalMap;
3673 int loc_Texture_ScreenDiffuse;
3674 int loc_Texture_ScreenSpecular;
3675 int loc_Texture_ReflectMask;
3676 int loc_Texture_ReflectCube;
3678 int loc_BloomBlur_Parameters;
3680 int loc_Color_Ambient;
3681 int loc_Color_Diffuse;
3682 int loc_Color_Specular;
3684 int loc_Color_Pants;
3685 int loc_Color_Shirt;
3686 int loc_DeferredColor_Ambient;
3687 int loc_DeferredColor_Diffuse;
3688 int loc_DeferredColor_Specular;
3689 int loc_DeferredMod_Diffuse;
3690 int loc_DeferredMod_Specular;
3691 int loc_DistortScaleRefractReflect;
3692 int loc_EyePosition;
3694 int loc_FogHeightFade;
3696 int loc_FogPlaneViewDist;
3697 int loc_FogRangeRecip;
3700 int loc_LightPosition;
3701 int loc_OffsetMapping_Scale;
3703 int loc_ReflectColor;
3704 int loc_ReflectFactor;
3705 int loc_ReflectOffset;
3706 int loc_RefractColor;
3708 int loc_ScreenCenterRefractReflect;
3709 int loc_ScreenScaleRefractReflect;
3710 int loc_ScreenToDepth;
3711 int loc_ShadowMap_Parameters;
3712 int loc_ShadowMap_TextureScale;
3713 int loc_SpecularPower;
3718 int loc_ViewTintColor;
3719 int loc_ViewToLight;
3720 int loc_ModelToLight;
3722 int loc_BackgroundTexMatrix;
3723 int loc_ModelViewProjectionMatrix;
3724 int loc_ModelViewMatrix;
3725 int loc_PixelToScreenTexCoord;
3726 int loc_ModelToReflectCube;
3727 int loc_ShadowMapMatrix;
3728 int loc_BloomColorSubtract;
3730 r_glsl_permutation_t;
3732 #define SHADERPERMUTATION_HASHSIZE 256
3734 /// information about each possible shader permutation
3735 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3736 /// currently selected permutation
3737 r_glsl_permutation_t *r_glsl_permutation;
3738 /// storage for permutations linked in the hash table
3739 memexpandablearray_t r_glsl_permutationarray;
3741 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3743 //unsigned int hashdepth = 0;
3744 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3745 r_glsl_permutation_t *p;
3746 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3748 if (p->mode == mode && p->permutation == permutation)
3750 //if (hashdepth > 10)
3751 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3756 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3758 p->permutation = permutation;
3759 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3760 r_glsl_permutationhash[mode][hashindex] = p;
3761 //if (hashdepth > 10)
3762 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3766 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3769 if (!filename || !filename[0])
3771 if (!strcmp(filename, "glsl/default.glsl"))
3773 if (!glslshaderstring)
3775 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3776 if (glslshaderstring)
3777 Con_DPrintf("Loading shaders from file %s...\n", filename);
3779 glslshaderstring = (char *)builtinshaderstring;
3781 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3782 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3783 return shaderstring;
3785 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3788 if (printfromdisknotice)
3789 Con_DPrintf("from disk %s... ", filename);
3790 return shaderstring;
3792 return shaderstring;
3795 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3798 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3799 int vertstrings_count = 0;
3800 int geomstrings_count = 0;
3801 int fragstrings_count = 0;
3802 char *vertexstring, *geometrystring, *fragmentstring;
3803 const char *vertstrings_list[32+3];
3804 const char *geomstrings_list[32+3];
3805 const char *fragstrings_list[32+3];
3806 char permutationname[256];
3813 permutationname[0] = 0;
3814 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 // compile the shader program
3865 if (vertstrings_count + geomstrings_count + fragstrings_count)
3866 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3870 qglUseProgramObjectARB(p->program);CHECKGLERROR
3871 // look up all the uniform variable names we care about, so we don't
3872 // have to look them up every time we set them
3874 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3875 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3876 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3877 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3878 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3879 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3880 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3881 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3882 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3883 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3884 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3885 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3886 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3887 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3888 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3889 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3890 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3891 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3892 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3893 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3894 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3895 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3896 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3897 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3898 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3899 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3900 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3901 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3902 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3903 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3904 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3905 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3906 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3907 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3908 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3909 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3910 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3911 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3912 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3913 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3914 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3915 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3916 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3917 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3918 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3919 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3920 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3921 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3922 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3923 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3924 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3925 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3926 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3927 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3928 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3929 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3930 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3931 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3932 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3933 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3934 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3935 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3936 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3937 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3938 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3939 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3940 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3941 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3942 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3943 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3944 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3945 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3946 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3947 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3948 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3949 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3950 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3951 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3952 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3953 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3954 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3955 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3956 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3957 // initialize the samplers to refer to the texture units we use
3958 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3959 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3960 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3961 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3962 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3963 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3964 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3965 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3966 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3967 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3968 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3969 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3970 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3971 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3972 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3973 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3974 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3975 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3976 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3977 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3978 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3979 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3980 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3981 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3982 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3983 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3984 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3985 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3986 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3987 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3988 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3990 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3993 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3997 Mem_Free(vertexstring);
3999 Mem_Free(geometrystring);
4001 Mem_Free(fragmentstring);
4004 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
4006 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
4007 if (r_glsl_permutation != perm)
4009 r_glsl_permutation = perm;
4010 if (!r_glsl_permutation->program)
4012 if (!r_glsl_permutation->compiled)
4013 R_GLSL_CompilePermutation(perm, mode, permutation);
4014 if (!r_glsl_permutation->program)
4016 // remove features until we find a valid permutation
4018 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4020 // reduce i more quickly whenever it would not remove any bits
4021 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4022 if (!(permutation & j))
4025 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4026 if (!r_glsl_permutation->compiled)
4027 R_GLSL_CompilePermutation(perm, mode, permutation);
4028 if (r_glsl_permutation->program)
4031 if (i >= SHADERPERMUTATION_COUNT)
4033 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4034 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4035 qglUseProgramObjectARB(0);CHECKGLERROR
4036 return; // no bit left to clear, entire mode is broken
4041 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4043 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4044 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4045 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4049 #include <Cg/cgGL.h>
4050 struct r_cg_permutation_s;
4051 typedef struct r_cg_permutation_s
4053 /// hash lookup data
4054 struct r_cg_permutation_s *hashnext;
4056 unsigned int permutation;
4058 /// indicates if we have tried compiling this permutation already
4060 /// 0 if compilation failed
4063 /// locations of detected parameters in programs, or NULL if not found
4064 CGparameter vp_EyePosition;
4065 CGparameter vp_FogPlane;
4066 CGparameter vp_LightDir;
4067 CGparameter vp_LightPosition;
4068 CGparameter vp_ModelToLight;
4069 CGparameter vp_TexMatrix;
4070 CGparameter vp_BackgroundTexMatrix;
4071 CGparameter vp_ModelViewProjectionMatrix;
4072 CGparameter vp_ModelViewMatrix;
4073 CGparameter vp_ShadowMapMatrix;
4075 CGparameter fp_Texture_First;
4076 CGparameter fp_Texture_Second;
4077 CGparameter fp_Texture_GammaRamps;
4078 CGparameter fp_Texture_Normal;
4079 CGparameter fp_Texture_Color;
4080 CGparameter fp_Texture_Gloss;
4081 CGparameter fp_Texture_Glow;
4082 CGparameter fp_Texture_SecondaryNormal;
4083 CGparameter fp_Texture_SecondaryColor;
4084 CGparameter fp_Texture_SecondaryGloss;
4085 CGparameter fp_Texture_SecondaryGlow;
4086 CGparameter fp_Texture_Pants;
4087 CGparameter fp_Texture_Shirt;
4088 CGparameter fp_Texture_FogHeightTexture;
4089 CGparameter fp_Texture_FogMask;
4090 CGparameter fp_Texture_Lightmap;
4091 CGparameter fp_Texture_Deluxemap;
4092 CGparameter fp_Texture_Attenuation;
4093 CGparameter fp_Texture_Cube;
4094 CGparameter fp_Texture_Refraction;
4095 CGparameter fp_Texture_Reflection;
4096 CGparameter fp_Texture_ShadowMapRect;
4097 CGparameter fp_Texture_ShadowMapCube;
4098 CGparameter fp_Texture_ShadowMap2D;
4099 CGparameter fp_Texture_CubeProjection;
4100 CGparameter fp_Texture_ScreenDepth;
4101 CGparameter fp_Texture_ScreenNormalMap;
4102 CGparameter fp_Texture_ScreenDiffuse;
4103 CGparameter fp_Texture_ScreenSpecular;
4104 CGparameter fp_Texture_ReflectMask;
4105 CGparameter fp_Texture_ReflectCube;
4106 CGparameter fp_Alpha;
4107 CGparameter fp_BloomBlur_Parameters;
4108 CGparameter fp_ClientTime;
4109 CGparameter fp_Color_Ambient;
4110 CGparameter fp_Color_Diffuse;
4111 CGparameter fp_Color_Specular;
4112 CGparameter fp_Color_Glow;
4113 CGparameter fp_Color_Pants;
4114 CGparameter fp_Color_Shirt;
4115 CGparameter fp_DeferredColor_Ambient;
4116 CGparameter fp_DeferredColor_Diffuse;
4117 CGparameter fp_DeferredColor_Specular;
4118 CGparameter fp_DeferredMod_Diffuse;
4119 CGparameter fp_DeferredMod_Specular;
4120 CGparameter fp_DistortScaleRefractReflect;
4121 CGparameter fp_EyePosition;
4122 CGparameter fp_FogColor;
4123 CGparameter fp_FogHeightFade;
4124 CGparameter fp_FogPlane;
4125 CGparameter fp_FogPlaneViewDist;
4126 CGparameter fp_FogRangeRecip;
4127 CGparameter fp_LightColor;
4128 CGparameter fp_LightDir;
4129 CGparameter fp_LightPosition;
4130 CGparameter fp_OffsetMapping_Scale;
4131 CGparameter fp_PixelSize;
4132 CGparameter fp_ReflectColor;
4133 CGparameter fp_ReflectFactor;
4134 CGparameter fp_ReflectOffset;
4135 CGparameter fp_RefractColor;
4136 CGparameter fp_Saturation;
4137 CGparameter fp_ScreenCenterRefractReflect;
4138 CGparameter fp_ScreenScaleRefractReflect;
4139 CGparameter fp_ScreenToDepth;
4140 CGparameter fp_ShadowMap_Parameters;
4141 CGparameter fp_ShadowMap_TextureScale;
4142 CGparameter fp_SpecularPower;
4143 CGparameter fp_UserVec1;
4144 CGparameter fp_UserVec2;
4145 CGparameter fp_UserVec3;
4146 CGparameter fp_UserVec4;
4147 CGparameter fp_ViewTintColor;
4148 CGparameter fp_ViewToLight;
4149 CGparameter fp_PixelToScreenTexCoord;
4150 CGparameter fp_ModelToReflectCube;
4151 CGparameter fp_BloomColorSubtract;
4155 /// information about each possible shader permutation
4156 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4157 /// currently selected permutation
4158 r_cg_permutation_t *r_cg_permutation;
4159 /// storage for permutations linked in the hash table
4160 memexpandablearray_t r_cg_permutationarray;
4162 #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));}}
4164 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4166 //unsigned int hashdepth = 0;
4167 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4168 r_cg_permutation_t *p;
4169 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4171 if (p->mode == mode && p->permutation == permutation)
4173 //if (hashdepth > 10)
4174 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4179 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4181 p->permutation = permutation;
4182 p->hashnext = r_cg_permutationhash[mode][hashindex];
4183 r_cg_permutationhash[mode][hashindex] = p;
4184 //if (hashdepth > 10)
4185 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4189 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4192 if (!filename || !filename[0])
4194 if (!strcmp(filename, "cg/default.cg"))
4196 if (!cgshaderstring)
4198 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4200 Con_DPrintf("Loading shaders from file %s...\n", filename);
4202 cgshaderstring = (char *)builtincgshaderstring;
4204 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4205 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4206 return shaderstring;
4208 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4211 if (printfromdisknotice)
4212 Con_DPrintf("from disk %s... ", filename);
4213 return shaderstring;
4215 return shaderstring;
4218 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4220 // TODO: load or create .fp and .vp shader files
4223 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4226 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4227 int vertstrings_count = 0, vertstring_length = 0;
4228 int geomstrings_count = 0, geomstring_length = 0;
4229 int fragstrings_count = 0, fragstring_length = 0;
4231 char *vertexstring, *geometrystring, *fragmentstring;
4232 char *vertstring, *geomstring, *fragstring;
4233 const char *vertstrings_list[32+3];
4234 const char *geomstrings_list[32+3];
4235 const char *fragstrings_list[32+3];
4236 char permutationname[256];
4237 char cachename[256];
4238 CGprofile vertexProfile;
4239 CGprofile fragmentProfile;
4247 permutationname[0] = 0;
4249 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4250 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4251 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4253 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4254 strlcat(cachename, "cg/", sizeof(cachename));
4256 // the first pretext is which type of shader to compile as
4257 // (later these will all be bound together as a program object)
4258 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4259 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4260 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4262 // the second pretext is the mode (for example a light source)
4263 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4264 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4265 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4266 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4267 strlcat(cachename, modeinfo->name, sizeof(cachename));
4269 // now add all the permutation pretexts
4270 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4272 if (permutation & (1<<i))
4274 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4275 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4276 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4277 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4278 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4282 // keep line numbers correct
4283 vertstrings_list[vertstrings_count++] = "\n";
4284 geomstrings_list[geomstrings_count++] = "\n";
4285 fragstrings_list[fragstrings_count++] = "\n";
4289 // replace spaces in the cachename with _ characters
4290 for (i = 0;cachename[i];i++)
4291 if (cachename[i] == ' ')
4294 // now append the shader text itself
4295 vertstrings_list[vertstrings_count++] = vertexstring;
4296 geomstrings_list[geomstrings_count++] = geometrystring;
4297 fragstrings_list[fragstrings_count++] = fragmentstring;
4299 // if any sources were NULL, clear the respective list
4301 vertstrings_count = 0;
4302 if (!geometrystring)
4303 geomstrings_count = 0;
4304 if (!fragmentstring)
4305 fragstrings_count = 0;
4307 vertstring_length = 0;
4308 for (i = 0;i < vertstrings_count;i++)
4309 vertstring_length += strlen(vertstrings_list[i]);
4310 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4311 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4312 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4314 geomstring_length = 0;
4315 for (i = 0;i < geomstrings_count;i++)
4316 geomstring_length += strlen(geomstrings_list[i]);
4317 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4318 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4319 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4321 fragstring_length = 0;
4322 for (i = 0;i < fragstrings_count;i++)
4323 fragstring_length += strlen(fragstrings_list[i]);
4324 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4325 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4326 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4330 //vertexProfile = CG_PROFILE_ARBVP1;
4331 //fragmentProfile = CG_PROFILE_ARBFP1;
4332 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4333 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4334 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4335 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4336 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4339 // try to load the cached shader, or generate one
4340 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4342 // if caching failed, do a dynamic compile for now
4344 if (vertstring[0] && !p->vprogram)
4345 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4347 if (fragstring[0] && !p->fprogram)
4348 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4351 // look up all the uniform variable names we care about, so we don't
4352 // have to look them up every time we set them
4356 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4357 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4358 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4359 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4360 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4361 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4362 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4363 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4364 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4365 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4366 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4367 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4373 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4374 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4375 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4376 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4377 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4378 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4379 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4380 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4381 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4382 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4383 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4384 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4385 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4386 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4387 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4388 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4389 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4390 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4391 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4392 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4393 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4394 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4395 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4396 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4397 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4398 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4399 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4400 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4401 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4402 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4403 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4404 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4405 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4406 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4407 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4408 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4409 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4410 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4411 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4412 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4413 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4414 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4415 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4416 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4417 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4418 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4419 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4420 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4421 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4422 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4423 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4424 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4425 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4426 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4427 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4428 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4429 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4430 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4431 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4432 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4433 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4434 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4435 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4436 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4437 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4438 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4439 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4440 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4441 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4442 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4443 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4444 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4445 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4446 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4447 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4448 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4449 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4450 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4451 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4455 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4456 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4458 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4462 Mem_Free(vertstring);
4464 Mem_Free(geomstring);
4466 Mem_Free(fragstring);
4468 Mem_Free(vertexstring);
4470 Mem_Free(geometrystring);
4472 Mem_Free(fragmentstring);
4475 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4477 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4480 if (r_cg_permutation != perm)
4482 r_cg_permutation = perm;
4483 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4485 if (!r_cg_permutation->compiled)
4486 R_CG_CompilePermutation(perm, mode, permutation);
4487 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4489 // remove features until we find a valid permutation
4491 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4493 // reduce i more quickly whenever it would not remove any bits
4494 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4495 if (!(permutation & j))
4498 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4499 if (!r_cg_permutation->compiled)
4500 R_CG_CompilePermutation(perm, mode, permutation);
4501 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4504 if (i >= SHADERPERMUTATION_COUNT)
4506 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4507 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4508 return; // no bit left to clear, entire mode is broken
4514 if (r_cg_permutation->vprogram)
4516 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4517 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4518 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4522 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4523 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4525 if (r_cg_permutation->fprogram)
4527 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4528 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4529 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4533 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4534 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4538 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4539 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4540 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4543 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4545 cgGLSetTextureParameter(param, R_GetTexture(tex));
4546 cgGLEnableTextureParameter(param);
4554 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4555 extern D3DCAPS9 vid_d3d9caps;
4558 struct r_hlsl_permutation_s;
4559 typedef struct r_hlsl_permutation_s
4561 /// hash lookup data
4562 struct r_hlsl_permutation_s *hashnext;
4564 unsigned int permutation;
4566 /// indicates if we have tried compiling this permutation already
4568 /// NULL if compilation failed
4569 IDirect3DVertexShader9 *vertexshader;
4570 IDirect3DPixelShader9 *pixelshader;
4572 r_hlsl_permutation_t;
4574 typedef enum D3DVSREGISTER_e
4576 D3DVSREGISTER_TexMatrix = 0, // float4x4
4577 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4578 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4579 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4580 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4581 D3DVSREGISTER_ModelToLight = 20, // float4x4
4582 D3DVSREGISTER_EyePosition = 24,
4583 D3DVSREGISTER_FogPlane = 25,
4584 D3DVSREGISTER_LightDir = 26,
4585 D3DVSREGISTER_LightPosition = 27,
4589 typedef enum D3DPSREGISTER_e
4591 D3DPSREGISTER_Alpha = 0,
4592 D3DPSREGISTER_BloomBlur_Parameters = 1,
4593 D3DPSREGISTER_ClientTime = 2,
4594 D3DPSREGISTER_Color_Ambient = 3,
4595 D3DPSREGISTER_Color_Diffuse = 4,
4596 D3DPSREGISTER_Color_Specular = 5,
4597 D3DPSREGISTER_Color_Glow = 6,
4598 D3DPSREGISTER_Color_Pants = 7,
4599 D3DPSREGISTER_Color_Shirt = 8,
4600 D3DPSREGISTER_DeferredColor_Ambient = 9,
4601 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4602 D3DPSREGISTER_DeferredColor_Specular = 11,
4603 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4604 D3DPSREGISTER_DeferredMod_Specular = 13,
4605 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4606 D3DPSREGISTER_EyePosition = 15, // unused
4607 D3DPSREGISTER_FogColor = 16,
4608 D3DPSREGISTER_FogHeightFade = 17,
4609 D3DPSREGISTER_FogPlane = 18,
4610 D3DPSREGISTER_FogPlaneViewDist = 19,
4611 D3DPSREGISTER_FogRangeRecip = 20,
4612 D3DPSREGISTER_LightColor = 21,
4613 D3DPSREGISTER_LightDir = 22, // unused
4614 D3DPSREGISTER_LightPosition = 23,
4615 D3DPSREGISTER_OffsetMapping_Scale = 24,
4616 D3DPSREGISTER_PixelSize = 25,
4617 D3DPSREGISTER_ReflectColor = 26,
4618 D3DPSREGISTER_ReflectFactor = 27,
4619 D3DPSREGISTER_ReflectOffset = 28,
4620 D3DPSREGISTER_RefractColor = 29,
4621 D3DPSREGISTER_Saturation = 30,
4622 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4623 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4624 D3DPSREGISTER_ScreenToDepth = 33,
4625 D3DPSREGISTER_ShadowMap_Parameters = 34,
4626 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4627 D3DPSREGISTER_SpecularPower = 36,
4628 D3DPSREGISTER_UserVec1 = 37,
4629 D3DPSREGISTER_UserVec2 = 38,
4630 D3DPSREGISTER_UserVec3 = 39,
4631 D3DPSREGISTER_UserVec4 = 40,
4632 D3DPSREGISTER_ViewTintColor = 41,
4633 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4634 D3DPSREGISTER_BloomColorSubtract = 43,
4635 D3DPSREGISTER_ViewToLight = 44, // float4x4
4636 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4641 /// information about each possible shader permutation
4642 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4643 /// currently selected permutation
4644 r_hlsl_permutation_t *r_hlsl_permutation;
4645 /// storage for permutations linked in the hash table
4646 memexpandablearray_t r_hlsl_permutationarray;
4648 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4650 //unsigned int hashdepth = 0;
4651 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4652 r_hlsl_permutation_t *p;
4653 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4655 if (p->mode == mode && p->permutation == permutation)
4657 //if (hashdepth > 10)
4658 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4663 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4665 p->permutation = permutation;
4666 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4667 r_hlsl_permutationhash[mode][hashindex] = p;
4668 //if (hashdepth > 10)
4669 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4673 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4676 if (!filename || !filename[0])
4678 if (!strcmp(filename, "hlsl/default.hlsl"))
4680 if (!hlslshaderstring)
4682 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4683 if (hlslshaderstring)
4684 Con_DPrintf("Loading shaders from file %s...\n", filename);
4686 hlslshaderstring = (char *)builtincgshaderstring;
4688 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4689 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4690 return shaderstring;
4692 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4695 if (printfromdisknotice)
4696 Con_DPrintf("from disk %s... ", filename);
4697 return shaderstring;
4699 return shaderstring;
4703 #include <d3dx9mesh.h>
4705 #pragma comment(lib, "d3dx9.lib")
4708 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4710 DWORD *vsbin = NULL;
4711 DWORD *psbin = NULL;
4712 fs_offset_t vsbinsize;
4713 fs_offset_t psbinsize;
4714 // IDirect3DVertexShader9 *vs = NULL;
4715 // IDirect3DPixelShader9 *ps = NULL;
4716 ID3DXBuffer *vslog = NULL;
4717 ID3DXBuffer *vsbuffer = NULL;
4718 ID3DXConstantTable *vsconstanttable = NULL;
4719 ID3DXBuffer *pslog = NULL;
4720 ID3DXBuffer *psbuffer = NULL;
4721 ID3DXConstantTable *psconstanttable = NULL;
4724 char temp[MAX_INPUTLINE];
4725 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4726 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4727 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4728 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4729 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4730 if ((!vsbin && vertstring) || (!psbin && fragstring))
4732 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4733 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4734 if (vertstring && vertstring[0])
4736 vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4739 vsbinsize = vsbuffer->GetBufferSize();
4740 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4741 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4742 vsbuffer->Release();
4746 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4747 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4751 if (fragstring && fragstring[0])
4753 psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4756 psbinsize = psbuffer->GetBufferSize();
4757 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4758 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4759 psbuffer->Release();
4763 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4764 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4771 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4772 if (FAILED(vsresult))
4773 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4777 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4778 if (FAILED(psresult))
4779 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4781 // free the shader data
4782 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4783 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4786 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4789 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4790 int vertstrings_count = 0, vertstring_length = 0;
4791 int geomstrings_count = 0, geomstring_length = 0;
4792 int fragstrings_count = 0, fragstring_length = 0;
4794 char *vertexstring, *geometrystring, *fragmentstring;
4795 char *vertstring, *geomstring, *fragstring;
4796 const char *vertstrings_list[32+3];
4797 const char *geomstrings_list[32+3];
4798 const char *fragstrings_list[32+3];
4799 char permutationname[256];
4800 char cachename[256];
4805 p->vertexshader = NULL;
4806 p->pixelshader = NULL;
4808 permutationname[0] = 0;
4810 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4811 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4812 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4814 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4815 strlcat(cachename, "hlsl/", sizeof(cachename));
4817 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4818 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4819 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4820 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4822 // the first pretext is which type of shader to compile as
4823 // (later these will all be bound together as a program object)
4824 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4825 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4826 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4828 // the second pretext is the mode (for example a light source)
4829 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4830 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4831 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4832 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4833 strlcat(cachename, modeinfo->name, sizeof(cachename));
4835 // now add all the permutation pretexts
4836 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4838 if (permutation & (1<<i))
4840 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4841 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4842 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4843 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4844 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4848 // keep line numbers correct
4849 vertstrings_list[vertstrings_count++] = "\n";
4850 geomstrings_list[geomstrings_count++] = "\n";
4851 fragstrings_list[fragstrings_count++] = "\n";
4855 // replace spaces in the cachename with _ characters
4856 for (i = 0;cachename[i];i++)
4857 if (cachename[i] == ' ')
4860 // now append the shader text itself
4861 vertstrings_list[vertstrings_count++] = vertexstring;
4862 geomstrings_list[geomstrings_count++] = geometrystring;
4863 fragstrings_list[fragstrings_count++] = fragmentstring;
4865 // if any sources were NULL, clear the respective list
4867 vertstrings_count = 0;
4868 if (!geometrystring)
4869 geomstrings_count = 0;
4870 if (!fragmentstring)
4871 fragstrings_count = 0;
4873 vertstring_length = 0;
4874 for (i = 0;i < vertstrings_count;i++)
4875 vertstring_length += strlen(vertstrings_list[i]);
4876 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4877 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4878 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4880 geomstring_length = 0;
4881 for (i = 0;i < geomstrings_count;i++)
4882 geomstring_length += strlen(geomstrings_list[i]);
4883 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4884 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4885 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4887 fragstring_length = 0;
4888 for (i = 0;i < fragstrings_count;i++)
4889 fragstring_length += strlen(fragstrings_list[i]);
4890 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4891 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4892 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4894 // try to load the cached shader, or generate one
4895 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4897 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4898 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4900 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4904 Mem_Free(vertstring);
4906 Mem_Free(geomstring);
4908 Mem_Free(fragstring);
4910 Mem_Free(vertexstring);
4912 Mem_Free(geometrystring);
4914 Mem_Free(fragmentstring);
4917 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4918 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4919 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);}
4920 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);}
4921 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);}
4922 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);}
4924 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4925 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4926 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);}
4927 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);}
4928 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);}
4929 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);}
4931 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4933 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4934 if (r_hlsl_permutation != perm)
4936 r_hlsl_permutation = perm;
4937 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4939 if (!r_hlsl_permutation->compiled)
4940 R_HLSL_CompilePermutation(perm, mode, permutation);
4941 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4943 // remove features until we find a valid permutation
4945 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4947 // reduce i more quickly whenever it would not remove any bits
4948 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4949 if (!(permutation & j))
4952 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4953 if (!r_hlsl_permutation->compiled)
4954 R_HLSL_CompilePermutation(perm, mode, permutation);
4955 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4958 if (i >= SHADERPERMUTATION_COUNT)
4960 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4961 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4962 return; // no bit left to clear, entire mode is broken
4966 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4967 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4969 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4970 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4971 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4975 void R_GLSL_Restart_f(void)
4977 unsigned int i, limit;
4978 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4979 Mem_Free(glslshaderstring);
4980 glslshaderstring = NULL;
4981 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4982 Mem_Free(cgshaderstring);
4983 cgshaderstring = NULL;
4984 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4985 Mem_Free(hlslshaderstring);
4986 hlslshaderstring = NULL;
4987 switch(vid.renderpath)
4989 case RENDERPATH_D3D9:
4992 r_hlsl_permutation_t *p;
4993 r_hlsl_permutation = NULL;
4994 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4995 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4996 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4997 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4998 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4999 for (i = 0;i < limit;i++)
5001 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5003 if (p->vertexshader)
5004 IDirect3DVertexShader9_Release(p->vertexshader);
5006 IDirect3DPixelShader9_Release(p->pixelshader);
5007 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5010 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5014 case RENDERPATH_D3D10:
5015 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5017 case RENDERPATH_D3D11:
5018 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5020 case RENDERPATH_GL20:
5022 r_glsl_permutation_t *p;
5023 r_glsl_permutation = NULL;
5024 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5025 for (i = 0;i < limit;i++)
5027 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5029 GL_Backend_FreeProgram(p->program);
5030 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5033 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5036 case RENDERPATH_CGGL:
5039 r_cg_permutation_t *p;
5040 r_cg_permutation = NULL;
5041 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5042 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5043 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5044 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5045 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5046 for (i = 0;i < limit;i++)
5048 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5051 cgDestroyProgram(p->vprogram);
5053 cgDestroyProgram(p->fprogram);
5054 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5057 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5061 case RENDERPATH_GL13:
5062 case RENDERPATH_GL11:
5067 void R_GLSL_DumpShader_f(void)
5072 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5075 FS_Print(file, "/* The engine may define the following macros:\n");
5076 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5077 for (i = 0;i < SHADERMODE_COUNT;i++)
5078 FS_Print(file, glslshadermodeinfo[i].pretext);
5079 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5080 FS_Print(file, shaderpermutationinfo[i].pretext);
5081 FS_Print(file, "*/\n");
5082 FS_Print(file, builtinshaderstring);
5084 Con_Printf("glsl/default.glsl written\n");
5087 Con_Printf("failed to write to glsl/default.glsl\n");
5090 file = FS_OpenRealFile("cg/default.cg", "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, cgshadermodeinfo[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, builtincgshaderstring);
5102 Con_Printf("cg/default.cg written\n");
5105 Con_Printf("failed to write to cg/default.cg\n");
5109 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5112 FS_Print(file, "/* The engine may define the following macros:\n");
5113 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5114 for (i = 0;i < SHADERMODE_COUNT;i++)
5115 FS_Print(file, hlslshadermodeinfo[i].pretext);
5116 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5117 FS_Print(file, shaderpermutationinfo[i].pretext);
5118 FS_Print(file, "*/\n");
5119 FS_Print(file, builtincgshaderstring);
5121 Con_Printf("hlsl/default.hlsl written\n");
5124 Con_Printf("failed to write to hlsl/default.hlsl\n");
5128 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5131 texturemode = GL_MODULATE;
5132 switch (vid.renderpath)
5134 case RENDERPATH_D3D9:
5136 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5137 R_Mesh_TexBind(GL20TU_FIRST , first );
5138 R_Mesh_TexBind(GL20TU_SECOND, second);
5141 case RENDERPATH_D3D10:
5142 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5144 case RENDERPATH_D3D11:
5145 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5147 case RENDERPATH_GL20:
5148 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5149 R_Mesh_TexBind(GL20TU_FIRST , first );
5150 R_Mesh_TexBind(GL20TU_SECOND, second);
5152 case RENDERPATH_CGGL:
5155 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
5156 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5157 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5160 case RENDERPATH_GL13:
5161 R_Mesh_TexBind(0, first );
5162 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5163 R_Mesh_TexBind(1, second);
5165 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5167 case RENDERPATH_GL11:
5168 R_Mesh_TexBind(0, first );
5173 void R_SetupShader_DepthOrShadow(void)
5175 switch (vid.renderpath)
5177 case RENDERPATH_D3D9:
5179 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5182 case RENDERPATH_D3D10:
5183 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5185 case RENDERPATH_D3D11:
5186 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5188 case RENDERPATH_GL20:
5189 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5191 case RENDERPATH_CGGL:
5193 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5196 case RENDERPATH_GL13:
5197 R_Mesh_TexBind(0, 0);
5198 R_Mesh_TexBind(1, 0);
5200 case RENDERPATH_GL11:
5201 R_Mesh_TexBind(0, 0);
5206 void R_SetupShader_ShowDepth(void)
5208 switch (vid.renderpath)
5210 case RENDERPATH_D3D9:
5212 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5215 case RENDERPATH_D3D10:
5216 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5218 case RENDERPATH_D3D11:
5219 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5221 case RENDERPATH_GL20:
5222 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5224 case RENDERPATH_CGGL:
5226 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5229 case RENDERPATH_GL13:
5231 case RENDERPATH_GL11:
5236 extern qboolean r_shadow_usingdeferredprepass;
5237 extern cvar_t r_shadow_deferred_8bitrange;
5238 extern rtexture_t *r_shadow_attenuationgradienttexture;
5239 extern rtexture_t *r_shadow_attenuation2dtexture;
5240 extern rtexture_t *r_shadow_attenuation3dtexture;
5241 extern qboolean r_shadow_usingshadowmaprect;
5242 extern qboolean r_shadow_usingshadowmapcube;
5243 extern qboolean r_shadow_usingshadowmap2d;
5244 extern qboolean r_shadow_usingshadowmaportho;
5245 extern float r_shadow_shadowmap_texturescale[2];
5246 extern float r_shadow_shadowmap_parameters[4];
5247 extern qboolean r_shadow_shadowmapvsdct;
5248 extern qboolean r_shadow_shadowmapsampler;
5249 extern int r_shadow_shadowmappcf;
5250 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5251 extern rtexture_t *r_shadow_shadowmap2dtexture;
5252 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5253 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5254 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5255 extern matrix4x4_t r_shadow_shadowmapmatrix;
5256 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5257 extern int r_shadow_prepass_width;
5258 extern int r_shadow_prepass_height;
5259 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5260 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5261 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5262 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5263 extern cvar_t gl_mesh_separatearrays;
5264 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5266 // a blendfunc allows colormod if:
5267 // a) it can never keep the destination pixel invariant, or
5268 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5269 // this is to prevent unintended side effects from colormod
5272 // IF there is a (s, sa) for which for all (d, da),
5273 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5274 // THEN, for this (s, sa) and all (colormod, d, da):
5275 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5276 // OBVIOUSLY, this means that
5277 // s*colormod * src(s*colormod, d, sa, da) = 0
5278 // dst(s*colormod, d, sa, da) = 1
5280 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5282 // main condition to leave dst color invariant:
5283 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5285 // s * 0 + d * dst(s, d, sa, da) == d
5286 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5287 // => colormod is a problem for GL_SRC_COLOR only
5289 // s + d * dst(s, d, sa, da) == d
5291 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5292 // => colormod is never problematic for these
5293 // src == GL_SRC_COLOR:
5294 // s*s + d * dst(s, d, sa, da) == d
5296 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5297 // => colormod is never problematic for these
5298 // src == GL_ONE_MINUS_SRC_COLOR:
5299 // s*(1-s) + d * dst(s, d, sa, da) == d
5300 // => s == 0 or s == 1
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
5303 // src == GL_DST_COLOR
5304 // s*d + d * dst(s, d, sa, da) == d
5306 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5307 // => colormod is always a problem
5310 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5311 // => colormod is never problematic for these
5312 // => BUT, we do not know s! We must assume it is problematic
5313 // then... except in GL_ONE case, where we know all invariant
5315 // src == GL_ONE_MINUS_DST_COLOR
5316 // s*(1-d) + d * dst(s, d, sa, da) == d
5317 // => s == 0 (1-d is impossible to handle for our desired result)
5318 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5319 // => colormod is never problematic for these
5320 // src == GL_SRC_ALPHA
5321 // s*sa + d * dst(s, d, sa, da) == d
5322 // => s == 0, or sa == 0
5323 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5324 // => colormod breaks in the case GL_SRC_COLOR only
5325 // src == GL_ONE_MINUS_SRC_ALPHA
5326 // s*(1-sa) + d * dst(s, d, sa, da) == d
5327 // => s == 0, or sa == 1
5328 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5329 // => colormod breaks in the case GL_SRC_COLOR only
5330 // src == GL_DST_ALPHA
5331 // s*da + d * dst(s, d, sa, da) == d
5333 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5334 // => colormod is never problematic for these
5339 case GL_ONE_MINUS_SRC_COLOR:
5341 case GL_ONE_MINUS_SRC_ALPHA:
5342 if(dst == GL_SRC_COLOR)
5347 case GL_ONE_MINUS_DST_COLOR:
5349 case GL_ONE_MINUS_DST_ALPHA:
5359 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)
5361 // select a permutation of the lighting shader appropriate to this
5362 // combination of texture, entity, light source, and fogging, only use the
5363 // minimum features necessary to avoid wasting rendering time in the
5364 // fragment shader on features that are not being used
5365 unsigned int permutation = 0;
5366 unsigned int mode = 0;
5367 qboolean allow_colormod;
5368 static float dummy_colormod[3] = {1, 1, 1};
5369 float *colormod = rsurface.colormod;
5371 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5372 if (rsurfacepass == RSURFPASS_BACKGROUND)
5374 // distorted background
5375 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5376 mode = SHADERMODE_WATER;
5377 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5378 mode = SHADERMODE_REFRACTION;
5381 mode = SHADERMODE_GENERIC;
5382 permutation |= SHADERPERMUTATION_DIFFUSE;
5384 GL_AlphaTest(false);
5385 GL_BlendFunc(GL_ONE, GL_ZERO);
5386 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5388 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5390 if (r_glsl_offsetmapping.integer)
5392 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5393 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5394 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5395 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5396 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5398 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5399 if (r_glsl_offsetmapping_reliefmapping.integer)
5400 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5404 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5405 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5406 permutation |= SHADERPERMUTATION_ALPHAKILL;
5407 // normalmap (deferred prepass), may use alpha test on diffuse
5408 mode = SHADERMODE_DEFERREDGEOMETRY;
5409 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5410 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5411 GL_AlphaTest(false);
5412 GL_BlendFunc(GL_ONE, GL_ZERO);
5413 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5415 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5417 if (r_glsl_offsetmapping.integer)
5419 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5420 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5421 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5422 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5423 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5425 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5426 if (r_glsl_offsetmapping_reliefmapping.integer)
5427 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5430 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5431 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5433 mode = SHADERMODE_LIGHTSOURCE;
5434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5435 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5436 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5437 permutation |= SHADERPERMUTATION_CUBEFILTER;
5438 if (diffusescale > 0)
5439 permutation |= SHADERPERMUTATION_DIFFUSE;
5440 if (specularscale > 0)
5442 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5443 if (r_shadow_glossexact.integer)
5444 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5446 if (r_refdef.fogenabled)
5447 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5448 if (rsurface.texture->colormapping)
5449 permutation |= SHADERPERMUTATION_COLORMAPPING;
5450 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5452 if (r_shadow_usingshadowmaprect)
5453 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5454 if (r_shadow_usingshadowmap2d)
5455 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5456 if (r_shadow_usingshadowmapcube)
5457 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5458 else if(r_shadow_shadowmapvsdct)
5459 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5461 if (r_shadow_shadowmapsampler)
5462 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5463 if (r_shadow_shadowmappcf > 1)
5464 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5465 else if (r_shadow_shadowmappcf)
5466 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5468 if (rsurface.texture->reflectmasktexture)
5469 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5470 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5471 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5472 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5474 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5476 if (r_glsl_offsetmapping.integer)
5478 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5479 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5480 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5481 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5482 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5484 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5485 if (r_glsl_offsetmapping_reliefmapping.integer)
5486 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5489 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5490 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5491 // unshaded geometry (fullbright or ambient model lighting)
5492 mode = SHADERMODE_FLATCOLOR;
5493 ambientscale = diffusescale = specularscale = 0;
5494 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5495 permutation |= SHADERPERMUTATION_GLOW;
5496 if (r_refdef.fogenabled)
5497 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5498 if (rsurface.texture->colormapping)
5499 permutation |= SHADERPERMUTATION_COLORMAPPING;
5500 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5502 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5503 if (r_shadow_usingshadowmaprect)
5504 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5505 if (r_shadow_usingshadowmap2d)
5506 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5508 if (r_shadow_shadowmapsampler)
5509 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5510 if (r_shadow_shadowmappcf > 1)
5511 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5512 else if (r_shadow_shadowmappcf)
5513 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5515 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5516 permutation |= SHADERPERMUTATION_REFLECTION;
5517 if (rsurface.texture->reflectmasktexture)
5518 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5519 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5520 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5521 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5523 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5525 if (r_glsl_offsetmapping.integer)
5527 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5528 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5529 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5530 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5531 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5533 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5534 if (r_glsl_offsetmapping_reliefmapping.integer)
5535 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5538 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5539 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5540 // directional model lighting
5541 mode = SHADERMODE_LIGHTDIRECTION;
5542 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5543 permutation |= SHADERPERMUTATION_GLOW;
5544 permutation |= SHADERPERMUTATION_DIFFUSE;
5545 if (specularscale > 0)
5547 permutation |= SHADERPERMUTATION_SPECULAR;
5548 if (r_shadow_glossexact.integer)
5549 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5551 if (r_refdef.fogenabled)
5552 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5553 if (rsurface.texture->colormapping)
5554 permutation |= SHADERPERMUTATION_COLORMAPPING;
5555 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5557 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5558 if (r_shadow_usingshadowmaprect)
5559 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5560 if (r_shadow_usingshadowmap2d)
5561 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5563 if (r_shadow_shadowmapsampler)
5564 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5565 if (r_shadow_shadowmappcf > 1)
5566 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5567 else if (r_shadow_shadowmappcf)
5568 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5571 permutation |= SHADERPERMUTATION_REFLECTION;
5572 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5573 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5574 if (rsurface.texture->reflectmasktexture)
5575 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5576 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5577 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5578 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5580 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5582 if (r_glsl_offsetmapping.integer)
5584 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5585 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5586 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5587 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5588 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5590 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5591 if (r_glsl_offsetmapping_reliefmapping.integer)
5592 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5597 // ambient model lighting
5598 mode = SHADERMODE_LIGHTDIRECTION;
5599 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5600 permutation |= SHADERPERMUTATION_GLOW;
5601 if (r_refdef.fogenabled)
5602 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5603 if (rsurface.texture->colormapping)
5604 permutation |= SHADERPERMUTATION_COLORMAPPING;
5605 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5607 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5608 if (r_shadow_usingshadowmaprect)
5609 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5610 if (r_shadow_usingshadowmap2d)
5611 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5613 if (r_shadow_shadowmapsampler)
5614 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5615 if (r_shadow_shadowmappcf > 1)
5616 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5617 else if (r_shadow_shadowmappcf)
5618 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5620 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5621 permutation |= SHADERPERMUTATION_REFLECTION;
5622 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5623 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5624 if (rsurface.texture->reflectmasktexture)
5625 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5626 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5627 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5628 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5632 if (r_glsl_offsetmapping.integer)
5634 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5635 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5636 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5637 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5638 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5640 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5641 if (r_glsl_offsetmapping_reliefmapping.integer)
5642 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5645 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5646 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5648 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5649 permutation |= SHADERPERMUTATION_GLOW;
5650 if (r_refdef.fogenabled)
5651 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5652 if (rsurface.texture->colormapping)
5653 permutation |= SHADERPERMUTATION_COLORMAPPING;
5654 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5656 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5657 if (r_shadow_usingshadowmaprect)
5658 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5659 if (r_shadow_usingshadowmap2d)
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 (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5677 // deluxemapping (light direction texture)
5678 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5679 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5681 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5682 permutation |= SHADERPERMUTATION_DIFFUSE;
5683 if (specularscale > 0)
5685 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5686 if (r_shadow_glossexact.integer)
5687 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5690 else if (r_glsl_deluxemapping.integer >= 2)
5692 // fake deluxemapping (uniform light direction in tangentspace)
5693 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5694 permutation |= SHADERPERMUTATION_DIFFUSE;
5695 if (specularscale > 0)
5697 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5698 if (r_shadow_glossexact.integer)
5699 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
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 * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 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 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5789 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5790 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5791 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5792 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5794 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5795 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5796 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5797 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5798 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5799 if (rsurface.texture->pantstexture)
5800 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5802 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5803 if (rsurface.texture->shirttexture)
5804 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5806 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5807 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5808 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5809 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5810 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5811 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5812 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5813 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5815 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5816 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5817 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5818 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5819 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5820 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5821 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5822 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5823 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5824 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5825 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5826 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5827 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5828 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5829 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5830 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5831 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5832 if (rsurfacepass == RSURFPASS_BACKGROUND)
5834 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5835 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5836 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5840 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5842 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5843 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5844 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5845 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5846 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5848 R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5849 if (rsurface.rtlight)
5851 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5852 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5857 case RENDERPATH_D3D10:
5858 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5860 case RENDERPATH_D3D11:
5861 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5863 case RENDERPATH_GL20:
5864 if (gl_mesh_separatearrays.integer)
5866 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);
5867 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5868 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5869 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5870 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5871 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5872 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5873 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5877 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);
5878 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5880 R_SetupShader_SetPermutationGLSL(mode, permutation);
5881 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5882 if (mode == SHADERMODE_LIGHTSOURCE)
5884 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5885 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5886 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5887 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5888 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5889 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);
5891 // additive passes are only darkened by fog, not tinted
5892 if (r_glsl_permutation->loc_FogColor >= 0)
5893 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5894 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5898 if (mode == SHADERMODE_FLATCOLOR)
5900 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5902 else if (mode == SHADERMODE_LIGHTDIRECTION)
5904 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5905 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]);
5906 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);
5907 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);
5908 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);
5909 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5910 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]);
5914 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]);
5915 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]);
5916 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);
5917 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);
5918 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);
5920 // additive passes are only darkened by fog, not tinted
5921 if (r_glsl_permutation->loc_FogColor >= 0)
5923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5924 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5926 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5928 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);
5929 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]);
5930 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]);
5931 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5932 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5933 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5934 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5935 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5937 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5938 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5939 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5940 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]);
5941 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]);
5943 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5944 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5945 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5946 if (r_glsl_permutation->loc_Color_Pants >= 0)
5948 if (rsurface.texture->pantstexture)
5949 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5951 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5953 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5955 if (rsurface.texture->shirttexture)
5956 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5958 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5960 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]);
5961 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5962 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5963 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5964 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5965 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]);
5966 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5968 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5969 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5970 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5971 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5972 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5973 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5974 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5975 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5976 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5977 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5978 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5979 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5980 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5981 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5982 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5983 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5984 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5985 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5986 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5987 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5988 if (rsurfacepass == RSURFPASS_BACKGROUND)
5990 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5991 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5992 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5996 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5998 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5999 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6000 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6001 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6002 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6004 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6005 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
6006 if (rsurface.rtlight)
6008 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6009 if (r_shadow_usingshadowmapcube)
6010 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
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, 4, 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 * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 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);CHECKCGERROR
6104 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);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 * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6109 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
6110 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
6111 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6112 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6113 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6114 if (r_cg_permutation->fp_Color_Pants)
6116 if (rsurface.texture->pantstexture)
6117 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6119 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6122 if (r_cg_permutation->fp_Color_Shirt)
6124 if (rsurface.texture->shirttexture)
6125 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6127 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6130 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
6131 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6132 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6133 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6134 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6135 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
6136 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6138 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6139 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6140 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6141 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6142 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6143 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6144 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6145 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6146 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6147 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6148 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6149 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6150 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6151 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6152 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
6153 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6154 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6155 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6156 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6157 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6158 if (rsurfacepass == RSURFPASS_BACKGROUND)
6160 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
6161 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
6162 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
6166 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
6168 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6169 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6170 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6171 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6172 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6174 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6175 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );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_shadow_usingshadowmapcube)
6180 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6181 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6188 case RENDERPATH_GL13:
6189 case RENDERPATH_GL11:
6194 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6196 // select a permutation of the lighting shader appropriate to this
6197 // combination of texture, entity, light source, and fogging, only use the
6198 // minimum features necessary to avoid wasting rendering time in the
6199 // fragment shader on features that are not being used
6200 unsigned int permutation = 0;
6201 unsigned int mode = 0;
6202 const float *lightcolorbase = rtlight->currentcolor;
6203 float ambientscale = rtlight->ambientscale;
6204 float diffusescale = rtlight->diffusescale;
6205 float specularscale = rtlight->specularscale;
6206 // this is the location of the light in view space
6207 vec3_t viewlightorigin;
6208 // this transforms from view space (camera) to light space (cubemap)
6209 matrix4x4_t viewtolight;
6210 matrix4x4_t lighttoview;
6211 float viewtolight16f[16];
6212 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6214 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6215 if (rtlight->currentcubemap != r_texture_whitecube)
6216 permutation |= SHADERPERMUTATION_CUBEFILTER;
6217 if (diffusescale > 0)
6218 permutation |= SHADERPERMUTATION_DIFFUSE;
6219 if (specularscale > 0)
6221 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6222 if (r_shadow_glossexact.integer)
6223 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6225 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
6227 if (r_shadow_usingshadowmaprect)
6228 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
6229 if (r_shadow_usingshadowmap2d)
6230 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6231 if (r_shadow_usingshadowmapcube)
6232 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
6233 else if(r_shadow_shadowmapvsdct)
6234 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6236 if (r_shadow_shadowmapsampler)
6237 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6238 if (r_shadow_shadowmappcf > 1)
6239 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6240 else if (r_shadow_shadowmappcf)
6241 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6243 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6244 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6245 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6246 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6247 switch(vid.renderpath)
6249 case RENDERPATH_D3D9:
6251 R_SetupShader_SetPermutationHLSL(mode, permutation);
6252 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6253 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6254 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6255 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6256 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6257 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6258 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6259 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6260 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6261 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6263 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6264 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6265 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6266 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6267 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6268 if (r_shadow_usingshadowmapcube)
6269 R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6270 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6271 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6274 case RENDERPATH_D3D10:
6275 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6277 case RENDERPATH_D3D11:
6278 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6280 case RENDERPATH_GL20:
6281 R_SetupShader_SetPermutationGLSL(mode, permutation);
6282 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6283 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6284 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);
6285 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);
6286 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);
6287 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]);
6288 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]);
6289 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6290 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]);
6291 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6293 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6294 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6295 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6296 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6297 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6298 if (r_shadow_usingshadowmapcube)
6299 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6300 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6301 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6303 case RENDERPATH_CGGL:
6305 R_SetupShader_SetPermutationCG(mode, permutation);
6306 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6307 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6308 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
6309 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
6310 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
6311 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
6312 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
6313 if (r_cg_permutation->fp_SpecularPower ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6314 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
6315 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6317 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6318 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6319 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6320 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6321 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6322 if (r_shadow_usingshadowmapcube)
6323 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6324 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6325 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6328 case RENDERPATH_GL13:
6329 case RENDERPATH_GL11:
6334 #define SKINFRAME_HASH 1024
6338 int loadsequence; // incremented each level change
6339 memexpandablearray_t array;
6340 skinframe_t *hash[SKINFRAME_HASH];
6343 r_skinframe_t r_skinframe;
6345 void R_SkinFrame_PrepareForPurge(void)
6347 r_skinframe.loadsequence++;
6348 // wrap it without hitting zero
6349 if (r_skinframe.loadsequence >= 200)
6350 r_skinframe.loadsequence = 1;
6353 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6357 // mark the skinframe as used for the purging code
6358 skinframe->loadsequence = r_skinframe.loadsequence;
6361 void R_SkinFrame_Purge(void)
6365 for (i = 0;i < SKINFRAME_HASH;i++)
6367 for (s = r_skinframe.hash[i];s;s = s->next)
6369 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6371 if (s->merged == s->base)
6373 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6374 R_PurgeTexture(s->stain );s->stain = NULL;
6375 R_PurgeTexture(s->merged);s->merged = NULL;
6376 R_PurgeTexture(s->base );s->base = NULL;
6377 R_PurgeTexture(s->pants );s->pants = NULL;
6378 R_PurgeTexture(s->shirt );s->shirt = NULL;
6379 R_PurgeTexture(s->nmap );s->nmap = NULL;
6380 R_PurgeTexture(s->gloss );s->gloss = NULL;
6381 R_PurgeTexture(s->glow );s->glow = NULL;
6382 R_PurgeTexture(s->fog );s->fog = NULL;
6383 R_PurgeTexture(s->reflect);s->reflect = NULL;
6384 s->loadsequence = 0;
6390 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6392 char basename[MAX_QPATH];
6394 Image_StripImageExtension(name, basename, sizeof(basename));
6396 if( last == NULL ) {
6398 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6399 item = r_skinframe.hash[hashindex];
6404 // linearly search through the hash bucket
6405 for( ; item ; item = item->next ) {
6406 if( !strcmp( item->basename, basename ) ) {
6413 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6417 char basename[MAX_QPATH];
6419 Image_StripImageExtension(name, basename, sizeof(basename));
6421 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6422 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6423 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6427 rtexture_t *dyntexture;
6428 // check whether its a dynamic texture
6429 dyntexture = CL_GetDynTexture( basename );
6430 if (!add && !dyntexture)
6432 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6433 memset(item, 0, sizeof(*item));
6434 strlcpy(item->basename, basename, sizeof(item->basename));
6435 item->base = dyntexture; // either NULL or dyntexture handle
6436 item->textureflags = textureflags;
6437 item->comparewidth = comparewidth;
6438 item->compareheight = compareheight;
6439 item->comparecrc = comparecrc;
6440 item->next = r_skinframe.hash[hashindex];
6441 r_skinframe.hash[hashindex] = item;
6443 else if( item->base == NULL )
6445 rtexture_t *dyntexture;
6446 // check whether its a dynamic texture
6447 // 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]
6448 dyntexture = CL_GetDynTexture( basename );
6449 item->base = dyntexture; // either NULL or dyntexture handle
6452 R_SkinFrame_MarkUsed(item);
6456 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6458 unsigned long long avgcolor[5], wsum; \
6466 for(pix = 0; pix < cnt; ++pix) \
6469 for(comp = 0; comp < 3; ++comp) \
6471 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6474 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6476 for(comp = 0; comp < 3; ++comp) \
6477 avgcolor[comp] += getpixel * w; \
6480 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6481 avgcolor[4] += getpixel; \
6483 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6485 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6486 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6487 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6488 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6491 extern cvar_t gl_picmip;
6492 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6495 unsigned char *pixels;
6496 unsigned char *bumppixels;
6497 unsigned char *basepixels = NULL;
6498 int basepixels_width = 0;
6499 int basepixels_height = 0;
6500 skinframe_t *skinframe;
6501 rtexture_t *ddsbase = NULL;
6502 qboolean ddshasalpha = false;
6503 float ddsavgcolor[4];
6504 char basename[MAX_QPATH];
6505 int miplevel = R_PicmipForFlags(textureflags);
6506 int savemiplevel = miplevel;
6509 if (cls.state == ca_dedicated)
6512 // return an existing skinframe if already loaded
6513 // if loading of the first image fails, don't make a new skinframe as it
6514 // would cause all future lookups of this to be missing
6515 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6516 if (skinframe && skinframe->base)
6519 Image_StripImageExtension(name, basename, sizeof(basename));
6521 // check for DDS texture file first
6522 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6524 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6525 if (basepixels == NULL)
6529 // FIXME handle miplevel
6531 if (developer_loading.integer)
6532 Con_Printf("loading skin \"%s\"\n", name);
6534 // we've got some pixels to store, so really allocate this new texture now
6536 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6537 skinframe->stain = NULL;
6538 skinframe->merged = NULL;
6539 skinframe->base = NULL;
6540 skinframe->pants = NULL;
6541 skinframe->shirt = NULL;
6542 skinframe->nmap = NULL;
6543 skinframe->gloss = NULL;
6544 skinframe->glow = NULL;
6545 skinframe->fog = NULL;
6546 skinframe->reflect = NULL;
6547 skinframe->hasalpha = false;
6551 skinframe->base = ddsbase;
6552 skinframe->hasalpha = ddshasalpha;
6553 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6554 if (r_loadfog && skinframe->hasalpha)
6555 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6556 //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]);
6560 basepixels_width = image_width;
6561 basepixels_height = image_height;
6562 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);
6563 if (textureflags & TEXF_ALPHA)
6565 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6567 if (basepixels[j] < 255)
6569 skinframe->hasalpha = true;
6573 if (r_loadfog && skinframe->hasalpha)
6575 // has transparent pixels
6576 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6577 for (j = 0;j < image_width * image_height * 4;j += 4)
6582 pixels[j+3] = basepixels[j+3];
6584 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);
6588 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6589 //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]);
6590 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6591 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
6592 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6593 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
6598 mymiplevel = savemiplevel;
6599 if (r_loadnormalmap)
6600 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);
6601 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6603 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6604 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6605 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6606 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6609 // _norm is the name used by tenebrae and has been adopted as standard
6610 if (r_loadnormalmap && skinframe->nmap == NULL)
6612 mymiplevel = savemiplevel;
6613 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6615 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);
6619 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6621 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6622 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6623 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);
6625 Mem_Free(bumppixels);
6627 else if (r_shadow_bumpscale_basetexture.value > 0)
6629 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6630 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6631 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);
6634 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6635 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
6638 // _luma is supported only for tenebrae compatibility
6639 // _glow is the preferred name
6640 mymiplevel = savemiplevel;
6641 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))))
6643 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);
6644 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6645 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
6646 Mem_Free(pixels);pixels = NULL;
6649 mymiplevel = savemiplevel;
6650 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6652 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);
6653 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6654 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
6659 mymiplevel = savemiplevel;
6660 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6662 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);
6663 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6664 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
6669 mymiplevel = savemiplevel;
6670 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6672 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);
6673 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6674 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
6679 mymiplevel = savemiplevel;
6680 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6682 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);
6683 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6684 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
6690 Mem_Free(basepixels);
6695 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6696 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6699 unsigned char *temp1, *temp2;
6700 skinframe_t *skinframe;
6702 if (cls.state == ca_dedicated)
6705 // if already loaded just return it, otherwise make a new skinframe
6706 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6707 if (skinframe && skinframe->base)
6710 skinframe->stain = NULL;
6711 skinframe->merged = NULL;
6712 skinframe->base = NULL;
6713 skinframe->pants = NULL;
6714 skinframe->shirt = NULL;
6715 skinframe->nmap = NULL;
6716 skinframe->gloss = NULL;
6717 skinframe->glow = NULL;
6718 skinframe->fog = NULL;
6719 skinframe->reflect = NULL;
6720 skinframe->hasalpha = false;
6722 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6726 if (developer_loading.integer)
6727 Con_Printf("loading 32bit skin \"%s\"\n", name);
6729 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6731 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6732 temp2 = temp1 + width * height * 4;
6733 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6734 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);
6737 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6738 if (textureflags & TEXF_ALPHA)
6740 for (i = 3;i < width * height * 4;i += 4)
6742 if (skindata[i] < 255)
6744 skinframe->hasalpha = true;
6748 if (r_loadfog && skinframe->hasalpha)
6750 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6751 memcpy(fogpixels, skindata, width * height * 4);
6752 for (i = 0;i < width * height * 4;i += 4)
6753 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6754 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6755 Mem_Free(fogpixels);
6759 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6760 //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]);
6765 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6769 skinframe_t *skinframe;
6771 if (cls.state == ca_dedicated)
6774 // if already loaded just return it, otherwise make a new skinframe
6775 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6776 if (skinframe && skinframe->base)
6779 skinframe->stain = NULL;
6780 skinframe->merged = NULL;
6781 skinframe->base = NULL;
6782 skinframe->pants = NULL;
6783 skinframe->shirt = NULL;
6784 skinframe->nmap = NULL;
6785 skinframe->gloss = NULL;
6786 skinframe->glow = NULL;
6787 skinframe->fog = NULL;
6788 skinframe->reflect = NULL;
6789 skinframe->hasalpha = false;
6791 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6795 if (developer_loading.integer)
6796 Con_Printf("loading quake skin \"%s\"\n", name);
6798 // 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)
6799 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6800 memcpy(skinframe->qpixels, skindata, width*height);
6801 skinframe->qwidth = width;
6802 skinframe->qheight = height;
6805 for (i = 0;i < width * height;i++)
6806 featuresmask |= palette_featureflags[skindata[i]];
6808 skinframe->hasalpha = false;
6809 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6810 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6811 skinframe->qgeneratemerged = true;
6812 skinframe->qgeneratebase = skinframe->qhascolormapping;
6813 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6815 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6816 //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]);
6821 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6825 unsigned char *skindata;
6827 if (!skinframe->qpixels)
6830 if (!skinframe->qhascolormapping)
6831 colormapped = false;
6835 if (!skinframe->qgeneratebase)
6840 if (!skinframe->qgeneratemerged)
6844 width = skinframe->qwidth;
6845 height = skinframe->qheight;
6846 skindata = skinframe->qpixels;
6848 if (skinframe->qgeneratenmap)
6850 unsigned char *temp1, *temp2;
6851 skinframe->qgeneratenmap = false;
6852 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6853 temp2 = temp1 + width * height * 4;
6854 // use either a custom palette or the quake palette
6855 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6856 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6857 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);
6861 if (skinframe->qgenerateglow)
6863 skinframe->qgenerateglow = false;
6864 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6869 skinframe->qgeneratebase = false;
6870 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);
6871 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6872 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6876 skinframe->qgeneratemerged = false;
6877 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);
6880 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6882 Mem_Free(skinframe->qpixels);
6883 skinframe->qpixels = NULL;
6887 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)
6890 skinframe_t *skinframe;
6892 if (cls.state == ca_dedicated)
6895 // if already loaded just return it, otherwise make a new skinframe
6896 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6897 if (skinframe && skinframe->base)
6900 skinframe->stain = NULL;
6901 skinframe->merged = NULL;
6902 skinframe->base = NULL;
6903 skinframe->pants = NULL;
6904 skinframe->shirt = NULL;
6905 skinframe->nmap = NULL;
6906 skinframe->gloss = NULL;
6907 skinframe->glow = NULL;
6908 skinframe->fog = NULL;
6909 skinframe->reflect = NULL;
6910 skinframe->hasalpha = false;
6912 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6916 if (developer_loading.integer)
6917 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6919 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6920 if (textureflags & TEXF_ALPHA)
6922 for (i = 0;i < width * height;i++)
6924 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6926 skinframe->hasalpha = true;
6930 if (r_loadfog && skinframe->hasalpha)
6931 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6934 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6935 //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]);
6940 skinframe_t *R_SkinFrame_LoadMissing(void)
6942 skinframe_t *skinframe;
6944 if (cls.state == ca_dedicated)
6947 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6948 skinframe->stain = NULL;
6949 skinframe->merged = NULL;
6950 skinframe->base = NULL;
6951 skinframe->pants = NULL;
6952 skinframe->shirt = NULL;
6953 skinframe->nmap = NULL;
6954 skinframe->gloss = NULL;
6955 skinframe->glow = NULL;
6956 skinframe->fog = NULL;
6957 skinframe->reflect = NULL;
6958 skinframe->hasalpha = false;
6960 skinframe->avgcolor[0] = rand() / RAND_MAX;
6961 skinframe->avgcolor[1] = rand() / RAND_MAX;
6962 skinframe->avgcolor[2] = rand() / RAND_MAX;
6963 skinframe->avgcolor[3] = 1;
6968 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6969 typedef struct suffixinfo_s
6972 qboolean flipx, flipy, flipdiagonal;
6975 static suffixinfo_t suffix[3][6] =
6978 {"px", false, false, false},
6979 {"nx", false, false, false},
6980 {"py", false, false, false},
6981 {"ny", false, false, false},
6982 {"pz", false, false, false},
6983 {"nz", false, false, false}
6986 {"posx", false, false, false},
6987 {"negx", false, false, false},
6988 {"posy", false, false, false},
6989 {"negy", false, false, false},
6990 {"posz", false, false, false},
6991 {"negz", false, false, false}
6994 {"rt", true, false, true},
6995 {"lf", false, true, true},
6996 {"ft", true, true, false},
6997 {"bk", false, false, false},
6998 {"up", true, false, true},
6999 {"dn", true, false, true}
7003 static int componentorder[4] = {0, 1, 2, 3};
7005 rtexture_t *R_LoadCubemap(const char *basename)
7007 int i, j, cubemapsize;
7008 unsigned char *cubemappixels, *image_buffer;
7009 rtexture_t *cubemaptexture;
7011 // must start 0 so the first loadimagepixels has no requested width/height
7013 cubemappixels = NULL;
7014 cubemaptexture = NULL;
7015 // keep trying different suffix groups (posx, px, rt) until one loads
7016 for (j = 0;j < 3 && !cubemappixels;j++)
7018 // load the 6 images in the suffix group
7019 for (i = 0;i < 6;i++)
7021 // generate an image name based on the base and and suffix
7022 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7024 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7026 // an image loaded, make sure width and height are equal
7027 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7029 // if this is the first image to load successfully, allocate the cubemap memory
7030 if (!cubemappixels && image_width >= 1)
7032 cubemapsize = image_width;
7033 // note this clears to black, so unavailable sides are black
7034 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7036 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7038 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);
7041 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7043 Mem_Free(image_buffer);
7047 // if a cubemap loaded, upload it
7050 if (developer_loading.integer)
7051 Con_Printf("loading cubemap \"%s\"\n", basename);
7053 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7054 Mem_Free(cubemappixels);
7058 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7059 if (developer_loading.integer)
7061 Con_Printf("(tried tried images ");
7062 for (j = 0;j < 3;j++)
7063 for (i = 0;i < 6;i++)
7064 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7065 Con_Print(" and was unable to find any of them).\n");
7068 return cubemaptexture;
7071 rtexture_t *R_GetCubemap(const char *basename)
7074 for (i = 0;i < r_texture_numcubemaps;i++)
7075 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7076 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7077 if (i >= MAX_CUBEMAPS)
7078 return r_texture_whitecube;
7079 r_texture_numcubemaps++;
7080 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7081 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7082 return r_texture_cubemaps[i].texture;
7085 void R_FreeCubemaps(void)
7088 for (i = 0;i < r_texture_numcubemaps;i++)
7090 if (developer_loading.integer)
7091 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7092 if (r_texture_cubemaps[i].texture)
7093 R_FreeTexture(r_texture_cubemaps[i].texture);
7095 r_texture_numcubemaps = 0;
7098 void R_Main_FreeViewCache(void)
7100 if (r_refdef.viewcache.entityvisible)
7101 Mem_Free(r_refdef.viewcache.entityvisible);
7102 if (r_refdef.viewcache.world_pvsbits)
7103 Mem_Free(r_refdef.viewcache.world_pvsbits);
7104 if (r_refdef.viewcache.world_leafvisible)
7105 Mem_Free(r_refdef.viewcache.world_leafvisible);
7106 if (r_refdef.viewcache.world_surfacevisible)
7107 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7108 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7111 void R_Main_ResizeViewCache(void)
7113 int numentities = r_refdef.scene.numentities;
7114 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7115 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7116 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7117 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7118 if (r_refdef.viewcache.maxentities < numentities)
7120 r_refdef.viewcache.maxentities = numentities;
7121 if (r_refdef.viewcache.entityvisible)
7122 Mem_Free(r_refdef.viewcache.entityvisible);
7123 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7125 if (r_refdef.viewcache.world_numclusters != numclusters)
7127 r_refdef.viewcache.world_numclusters = numclusters;
7128 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7129 if (r_refdef.viewcache.world_pvsbits)
7130 Mem_Free(r_refdef.viewcache.world_pvsbits);
7131 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7133 if (r_refdef.viewcache.world_numleafs != numleafs)
7135 r_refdef.viewcache.world_numleafs = numleafs;
7136 if (r_refdef.viewcache.world_leafvisible)
7137 Mem_Free(r_refdef.viewcache.world_leafvisible);
7138 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7140 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7142 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7143 if (r_refdef.viewcache.world_surfacevisible)
7144 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7145 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7149 extern rtexture_t *loadingscreentexture;
7150 void gl_main_start(void)
7152 loadingscreentexture = NULL;
7153 r_texture_blanknormalmap = NULL;
7154 r_texture_white = NULL;
7155 r_texture_grey128 = NULL;
7156 r_texture_black = NULL;
7157 r_texture_whitecube = NULL;
7158 r_texture_normalizationcube = NULL;
7159 r_texture_fogattenuation = NULL;
7160 r_texture_fogheighttexture = NULL;
7161 r_texture_gammaramps = NULL;
7162 r_texture_numcubemaps = 0;
7164 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7165 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7167 switch(vid.renderpath)
7169 case RENDERPATH_GL20:
7170 case RENDERPATH_CGGL:
7171 case RENDERPATH_D3D9:
7172 case RENDERPATH_D3D10:
7173 case RENDERPATH_D3D11:
7174 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7175 Cvar_SetValueQuick(&gl_combine, 1);
7176 Cvar_SetValueQuick(&r_glsl, 1);
7177 r_loadnormalmap = true;
7181 case RENDERPATH_GL13:
7182 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7183 Cvar_SetValueQuick(&gl_combine, 1);
7184 Cvar_SetValueQuick(&r_glsl, 0);
7185 r_loadnormalmap = false;
7186 r_loadgloss = false;
7189 case RENDERPATH_GL11:
7190 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7191 Cvar_SetValueQuick(&gl_combine, 0);
7192 Cvar_SetValueQuick(&r_glsl, 0);
7193 r_loadnormalmap = false;
7194 r_loadgloss = false;
7200 R_FrameData_Reset();
7204 memset(r_queries, 0, sizeof(r_queries));
7206 r_qwskincache = NULL;
7207 r_qwskincache_size = 0;
7209 // set up r_skinframe loading system for textures
7210 memset(&r_skinframe, 0, sizeof(r_skinframe));
7211 r_skinframe.loadsequence = 1;
7212 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7214 r_main_texturepool = R_AllocTexturePool();
7215 R_BuildBlankTextures();
7217 if (vid.support.arb_texture_cube_map)
7220 R_BuildNormalizationCube();
7222 r_texture_fogattenuation = NULL;
7223 r_texture_fogheighttexture = NULL;
7224 r_texture_gammaramps = NULL;
7225 //r_texture_fogintensity = NULL;
7226 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7227 memset(&r_waterstate, 0, sizeof(r_waterstate));
7228 r_glsl_permutation = NULL;
7229 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7230 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7231 glslshaderstring = NULL;
7233 r_cg_permutation = NULL;
7234 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7235 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7236 cgshaderstring = NULL;
7239 r_hlsl_permutation = NULL;
7240 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7241 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7242 hlslshaderstring = NULL;
7244 memset(&r_svbsp, 0, sizeof (r_svbsp));
7246 r_refdef.fogmasktable_density = 0;
7249 void gl_main_shutdown(void)
7252 R_FrameData_Reset();
7254 R_Main_FreeViewCache();
7256 switch(vid.renderpath)
7258 case RENDERPATH_GL11:
7259 case RENDERPATH_GL13:
7260 case RENDERPATH_GL20:
7261 case RENDERPATH_CGGL:
7263 qglDeleteQueriesARB(r_maxqueries, r_queries);
7265 case RENDERPATH_D3D9:
7266 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7268 case RENDERPATH_D3D10:
7269 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7271 case RENDERPATH_D3D11:
7272 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7278 memset(r_queries, 0, sizeof(r_queries));
7280 r_qwskincache = NULL;
7281 r_qwskincache_size = 0;
7283 // clear out the r_skinframe state
7284 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7285 memset(&r_skinframe, 0, sizeof(r_skinframe));
7288 Mem_Free(r_svbsp.nodes);
7289 memset(&r_svbsp, 0, sizeof (r_svbsp));
7290 R_FreeTexturePool(&r_main_texturepool);
7291 loadingscreentexture = NULL;
7292 r_texture_blanknormalmap = NULL;
7293 r_texture_white = NULL;
7294 r_texture_grey128 = NULL;
7295 r_texture_black = NULL;
7296 r_texture_whitecube = NULL;
7297 r_texture_normalizationcube = NULL;
7298 r_texture_fogattenuation = NULL;
7299 r_texture_fogheighttexture = NULL;
7300 r_texture_gammaramps = NULL;
7301 r_texture_numcubemaps = 0;
7302 //r_texture_fogintensity = NULL;
7303 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7304 memset(&r_waterstate, 0, sizeof(r_waterstate));
7308 extern void CL_ParseEntityLump(char *entitystring);
7309 void gl_main_newmap(void)
7311 // FIXME: move this code to client
7312 char *entities, entname[MAX_QPATH];
7314 Mem_Free(r_qwskincache);
7315 r_qwskincache = NULL;
7316 r_qwskincache_size = 0;
7319 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7320 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7322 CL_ParseEntityLump(entities);
7326 if (cl.worldmodel->brush.entities)
7327 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7329 R_Main_FreeViewCache();
7331 R_FrameData_Reset();
7334 void GL_Main_Init(void)
7336 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7338 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7339 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7340 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7341 if (gamemode == GAME_NEHAHRA)
7343 Cvar_RegisterVariable (&gl_fogenable);
7344 Cvar_RegisterVariable (&gl_fogdensity);
7345 Cvar_RegisterVariable (&gl_fogred);
7346 Cvar_RegisterVariable (&gl_foggreen);
7347 Cvar_RegisterVariable (&gl_fogblue);
7348 Cvar_RegisterVariable (&gl_fogstart);
7349 Cvar_RegisterVariable (&gl_fogend);
7350 Cvar_RegisterVariable (&gl_skyclip);
7352 Cvar_RegisterVariable(&r_motionblur);
7353 Cvar_RegisterVariable(&r_motionblur_maxblur);
7354 Cvar_RegisterVariable(&r_motionblur_bmin);
7355 Cvar_RegisterVariable(&r_motionblur_vmin);
7356 Cvar_RegisterVariable(&r_motionblur_vmax);
7357 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7358 Cvar_RegisterVariable(&r_motionblur_randomize);
7359 Cvar_RegisterVariable(&r_damageblur);
7360 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7361 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7362 Cvar_RegisterVariable(&r_equalize_entities_by);
7363 Cvar_RegisterVariable(&r_equalize_entities_to);
7364 Cvar_RegisterVariable(&r_depthfirst);
7365 Cvar_RegisterVariable(&r_useinfinitefarclip);
7366 Cvar_RegisterVariable(&r_farclip_base);
7367 Cvar_RegisterVariable(&r_farclip_world);
7368 Cvar_RegisterVariable(&r_nearclip);
7369 Cvar_RegisterVariable(&r_showbboxes);
7370 Cvar_RegisterVariable(&r_showsurfaces);
7371 Cvar_RegisterVariable(&r_showtris);
7372 Cvar_RegisterVariable(&r_shownormals);
7373 Cvar_RegisterVariable(&r_showlighting);
7374 Cvar_RegisterVariable(&r_showshadowvolumes);
7375 Cvar_RegisterVariable(&r_showcollisionbrushes);
7376 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7377 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7378 Cvar_RegisterVariable(&r_showdisabledepthtest);
7379 Cvar_RegisterVariable(&r_drawportals);
7380 Cvar_RegisterVariable(&r_drawentities);
7381 Cvar_RegisterVariable(&r_draw2d);
7382 Cvar_RegisterVariable(&r_drawworld);
7383 Cvar_RegisterVariable(&r_cullentities_trace);
7384 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7385 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7386 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7387 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7388 Cvar_RegisterVariable(&r_drawviewmodel);
7389 Cvar_RegisterVariable(&r_drawexteriormodel);
7390 Cvar_RegisterVariable(&r_speeds);
7391 Cvar_RegisterVariable(&r_fullbrights);
7392 Cvar_RegisterVariable(&r_wateralpha);
7393 Cvar_RegisterVariable(&r_dynamic);
7394 Cvar_RegisterVariable(&r_fullbright);
7395 Cvar_RegisterVariable(&r_shadows);
7396 Cvar_RegisterVariable(&r_shadows_darken);
7397 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7398 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7399 Cvar_RegisterVariable(&r_shadows_throwdistance);
7400 Cvar_RegisterVariable(&r_shadows_throwdirection);
7401 Cvar_RegisterVariable(&r_shadows_focus);
7402 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7403 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7404 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7405 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7406 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7407 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7408 Cvar_RegisterVariable(&r_fog_exp2);
7409 Cvar_RegisterVariable(&r_drawfog);
7410 Cvar_RegisterVariable(&r_transparentdepthmasking);
7411 Cvar_RegisterVariable(&r_texture_dds_load);
7412 Cvar_RegisterVariable(&r_texture_dds_save);
7413 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7414 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7415 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7416 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7417 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7418 Cvar_RegisterVariable(&r_textureunits);
7419 Cvar_RegisterVariable(&gl_combine);
7420 Cvar_RegisterVariable(&r_glsl);
7421 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7422 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7423 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7424 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7425 Cvar_RegisterVariable(&r_glsl_postprocess);
7426 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7427 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7428 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7429 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7430 Cvar_RegisterVariable(&r_water);
7431 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7432 Cvar_RegisterVariable(&r_water_clippingplanebias);
7433 Cvar_RegisterVariable(&r_water_refractdistort);
7434 Cvar_RegisterVariable(&r_water_reflectdistort);
7435 Cvar_RegisterVariable(&r_lerpsprites);
7436 Cvar_RegisterVariable(&r_lerpmodels);
7437 Cvar_RegisterVariable(&r_lerplightstyles);
7438 Cvar_RegisterVariable(&r_waterscroll);
7439 Cvar_RegisterVariable(&r_bloom);
7440 Cvar_RegisterVariable(&r_bloom_colorscale);
7441 Cvar_RegisterVariable(&r_bloom_brighten);
7442 Cvar_RegisterVariable(&r_bloom_blur);
7443 Cvar_RegisterVariable(&r_bloom_resolution);
7444 Cvar_RegisterVariable(&r_bloom_colorexponent);
7445 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7446 Cvar_RegisterVariable(&r_hdr);
7447 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7448 Cvar_RegisterVariable(&r_hdr_glowintensity);
7449 Cvar_RegisterVariable(&r_hdr_range);
7450 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7451 Cvar_RegisterVariable(&developer_texturelogging);
7452 Cvar_RegisterVariable(&gl_lightmaps);
7453 Cvar_RegisterVariable(&r_test);
7454 Cvar_RegisterVariable(&r_glsl_saturation);
7455 Cvar_RegisterVariable(&r_framedatasize);
7456 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7457 Cvar_SetValue("r_fullbrights", 0);
7458 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7460 Cvar_RegisterVariable(&r_track_sprites);
7461 Cvar_RegisterVariable(&r_track_sprites_flags);
7462 Cvar_RegisterVariable(&r_track_sprites_scalew);
7463 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7464 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7465 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7468 extern void R_Textures_Init(void);
7469 extern void GL_Draw_Init(void);
7470 extern void GL_Main_Init(void);
7471 extern void R_Shadow_Init(void);
7472 extern void R_Sky_Init(void);
7473 extern void GL_Surf_Init(void);
7474 extern void R_Particles_Init(void);
7475 extern void R_Explosion_Init(void);
7476 extern void gl_backend_init(void);
7477 extern void Sbar_Init(void);
7478 extern void R_LightningBeams_Init(void);
7479 extern void Mod_RenderInit(void);
7480 extern void Font_Init(void);
7482 void Render_Init(void)
7495 R_LightningBeams_Init();
7504 extern char *ENGINE_EXTENSIONS;
7507 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7508 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7509 gl_version = (const char *)qglGetString(GL_VERSION);
7510 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7514 if (!gl_platformextensions)
7515 gl_platformextensions = "";
7517 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7518 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7519 Con_Printf("GL_VERSION: %s\n", gl_version);
7520 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7521 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7523 VID_CheckExtensions();
7525 // LordHavoc: report supported extensions
7526 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7528 // clear to black (loading plaque will be seen over this)
7529 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7532 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7536 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7538 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7541 p = r_refdef.view.frustum + i;
7546 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7550 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7554 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7558 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7562 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7566 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7570 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7574 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7582 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7586 for (i = 0;i < numplanes;i++)
7593 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7597 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7601 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7605 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7609 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7613 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7617 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7621 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7629 //==================================================================================
7631 // LordHavoc: this stores temporary data used within the same frame
7633 qboolean r_framedata_failed;
7634 static size_t r_framedata_size;
7635 static size_t r_framedata_current;
7636 static void *r_framedata_base;
7638 void R_FrameData_Reset(void)
7640 if (r_framedata_base)
7641 Mem_Free(r_framedata_base);
7642 r_framedata_base = NULL;
7643 r_framedata_size = 0;
7644 r_framedata_current = 0;
7645 r_framedata_failed = false;
7648 void R_FrameData_NewFrame(void)
7651 if (r_framedata_failed)
7652 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7653 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7654 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7655 if (r_framedata_size != wantedsize)
7657 r_framedata_size = wantedsize;
7658 if (r_framedata_base)
7659 Mem_Free(r_framedata_base);
7660 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7662 r_framedata_current = 0;
7663 r_framedata_failed = false;
7666 void *R_FrameData_Alloc(size_t size)
7670 // align to 16 byte boundary
7671 size = (size + 15) & ~15;
7672 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7673 r_framedata_current += size;
7676 if (r_framedata_current > r_framedata_size)
7677 r_framedata_failed = true;
7679 // return NULL on everything after a failure
7680 if (r_framedata_failed)
7686 void *R_FrameData_Store(size_t size, void *data)
7688 void *d = R_FrameData_Alloc(size);
7690 memcpy(d, data, size);
7694 //==================================================================================
7696 // LordHavoc: animcache originally written by Echon, rewritten since then
7699 * Animation cache prevents re-generating mesh data for an animated model
7700 * multiple times in one frame for lighting, shadowing, reflections, etc.
7703 void R_AnimCache_Free(void)
7707 void R_AnimCache_ClearCache(void)
7710 entity_render_t *ent;
7712 for (i = 0;i < r_refdef.scene.numentities;i++)
7714 ent = r_refdef.scene.entities[i];
7715 ent->animcache_vertex3f = NULL;
7716 ent->animcache_normal3f = NULL;
7717 ent->animcache_svector3f = NULL;
7718 ent->animcache_tvector3f = NULL;
7719 ent->animcache_vertexposition = NULL;
7720 ent->animcache_vertexmesh = NULL;
7721 ent->animcache_vertexpositionbuffer = NULL;
7722 ent->animcache_vertexmeshbuffer = NULL;
7726 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7729 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7730 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7731 if (!ent->animcache_vertexposition)
7732 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7733 if (ent->animcache_vertexposition)
7735 for (i = 0;i < numvertices;i++)
7736 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
7737 // TODO: upload vertex buffer?
7739 if (ent->animcache_vertexmesh)
7741 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7742 for (i = 0;i < numvertices;i++)
7743 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7744 if (ent->animcache_svector3f)
7745 for (i = 0;i < numvertices;i++)
7746 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7747 if (ent->animcache_tvector3f)
7748 for (i = 0;i < numvertices;i++)
7749 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7750 if (ent->animcache_normal3f)
7751 for (i = 0;i < numvertices;i++)
7752 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
7753 // TODO: upload vertex buffer?
7757 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7759 dp_model_t *model = ent->model;
7761 // see if it's already cached this frame
7762 if (ent->animcache_vertex3f)
7764 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7765 if (wantnormals || wanttangents)
7767 if (ent->animcache_normal3f)
7768 wantnormals = false;
7769 if (ent->animcache_svector3f)
7770 wanttangents = false;
7771 if (wantnormals || wanttangents)
7773 numvertices = model->surfmesh.num_vertices;
7775 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7778 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7779 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7781 if (!r_framedata_failed)
7783 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7784 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7791 // see if this ent is worth caching
7792 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7794 // get some memory for this entity and generate mesh data
7795 numvertices = model->surfmesh.num_vertices;
7796 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7798 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7801 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7802 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7804 if (!r_framedata_failed)
7806 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7807 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7810 return !r_framedata_failed;
7813 void R_AnimCache_CacheVisibleEntities(void)
7816 qboolean wantnormals = true;
7817 qboolean wanttangents = !r_showsurfaces.integer;
7819 switch(vid.renderpath)
7821 case RENDERPATH_GL20:
7822 case RENDERPATH_CGGL:
7823 case RENDERPATH_D3D9:
7824 case RENDERPATH_D3D10:
7825 case RENDERPATH_D3D11:
7827 case RENDERPATH_GL13:
7828 case RENDERPATH_GL11:
7829 wanttangents = false;
7833 if (r_shownormals.integer)
7834 wanttangents = wantnormals = true;
7836 // TODO: thread this
7837 // NOTE: R_PrepareRTLights() also caches entities
7839 for (i = 0;i < r_refdef.scene.numentities;i++)
7840 if (r_refdef.viewcache.entityvisible[i])
7841 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7844 //==================================================================================
7846 static void R_View_UpdateEntityLighting (void)
7849 entity_render_t *ent;
7850 vec3_t tempdiffusenormal, avg;
7851 vec_t f, fa, fd, fdd;
7852 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7854 for (i = 0;i < r_refdef.scene.numentities;i++)
7856 ent = r_refdef.scene.entities[i];
7858 // skip unseen models
7859 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7863 if (ent->model && ent->model->brush.num_leafs)
7865 // TODO: use modellight for r_ambient settings on world?
7866 VectorSet(ent->modellight_ambient, 0, 0, 0);
7867 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7868 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7872 // fetch the lighting from the worldmodel data
7873 VectorClear(ent->modellight_ambient);
7874 VectorClear(ent->modellight_diffuse);
7875 VectorClear(tempdiffusenormal);
7876 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7879 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7880 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7881 if(ent->flags & RENDER_EQUALIZE)
7883 // first fix up ambient lighting...
7884 if(r_equalize_entities_minambient.value > 0)
7886 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7889 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7890 if(fa < r_equalize_entities_minambient.value * fd)
7893 // fa'/fd' = minambient
7894 // fa'+0.25*fd' = fa+0.25*fd
7896 // fa' = fd' * minambient
7897 // fd'*(0.25+minambient) = fa+0.25*fd
7899 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7900 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7902 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7903 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
7904 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7905 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7910 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7912 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7913 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7916 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7917 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7918 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7924 VectorSet(ent->modellight_ambient, 1, 1, 1);
7926 // move the light direction into modelspace coordinates for lighting code
7927 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7928 if(VectorLength2(ent->modellight_lightdir) == 0)
7929 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7930 VectorNormalize(ent->modellight_lightdir);
7934 #define MAX_LINEOFSIGHTTRACES 64
7936 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7939 vec3_t boxmins, boxmaxs;
7942 dp_model_t *model = r_refdef.scene.worldmodel;
7944 if (!model || !model->brush.TraceLineOfSight)
7947 // expand the box a little
7948 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7949 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7950 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7951 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7952 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7953 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7955 // return true if eye is inside enlarged box
7956 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7960 VectorCopy(eye, start);
7961 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7962 if (model->brush.TraceLineOfSight(model, start, end))
7965 // try various random positions
7966 for (i = 0;i < numsamples;i++)
7968 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7969 if (model->brush.TraceLineOfSight(model, start, end))
7977 static void R_View_UpdateEntityVisible (void)
7982 entity_render_t *ent;
7984 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7985 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7986 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7987 : RENDER_EXTERIORMODEL;
7988 if (!r_drawviewmodel.integer)
7989 renderimask |= RENDER_VIEWMODEL;
7990 if (!r_drawexteriormodel.integer)
7991 renderimask |= RENDER_EXTERIORMODEL;
7992 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7994 // worldmodel can check visibility
7995 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7996 for (i = 0;i < r_refdef.scene.numentities;i++)
7998 ent = r_refdef.scene.entities[i];
7999 if (!(ent->flags & renderimask))
8000 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
8001 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))
8002 r_refdef.viewcache.entityvisible[i] = true;
8004 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8005 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8007 for (i = 0;i < r_refdef.scene.numentities;i++)
8009 ent = r_refdef.scene.entities[i];
8010 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8012 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8014 continue; // temp entities do pvs only
8015 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8016 ent->last_trace_visibility = realtime;
8017 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8018 r_refdef.viewcache.entityvisible[i] = 0;
8025 // no worldmodel or it can't check visibility
8026 for (i = 0;i < r_refdef.scene.numentities;i++)
8028 ent = r_refdef.scene.entities[i];
8029 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));
8034 /// only used if skyrendermasked, and normally returns false
8035 int R_DrawBrushModelsSky (void)
8038 entity_render_t *ent;
8041 for (i = 0;i < r_refdef.scene.numentities;i++)
8043 if (!r_refdef.viewcache.entityvisible[i])
8045 ent = r_refdef.scene.entities[i];
8046 if (!ent->model || !ent->model->DrawSky)
8048 ent->model->DrawSky(ent);
8054 static void R_DrawNoModel(entity_render_t *ent);
8055 static void R_DrawModels(void)
8058 entity_render_t *ent;
8060 for (i = 0;i < r_refdef.scene.numentities;i++)
8062 if (!r_refdef.viewcache.entityvisible[i])
8064 ent = r_refdef.scene.entities[i];
8065 r_refdef.stats.entities++;
8066 if (ent->model && ent->model->Draw != NULL)
8067 ent->model->Draw(ent);
8073 static void R_DrawModelsDepth(void)
8076 entity_render_t *ent;
8078 for (i = 0;i < r_refdef.scene.numentities;i++)
8080 if (!r_refdef.viewcache.entityvisible[i])
8082 ent = r_refdef.scene.entities[i];
8083 if (ent->model && ent->model->DrawDepth != NULL)
8084 ent->model->DrawDepth(ent);
8088 static void R_DrawModelsDebug(void)
8091 entity_render_t *ent;
8093 for (i = 0;i < r_refdef.scene.numentities;i++)
8095 if (!r_refdef.viewcache.entityvisible[i])
8097 ent = r_refdef.scene.entities[i];
8098 if (ent->model && ent->model->DrawDebug != NULL)
8099 ent->model->DrawDebug(ent);
8103 static void R_DrawModelsAddWaterPlanes(void)
8106 entity_render_t *ent;
8108 for (i = 0;i < r_refdef.scene.numentities;i++)
8110 if (!r_refdef.viewcache.entityvisible[i])
8112 ent = r_refdef.scene.entities[i];
8113 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8114 ent->model->DrawAddWaterPlanes(ent);
8118 static void R_View_SetFrustum(void)
8121 double slopex, slopey;
8122 vec3_t forward, left, up, origin;
8124 // we can't trust r_refdef.view.forward and friends in reflected scenes
8125 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8128 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8129 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8130 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8131 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8132 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8133 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8134 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8135 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8136 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8137 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8138 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8139 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8143 zNear = r_refdef.nearclip;
8144 nudge = 1.0 - 1.0 / (1<<23);
8145 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8146 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8147 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8148 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8149 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8150 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8151 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8152 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8158 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8159 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8160 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8161 r_refdef.view.frustum[0].dist = m[15] - m[12];
8163 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8164 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8165 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8166 r_refdef.view.frustum[1].dist = m[15] + m[12];
8168 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8169 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8170 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8171 r_refdef.view.frustum[2].dist = m[15] - m[13];
8173 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8174 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8175 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8176 r_refdef.view.frustum[3].dist = m[15] + m[13];
8178 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8179 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8180 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8181 r_refdef.view.frustum[4].dist = m[15] - m[14];
8183 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8184 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8185 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8186 r_refdef.view.frustum[5].dist = m[15] + m[14];
8189 if (r_refdef.view.useperspective)
8191 slopex = 1.0 / r_refdef.view.frustum_x;
8192 slopey = 1.0 / r_refdef.view.frustum_y;
8193 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8194 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8195 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8196 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8197 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8199 // Leaving those out was a mistake, those were in the old code, and they
8200 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8201 // I couldn't reproduce it after adding those normalizations. --blub
8202 VectorNormalize(r_refdef.view.frustum[0].normal);
8203 VectorNormalize(r_refdef.view.frustum[1].normal);
8204 VectorNormalize(r_refdef.view.frustum[2].normal);
8205 VectorNormalize(r_refdef.view.frustum[3].normal);
8207 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8208 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8209 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8210 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8211 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8213 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8214 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8215 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8216 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8217 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8221 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8222 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8223 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8224 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8225 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8226 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8227 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8228 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8229 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8230 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8232 r_refdef.view.numfrustumplanes = 5;
8234 if (r_refdef.view.useclipplane)
8236 r_refdef.view.numfrustumplanes = 6;
8237 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8240 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8241 PlaneClassify(r_refdef.view.frustum + i);
8243 // LordHavoc: note to all quake engine coders, Quake had a special case
8244 // for 90 degrees which assumed a square view (wrong), so I removed it,
8245 // Quake2 has it disabled as well.
8247 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8248 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8249 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8250 //PlaneClassify(&frustum[0]);
8252 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8253 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8254 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8255 //PlaneClassify(&frustum[1]);
8257 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8258 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8259 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8260 //PlaneClassify(&frustum[2]);
8262 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8263 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8264 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8265 //PlaneClassify(&frustum[3]);
8268 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8269 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8270 //PlaneClassify(&frustum[4]);
8273 void R_View_Update(void)
8275 R_Main_ResizeViewCache();
8276 R_View_SetFrustum();
8277 R_View_WorldVisibility(r_refdef.view.useclipplane);
8278 R_View_UpdateEntityVisible();
8279 R_View_UpdateEntityLighting();
8282 void R_SetupView(qboolean allowwaterclippingplane)
8284 const float *customclipplane = NULL;
8286 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8288 // LordHavoc: couldn't figure out how to make this approach the
8289 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8290 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8291 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8292 dist = r_refdef.view.clipplane.dist;
8293 plane[0] = r_refdef.view.clipplane.normal[0];
8294 plane[1] = r_refdef.view.clipplane.normal[1];
8295 plane[2] = r_refdef.view.clipplane.normal[2];
8297 customclipplane = plane;
8300 if (!r_refdef.view.useperspective)
8301 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);
8302 else if (vid.stencil && r_useinfinitefarclip.integer)
8303 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);
8305 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);
8306 R_SetViewport(&r_refdef.view.viewport);
8309 void R_EntityMatrix(const matrix4x4_t *matrix)
8311 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8313 gl_modelmatrixchanged = false;
8314 gl_modelmatrix = *matrix;
8315 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8316 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8317 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8318 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8320 switch(vid.renderpath)
8322 case RENDERPATH_D3D9:
8324 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8325 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8328 case RENDERPATH_D3D10:
8329 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8331 case RENDERPATH_D3D11:
8332 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8334 case RENDERPATH_GL20:
8335 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8336 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8337 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8339 case RENDERPATH_CGGL:
8342 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8343 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8344 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8347 case RENDERPATH_GL13:
8348 case RENDERPATH_GL11:
8349 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8355 void R_ResetViewRendering2D(void)
8357 r_viewport_t viewport;
8360 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8361 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);
8362 R_SetViewport(&viewport);
8363 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8364 GL_Color(1, 1, 1, 1);
8365 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8366 GL_BlendFunc(GL_ONE, GL_ZERO);
8367 GL_AlphaTest(false);
8368 GL_ScissorTest(false);
8369 GL_DepthMask(false);
8370 GL_DepthRange(0, 1);
8371 GL_DepthTest(false);
8372 GL_DepthFunc(GL_LEQUAL);
8373 R_EntityMatrix(&identitymatrix);
8374 R_Mesh_ResetTextureState();
8375 GL_PolygonOffset(0, 0);
8376 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8377 switch(vid.renderpath)
8379 case RENDERPATH_GL11:
8380 case RENDERPATH_GL13:
8381 case RENDERPATH_GL20:
8382 case RENDERPATH_CGGL:
8383 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8385 case RENDERPATH_D3D9:
8386 case RENDERPATH_D3D10:
8387 case RENDERPATH_D3D11:
8390 GL_CullFace(GL_NONE);
8393 void R_ResetViewRendering3D(void)
8398 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8399 GL_Color(1, 1, 1, 1);
8400 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8401 GL_BlendFunc(GL_ONE, GL_ZERO);
8402 GL_AlphaTest(false);
8403 GL_ScissorTest(true);
8405 GL_DepthRange(0, 1);
8407 GL_DepthFunc(GL_LEQUAL);
8408 R_EntityMatrix(&identitymatrix);
8409 R_Mesh_ResetTextureState();
8410 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8411 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8412 switch(vid.renderpath)
8414 case RENDERPATH_GL11:
8415 case RENDERPATH_GL13:
8416 case RENDERPATH_GL20:
8417 case RENDERPATH_CGGL:
8418 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8420 case RENDERPATH_D3D9:
8421 case RENDERPATH_D3D10:
8422 case RENDERPATH_D3D11:
8425 GL_CullFace(r_refdef.view.cullface_back);
8430 R_RenderView_UpdateViewVectors
8433 static void R_RenderView_UpdateViewVectors(void)
8435 // break apart the view matrix into vectors for various purposes
8436 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8437 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8438 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8439 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8440 // make an inverted copy of the view matrix for tracking sprites
8441 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8444 void R_RenderScene(void);
8445 void R_RenderWaterPlanes(void);
8447 static void R_Water_StartFrame(void)
8450 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8451 r_waterstate_waterplane_t *p;
8453 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8456 switch(vid.renderpath)
8458 case RENDERPATH_GL20:
8459 case RENDERPATH_CGGL:
8460 case RENDERPATH_D3D9:
8461 case RENDERPATH_D3D10:
8462 case RENDERPATH_D3D11:
8464 case RENDERPATH_GL13:
8465 case RENDERPATH_GL11:
8469 // set waterwidth and waterheight to the water resolution that will be
8470 // used (often less than the screen resolution for faster rendering)
8471 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8472 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8474 // calculate desired texture sizes
8475 // can't use water if the card does not support the texture size
8476 if (!r_water.integer || r_showsurfaces.integer)
8477 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8478 else if (vid.support.arb_texture_non_power_of_two)
8480 texturewidth = waterwidth;
8481 textureheight = waterheight;
8482 camerawidth = waterwidth;
8483 cameraheight = waterheight;
8487 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8488 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8489 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8490 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8493 // allocate textures as needed
8494 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8496 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8497 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8499 if (p->texture_refraction)
8500 R_FreeTexture(p->texture_refraction);
8501 p->texture_refraction = NULL;
8502 if (p->texture_reflection)
8503 R_FreeTexture(p->texture_reflection);
8504 p->texture_reflection = NULL;
8505 if (p->texture_camera)
8506 R_FreeTexture(p->texture_camera);
8507 p->texture_camera = NULL;
8509 memset(&r_waterstate, 0, sizeof(r_waterstate));
8510 r_waterstate.texturewidth = texturewidth;
8511 r_waterstate.textureheight = textureheight;
8512 r_waterstate.camerawidth = camerawidth;
8513 r_waterstate.cameraheight = cameraheight;
8516 if (r_waterstate.texturewidth)
8518 r_waterstate.enabled = true;
8520 // when doing a reduced render (HDR) we want to use a smaller area
8521 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8522 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8524 // set up variables that will be used in shader setup
8525 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8526 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8527 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8528 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8531 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8532 r_waterstate.numwaterplanes = 0;
8535 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8537 int triangleindex, planeindex;
8544 r_waterstate_waterplane_t *p;
8545 texture_t *t = R_GetCurrentTexture(surface->texture);
8546 cam_ent = t->camera_entity;
8547 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8550 // just use the first triangle with a valid normal for any decisions
8551 VectorClear(normal);
8552 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8554 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8555 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8556 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8557 TriangleNormal(vert[0], vert[1], vert[2], normal);
8558 if (VectorLength2(normal) >= 0.001)
8562 VectorCopy(normal, plane.normal);
8563 VectorNormalize(plane.normal);
8564 plane.dist = DotProduct(vert[0], plane.normal);
8565 PlaneClassify(&plane);
8566 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8568 // skip backfaces (except if nocullface is set)
8569 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8571 VectorNegate(plane.normal, plane.normal);
8573 PlaneClassify(&plane);
8577 // find a matching plane if there is one
8578 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8579 if(p->camera_entity == t->camera_entity)
8580 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8582 if (planeindex >= r_waterstate.maxwaterplanes)
8583 return; // nothing we can do, out of planes
8585 // if this triangle does not fit any known plane rendered this frame, add one
8586 if (planeindex >= r_waterstate.numwaterplanes)
8588 // store the new plane
8589 r_waterstate.numwaterplanes++;
8591 // clear materialflags and pvs
8592 p->materialflags = 0;
8593 p->pvsvalid = false;
8594 p->camera_entity = t->camera_entity;
8596 // merge this surface's materialflags into the waterplane
8597 p->materialflags |= t->currentmaterialflags;
8598 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8600 // merge this surface's PVS into the waterplane
8601 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8602 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8603 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8605 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8611 static void R_Water_ProcessPlanes(void)
8613 r_refdef_view_t originalview;
8614 r_refdef_view_t myview;
8616 r_waterstate_waterplane_t *p;
8619 originalview = r_refdef.view;
8621 // make sure enough textures are allocated
8622 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8624 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8626 if (!p->texture_refraction)
8627 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);
8628 if (!p->texture_refraction)
8631 else if (p->materialflags & MATERIALFLAG_CAMERA)
8633 if (!p->texture_camera)
8634 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);
8635 if (!p->texture_camera)
8639 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8641 if (!p->texture_reflection)
8642 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);
8643 if (!p->texture_reflection)
8649 r_refdef.view = originalview;
8650 r_refdef.view.showdebug = false;
8651 r_refdef.view.width = r_waterstate.waterwidth;
8652 r_refdef.view.height = r_waterstate.waterheight;
8653 r_refdef.view.useclipplane = true;
8654 myview = r_refdef.view;
8655 r_waterstate.renderingscene = true;
8656 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8658 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8660 r_refdef.view = myview;
8661 // render reflected scene and copy into texture
8662 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8663 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8664 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8665 r_refdef.view.clipplane = p->plane;
8666 // reverse the cullface settings for this render
8667 r_refdef.view.cullface_front = GL_FRONT;
8668 r_refdef.view.cullface_back = GL_BACK;
8669 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8671 r_refdef.view.usecustompvs = true;
8673 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8675 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8678 R_ResetViewRendering3D();
8679 R_ClearScreen(r_refdef.fogenabled);
8683 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);
8686 // render the normal view scene and copy into texture
8687 // (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)
8688 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8690 r_waterstate.renderingrefraction = true;
8691 r_refdef.view = myview;
8693 r_refdef.view.clipplane = p->plane;
8694 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8695 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8697 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8699 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8700 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8701 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8702 R_RenderView_UpdateViewVectors();
8703 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);
8706 PlaneClassify(&r_refdef.view.clipplane);
8708 R_ResetViewRendering3D();
8709 R_ClearScreen(r_refdef.fogenabled);
8713 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);
8714 r_waterstate.renderingrefraction = false;
8716 else if (p->materialflags & MATERIALFLAG_CAMERA)
8718 r_refdef.view = myview;
8720 r_refdef.view.clipplane = p->plane;
8721 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8722 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8724 r_refdef.view.width = r_waterstate.camerawidth;
8725 r_refdef.view.height = r_waterstate.cameraheight;
8726 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8727 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8729 if(p->camera_entity)
8731 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8732 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8735 // reverse the cullface settings for this render
8736 r_refdef.view.cullface_front = GL_FRONT;
8737 r_refdef.view.cullface_back = GL_BACK;
8738 // also reverse the view matrix
8739 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
8740 R_RenderView_UpdateViewVectors();
8741 if(p->camera_entity)
8742 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);
8744 // camera needs no clipplane
8745 r_refdef.view.useclipplane = false;
8747 PlaneClassify(&r_refdef.view.clipplane);
8749 R_ResetViewRendering3D();
8750 R_ClearScreen(r_refdef.fogenabled);
8754 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);
8755 r_waterstate.renderingrefraction = false;
8759 r_waterstate.renderingscene = false;
8760 r_refdef.view = originalview;
8761 R_ResetViewRendering3D();
8762 R_ClearScreen(r_refdef.fogenabled);
8766 r_refdef.view = originalview;
8767 r_waterstate.renderingscene = false;
8768 Cvar_SetValueQuick(&r_water, 0);
8769 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8773 void R_Bloom_StartFrame(void)
8775 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8777 switch(vid.renderpath)
8779 case RENDERPATH_GL20:
8780 case RENDERPATH_CGGL:
8781 case RENDERPATH_D3D9:
8782 case RENDERPATH_D3D10:
8783 case RENDERPATH_D3D11:
8785 case RENDERPATH_GL13:
8786 case RENDERPATH_GL11:
8790 // set bloomwidth and bloomheight to the bloom resolution that will be
8791 // used (often less than the screen resolution for faster rendering)
8792 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8793 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8794 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8795 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8796 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8798 // calculate desired texture sizes
8799 if (vid.support.arb_texture_non_power_of_two)
8801 screentexturewidth = r_refdef.view.width;
8802 screentextureheight = r_refdef.view.height;
8803 bloomtexturewidth = r_bloomstate.bloomwidth;
8804 bloomtextureheight = r_bloomstate.bloomheight;
8808 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8809 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8810 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8811 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8814 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))
8816 Cvar_SetValueQuick(&r_hdr, 0);
8817 Cvar_SetValueQuick(&r_bloom, 0);
8818 Cvar_SetValueQuick(&r_motionblur, 0);
8819 Cvar_SetValueQuick(&r_damageblur, 0);
8822 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)))
8823 screentexturewidth = screentextureheight = 0;
8824 if (!r_hdr.integer && !r_bloom.integer)
8825 bloomtexturewidth = bloomtextureheight = 0;
8827 // allocate textures as needed
8828 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8830 if (r_bloomstate.texture_screen)
8831 R_FreeTexture(r_bloomstate.texture_screen);
8832 r_bloomstate.texture_screen = NULL;
8833 r_bloomstate.screentexturewidth = screentexturewidth;
8834 r_bloomstate.screentextureheight = screentextureheight;
8835 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8836 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);
8838 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8840 if (r_bloomstate.texture_bloom)
8841 R_FreeTexture(r_bloomstate.texture_bloom);
8842 r_bloomstate.texture_bloom = NULL;
8843 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8844 r_bloomstate.bloomtextureheight = bloomtextureheight;
8845 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8846 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);
8849 // when doing a reduced render (HDR) we want to use a smaller area
8850 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8851 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8852 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8853 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8854 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8856 // set up a texcoord array for the full resolution screen image
8857 // (we have to keep this around to copy back during final render)
8858 r_bloomstate.screentexcoord2f[0] = 0;
8859 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8860 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8861 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8862 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8863 r_bloomstate.screentexcoord2f[5] = 0;
8864 r_bloomstate.screentexcoord2f[6] = 0;
8865 r_bloomstate.screentexcoord2f[7] = 0;
8867 // set up a texcoord array for the reduced resolution bloom image
8868 // (which will be additive blended over the screen image)
8869 r_bloomstate.bloomtexcoord2f[0] = 0;
8870 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8871 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8872 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8873 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8874 r_bloomstate.bloomtexcoord2f[5] = 0;
8875 r_bloomstate.bloomtexcoord2f[6] = 0;
8876 r_bloomstate.bloomtexcoord2f[7] = 0;
8878 switch(vid.renderpath)
8880 case RENDERPATH_GL11:
8881 case RENDERPATH_GL13:
8882 case RENDERPATH_GL20:
8883 case RENDERPATH_CGGL:
8885 case RENDERPATH_D3D9:
8886 case RENDERPATH_D3D10:
8887 case RENDERPATH_D3D11:
8890 for (i = 0;i < 4;i++)
8892 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8893 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8894 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8895 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8901 if (r_hdr.integer || r_bloom.integer)
8903 r_bloomstate.enabled = true;
8904 r_bloomstate.hdr = r_hdr.integer != 0;
8907 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);
8910 void R_Bloom_CopyBloomTexture(float colorscale)
8912 r_refdef.stats.bloom++;
8914 // scale down screen texture to the bloom texture size
8916 R_SetViewport(&r_bloomstate.viewport);
8917 GL_BlendFunc(GL_ONE, GL_ZERO);
8918 GL_Color(colorscale, colorscale, colorscale, 1);
8919 // 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...
8920 switch(vid.renderpath)
8922 case RENDERPATH_GL11:
8923 case RENDERPATH_GL13:
8924 case RENDERPATH_GL20:
8925 case RENDERPATH_CGGL:
8926 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8928 case RENDERPATH_D3D9:
8929 case RENDERPATH_D3D10:
8930 case RENDERPATH_D3D11:
8931 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8934 // TODO: do boxfilter scale-down in shader?
8935 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8936 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8937 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8939 // we now have a bloom image in the framebuffer
8940 // copy it into the bloom image texture for later processing
8941 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);
8942 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8945 void R_Bloom_CopyHDRTexture(void)
8947 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);
8948 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8951 void R_Bloom_MakeTexture(void)
8954 float xoffset, yoffset, r, brighten;
8956 r_refdef.stats.bloom++;
8958 R_ResetViewRendering2D();
8960 // we have a bloom image in the framebuffer
8962 R_SetViewport(&r_bloomstate.viewport);
8964 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8967 r = bound(0, r_bloom_colorexponent.value / x, 1);
8968 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8970 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8971 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8972 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8973 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8975 // copy the vertically blurred bloom view to a texture
8976 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);
8977 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8980 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8981 brighten = r_bloom_brighten.value;
8983 brighten *= r_hdr_range.value;
8984 brighten = sqrt(brighten);
8986 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8987 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8989 for (dir = 0;dir < 2;dir++)
8991 // blend on at multiple vertical offsets to achieve a vertical blur
8992 // TODO: do offset blends using GLSL
8993 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8994 GL_BlendFunc(GL_ONE, GL_ZERO);
8995 for (x = -range;x <= range;x++)
8997 if (!dir){xoffset = 0;yoffset = x;}
8998 else {xoffset = x;yoffset = 0;}
8999 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9000 yoffset /= (float)r_bloomstate.bloomtextureheight;
9001 // compute a texcoord array with the specified x and y offset
9002 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9003 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9004 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9005 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9006 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9007 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9008 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9009 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9010 // this r value looks like a 'dot' particle, fading sharply to
9011 // black at the edges
9012 // (probably not realistic but looks good enough)
9013 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9014 //r = brighten/(range*2+1);
9015 r = brighten / (range * 2 + 1);
9017 r *= (1 - x*x/(float)(range*range));
9018 GL_Color(r, r, r, 1);
9019 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9020 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9021 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9022 GL_BlendFunc(GL_ONE, GL_ONE);
9025 // copy the vertically blurred bloom view to a texture
9026 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);
9027 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9031 void R_HDR_RenderBloomTexture(void)
9033 int oldwidth, oldheight;
9034 float oldcolorscale;
9036 oldcolorscale = r_refdef.view.colorscale;
9037 oldwidth = r_refdef.view.width;
9038 oldheight = r_refdef.view.height;
9039 r_refdef.view.width = r_bloomstate.bloomwidth;
9040 r_refdef.view.height = r_bloomstate.bloomheight;
9042 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9043 // TODO: add exposure compensation features
9044 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9046 r_refdef.view.showdebug = false;
9047 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9049 R_ResetViewRendering3D();
9051 R_ClearScreen(r_refdef.fogenabled);
9052 if (r_timereport_active)
9053 R_TimeReport("HDRclear");
9056 if (r_timereport_active)
9057 R_TimeReport("visibility");
9059 // only do secondary renders with HDR if r_hdr is 2 or higher
9060 r_waterstate.numwaterplanes = 0;
9061 if (r_waterstate.enabled && r_hdr.integer >= 2)
9062 R_RenderWaterPlanes();
9064 r_refdef.view.showdebug = true;
9066 r_waterstate.numwaterplanes = 0;
9068 R_ResetViewRendering2D();
9070 R_Bloom_CopyHDRTexture();
9071 R_Bloom_MakeTexture();
9073 // restore the view settings
9074 r_refdef.view.width = oldwidth;
9075 r_refdef.view.height = oldheight;
9076 r_refdef.view.colorscale = oldcolorscale;
9078 R_ResetViewRendering3D();
9080 R_ClearScreen(r_refdef.fogenabled);
9081 if (r_timereport_active)
9082 R_TimeReport("viewclear");
9085 static void R_BlendView(void)
9087 unsigned int permutation;
9088 float uservecs[4][4];
9090 switch (vid.renderpath)
9092 case RENDERPATH_GL20:
9093 case RENDERPATH_CGGL:
9094 case RENDERPATH_D3D9:
9095 case RENDERPATH_D3D10:
9096 case RENDERPATH_D3D11:
9098 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9099 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9100 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9101 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9102 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9104 if (r_bloomstate.texture_screen)
9106 // make sure the buffer is available
9107 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9109 R_ResetViewRendering2D();
9111 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9113 // declare variables
9115 static float avgspeed;
9117 speed = VectorLength(cl.movement_velocity);
9119 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9120 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9122 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9123 speed = bound(0, speed, 1);
9124 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9126 // calculate values into a standard alpha
9127 cl.motionbluralpha = 1 - exp(-
9129 (r_motionblur.value * speed / 80)
9131 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9134 max(0.0001, cl.time - cl.oldtime) // fps independent
9137 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9138 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9140 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9142 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9143 GL_Color(1, 1, 1, cl.motionbluralpha);
9144 switch(vid.renderpath)
9146 case RENDERPATH_GL11:
9147 case RENDERPATH_GL13:
9148 case RENDERPATH_GL20:
9149 case RENDERPATH_CGGL:
9150 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9152 case RENDERPATH_D3D9:
9153 case RENDERPATH_D3D10:
9154 case RENDERPATH_D3D11:
9155 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9158 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9159 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9160 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9164 // copy view into the screen texture
9165 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);
9166 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9168 else if (!r_bloomstate.texture_bloom)
9170 // we may still have to do view tint...
9171 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9173 // apply a color tint to the whole view
9174 R_ResetViewRendering2D();
9175 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9176 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9177 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9178 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9179 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9181 break; // no screen processing, no bloom, skip it
9184 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9186 // render simple bloom effect
9187 // copy the screen and shrink it and darken it for the bloom process
9188 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9189 // make the bloom texture
9190 R_Bloom_MakeTexture();
9193 #if _MSC_VER >= 1400
9194 #define sscanf sscanf_s
9196 memset(uservecs, 0, sizeof(uservecs));
9197 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9198 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9199 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9200 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9202 R_ResetViewRendering2D();
9203 GL_Color(1, 1, 1, 1);
9204 GL_BlendFunc(GL_ONE, GL_ZERO);
9206 switch(vid.renderpath)
9208 case RENDERPATH_GL20:
9209 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9210 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9211 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9212 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9213 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9214 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]);
9215 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9216 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]);
9217 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]);
9218 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]);
9219 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]);
9220 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9221 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9222 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);
9224 case RENDERPATH_CGGL:
9226 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9227 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9228 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9229 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9230 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9231 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
9232 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9233 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
9234 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
9235 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
9236 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
9237 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9238 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9239 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);
9242 case RENDERPATH_D3D9:
9244 // 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...
9245 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9246 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9247 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9248 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9249 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9250 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9251 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9252 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9253 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9254 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9255 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9256 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9257 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9258 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9261 case RENDERPATH_D3D10:
9262 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9264 case RENDERPATH_D3D11:
9265 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9270 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9271 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9273 case RENDERPATH_GL13:
9274 case RENDERPATH_GL11:
9275 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9277 // apply a color tint to the whole view
9278 R_ResetViewRendering2D();
9279 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9280 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9281 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9282 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9283 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9289 matrix4x4_t r_waterscrollmatrix;
9291 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9293 if (r_refdef.fog_density)
9295 r_refdef.fogcolor[0] = r_refdef.fog_red;
9296 r_refdef.fogcolor[1] = r_refdef.fog_green;
9297 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9299 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9300 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9301 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9302 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9306 VectorCopy(r_refdef.fogcolor, fogvec);
9307 // color.rgb *= ContrastBoost * SceneBrightness;
9308 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9309 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9310 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9311 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9316 void R_UpdateVariables(void)
9320 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9322 r_refdef.farclip = r_farclip_base.value;
9323 if (r_refdef.scene.worldmodel)
9324 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9325 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9327 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9328 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9329 r_refdef.polygonfactor = 0;
9330 r_refdef.polygonoffset = 0;
9331 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9332 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9334 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9335 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9336 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9337 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9338 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9339 if (r_showsurfaces.integer)
9341 r_refdef.scene.rtworld = false;
9342 r_refdef.scene.rtworldshadows = false;
9343 r_refdef.scene.rtdlight = false;
9344 r_refdef.scene.rtdlightshadows = false;
9345 r_refdef.lightmapintensity = 0;
9348 if (gamemode == GAME_NEHAHRA)
9350 if (gl_fogenable.integer)
9352 r_refdef.oldgl_fogenable = true;
9353 r_refdef.fog_density = gl_fogdensity.value;
9354 r_refdef.fog_red = gl_fogred.value;
9355 r_refdef.fog_green = gl_foggreen.value;
9356 r_refdef.fog_blue = gl_fogblue.value;
9357 r_refdef.fog_alpha = 1;
9358 r_refdef.fog_start = 0;
9359 r_refdef.fog_end = gl_skyclip.value;
9360 r_refdef.fog_height = 1<<30;
9361 r_refdef.fog_fadedepth = 128;
9363 else if (r_refdef.oldgl_fogenable)
9365 r_refdef.oldgl_fogenable = false;
9366 r_refdef.fog_density = 0;
9367 r_refdef.fog_red = 0;
9368 r_refdef.fog_green = 0;
9369 r_refdef.fog_blue = 0;
9370 r_refdef.fog_alpha = 0;
9371 r_refdef.fog_start = 0;
9372 r_refdef.fog_end = 0;
9373 r_refdef.fog_height = 1<<30;
9374 r_refdef.fog_fadedepth = 128;
9378 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9379 r_refdef.fog_start = max(0, r_refdef.fog_start);
9380 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9382 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9384 if (r_refdef.fog_density && r_drawfog.integer)
9386 r_refdef.fogenabled = true;
9387 // this is the point where the fog reaches 0.9986 alpha, which we
9388 // consider a good enough cutoff point for the texture
9389 // (0.9986 * 256 == 255.6)
9390 if (r_fog_exp2.integer)
9391 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9393 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9394 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9395 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9396 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9397 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9398 R_BuildFogHeightTexture();
9399 // fog color was already set
9400 // update the fog texture
9401 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)
9402 R_BuildFogTexture();
9403 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9404 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9407 r_refdef.fogenabled = false;
9409 switch(vid.renderpath)
9411 case RENDERPATH_GL20:
9412 case RENDERPATH_CGGL:
9413 case RENDERPATH_D3D9:
9414 case RENDERPATH_D3D10:
9415 case RENDERPATH_D3D11:
9416 if(v_glslgamma.integer && !vid_gammatables_trivial)
9418 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9420 // build GLSL gamma texture
9421 #define RAMPWIDTH 256
9422 unsigned short ramp[RAMPWIDTH * 3];
9423 unsigned char rampbgr[RAMPWIDTH][4];
9426 r_texture_gammaramps_serial = vid_gammatables_serial;
9428 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9429 for(i = 0; i < RAMPWIDTH; ++i)
9431 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9432 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9433 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9436 if (r_texture_gammaramps)
9438 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9442 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
9448 // remove GLSL gamma texture
9451 case RENDERPATH_GL13:
9452 case RENDERPATH_GL11:
9457 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9458 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9464 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9465 if( scenetype != r_currentscenetype ) {
9466 // store the old scenetype
9467 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9468 r_currentscenetype = scenetype;
9469 // move in the new scene
9470 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9479 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9481 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9482 if( scenetype == r_currentscenetype ) {
9483 return &r_refdef.scene;
9485 return &r_scenes_store[ scenetype ];
9494 void R_RenderView(void)
9496 if (r_timereport_active)
9497 R_TimeReport("start");
9498 r_textureframe++; // used only by R_GetCurrentTexture
9499 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9501 if (!r_drawentities.integer)
9502 r_refdef.scene.numentities = 0;
9504 R_AnimCache_ClearCache();
9505 R_FrameData_NewFrame();
9507 if (r_refdef.view.isoverlay)
9509 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9510 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9511 R_TimeReport("depthclear");
9513 r_refdef.view.showdebug = false;
9515 r_waterstate.enabled = false;
9516 r_waterstate.numwaterplanes = 0;
9524 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9525 return; //Host_Error ("R_RenderView: NULL worldmodel");
9527 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9529 R_RenderView_UpdateViewVectors();
9531 R_Shadow_UpdateWorldLightSelection();
9533 R_Bloom_StartFrame();
9534 R_Water_StartFrame();
9537 if (r_timereport_active)
9538 R_TimeReport("viewsetup");
9540 R_ResetViewRendering3D();
9542 if (r_refdef.view.clear || r_refdef.fogenabled)
9544 R_ClearScreen(r_refdef.fogenabled);
9545 if (r_timereport_active)
9546 R_TimeReport("viewclear");
9548 r_refdef.view.clear = true;
9550 // this produces a bloom texture to be used in R_BlendView() later
9551 if (r_hdr.integer && r_bloomstate.bloomwidth)
9553 R_HDR_RenderBloomTexture();
9554 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9555 r_textureframe++; // used only by R_GetCurrentTexture
9558 r_refdef.view.showdebug = true;
9561 if (r_timereport_active)
9562 R_TimeReport("visibility");
9564 r_waterstate.numwaterplanes = 0;
9565 if (r_waterstate.enabled)
9566 R_RenderWaterPlanes();
9569 r_waterstate.numwaterplanes = 0;
9572 if (r_timereport_active)
9573 R_TimeReport("blendview");
9575 GL_Scissor(0, 0, vid.width, vid.height);
9576 GL_ScissorTest(false);
9580 void R_RenderWaterPlanes(void)
9582 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9584 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9585 if (r_timereport_active)
9586 R_TimeReport("waterworld");
9589 // don't let sound skip if going slow
9590 if (r_refdef.scene.extraupdate)
9593 R_DrawModelsAddWaterPlanes();
9594 if (r_timereport_active)
9595 R_TimeReport("watermodels");
9597 if (r_waterstate.numwaterplanes)
9599 R_Water_ProcessPlanes();
9600 if (r_timereport_active)
9601 R_TimeReport("waterscenes");
9605 extern void R_DrawLightningBeams (void);
9606 extern void VM_CL_AddPolygonsToMeshQueue (void);
9607 extern void R_DrawPortals (void);
9608 extern cvar_t cl_locs_show;
9609 static void R_DrawLocs(void);
9610 static void R_DrawEntityBBoxes(void);
9611 static void R_DrawModelDecals(void);
9612 extern void R_DrawModelShadows(void);
9613 extern void R_DrawModelShadowMaps(void);
9614 extern cvar_t cl_decals_newsystem;
9615 extern qboolean r_shadow_usingdeferredprepass;
9616 void R_RenderScene(void)
9618 qboolean shadowmapping = false;
9620 if (r_timereport_active)
9621 R_TimeReport("beginscene");
9623 r_refdef.stats.renders++;
9627 // don't let sound skip if going slow
9628 if (r_refdef.scene.extraupdate)
9631 R_MeshQueue_BeginScene();
9635 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);
9637 if (r_timereport_active)
9638 R_TimeReport("skystartframe");
9640 if (cl.csqc_vidvars.drawworld)
9642 // don't let sound skip if going slow
9643 if (r_refdef.scene.extraupdate)
9646 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9648 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9649 if (r_timereport_active)
9650 R_TimeReport("worldsky");
9653 if (R_DrawBrushModelsSky() && r_timereport_active)
9654 R_TimeReport("bmodelsky");
9656 if (skyrendermasked && skyrenderlater)
9658 // we have to force off the water clipping plane while rendering sky
9662 if (r_timereport_active)
9663 R_TimeReport("sky");
9667 R_AnimCache_CacheVisibleEntities();
9668 if (r_timereport_active)
9669 R_TimeReport("animation");
9671 R_Shadow_PrepareLights();
9672 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9673 R_Shadow_PrepareModelShadows();
9674 if (r_timereport_active)
9675 R_TimeReport("preparelights");
9677 if (R_Shadow_ShadowMappingEnabled())
9678 shadowmapping = true;
9680 if (r_shadow_usingdeferredprepass)
9681 R_Shadow_DrawPrepass();
9683 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9685 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9686 if (r_timereport_active)
9687 R_TimeReport("worlddepth");
9689 if (r_depthfirst.integer >= 2)
9691 R_DrawModelsDepth();
9692 if (r_timereport_active)
9693 R_TimeReport("modeldepth");
9696 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9698 R_DrawModelShadowMaps();
9699 R_ResetViewRendering3D();
9700 // don't let sound skip if going slow
9701 if (r_refdef.scene.extraupdate)
9705 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9707 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9708 if (r_timereport_active)
9709 R_TimeReport("world");
9712 // don't let sound skip if going slow
9713 if (r_refdef.scene.extraupdate)
9717 if (r_timereport_active)
9718 R_TimeReport("models");
9720 // don't let sound skip if going slow
9721 if (r_refdef.scene.extraupdate)
9724 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9726 R_DrawModelShadows();
9727 R_ResetViewRendering3D();
9728 // don't let sound skip if going slow
9729 if (r_refdef.scene.extraupdate)
9733 if (!r_shadow_usingdeferredprepass)
9735 R_Shadow_DrawLights();
9736 if (r_timereport_active)
9737 R_TimeReport("rtlights");
9740 // don't let sound skip if going slow
9741 if (r_refdef.scene.extraupdate)
9744 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9746 R_DrawModelShadows();
9747 R_ResetViewRendering3D();
9748 // don't let sound skip if going slow
9749 if (r_refdef.scene.extraupdate)
9753 if (cl.csqc_vidvars.drawworld)
9755 if (cl_decals_newsystem.integer)
9757 R_DrawModelDecals();
9758 if (r_timereport_active)
9759 R_TimeReport("modeldecals");
9764 if (r_timereport_active)
9765 R_TimeReport("decals");
9769 if (r_timereport_active)
9770 R_TimeReport("particles");
9773 if (r_timereport_active)
9774 R_TimeReport("explosions");
9776 R_DrawLightningBeams();
9777 if (r_timereport_active)
9778 R_TimeReport("lightning");
9781 VM_CL_AddPolygonsToMeshQueue();
9783 if (r_refdef.view.showdebug)
9785 if (cl_locs_show.integer)
9788 if (r_timereport_active)
9789 R_TimeReport("showlocs");
9792 if (r_drawportals.integer)
9795 if (r_timereport_active)
9796 R_TimeReport("portals");
9799 if (r_showbboxes.value > 0)
9801 R_DrawEntityBBoxes();
9802 if (r_timereport_active)
9803 R_TimeReport("bboxes");
9807 R_MeshQueue_RenderTransparent();
9808 if (r_timereport_active)
9809 R_TimeReport("drawtrans");
9811 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))
9813 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9814 if (r_timereport_active)
9815 R_TimeReport("worlddebug");
9816 R_DrawModelsDebug();
9817 if (r_timereport_active)
9818 R_TimeReport("modeldebug");
9821 if (cl.csqc_vidvars.drawworld)
9823 R_Shadow_DrawCoronas();
9824 if (r_timereport_active)
9825 R_TimeReport("coronas");
9828 // don't let sound skip if going slow
9829 if (r_refdef.scene.extraupdate)
9832 R_ResetViewRendering2D();
9835 static const unsigned short bboxelements[36] =
9845 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9848 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9850 RSurf_ActiveWorldEntity();
9852 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9853 GL_DepthMask(false);
9854 GL_DepthRange(0, 1);
9855 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9856 R_Mesh_ResetTextureState();
9858 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9859 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9860 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9861 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9862 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9863 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9864 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9865 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9866 R_FillColors(color4f, 8, cr, cg, cb, ca);
9867 if (r_refdef.fogenabled)
9869 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9871 f1 = RSurf_FogVertex(v);
9873 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9874 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9875 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9878 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9879 R_Mesh_ResetTextureState();
9880 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9881 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9884 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9888 prvm_edict_t *edict;
9889 prvm_prog_t *prog_save = prog;
9891 // this function draws bounding boxes of server entities
9895 GL_CullFace(GL_NONE);
9896 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9900 for (i = 0;i < numsurfaces;i++)
9902 edict = PRVM_EDICT_NUM(surfacelist[i]);
9903 switch ((int)edict->fields.server->solid)
9905 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9906 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9907 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9908 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9909 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9910 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9912 color[3] *= r_showbboxes.value;
9913 color[3] = bound(0, color[3], 1);
9914 GL_DepthTest(!r_showdisabledepthtest.integer);
9915 GL_CullFace(r_refdef.view.cullface_front);
9916 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9922 static void R_DrawEntityBBoxes(void)
9925 prvm_edict_t *edict;
9927 prvm_prog_t *prog_save = prog;
9929 // this function draws bounding boxes of server entities
9935 for (i = 0;i < prog->num_edicts;i++)
9937 edict = PRVM_EDICT_NUM(i);
9938 if (edict->priv.server->free)
9940 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9941 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9943 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9945 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9946 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9952 static const int nomodelelement3i[24] =
9964 static const unsigned short nomodelelement3s[24] =
9976 static const float nomodelvertex3f[6*3] =
9986 static const float nomodelcolor4f[6*4] =
9988 0.0f, 0.0f, 0.5f, 1.0f,
9989 0.0f, 0.0f, 0.5f, 1.0f,
9990 0.0f, 0.5f, 0.0f, 1.0f,
9991 0.0f, 0.5f, 0.0f, 1.0f,
9992 0.5f, 0.0f, 0.0f, 1.0f,
9993 0.5f, 0.0f, 0.0f, 1.0f
9996 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10000 float color4f[6*4];
10002 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);
10004 // this is only called once per entity so numsurfaces is always 1, and
10005 // surfacelist is always {0}, so this code does not handle batches
10007 if (rsurface.ent_flags & RENDER_ADDITIVE)
10009 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10010 GL_DepthMask(false);
10012 else if (rsurface.colormod[3] < 1)
10014 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10015 GL_DepthMask(false);
10019 GL_BlendFunc(GL_ONE, GL_ZERO);
10020 GL_DepthMask(true);
10022 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10023 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10024 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10025 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10026 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10027 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10028 for (i = 0, c = color4f;i < 6;i++, c += 4)
10030 c[0] *= rsurface.colormod[0];
10031 c[1] *= rsurface.colormod[1];
10032 c[2] *= rsurface.colormod[2];
10033 c[3] *= rsurface.colormod[3];
10035 if (r_refdef.fogenabled)
10037 for (i = 0, c = color4f;i < 6;i++, c += 4)
10039 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10041 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10042 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10043 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10046 R_Mesh_ResetTextureState();
10047 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10048 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10051 void R_DrawNoModel(entity_render_t *ent)
10054 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10055 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10056 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10058 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10061 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10063 vec3_t right1, right2, diff, normal;
10065 VectorSubtract (org2, org1, normal);
10067 // calculate 'right' vector for start
10068 VectorSubtract (r_refdef.view.origin, org1, diff);
10069 CrossProduct (normal, diff, right1);
10070 VectorNormalize (right1);
10072 // calculate 'right' vector for end
10073 VectorSubtract (r_refdef.view.origin, org2, diff);
10074 CrossProduct (normal, diff, right2);
10075 VectorNormalize (right2);
10077 vert[ 0] = org1[0] + width * right1[0];
10078 vert[ 1] = org1[1] + width * right1[1];
10079 vert[ 2] = org1[2] + width * right1[2];
10080 vert[ 3] = org1[0] - width * right1[0];
10081 vert[ 4] = org1[1] - width * right1[1];
10082 vert[ 5] = org1[2] - width * right1[2];
10083 vert[ 6] = org2[0] - width * right2[0];
10084 vert[ 7] = org2[1] - width * right2[1];
10085 vert[ 8] = org2[2] - width * right2[2];
10086 vert[ 9] = org2[0] + width * right2[0];
10087 vert[10] = org2[1] + width * right2[1];
10088 vert[11] = org2[2] + width * right2[2];
10091 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)
10093 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10094 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10095 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10096 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10097 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10098 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10099 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10100 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10101 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10102 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10103 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10104 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10107 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10112 VectorSet(v, x, y, z);
10113 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10114 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10116 if (i == mesh->numvertices)
10118 if (mesh->numvertices < mesh->maxvertices)
10120 VectorCopy(v, vertex3f);
10121 mesh->numvertices++;
10123 return mesh->numvertices;
10129 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10132 int *e, element[3];
10133 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10134 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10135 e = mesh->element3i + mesh->numtriangles * 3;
10136 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10138 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10139 if (mesh->numtriangles < mesh->maxtriangles)
10144 mesh->numtriangles++;
10146 element[1] = element[2];
10150 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10153 int *e, element[3];
10154 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10155 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10156 e = mesh->element3i + mesh->numtriangles * 3;
10157 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10159 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10160 if (mesh->numtriangles < mesh->maxtriangles)
10165 mesh->numtriangles++;
10167 element[1] = element[2];
10171 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10172 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10174 int planenum, planenum2;
10177 mplane_t *plane, *plane2;
10179 double temppoints[2][256*3];
10180 // figure out how large a bounding box we need to properly compute this brush
10182 for (w = 0;w < numplanes;w++)
10183 maxdist = max(maxdist, fabs(planes[w].dist));
10184 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10185 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10186 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10190 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10191 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10193 if (planenum2 == planenum)
10195 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);
10198 if (tempnumpoints < 3)
10200 // generate elements forming a triangle fan for this polygon
10201 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10205 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)
10207 texturelayer_t *layer;
10208 layer = t->currentlayers + t->currentnumlayers++;
10209 layer->type = type;
10210 layer->depthmask = depthmask;
10211 layer->blendfunc1 = blendfunc1;
10212 layer->blendfunc2 = blendfunc2;
10213 layer->texture = texture;
10214 layer->texmatrix = *matrix;
10215 layer->color[0] = r;
10216 layer->color[1] = g;
10217 layer->color[2] = b;
10218 layer->color[3] = a;
10221 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10223 if(parms[0] == 0 && parms[1] == 0)
10225 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10226 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10231 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10234 index = parms[2] + r_refdef.scene.time * parms[3];
10235 index -= floor(index);
10236 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10239 case Q3WAVEFUNC_NONE:
10240 case Q3WAVEFUNC_NOISE:
10241 case Q3WAVEFUNC_COUNT:
10244 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10245 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10246 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10247 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10248 case Q3WAVEFUNC_TRIANGLE:
10250 f = index - floor(index);
10253 else if (index < 2)
10255 else if (index < 3)
10261 f = parms[0] + parms[1] * f;
10262 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10263 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10267 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10272 matrix4x4_t matrix, temp;
10273 switch(tcmod->tcmod)
10275 case Q3TCMOD_COUNT:
10277 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10278 matrix = r_waterscrollmatrix;
10280 matrix = identitymatrix;
10282 case Q3TCMOD_ENTITYTRANSLATE:
10283 // this is used in Q3 to allow the gamecode to control texcoord
10284 // scrolling on the entity, which is not supported in darkplaces yet.
10285 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10287 case Q3TCMOD_ROTATE:
10288 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10289 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10290 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10292 case Q3TCMOD_SCALE:
10293 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10295 case Q3TCMOD_SCROLL:
10296 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10298 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10299 w = (int) tcmod->parms[0];
10300 h = (int) tcmod->parms[1];
10301 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10303 idx = (int) floor(f * w * h);
10304 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10306 case Q3TCMOD_STRETCH:
10307 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10308 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10310 case Q3TCMOD_TRANSFORM:
10311 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10312 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10313 VectorSet(tcmat + 6, 0 , 0 , 1);
10314 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10315 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10317 case Q3TCMOD_TURBULENT:
10318 // this is handled in the RSurf_PrepareVertices function
10319 matrix = identitymatrix;
10323 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10326 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10328 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10329 char name[MAX_QPATH];
10330 skinframe_t *skinframe;
10331 unsigned char pixels[296*194];
10332 strlcpy(cache->name, skinname, sizeof(cache->name));
10333 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10334 if (developer_loading.integer)
10335 Con_Printf("loading %s\n", name);
10336 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10337 if (!skinframe || !skinframe->base)
10340 fs_offset_t filesize;
10342 f = FS_LoadFile(name, tempmempool, true, &filesize);
10345 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10346 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10350 cache->skinframe = skinframe;
10353 texture_t *R_GetCurrentTexture(texture_t *t)
10356 const entity_render_t *ent = rsurface.entity;
10357 dp_model_t *model = ent->model;
10358 q3shaderinfo_layer_tcmod_t *tcmod;
10360 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10361 return t->currentframe;
10362 t->update_lastrenderframe = r_textureframe;
10363 t->update_lastrenderentity = (void *)ent;
10365 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10366 t->camera_entity = ent->entitynumber;
10368 t->camera_entity = 0;
10370 // switch to an alternate material if this is a q1bsp animated material
10372 texture_t *texture = t;
10373 int s = rsurface.ent_skinnum;
10374 if ((unsigned int)s >= (unsigned int)model->numskins)
10376 if (model->skinscenes)
10378 if (model->skinscenes[s].framecount > 1)
10379 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10381 s = model->skinscenes[s].firstframe;
10384 t = t + s * model->num_surfaces;
10387 // use an alternate animation if the entity's frame is not 0,
10388 // and only if the texture has an alternate animation
10389 if (rsurface.ent_alttextures && t->anim_total[1])
10390 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10392 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10394 texture->currentframe = t;
10397 // update currentskinframe to be a qw skin or animation frame
10398 if (rsurface.ent_qwskin >= 0)
10400 i = rsurface.ent_qwskin;
10401 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10403 r_qwskincache_size = cl.maxclients;
10405 Mem_Free(r_qwskincache);
10406 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10408 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10409 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10410 t->currentskinframe = r_qwskincache[i].skinframe;
10411 if (t->currentskinframe == NULL)
10412 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10414 else if (t->numskinframes >= 2)
10415 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10416 if (t->backgroundnumskinframes >= 2)
10417 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10419 t->currentmaterialflags = t->basematerialflags;
10420 t->currentalpha = rsurface.colormod[3];
10421 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10422 t->currentalpha *= r_wateralpha.value;
10423 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10424 t->currentalpha *= t->r_water_wateralpha;
10425 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10426 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10427 if (!(rsurface.ent_flags & RENDER_LIGHT))
10428 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10429 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10431 // pick a model lighting mode
10432 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10433 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10435 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10437 if (rsurface.ent_flags & RENDER_ADDITIVE)
10438 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10439 else if (t->currentalpha < 1)
10440 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10441 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10442 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10443 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10444 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10445 if (t->backgroundnumskinframes)
10446 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10447 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10449 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10450 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10453 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10454 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10455 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10457 // there is no tcmod
10458 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10460 t->currenttexmatrix = r_waterscrollmatrix;
10461 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10463 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10465 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10466 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10469 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10470 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10471 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10472 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10474 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10475 if (t->currentskinframe->qpixels)
10476 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10477 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10478 if (!t->basetexture)
10479 t->basetexture = r_texture_notexture;
10480 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10481 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10482 t->nmaptexture = t->currentskinframe->nmap;
10483 if (!t->nmaptexture)
10484 t->nmaptexture = r_texture_blanknormalmap;
10485 t->glosstexture = r_texture_black;
10486 t->glowtexture = t->currentskinframe->glow;
10487 t->fogtexture = t->currentskinframe->fog;
10488 t->reflectmasktexture = t->currentskinframe->reflect;
10489 if (t->backgroundnumskinframes)
10491 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10492 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10493 t->backgroundglosstexture = r_texture_black;
10494 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10495 if (!t->backgroundnmaptexture)
10496 t->backgroundnmaptexture = r_texture_blanknormalmap;
10500 t->backgroundbasetexture = r_texture_white;
10501 t->backgroundnmaptexture = r_texture_blanknormalmap;
10502 t->backgroundglosstexture = r_texture_black;
10503 t->backgroundglowtexture = NULL;
10505 t->specularpower = r_shadow_glossexponent.value;
10506 // TODO: store reference values for these in the texture?
10507 t->specularscale = 0;
10508 if (r_shadow_gloss.integer > 0)
10510 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10512 if (r_shadow_glossintensity.value > 0)
10514 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10515 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10516 t->specularscale = r_shadow_glossintensity.value;
10519 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10521 t->glosstexture = r_texture_white;
10522 t->backgroundglosstexture = r_texture_white;
10523 t->specularscale = r_shadow_gloss2intensity.value;
10524 t->specularpower = r_shadow_gloss2exponent.value;
10527 t->specularscale *= t->specularscalemod;
10528 t->specularpower *= t->specularpowermod;
10530 // lightmaps mode looks bad with dlights using actual texturing, so turn
10531 // off the colormap and glossmap, but leave the normalmap on as it still
10532 // accurately represents the shading involved
10533 if (gl_lightmaps.integer)
10535 t->basetexture = r_texture_grey128;
10536 t->pantstexture = r_texture_black;
10537 t->shirttexture = r_texture_black;
10538 t->nmaptexture = r_texture_blanknormalmap;
10539 t->glosstexture = r_texture_black;
10540 t->glowtexture = NULL;
10541 t->fogtexture = NULL;
10542 t->reflectmasktexture = NULL;
10543 t->backgroundbasetexture = NULL;
10544 t->backgroundnmaptexture = r_texture_blanknormalmap;
10545 t->backgroundglosstexture = r_texture_black;
10546 t->backgroundglowtexture = NULL;
10547 t->specularscale = 0;
10548 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10551 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10552 VectorClear(t->dlightcolor);
10553 t->currentnumlayers = 0;
10554 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10556 int blendfunc1, blendfunc2;
10557 qboolean depthmask;
10558 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10560 blendfunc1 = GL_SRC_ALPHA;
10561 blendfunc2 = GL_ONE;
10563 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10565 blendfunc1 = GL_SRC_ALPHA;
10566 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10568 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10570 blendfunc1 = t->customblendfunc[0];
10571 blendfunc2 = t->customblendfunc[1];
10575 blendfunc1 = GL_ONE;
10576 blendfunc2 = GL_ZERO;
10578 // don't colormod evilblend textures
10579 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10580 VectorSet(t->lightmapcolor, 1, 1, 1);
10581 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10582 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10584 // fullbright is not affected by r_refdef.lightmapintensity
10585 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]);
10586 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10587 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]);
10588 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10589 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]);
10593 vec3_t ambientcolor;
10595 // set the color tint used for lights affecting this surface
10596 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10598 // q3bsp has no lightmap updates, so the lightstylevalue that
10599 // would normally be baked into the lightmap must be
10600 // applied to the color
10601 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10602 if (model->type == mod_brushq3)
10603 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10604 colorscale *= r_refdef.lightmapintensity;
10605 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10606 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10607 // basic lit geometry
10608 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]);
10609 // add pants/shirt if needed
10610 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10611 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]);
10612 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10613 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]);
10614 // now add ambient passes if needed
10615 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10617 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]);
10618 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10619 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]);
10620 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10621 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]);
10624 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10625 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]);
10626 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10628 // if this is opaque use alpha blend which will darken the earlier
10631 // if this is an alpha blended material, all the earlier passes
10632 // were darkened by fog already, so we only need to add the fog
10633 // color ontop through the fog mask texture
10635 // if this is an additive blended material, all the earlier passes
10636 // were darkened by fog already, and we should not add fog color
10637 // (because the background was not darkened, there is no fog color
10638 // that was lost behind it).
10639 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]);
10643 return t->currentframe;
10646 rsurfacestate_t rsurface;
10648 void R_Mesh_ResizeArrays(int newvertices)
10650 unsigned char *base;
10652 if (rsurface.array_size >= newvertices)
10654 if (rsurface.array_base)
10655 Mem_Free(rsurface.array_base);
10656 rsurface.array_size = (newvertices + 1023) & ~1023;
10658 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10659 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10660 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10661 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10662 size += rsurface.array_size * sizeof(float[3]);
10663 size += rsurface.array_size * sizeof(float[3]);
10664 size += rsurface.array_size * sizeof(float[3]);
10665 size += rsurface.array_size * sizeof(float[3]);
10666 size += rsurface.array_size * sizeof(float[3]);
10667 size += rsurface.array_size * sizeof(float[3]);
10668 size += rsurface.array_size * sizeof(float[3]);
10669 size += rsurface.array_size * sizeof(float[3]);
10670 size += rsurface.array_size * sizeof(float[4]);
10671 size += rsurface.array_size * sizeof(float[2]);
10672 size += rsurface.array_size * sizeof(float[2]);
10673 size += rsurface.array_size * sizeof(float[4]);
10674 size += rsurface.array_size * sizeof(int[3]);
10675 size += rsurface.array_size * sizeof(unsigned short[3]);
10676 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10677 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10678 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10679 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10680 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10681 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10682 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10683 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10684 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10685 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10686 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10687 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10688 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10689 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10690 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10691 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10692 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10693 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10694 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10697 void RSurf_ActiveWorldEntity(void)
10699 dp_model_t *model = r_refdef.scene.worldmodel;
10700 //if (rsurface.entity == r_refdef.scene.worldentity)
10702 rsurface.entity = r_refdef.scene.worldentity;
10703 rsurface.skeleton = NULL;
10704 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10705 rsurface.ent_skinnum = 0;
10706 rsurface.ent_qwskin = -1;
10707 rsurface.ent_shadertime = 0;
10708 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10709 if (rsurface.array_size < model->surfmesh.num_vertices)
10710 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10711 rsurface.matrix = identitymatrix;
10712 rsurface.inversematrix = identitymatrix;
10713 rsurface.matrixscale = 1;
10714 rsurface.inversematrixscale = 1;
10715 R_EntityMatrix(&identitymatrix);
10716 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10717 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10718 rsurface.fograngerecip = r_refdef.fograngerecip;
10719 rsurface.fogheightfade = r_refdef.fogheightfade;
10720 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10721 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10722 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10723 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10724 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10725 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10726 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10727 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10728 rsurface.colormod[3] = 1;
10729 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);
10730 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10731 rsurface.frameblend[0].lerp = 1;
10732 rsurface.ent_alttextures = false;
10733 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10734 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10735 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10736 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10737 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10738 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10739 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10740 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10741 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10742 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10743 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10744 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10745 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10746 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10747 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10748 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10749 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10750 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10751 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10752 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10753 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10754 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10755 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10756 rsurface.modelelement3i = model->surfmesh.data_element3i;
10757 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10758 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10759 rsurface.modelelement3s = model->surfmesh.data_element3s;
10760 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10761 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10762 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10763 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10764 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10765 rsurface.modelsurfaces = model->data_surfaces;
10766 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10767 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10768 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10769 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10770 rsurface.modelgeneratedvertex = false;
10771 rsurface.batchgeneratedvertex = false;
10772 rsurface.batchfirstvertex = 0;
10773 rsurface.batchnumvertices = 0;
10774 rsurface.batchfirsttriangle = 0;
10775 rsurface.batchnumtriangles = 0;
10776 rsurface.batchvertex3f = NULL;
10777 rsurface.batchvertex3f_vertexbuffer = NULL;
10778 rsurface.batchvertex3f_bufferoffset = 0;
10779 rsurface.batchsvector3f = NULL;
10780 rsurface.batchsvector3f_vertexbuffer = NULL;
10781 rsurface.batchsvector3f_bufferoffset = 0;
10782 rsurface.batchtvector3f = NULL;
10783 rsurface.batchtvector3f_vertexbuffer = NULL;
10784 rsurface.batchtvector3f_bufferoffset = 0;
10785 rsurface.batchnormal3f = NULL;
10786 rsurface.batchnormal3f_vertexbuffer = NULL;
10787 rsurface.batchnormal3f_bufferoffset = 0;
10788 rsurface.batchlightmapcolor4f = NULL;
10789 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10790 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10791 rsurface.batchtexcoordtexture2f = NULL;
10792 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10793 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10794 rsurface.batchtexcoordlightmap2f = NULL;
10795 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10796 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10797 rsurface.batchvertexmesh = NULL;
10798 rsurface.batchvertexmeshbuffer = NULL;
10799 rsurface.batchvertexposition = NULL;
10800 rsurface.batchvertexpositionbuffer = NULL;
10801 rsurface.batchelement3i = NULL;
10802 rsurface.batchelement3i_indexbuffer = NULL;
10803 rsurface.batchelement3i_bufferoffset = 0;
10804 rsurface.batchelement3s = NULL;
10805 rsurface.batchelement3s_indexbuffer = NULL;
10806 rsurface.batchelement3s_bufferoffset = 0;
10807 rsurface.passcolor4f = NULL;
10808 rsurface.passcolor4f_vertexbuffer = NULL;
10809 rsurface.passcolor4f_bufferoffset = 0;
10812 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10814 dp_model_t *model = ent->model;
10815 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10817 rsurface.entity = (entity_render_t *)ent;
10818 rsurface.skeleton = ent->skeleton;
10819 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10820 rsurface.ent_skinnum = ent->skinnum;
10821 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;
10822 rsurface.ent_shadertime = ent->shadertime;
10823 rsurface.ent_flags = ent->flags;
10824 if (rsurface.array_size < model->surfmesh.num_vertices)
10825 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10826 rsurface.matrix = ent->matrix;
10827 rsurface.inversematrix = ent->inversematrix;
10828 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10829 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10830 R_EntityMatrix(&rsurface.matrix);
10831 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10832 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10833 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10834 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10835 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10836 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10837 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10838 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10839 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10840 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10841 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10842 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10843 rsurface.colormod[3] = ent->alpha;
10844 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10845 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10846 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10847 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10848 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10849 if (ent->model->brush.submodel && !prepass)
10851 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10852 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10854 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10856 if (ent->animcache_vertex3f && !r_framedata_failed)
10858 rsurface.modelvertex3f = ent->animcache_vertex3f;
10859 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10860 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10861 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10862 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10863 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10864 rsurface.modelvertexposition = ent->animcache_vertexposition;
10865 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10867 else if (wanttangents)
10869 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10870 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10871 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10872 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10873 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10874 rsurface.modelvertexmesh = NULL;
10875 rsurface.modelvertexmeshbuffer = NULL;
10876 rsurface.modelvertexposition = NULL;
10877 rsurface.modelvertexpositionbuffer = NULL;
10879 else if (wantnormals)
10881 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10882 rsurface.modelsvector3f = NULL;
10883 rsurface.modeltvector3f = NULL;
10884 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10885 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10886 rsurface.modelvertexmesh = NULL;
10887 rsurface.modelvertexmeshbuffer = NULL;
10888 rsurface.modelvertexposition = NULL;
10889 rsurface.modelvertexpositionbuffer = NULL;
10893 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10894 rsurface.modelsvector3f = NULL;
10895 rsurface.modeltvector3f = NULL;
10896 rsurface.modelnormal3f = NULL;
10897 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10898 rsurface.modelvertexmesh = NULL;
10899 rsurface.modelvertexmeshbuffer = NULL;
10900 rsurface.modelvertexposition = NULL;
10901 rsurface.modelvertexpositionbuffer = NULL;
10903 rsurface.modelvertex3f_vertexbuffer = 0;
10904 rsurface.modelvertex3f_bufferoffset = 0;
10905 rsurface.modelsvector3f_vertexbuffer = 0;
10906 rsurface.modelsvector3f_bufferoffset = 0;
10907 rsurface.modeltvector3f_vertexbuffer = 0;
10908 rsurface.modeltvector3f_bufferoffset = 0;
10909 rsurface.modelnormal3f_vertexbuffer = 0;
10910 rsurface.modelnormal3f_bufferoffset = 0;
10911 rsurface.modelgeneratedvertex = true;
10915 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10916 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10917 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10918 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10919 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10920 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10921 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10922 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10923 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10924 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10925 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10926 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10927 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10928 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10929 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10930 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10931 rsurface.modelgeneratedvertex = false;
10933 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10934 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10935 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10936 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10937 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10938 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10939 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10940 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10941 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10942 rsurface.modelelement3i = model->surfmesh.data_element3i;
10943 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10944 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10945 rsurface.modelelement3s = model->surfmesh.data_element3s;
10946 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10947 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10948 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10949 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10950 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10951 rsurface.modelsurfaces = model->data_surfaces;
10952 rsurface.batchgeneratedvertex = false;
10953 rsurface.batchfirstvertex = 0;
10954 rsurface.batchnumvertices = 0;
10955 rsurface.batchfirsttriangle = 0;
10956 rsurface.batchnumtriangles = 0;
10957 rsurface.batchvertex3f = NULL;
10958 rsurface.batchvertex3f_vertexbuffer = NULL;
10959 rsurface.batchvertex3f_bufferoffset = 0;
10960 rsurface.batchsvector3f = NULL;
10961 rsurface.batchsvector3f_vertexbuffer = NULL;
10962 rsurface.batchsvector3f_bufferoffset = 0;
10963 rsurface.batchtvector3f = NULL;
10964 rsurface.batchtvector3f_vertexbuffer = NULL;
10965 rsurface.batchtvector3f_bufferoffset = 0;
10966 rsurface.batchnormal3f = NULL;
10967 rsurface.batchnormal3f_vertexbuffer = NULL;
10968 rsurface.batchnormal3f_bufferoffset = 0;
10969 rsurface.batchlightmapcolor4f = NULL;
10970 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10971 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10972 rsurface.batchtexcoordtexture2f = NULL;
10973 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10974 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10975 rsurface.batchtexcoordlightmap2f = NULL;
10976 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10977 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10978 rsurface.batchvertexmesh = NULL;
10979 rsurface.batchvertexmeshbuffer = NULL;
10980 rsurface.batchvertexposition = NULL;
10981 rsurface.batchvertexpositionbuffer = NULL;
10982 rsurface.batchelement3i = NULL;
10983 rsurface.batchelement3i_indexbuffer = NULL;
10984 rsurface.batchelement3i_bufferoffset = 0;
10985 rsurface.batchelement3s = NULL;
10986 rsurface.batchelement3s_indexbuffer = NULL;
10987 rsurface.batchelement3s_bufferoffset = 0;
10988 rsurface.passcolor4f = NULL;
10989 rsurface.passcolor4f_vertexbuffer = NULL;
10990 rsurface.passcolor4f_bufferoffset = 0;
10993 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)
10997 rsurface.entity = r_refdef.scene.worldentity;
10998 rsurface.skeleton = NULL;
10999 rsurface.ent_skinnum = 0;
11000 rsurface.ent_qwskin = -1;
11001 rsurface.ent_shadertime = shadertime;
11002 rsurface.ent_flags = entflags;
11003 rsurface.modelnumvertices = numvertices;
11004 rsurface.modelnumtriangles = numtriangles;
11005 if (rsurface.array_size < rsurface.modelnumvertices)
11006 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11007 rsurface.matrix = *matrix;
11008 rsurface.inversematrix = *inversematrix;
11009 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11010 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11011 R_EntityMatrix(&rsurface.matrix);
11012 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11013 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11014 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11015 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11016 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11017 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11018 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11019 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11020 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11021 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11022 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11023 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11024 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);
11025 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11026 rsurface.frameblend[0].lerp = 1;
11027 rsurface.ent_alttextures = false;
11028 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11029 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11032 rsurface.modelvertex3f = vertex3f;
11033 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11034 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11035 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11037 else if (wantnormals)
11039 rsurface.modelvertex3f = vertex3f;
11040 rsurface.modelsvector3f = NULL;
11041 rsurface.modeltvector3f = NULL;
11042 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11046 rsurface.modelvertex3f = vertex3f;
11047 rsurface.modelsvector3f = NULL;
11048 rsurface.modeltvector3f = NULL;
11049 rsurface.modelnormal3f = NULL;
11051 rsurface.modelvertexmesh = NULL;
11052 rsurface.modelvertexmeshbuffer = NULL;
11053 rsurface.modelvertexposition = NULL;
11054 rsurface.modelvertexpositionbuffer = NULL;
11055 rsurface.modelvertex3f_vertexbuffer = 0;
11056 rsurface.modelvertex3f_bufferoffset = 0;
11057 rsurface.modelsvector3f_vertexbuffer = 0;
11058 rsurface.modelsvector3f_bufferoffset = 0;
11059 rsurface.modeltvector3f_vertexbuffer = 0;
11060 rsurface.modeltvector3f_bufferoffset = 0;
11061 rsurface.modelnormal3f_vertexbuffer = 0;
11062 rsurface.modelnormal3f_bufferoffset = 0;
11063 rsurface.modelgeneratedvertex = true;
11064 rsurface.modellightmapcolor4f = color4f;
11065 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11066 rsurface.modellightmapcolor4f_bufferoffset = 0;
11067 rsurface.modeltexcoordtexture2f = texcoord2f;
11068 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11069 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11070 rsurface.modeltexcoordlightmap2f = NULL;
11071 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11072 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11073 rsurface.modelelement3i = element3i;
11074 rsurface.modelelement3i_indexbuffer = NULL;
11075 rsurface.modelelement3i_bufferoffset = 0;
11076 rsurface.modelelement3s = element3s;
11077 rsurface.modelelement3s_indexbuffer = NULL;
11078 rsurface.modelelement3s_bufferoffset = 0;
11079 rsurface.modellightmapoffsets = NULL;
11080 rsurface.modelsurfaces = NULL;
11081 rsurface.batchgeneratedvertex = false;
11082 rsurface.batchfirstvertex = 0;
11083 rsurface.batchnumvertices = 0;
11084 rsurface.batchfirsttriangle = 0;
11085 rsurface.batchnumtriangles = 0;
11086 rsurface.batchvertex3f = NULL;
11087 rsurface.batchvertex3f_vertexbuffer = NULL;
11088 rsurface.batchvertex3f_bufferoffset = 0;
11089 rsurface.batchsvector3f = NULL;
11090 rsurface.batchsvector3f_vertexbuffer = NULL;
11091 rsurface.batchsvector3f_bufferoffset = 0;
11092 rsurface.batchtvector3f = NULL;
11093 rsurface.batchtvector3f_vertexbuffer = NULL;
11094 rsurface.batchtvector3f_bufferoffset = 0;
11095 rsurface.batchnormal3f = NULL;
11096 rsurface.batchnormal3f_vertexbuffer = NULL;
11097 rsurface.batchnormal3f_bufferoffset = 0;
11098 rsurface.batchlightmapcolor4f = NULL;
11099 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11100 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11101 rsurface.batchtexcoordtexture2f = NULL;
11102 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11103 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11104 rsurface.batchtexcoordlightmap2f = NULL;
11105 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11106 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11107 rsurface.batchvertexmesh = NULL;
11108 rsurface.batchvertexmeshbuffer = NULL;
11109 rsurface.batchvertexposition = NULL;
11110 rsurface.batchvertexpositionbuffer = NULL;
11111 rsurface.batchelement3i = NULL;
11112 rsurface.batchelement3i_indexbuffer = NULL;
11113 rsurface.batchelement3i_bufferoffset = 0;
11114 rsurface.batchelement3s = NULL;
11115 rsurface.batchelement3s_indexbuffer = NULL;
11116 rsurface.batchelement3s_bufferoffset = 0;
11117 rsurface.passcolor4f = NULL;
11118 rsurface.passcolor4f_vertexbuffer = NULL;
11119 rsurface.passcolor4f_bufferoffset = 0;
11121 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11123 if ((wantnormals || wanttangents) && !normal3f)
11125 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11126 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11128 if (wanttangents && !svector3f)
11130 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);
11131 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11132 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11136 // now convert arrays into vertexmesh structs
11137 for (i = 0;i < numvertices;i++)
11139 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11140 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11141 if (rsurface.modelsvector3f)
11142 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11143 if (rsurface.modeltvector3f)
11144 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11145 if (rsurface.modelnormal3f)
11146 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11147 if (rsurface.modellightmapcolor4f)
11148 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11149 if (rsurface.modeltexcoordtexture2f)
11150 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11151 if (rsurface.modeltexcoordlightmap2f)
11152 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11156 float RSurf_FogPoint(const float *v)
11158 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11159 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11160 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11161 float FogHeightFade = r_refdef.fogheightfade;
11163 unsigned int fogmasktableindex;
11164 if (r_refdef.fogplaneviewabove)
11165 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11167 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11168 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11169 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11172 float RSurf_FogVertex(const float *v)
11174 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11175 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11176 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11177 float FogHeightFade = rsurface.fogheightfade;
11179 unsigned int fogmasktableindex;
11180 if (r_refdef.fogplaneviewabove)
11181 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11183 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11184 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11185 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11188 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11191 for (i = 0;i < numelements;i++)
11192 outelement3i[i] = inelement3i[i] + adjust;
11195 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11196 extern cvar_t gl_vbo;
11197 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11205 int surfacefirsttriangle;
11206 int surfacenumtriangles;
11207 int surfacefirstvertex;
11208 int surfaceendvertex;
11209 int surfacenumvertices;
11210 int surfaceadjustvertex;
11214 qboolean dynamicvertex;
11218 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11219 float waveparms[4];
11220 q3shaderinfo_deform_t *deform;
11221 const msurface_t *surface, *firstsurface;
11222 r_vertexposition_t *vertexposition;
11223 r_vertexmesh_t *vertexmesh;
11224 if (!texturenumsurfaces)
11226 // find vertex range of this surface batch
11228 firstsurface = texturesurfacelist[0];
11229 firsttriangle = firstsurface->num_firsttriangle;
11231 firstvertex = endvertex = firstsurface->num_firstvertex;
11232 for (i = 0;i < texturenumsurfaces;i++)
11234 surface = texturesurfacelist[i];
11235 if (surface != firstsurface + i)
11237 surfacefirstvertex = surface->num_firstvertex;
11238 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11239 surfacenumtriangles = surface->num_triangles;
11240 if (firstvertex > surfacefirstvertex)
11241 firstvertex = surfacefirstvertex;
11242 if (endvertex < surfaceendvertex)
11243 endvertex = surfaceendvertex;
11244 numtriangles += surfacenumtriangles;
11249 // we now know the vertex range used, and if there are any gaps in it
11250 rsurface.batchfirstvertex = firstvertex;
11251 rsurface.batchnumvertices = endvertex - firstvertex;
11252 rsurface.batchfirsttriangle = firsttriangle;
11253 rsurface.batchnumtriangles = numtriangles;
11255 // this variable holds flags for which properties have been updated that
11256 // may require regenerating vertexmesh or vertexposition arrays...
11259 // check if any dynamic vertex processing must occur
11260 dynamicvertex = false;
11262 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11263 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11264 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11266 switch (deform->deform)
11269 case Q3DEFORM_PROJECTIONSHADOW:
11270 case Q3DEFORM_TEXT0:
11271 case Q3DEFORM_TEXT1:
11272 case Q3DEFORM_TEXT2:
11273 case Q3DEFORM_TEXT3:
11274 case Q3DEFORM_TEXT4:
11275 case Q3DEFORM_TEXT5:
11276 case Q3DEFORM_TEXT6:
11277 case Q3DEFORM_TEXT7:
11278 case Q3DEFORM_NONE:
11280 case Q3DEFORM_AUTOSPRITE:
11281 dynamicvertex = true;
11282 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11283 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11285 case Q3DEFORM_AUTOSPRITE2:
11286 dynamicvertex = true;
11287 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11288 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11290 case Q3DEFORM_NORMAL:
11291 dynamicvertex = true;
11292 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11293 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11295 case Q3DEFORM_WAVE:
11296 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11297 break; // if wavefunc is a nop, ignore this transform
11298 dynamicvertex = true;
11299 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11300 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11302 case Q3DEFORM_BULGE:
11303 dynamicvertex = true;
11304 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11305 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11307 case Q3DEFORM_MOVE:
11308 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11309 break; // if wavefunc is a nop, ignore this transform
11310 dynamicvertex = true;
11311 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11312 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11316 switch(rsurface.texture->tcgen.tcgen)
11319 case Q3TCGEN_TEXTURE:
11321 case Q3TCGEN_LIGHTMAP:
11322 dynamicvertex = true;
11323 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11324 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11326 case Q3TCGEN_VECTOR:
11327 dynamicvertex = true;
11328 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11329 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11331 case Q3TCGEN_ENVIRONMENT:
11332 dynamicvertex = true;
11333 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11334 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11337 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11339 dynamicvertex = true;
11340 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11341 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11344 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11346 dynamicvertex = true;
11347 batchneed |= BATCHNEED_NOGAPS;
11348 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11351 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11353 dynamicvertex = true;
11354 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11355 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11358 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11360 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11361 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11362 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11363 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11364 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11365 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11366 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11369 // when the model data has no vertex buffer (dynamic mesh), we need to
11371 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
11372 batchneed |= BATCHNEED_NOGAPS;
11374 // if needsupdate, we have to do a dynamic vertex batch for sure
11375 if (needsupdate & batchneed)
11376 dynamicvertex = true;
11378 // see if we need to build vertexmesh from arrays
11379 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11380 dynamicvertex = true;
11382 // see if we need to build vertexposition from arrays
11383 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11384 dynamicvertex = true;
11386 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11387 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11388 dynamicvertex = true;
11390 // if there is a chance of animated vertex colors, it's a dynamic batch
11391 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11392 dynamicvertex = true;
11394 rsurface.batchvertex3f = rsurface.modelvertex3f;
11395 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11396 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11397 rsurface.batchsvector3f = rsurface.modelsvector3f;
11398 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11399 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11400 rsurface.batchtvector3f = rsurface.modeltvector3f;
11401 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11402 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11403 rsurface.batchnormal3f = rsurface.modelnormal3f;
11404 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11405 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11406 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11407 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11408 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11409 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11410 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11411 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11412 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11413 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11414 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11415 rsurface.batchvertexposition = rsurface.modelvertexposition;
11416 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11417 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11418 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11419 rsurface.batchelement3i = rsurface.modelelement3i;
11420 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11421 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11422 rsurface.batchelement3s = rsurface.modelelement3s;
11423 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11424 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11426 // if any dynamic vertex processing has to occur in software, we copy the
11427 // entire surface list together before processing to rebase the vertices
11428 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11430 // if any gaps exist and we do not have a static vertex buffer, we have to
11431 // copy the surface list together to avoid wasting upload bandwidth on the
11432 // vertices in the gaps.
11434 // if gaps exist and we have a static vertex buffer, we still have to
11435 // combine the index buffer ranges into one dynamic index buffer.
11437 // in all cases we end up with data that can be drawn in one call.
11439 if (!dynamicvertex)
11441 // static vertex data, just set pointers...
11442 rsurface.batchgeneratedvertex = false;
11443 // if there are gaps, we want to build a combined index buffer,
11444 // otherwise use the original static buffer with an appropriate offset
11449 for (i = 0;i < texturenumsurfaces;i++)
11451 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11452 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11453 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11454 numtriangles += surfacenumtriangles;
11456 rsurface.batchelement3i = rsurface.array_batchelement3i;
11457 rsurface.batchelement3i_indexbuffer = NULL;
11458 rsurface.batchelement3i_bufferoffset = 0;
11459 rsurface.batchelement3s = NULL;
11460 rsurface.batchelement3s_indexbuffer = NULL;
11461 rsurface.batchelement3s_bufferoffset = 0;
11462 if (endvertex <= 65536)
11464 rsurface.batchelement3s = rsurface.array_batchelement3s;
11465 for (i = 0;i < numtriangles*3;i++)
11466 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11468 rsurface.batchfirsttriangle = firsttriangle;
11469 rsurface.batchnumtriangles = numtriangles;
11474 // something needs software processing, do it for real...
11475 // we only directly handle interleaved array data in this case...
11476 rsurface.batchgeneratedvertex = true;
11478 // now copy the vertex data into a combined array and make an index array
11479 // (this is what Quake3 does all the time)
11480 //if (gaps || rsurface.batchfirstvertex)
11482 rsurface.batchvertexposition = NULL;
11483 rsurface.batchvertexpositionbuffer = NULL;
11484 rsurface.batchvertexmesh = NULL;
11485 rsurface.batchvertexmeshbuffer = NULL;
11486 rsurface.batchvertex3f = NULL;
11487 rsurface.batchvertex3f_vertexbuffer = NULL;
11488 rsurface.batchvertex3f_bufferoffset = 0;
11489 rsurface.batchsvector3f = NULL;
11490 rsurface.batchsvector3f_vertexbuffer = NULL;
11491 rsurface.batchsvector3f_bufferoffset = 0;
11492 rsurface.batchtvector3f = NULL;
11493 rsurface.batchtvector3f_vertexbuffer = NULL;
11494 rsurface.batchtvector3f_bufferoffset = 0;
11495 rsurface.batchnormal3f = NULL;
11496 rsurface.batchnormal3f_vertexbuffer = NULL;
11497 rsurface.batchnormal3f_bufferoffset = 0;
11498 rsurface.batchlightmapcolor4f = NULL;
11499 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11500 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11501 rsurface.batchtexcoordtexture2f = NULL;
11502 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11503 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11504 rsurface.batchtexcoordlightmap2f = NULL;
11505 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11506 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11507 rsurface.batchelement3i = rsurface.array_batchelement3i;
11508 rsurface.batchelement3i_indexbuffer = NULL;
11509 rsurface.batchelement3i_bufferoffset = 0;
11510 rsurface.batchelement3s = NULL;
11511 rsurface.batchelement3s_indexbuffer = NULL;
11512 rsurface.batchelement3s_bufferoffset = 0;
11513 // we'll only be setting up certain arrays as needed
11514 if (batchneed & BATCHNEED_VERTEXPOSITION)
11515 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11516 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11517 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11518 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11519 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11520 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11521 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11522 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11524 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11525 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11527 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11528 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11529 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11530 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11531 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11532 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11535 for (i = 0;i < texturenumsurfaces;i++)
11537 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11538 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11539 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11540 surfaceadjustvertex = numvertices - surfacefirstvertex;
11541 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11542 // copy only the data requested
11543 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11544 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11545 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11546 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11547 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11549 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11550 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11551 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11552 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11553 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11555 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11556 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11558 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11559 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11560 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11561 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11562 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11563 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11565 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11566 numvertices += surfacenumvertices;
11567 numtriangles += surfacenumtriangles;
11570 // generate a 16bit index array as well if possible
11571 // (in general, dynamic batches fit)
11572 if (numvertices <= 65536)
11574 rsurface.batchelement3s = rsurface.array_batchelement3s;
11575 for (i = 0;i < numtriangles*3;i++)
11576 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11579 // since we've copied everything, the batch now starts at 0
11580 rsurface.batchfirstvertex = 0;
11581 rsurface.batchnumvertices = numvertices;
11582 rsurface.batchfirsttriangle = 0;
11583 rsurface.batchnumtriangles = numtriangles;
11586 // q1bsp surfaces rendered in vertex color mode have to have colors
11587 // calculated based on lightstyles
11588 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11590 // generate color arrays for the surfaces in this list
11594 const int *offsets;
11595 const unsigned char *lm;
11597 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11598 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11599 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11600 for (i = 0;i < texturenumsurfaces;i++)
11602 surface = texturesurfacelist[i];
11603 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11604 surfacenumvertices = surface->num_vertices;
11605 if (surface->lightmapinfo->samples)
11607 for (j = 0;j < surfacenumvertices;j++)
11609 lm = surface->lightmapinfo->samples + offsets[j];
11610 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11611 VectorScale(lm, scale, c);
11612 if (surface->lightmapinfo->styles[1] != 255)
11614 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11616 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11617 VectorMA(c, scale, lm, c);
11618 if (surface->lightmapinfo->styles[2] != 255)
11621 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11622 VectorMA(c, scale, lm, c);
11623 if (surface->lightmapinfo->styles[3] != 255)
11626 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11627 VectorMA(c, scale, lm, c);
11634 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);
11640 for (j = 0;j < surfacenumvertices;j++)
11642 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11649 // if vertices are deformed (sprite flares and things in maps, possibly
11650 // water waves, bulges and other deformations), modify the copied vertices
11652 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11654 switch (deform->deform)
11657 case Q3DEFORM_PROJECTIONSHADOW:
11658 case Q3DEFORM_TEXT0:
11659 case Q3DEFORM_TEXT1:
11660 case Q3DEFORM_TEXT2:
11661 case Q3DEFORM_TEXT3:
11662 case Q3DEFORM_TEXT4:
11663 case Q3DEFORM_TEXT5:
11664 case Q3DEFORM_TEXT6:
11665 case Q3DEFORM_TEXT7:
11666 case Q3DEFORM_NONE:
11668 case Q3DEFORM_AUTOSPRITE:
11669 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11670 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11671 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11672 VectorNormalize(newforward);
11673 VectorNormalize(newright);
11674 VectorNormalize(newup);
11675 // a single autosprite surface can contain multiple sprites...
11676 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11678 VectorClear(center);
11679 for (i = 0;i < 4;i++)
11680 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11681 VectorScale(center, 0.25f, center);
11682 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11683 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11684 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11685 for (i = 0;i < 4;i++)
11687 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11688 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11691 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11692 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11693 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11694 rsurface.batchvertex3f_vertexbuffer = NULL;
11695 rsurface.batchvertex3f_bufferoffset = 0;
11696 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11697 rsurface.batchsvector3f_vertexbuffer = NULL;
11698 rsurface.batchsvector3f_bufferoffset = 0;
11699 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11700 rsurface.batchtvector3f_vertexbuffer = NULL;
11701 rsurface.batchtvector3f_bufferoffset = 0;
11702 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11703 rsurface.batchnormal3f_vertexbuffer = NULL;
11704 rsurface.batchnormal3f_bufferoffset = 0;
11706 case Q3DEFORM_AUTOSPRITE2:
11707 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11708 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11709 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11710 VectorNormalize(newforward);
11711 VectorNormalize(newright);
11712 VectorNormalize(newup);
11714 const float *v1, *v2;
11724 memset(shortest, 0, sizeof(shortest));
11725 // a single autosprite surface can contain multiple sprites...
11726 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11728 VectorClear(center);
11729 for (i = 0;i < 4;i++)
11730 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11731 VectorScale(center, 0.25f, center);
11732 // find the two shortest edges, then use them to define the
11733 // axis vectors for rotating around the central axis
11734 for (i = 0;i < 6;i++)
11736 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11737 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11738 l = VectorDistance2(v1, v2);
11739 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11740 if (v1[2] != v2[2])
11741 l += (1.0f / 1024.0f);
11742 if (shortest[0].length2 > l || i == 0)
11744 shortest[1] = shortest[0];
11745 shortest[0].length2 = l;
11746 shortest[0].v1 = v1;
11747 shortest[0].v2 = v2;
11749 else if (shortest[1].length2 > l || i == 1)
11751 shortest[1].length2 = l;
11752 shortest[1].v1 = v1;
11753 shortest[1].v2 = v2;
11756 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11757 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11758 // this calculates the right vector from the shortest edge
11759 // and the up vector from the edge midpoints
11760 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11761 VectorNormalize(right);
11762 VectorSubtract(end, start, up);
11763 VectorNormalize(up);
11764 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11765 VectorSubtract(rsurface.localvieworigin, center, forward);
11766 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11767 VectorNegate(forward, forward);
11768 VectorReflect(forward, 0, up, forward);
11769 VectorNormalize(forward);
11770 CrossProduct(up, forward, newright);
11771 VectorNormalize(newright);
11772 // rotate the quad around the up axis vector, this is made
11773 // especially easy by the fact we know the quad is flat,
11774 // so we only have to subtract the center position and
11775 // measure distance along the right vector, and then
11776 // multiply that by the newright vector and add back the
11778 // we also need to subtract the old position to undo the
11779 // displacement from the center, which we do with a
11780 // DotProduct, the subtraction/addition of center is also
11781 // optimized into DotProducts here
11782 l = DotProduct(right, center);
11783 for (i = 0;i < 4;i++)
11785 v1 = rsurface.batchvertex3f + 3*(j+i);
11786 f = DotProduct(right, v1) - l;
11787 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11791 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11792 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11793 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11794 rsurface.batchvertex3f_vertexbuffer = NULL;
11795 rsurface.batchvertex3f_bufferoffset = 0;
11796 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11797 rsurface.batchsvector3f_vertexbuffer = NULL;
11798 rsurface.batchsvector3f_bufferoffset = 0;
11799 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11800 rsurface.batchtvector3f_vertexbuffer = NULL;
11801 rsurface.batchtvector3f_bufferoffset = 0;
11802 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11803 rsurface.batchnormal3f_vertexbuffer = NULL;
11804 rsurface.batchnormal3f_bufferoffset = 0;
11806 case Q3DEFORM_NORMAL:
11807 // deform the normals to make reflections wavey
11808 for (j = 0;j < rsurface.batchnumvertices;j++)
11811 float *normal = rsurface.array_batchnormal3f + 3*j;
11812 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11813 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11814 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]);
11815 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]);
11816 VectorNormalize(normal);
11818 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11819 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11820 rsurface.batchsvector3f_vertexbuffer = NULL;
11821 rsurface.batchsvector3f_bufferoffset = 0;
11822 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11823 rsurface.batchtvector3f_vertexbuffer = NULL;
11824 rsurface.batchtvector3f_bufferoffset = 0;
11825 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11826 rsurface.batchnormal3f_vertexbuffer = NULL;
11827 rsurface.batchnormal3f_bufferoffset = 0;
11829 case Q3DEFORM_WAVE:
11830 // deform vertex array to make wavey water and flags and such
11831 waveparms[0] = deform->waveparms[0];
11832 waveparms[1] = deform->waveparms[1];
11833 waveparms[2] = deform->waveparms[2];
11834 waveparms[3] = deform->waveparms[3];
11835 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11836 break; // if wavefunc is a nop, don't make a dynamic vertex array
11837 // this is how a divisor of vertex influence on deformation
11838 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11839 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11840 for (j = 0;j < rsurface.batchnumvertices;j++)
11842 // if the wavefunc depends on time, evaluate it per-vertex
11845 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11846 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11848 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11850 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11851 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11852 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11853 rsurface.batchvertex3f_vertexbuffer = NULL;
11854 rsurface.batchvertex3f_bufferoffset = 0;
11855 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11856 rsurface.batchsvector3f_vertexbuffer = NULL;
11857 rsurface.batchsvector3f_bufferoffset = 0;
11858 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11859 rsurface.batchtvector3f_vertexbuffer = NULL;
11860 rsurface.batchtvector3f_bufferoffset = 0;
11861 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11862 rsurface.batchnormal3f_vertexbuffer = NULL;
11863 rsurface.batchnormal3f_bufferoffset = 0;
11865 case Q3DEFORM_BULGE:
11866 // deform vertex array to make the surface have moving bulges
11867 for (j = 0;j < rsurface.batchnumvertices;j++)
11869 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11870 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11872 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11873 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11874 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11875 rsurface.batchvertex3f_vertexbuffer = NULL;
11876 rsurface.batchvertex3f_bufferoffset = 0;
11877 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11878 rsurface.batchsvector3f_vertexbuffer = NULL;
11879 rsurface.batchsvector3f_bufferoffset = 0;
11880 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11881 rsurface.batchtvector3f_vertexbuffer = NULL;
11882 rsurface.batchtvector3f_bufferoffset = 0;
11883 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11884 rsurface.batchnormal3f_vertexbuffer = NULL;
11885 rsurface.batchnormal3f_bufferoffset = 0;
11887 case Q3DEFORM_MOVE:
11888 // deform vertex array
11889 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11890 break; // if wavefunc is a nop, don't make a dynamic vertex array
11891 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11892 VectorScale(deform->parms, scale, waveparms);
11893 for (j = 0;j < rsurface.batchnumvertices;j++)
11894 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11895 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11896 rsurface.batchvertex3f_vertexbuffer = NULL;
11897 rsurface.batchvertex3f_bufferoffset = 0;
11902 // generate texcoords based on the chosen texcoord source
11903 switch(rsurface.texture->tcgen.tcgen)
11906 case Q3TCGEN_TEXTURE:
11908 case Q3TCGEN_LIGHTMAP:
11909 if (rsurface.batchtexcoordlightmap2f)
11910 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11911 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11912 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11913 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11915 case Q3TCGEN_VECTOR:
11916 for (j = 0;j < rsurface.batchnumvertices;j++)
11918 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11919 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11921 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11922 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11923 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11925 case Q3TCGEN_ENVIRONMENT:
11926 // make environment reflections using a spheremap
11927 for (j = 0;j < rsurface.batchnumvertices;j++)
11929 // identical to Q3A's method, but executed in worldspace so
11930 // carried models can be shiny too
11932 float viewer[3], d, reflected[3], worldreflected[3];
11934 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11935 // VectorNormalize(viewer);
11937 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11939 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11940 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11941 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11942 // note: this is proportinal to viewer, so we can normalize later
11944 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11945 VectorNormalize(worldreflected);
11947 // note: this sphere map only uses world x and z!
11948 // so positive and negative y will LOOK THE SAME.
11949 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11950 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11952 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11953 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11954 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11957 // the only tcmod that needs software vertex processing is turbulent, so
11958 // check for it here and apply the changes if needed
11959 // and we only support that as the first one
11960 // (handling a mixture of turbulent and other tcmods would be problematic
11961 // without punting it entirely to a software path)
11962 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11964 amplitude = rsurface.texture->tcmods[0].parms[1];
11965 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11966 for (j = 0;j < rsurface.batchnumvertices;j++)
11968 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);
11969 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11971 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11972 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11973 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11976 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11978 // convert the modified arrays to vertex structs
11979 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11980 rsurface.batchvertexmeshbuffer = NULL;
11981 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11982 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11983 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11984 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11985 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11986 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11987 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11989 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11991 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11992 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11995 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11996 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11997 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11998 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11999 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12000 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12001 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12002 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12003 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12006 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12008 // convert the modified arrays to vertex structs
12009 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12010 rsurface.batchvertexpositionbuffer = NULL;
12011 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12012 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12014 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12015 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12019 void RSurf_DrawBatch(void)
12021 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);
12024 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12026 // pick the closest matching water plane
12027 int planeindex, vertexindex, bestplaneindex = -1;
12031 r_waterstate_waterplane_t *p;
12033 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12035 if(p->camera_entity != rsurface.texture->camera_entity)
12038 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12039 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12041 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12042 d += fabs(PlaneDiff(vert, &p->plane));
12044 if (bestd > d || bestplaneindex < 0)
12047 bestplaneindex = planeindex;
12050 return bestplaneindex;
12053 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12056 for (i = 0;i < rsurface.batchnumvertices;i++)
12057 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12058 rsurface.passcolor4f = rsurface.array_passcolor4f;
12059 rsurface.passcolor4f_vertexbuffer = 0;
12060 rsurface.passcolor4f_bufferoffset = 0;
12063 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12070 if (rsurface.passcolor4f)
12072 // generate color arrays
12073 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)
12075 f = RSurf_FogVertex(v);
12084 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12086 f = RSurf_FogVertex(v);
12093 rsurface.passcolor4f = rsurface.array_passcolor4f;
12094 rsurface.passcolor4f_vertexbuffer = 0;
12095 rsurface.passcolor4f_bufferoffset = 0;
12098 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12105 if (!rsurface.passcolor4f)
12107 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)
12109 f = RSurf_FogVertex(v);
12110 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12111 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12112 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12115 rsurface.passcolor4f = rsurface.array_passcolor4f;
12116 rsurface.passcolor4f_vertexbuffer = 0;
12117 rsurface.passcolor4f_bufferoffset = 0;
12120 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12125 if (!rsurface.passcolor4f)
12127 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12134 rsurface.passcolor4f = rsurface.array_passcolor4f;
12135 rsurface.passcolor4f_vertexbuffer = 0;
12136 rsurface.passcolor4f_bufferoffset = 0;
12139 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12144 if (!rsurface.passcolor4f)
12146 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12148 c2[0] = c[0] + r_refdef.scene.ambient;
12149 c2[1] = c[1] + r_refdef.scene.ambient;
12150 c2[2] = c[2] + r_refdef.scene.ambient;
12153 rsurface.passcolor4f = rsurface.array_passcolor4f;
12154 rsurface.passcolor4f_vertexbuffer = 0;
12155 rsurface.passcolor4f_bufferoffset = 0;
12158 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12161 rsurface.passcolor4f = NULL;
12162 rsurface.passcolor4f_vertexbuffer = 0;
12163 rsurface.passcolor4f_bufferoffset = 0;
12164 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12165 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12166 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12167 GL_Color(r, g, b, a);
12168 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12172 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12174 // TODO: optimize applyfog && applycolor case
12175 // just apply fog if necessary, and tint the fog color array if necessary
12176 rsurface.passcolor4f = NULL;
12177 rsurface.passcolor4f_vertexbuffer = 0;
12178 rsurface.passcolor4f_bufferoffset = 0;
12179 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12180 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12181 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12182 GL_Color(r, g, b, a);
12186 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12189 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12190 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12191 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12192 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12193 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12194 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12195 GL_Color(r, g, b, a);
12199 static void RSurf_DrawBatch_GL11_ClampColor(void)
12204 if (!rsurface.passcolor4f)
12206 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12208 c2[0] = bound(0.0f, c1[0], 1.0f);
12209 c2[1] = bound(0.0f, c1[1], 1.0f);
12210 c2[2] = bound(0.0f, c1[2], 1.0f);
12211 c2[3] = bound(0.0f, c1[3], 1.0f);
12215 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12223 vec3_t ambientcolor;
12224 vec3_t diffusecolor;
12228 VectorCopy(rsurface.modellight_lightdir, lightdir);
12229 f = 0.5f * r_refdef.lightmapintensity;
12230 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12231 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12232 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12233 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12234 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12235 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12237 if (VectorLength2(diffusecolor) > 0)
12239 // q3-style directional shading
12240 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)
12242 if ((f = DotProduct(n, lightdir)) > 0)
12243 VectorMA(ambientcolor, f, diffusecolor, c);
12245 VectorCopy(ambientcolor, c);
12252 rsurface.passcolor4f = rsurface.array_passcolor4f;
12253 rsurface.passcolor4f_vertexbuffer = 0;
12254 rsurface.passcolor4f_bufferoffset = 0;
12255 *applycolor = false;
12259 *r = ambientcolor[0];
12260 *g = ambientcolor[1];
12261 *b = ambientcolor[2];
12262 rsurface.passcolor4f = NULL;
12263 rsurface.passcolor4f_vertexbuffer = 0;
12264 rsurface.passcolor4f_bufferoffset = 0;
12268 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12270 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12271 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12272 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12273 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12274 GL_Color(r, g, b, a);
12278 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12284 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12286 f = 1 - RSurf_FogVertex(v);
12294 void RSurf_SetupDepthAndCulling(void)
12296 // submodels are biased to avoid z-fighting with world surfaces that they
12297 // may be exactly overlapping (avoids z-fighting artifacts on certain
12298 // doors and things in Quake maps)
12299 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12300 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12301 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12302 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12305 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12307 // transparent sky would be ridiculous
12308 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12310 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12311 skyrenderlater = true;
12312 RSurf_SetupDepthAndCulling();
12313 GL_DepthMask(true);
12314 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12315 // skymasking on them, and Quake3 never did sky masking (unlike
12316 // software Quake and software Quake2), so disable the sky masking
12317 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12318 // and skymasking also looks very bad when noclipping outside the
12319 // level, so don't use it then either.
12320 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12322 R_Mesh_ResetTextureState();
12323 if (skyrendermasked)
12325 R_SetupShader_DepthOrShadow();
12326 // depth-only (masking)
12327 GL_ColorMask(0,0,0,0);
12328 // just to make sure that braindead drivers don't draw
12329 // anything despite that colormask...
12330 GL_BlendFunc(GL_ZERO, GL_ONE);
12331 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12332 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12336 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12338 GL_BlendFunc(GL_ONE, GL_ZERO);
12339 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12340 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12341 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12344 if (skyrendermasked)
12345 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12347 R_Mesh_ResetTextureState();
12348 GL_Color(1, 1, 1, 1);
12351 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12352 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12353 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12355 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12359 // render screenspace normalmap to texture
12360 GL_DepthMask(true);
12361 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12366 // bind lightmap texture
12368 // water/refraction/reflection/camera surfaces have to be handled specially
12369 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12371 int start, end, startplaneindex;
12372 for (start = 0;start < texturenumsurfaces;start = end)
12374 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12375 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12377 // now that we have a batch using the same planeindex, render it
12378 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12380 // render water or distortion background
12381 GL_DepthMask(true);
12382 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));
12384 // blend surface on top
12385 GL_DepthMask(false);
12386 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12389 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12391 // render surface with reflection texture as input
12392 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12393 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));
12400 // render surface batch normally
12401 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12402 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12406 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12408 // OpenGL 1.3 path - anything not completely ancient
12409 qboolean applycolor;
12412 const texturelayer_t *layer;
12413 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);
12414 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12416 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12419 int layertexrgbscale;
12420 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12422 if (layerindex == 0)
12423 GL_AlphaTest(true);
12426 GL_AlphaTest(false);
12427 GL_DepthFunc(GL_EQUAL);
12430 GL_DepthMask(layer->depthmask && writedepth);
12431 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12432 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12434 layertexrgbscale = 4;
12435 VectorScale(layer->color, 0.25f, layercolor);
12437 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12439 layertexrgbscale = 2;
12440 VectorScale(layer->color, 0.5f, layercolor);
12444 layertexrgbscale = 1;
12445 VectorScale(layer->color, 1.0f, layercolor);
12447 layercolor[3] = layer->color[3];
12448 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12449 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12450 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12451 switch (layer->type)
12453 case TEXTURELAYERTYPE_LITTEXTURE:
12454 // single-pass lightmapped texture with 2x rgbscale
12455 R_Mesh_TexBind(0, r_texture_white);
12456 R_Mesh_TexMatrix(0, NULL);
12457 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12458 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12459 R_Mesh_TexBind(1, layer->texture);
12460 R_Mesh_TexMatrix(1, &layer->texmatrix);
12461 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12462 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12463 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12464 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12465 else if (rsurface.uselightmaptexture)
12466 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12468 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12470 case TEXTURELAYERTYPE_TEXTURE:
12471 // singletexture unlit texture with transparency support
12472 R_Mesh_TexBind(0, layer->texture);
12473 R_Mesh_TexMatrix(0, &layer->texmatrix);
12474 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12475 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12476 R_Mesh_TexBind(1, 0);
12477 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12478 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12480 case TEXTURELAYERTYPE_FOG:
12481 // singletexture fogging
12482 if (layer->texture)
12484 R_Mesh_TexBind(0, layer->texture);
12485 R_Mesh_TexMatrix(0, &layer->texmatrix);
12486 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12487 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12491 R_Mesh_TexBind(0, 0);
12492 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12494 R_Mesh_TexBind(1, 0);
12495 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12496 // generate a color array for the fog pass
12497 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12498 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12502 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12505 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12507 GL_DepthFunc(GL_LEQUAL);
12508 GL_AlphaTest(false);
12512 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12514 // OpenGL 1.1 - crusty old voodoo path
12517 const texturelayer_t *layer;
12518 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);
12519 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12521 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12523 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12525 if (layerindex == 0)
12526 GL_AlphaTest(true);
12529 GL_AlphaTest(false);
12530 GL_DepthFunc(GL_EQUAL);
12533 GL_DepthMask(layer->depthmask && writedepth);
12534 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12535 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12536 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12537 switch (layer->type)
12539 case TEXTURELAYERTYPE_LITTEXTURE:
12540 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12542 // two-pass lit texture with 2x rgbscale
12543 // first the lightmap pass
12544 R_Mesh_TexBind(0, r_texture_white);
12545 R_Mesh_TexMatrix(0, NULL);
12546 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12547 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12548 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12549 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12550 else if (rsurface.uselightmaptexture)
12551 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12553 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12554 // then apply the texture to it
12555 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12556 R_Mesh_TexBind(0, layer->texture);
12557 R_Mesh_TexMatrix(0, &layer->texmatrix);
12558 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12559 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12560 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);
12564 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12565 R_Mesh_TexBind(0, layer->texture);
12566 R_Mesh_TexMatrix(0, &layer->texmatrix);
12567 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12568 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12569 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12570 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);
12572 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);
12575 case TEXTURELAYERTYPE_TEXTURE:
12576 // singletexture unlit texture with transparency support
12577 R_Mesh_TexBind(0, layer->texture);
12578 R_Mesh_TexMatrix(0, &layer->texmatrix);
12579 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12580 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12581 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);
12583 case TEXTURELAYERTYPE_FOG:
12584 // singletexture fogging
12585 if (layer->texture)
12587 R_Mesh_TexBind(0, layer->texture);
12588 R_Mesh_TexMatrix(0, &layer->texmatrix);
12589 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12590 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12594 R_Mesh_TexBind(0, 0);
12595 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12597 // generate a color array for the fog pass
12598 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12599 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12603 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12608 GL_DepthFunc(GL_LEQUAL);
12609 GL_AlphaTest(false);
12613 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12617 r_vertexgeneric_t *batchvertex;
12620 GL_AlphaTest(false);
12621 R_Mesh_ResetTextureState();
12622 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12624 if(rsurface.texture && rsurface.texture->currentskinframe)
12626 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12627 c[3] *= rsurface.texture->currentalpha;
12637 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12639 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12640 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12641 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12644 // brighten it up (as texture value 127 means "unlit")
12645 c[0] *= 2 * r_refdef.view.colorscale;
12646 c[1] *= 2 * r_refdef.view.colorscale;
12647 c[2] *= 2 * r_refdef.view.colorscale;
12649 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12650 c[3] *= r_wateralpha.value;
12652 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12654 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12655 GL_DepthMask(false);
12657 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12659 GL_BlendFunc(GL_ONE, GL_ONE);
12660 GL_DepthMask(false);
12662 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12664 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12665 GL_DepthMask(false);
12667 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12669 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12670 GL_DepthMask(false);
12674 GL_BlendFunc(GL_ONE, GL_ZERO);
12675 GL_DepthMask(writedepth);
12678 if (r_showsurfaces.integer == 3)
12680 rsurface.passcolor4f = NULL;
12682 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12684 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12686 rsurface.passcolor4f = NULL;
12687 rsurface.passcolor4f_vertexbuffer = 0;
12688 rsurface.passcolor4f_bufferoffset = 0;
12690 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12692 qboolean applycolor = true;
12695 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12697 r_refdef.lightmapintensity = 1;
12698 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12699 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12703 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12705 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12706 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12707 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12710 if(!rsurface.passcolor4f)
12711 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12713 RSurf_DrawBatch_GL11_ApplyAmbient();
12714 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12715 if(r_refdef.fogenabled)
12716 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12717 RSurf_DrawBatch_GL11_ClampColor();
12719 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12720 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12723 else if (!r_refdef.view.showdebug)
12725 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12726 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12727 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12729 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12730 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12732 R_Mesh_PrepareVertices_Generic_Unlock();
12735 else if (r_showsurfaces.integer == 4)
12737 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12738 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12739 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12741 unsigned char c = vi << 3;
12742 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12743 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12745 R_Mesh_PrepareVertices_Generic_Unlock();
12748 else if (r_showsurfaces.integer == 2)
12751 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12752 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12753 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12755 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12756 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12757 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12758 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12759 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12760 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12761 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12763 R_Mesh_PrepareVertices_Generic_Unlock();
12764 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12768 int texturesurfaceindex;
12770 const msurface_t *surface;
12771 unsigned char surfacecolor4ub[4];
12772 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12773 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12777 surface = texturesurfacelist[texturesurfaceindex];
12778 k = (int)(((size_t)surface) / sizeof(msurface_t));
12779 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12780 for (j = 0;j < surface->num_vertices;j++)
12782 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12783 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12787 R_Mesh_PrepareVertices_Generic_Unlock();
12792 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12795 RSurf_SetupDepthAndCulling();
12796 if (r_showsurfaces.integer)
12798 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12801 switch (vid.renderpath)
12803 case RENDERPATH_GL20:
12804 case RENDERPATH_CGGL:
12805 case RENDERPATH_D3D9:
12806 case RENDERPATH_D3D10:
12807 case RENDERPATH_D3D11:
12808 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12810 case RENDERPATH_GL13:
12811 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12813 case RENDERPATH_GL11:
12814 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12820 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12823 RSurf_SetupDepthAndCulling();
12824 if (r_showsurfaces.integer)
12826 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12829 switch (vid.renderpath)
12831 case RENDERPATH_GL20:
12832 case RENDERPATH_CGGL:
12833 case RENDERPATH_D3D9:
12834 case RENDERPATH_D3D10:
12835 case RENDERPATH_D3D11:
12836 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12838 case RENDERPATH_GL13:
12839 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12841 case RENDERPATH_GL11:
12842 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12848 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12851 int texturenumsurfaces, endsurface;
12852 texture_t *texture;
12853 const msurface_t *surface;
12854 #define MAXBATCH_TRANSPARENTSURFACES 256
12855 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12857 // if the model is static it doesn't matter what value we give for
12858 // wantnormals and wanttangents, so this logic uses only rules applicable
12859 // to a model, knowing that they are meaningless otherwise
12860 if (ent == r_refdef.scene.worldentity)
12861 RSurf_ActiveWorldEntity();
12862 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12863 RSurf_ActiveModelEntity(ent, false, false, false);
12866 switch (vid.renderpath)
12868 case RENDERPATH_GL20:
12869 case RENDERPATH_CGGL:
12870 case RENDERPATH_D3D9:
12871 case RENDERPATH_D3D10:
12872 case RENDERPATH_D3D11:
12873 RSurf_ActiveModelEntity(ent, true, true, false);
12875 case RENDERPATH_GL13:
12876 case RENDERPATH_GL11:
12877 RSurf_ActiveModelEntity(ent, true, false, false);
12882 if (r_transparentdepthmasking.integer)
12884 qboolean setup = false;
12885 for (i = 0;i < numsurfaces;i = j)
12888 surface = rsurface.modelsurfaces + surfacelist[i];
12889 texture = surface->texture;
12890 rsurface.texture = R_GetCurrentTexture(texture);
12891 rsurface.lightmaptexture = NULL;
12892 rsurface.deluxemaptexture = NULL;
12893 rsurface.uselightmaptexture = false;
12894 // scan ahead until we find a different texture
12895 endsurface = min(i + 1024, numsurfaces);
12896 texturenumsurfaces = 0;
12897 texturesurfacelist[texturenumsurfaces++] = surface;
12898 for (;j < endsurface;j++)
12900 surface = rsurface.modelsurfaces + surfacelist[j];
12901 if (texture != surface->texture)
12903 texturesurfacelist[texturenumsurfaces++] = surface;
12905 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12907 // render the range of surfaces as depth
12911 GL_ColorMask(0,0,0,0);
12913 GL_DepthTest(true);
12914 GL_BlendFunc(GL_ONE, GL_ZERO);
12915 GL_DepthMask(true);
12916 GL_AlphaTest(false);
12917 R_Mesh_ResetTextureState();
12918 R_SetupShader_DepthOrShadow();
12920 RSurf_SetupDepthAndCulling();
12921 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12922 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12926 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12929 for (i = 0;i < numsurfaces;i = j)
12932 surface = rsurface.modelsurfaces + surfacelist[i];
12933 texture = surface->texture;
12934 rsurface.texture = R_GetCurrentTexture(texture);
12935 rsurface.lightmaptexture = surface->lightmaptexture;
12936 rsurface.deluxemaptexture = surface->deluxemaptexture;
12937 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12938 // scan ahead until we find a different texture
12939 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12940 texturenumsurfaces = 0;
12941 texturesurfacelist[texturenumsurfaces++] = surface;
12942 for (;j < endsurface;j++)
12944 surface = rsurface.modelsurfaces + surfacelist[j];
12945 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12947 texturesurfacelist[texturenumsurfaces++] = surface;
12949 // render the range of surfaces
12950 if (ent == r_refdef.scene.worldentity)
12951 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12953 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12955 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12956 GL_AlphaTest(false);
12959 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12961 // transparent surfaces get pushed off into the transparent queue
12962 int surfacelistindex;
12963 const msurface_t *surface;
12964 vec3_t tempcenter, center;
12965 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12967 surface = texturesurfacelist[surfacelistindex];
12968 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12969 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12970 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12971 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12972 if (queueentity->transparent_offset) // transparent offset
12974 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12975 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12976 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12978 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12982 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12984 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12986 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12988 RSurf_SetupDepthAndCulling();
12989 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12990 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12994 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12996 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12999 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13002 if (!rsurface.texture->currentnumlayers)
13004 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13005 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13007 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13009 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13010 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13011 else if (!rsurface.texture->currentnumlayers)
13013 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13015 // in the deferred case, transparent surfaces were queued during prepass
13016 if (!r_shadow_usingdeferredprepass)
13017 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13021 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13022 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13027 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13030 texture_t *texture;
13031 // break the surface list down into batches by texture and use of lightmapping
13032 for (i = 0;i < numsurfaces;i = j)
13035 // texture is the base texture pointer, rsurface.texture is the
13036 // current frame/skin the texture is directing us to use (for example
13037 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13038 // use skin 1 instead)
13039 texture = surfacelist[i]->texture;
13040 rsurface.texture = R_GetCurrentTexture(texture);
13041 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13042 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13043 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13044 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13046 // if this texture is not the kind we want, skip ahead to the next one
13047 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13051 // simply scan ahead until we find a different texture or lightmap state
13052 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13054 // render the range of surfaces
13055 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13059 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13063 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13066 if (!rsurface.texture->currentnumlayers)
13068 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13069 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13071 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13073 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13074 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13075 else if (!rsurface.texture->currentnumlayers)
13077 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13079 // in the deferred case, transparent surfaces were queued during prepass
13080 if (!r_shadow_usingdeferredprepass)
13081 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13085 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13086 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13091 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13094 texture_t *texture;
13095 // break the surface list down into batches by texture and use of lightmapping
13096 for (i = 0;i < numsurfaces;i = j)
13099 // texture is the base texture pointer, rsurface.texture is the
13100 // current frame/skin the texture is directing us to use (for example
13101 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13102 // use skin 1 instead)
13103 texture = surfacelist[i]->texture;
13104 rsurface.texture = R_GetCurrentTexture(texture);
13105 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13106 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13107 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13108 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13110 // if this texture is not the kind we want, skip ahead to the next one
13111 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13115 // simply scan ahead until we find a different texture or lightmap state
13116 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13118 // render the range of surfaces
13119 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13123 float locboxvertex3f[6*4*3] =
13125 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13126 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13127 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13128 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13129 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13130 1,0,0, 0,0,0, 0,1,0, 1,1,0
13133 unsigned short locboxelements[6*2*3] =
13138 12,13,14, 12,14,15,
13139 16,17,18, 16,18,19,
13143 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13146 cl_locnode_t *loc = (cl_locnode_t *)ent;
13148 float vertex3f[6*4*3];
13150 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13151 GL_DepthMask(false);
13152 GL_DepthRange(0, 1);
13153 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13154 GL_DepthTest(true);
13155 GL_CullFace(GL_NONE);
13156 R_EntityMatrix(&identitymatrix);
13158 R_Mesh_ResetTextureState();
13160 i = surfacelist[0];
13161 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13162 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13163 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13164 surfacelist[0] < 0 ? 0.5f : 0.125f);
13166 if (VectorCompare(loc->mins, loc->maxs))
13168 VectorSet(size, 2, 2, 2);
13169 VectorMA(loc->mins, -0.5f, size, mins);
13173 VectorCopy(loc->mins, mins);
13174 VectorSubtract(loc->maxs, loc->mins, size);
13177 for (i = 0;i < 6*4*3;)
13178 for (j = 0;j < 3;j++, i++)
13179 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13181 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13182 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13183 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13186 void R_DrawLocs(void)
13189 cl_locnode_t *loc, *nearestloc;
13191 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13192 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13194 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13195 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13199 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13201 if (decalsystem->decals)
13202 Mem_Free(decalsystem->decals);
13203 memset(decalsystem, 0, sizeof(*decalsystem));
13206 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)
13209 tridecal_t *decals;
13212 // expand or initialize the system
13213 if (decalsystem->maxdecals <= decalsystem->numdecals)
13215 decalsystem_t old = *decalsystem;
13216 qboolean useshortelements;
13217 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13218 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13219 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)));
13220 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13221 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13222 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13223 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13224 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13225 if (decalsystem->numdecals)
13226 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13228 Mem_Free(old.decals);
13229 for (i = 0;i < decalsystem->maxdecals*3;i++)
13230 decalsystem->element3i[i] = i;
13231 if (useshortelements)
13232 for (i = 0;i < decalsystem->maxdecals*3;i++)
13233 decalsystem->element3s[i] = i;
13236 // grab a decal and search for another free slot for the next one
13237 decals = decalsystem->decals;
13238 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13239 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13241 decalsystem->freedecal = i;
13242 if (decalsystem->numdecals <= i)
13243 decalsystem->numdecals = i + 1;
13245 // initialize the decal
13247 decal->triangleindex = triangleindex;
13248 decal->surfaceindex = surfaceindex;
13249 decal->decalsequence = decalsequence;
13250 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13251 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13252 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13253 decal->color4ub[0][3] = 255;
13254 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13255 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13256 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13257 decal->color4ub[1][3] = 255;
13258 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13259 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13260 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13261 decal->color4ub[2][3] = 255;
13262 decal->vertex3f[0][0] = v0[0];
13263 decal->vertex3f[0][1] = v0[1];
13264 decal->vertex3f[0][2] = v0[2];
13265 decal->vertex3f[1][0] = v1[0];
13266 decal->vertex3f[1][1] = v1[1];
13267 decal->vertex3f[1][2] = v1[2];
13268 decal->vertex3f[2][0] = v2[0];
13269 decal->vertex3f[2][1] = v2[1];
13270 decal->vertex3f[2][2] = v2[2];
13271 decal->texcoord2f[0][0] = t0[0];
13272 decal->texcoord2f[0][1] = t0[1];
13273 decal->texcoord2f[1][0] = t1[0];
13274 decal->texcoord2f[1][1] = t1[1];
13275 decal->texcoord2f[2][0] = t2[0];
13276 decal->texcoord2f[2][1] = t2[1];
13279 extern cvar_t cl_decals_bias;
13280 extern cvar_t cl_decals_models;
13281 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13282 // baseparms, parms, temps
13283 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)
13288 const float *vertex3f;
13290 float points[2][9][3];
13297 e = rsurface.modelelement3i + 3*triangleindex;
13299 vertex3f = rsurface.modelvertex3f;
13301 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13303 index = 3*e[cornerindex];
13304 VectorCopy(vertex3f + index, v[cornerindex]);
13307 //TriangleNormal(v[0], v[1], v[2], normal);
13308 //if (DotProduct(normal, localnormal) < 0.0f)
13310 // clip by each of the box planes formed from the projection matrix
13311 // if anything survives, we emit the decal
13312 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]);
13315 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]);
13318 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]);
13321 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]);
13324 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]);
13327 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]);
13330 // some part of the triangle survived, so we have to accept it...
13333 // dynamic always uses the original triangle
13335 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13337 index = 3*e[cornerindex];
13338 VectorCopy(vertex3f + index, v[cornerindex]);
13341 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13343 // convert vertex positions to texcoords
13344 Matrix4x4_Transform(projection, v[cornerindex], temp);
13345 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13346 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13347 // calculate distance fade from the projection origin
13348 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13349 f = bound(0.0f, f, 1.0f);
13350 c[cornerindex][0] = r * f;
13351 c[cornerindex][1] = g * f;
13352 c[cornerindex][2] = b * f;
13353 c[cornerindex][3] = 1.0f;
13354 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13357 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);
13359 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13360 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);
13362 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)
13364 matrix4x4_t projection;
13365 decalsystem_t *decalsystem;
13368 const msurface_t *surface;
13369 const msurface_t *surfaces;
13370 const int *surfacelist;
13371 const texture_t *texture;
13373 int numsurfacelist;
13374 int surfacelistindex;
13377 float localorigin[3];
13378 float localnormal[3];
13379 float localmins[3];
13380 float localmaxs[3];
13383 float planes[6][4];
13386 int bih_triangles_count;
13387 int bih_triangles[256];
13388 int bih_surfaces[256];
13390 decalsystem = &ent->decalsystem;
13391 model = ent->model;
13392 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13394 R_DecalSystem_Reset(&ent->decalsystem);
13398 if (!model->brush.data_leafs && !cl_decals_models.integer)
13400 if (decalsystem->model)
13401 R_DecalSystem_Reset(decalsystem);
13405 if (decalsystem->model != model)
13406 R_DecalSystem_Reset(decalsystem);
13407 decalsystem->model = model;
13409 RSurf_ActiveModelEntity(ent, false, false, false);
13411 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13412 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13413 VectorNormalize(localnormal);
13414 localsize = worldsize*rsurface.inversematrixscale;
13415 localmins[0] = localorigin[0] - localsize;
13416 localmins[1] = localorigin[1] - localsize;
13417 localmins[2] = localorigin[2] - localsize;
13418 localmaxs[0] = localorigin[0] + localsize;
13419 localmaxs[1] = localorigin[1] + localsize;
13420 localmaxs[2] = localorigin[2] + localsize;
13422 //VectorCopy(localnormal, planes[4]);
13423 //VectorVectors(planes[4], planes[2], planes[0]);
13424 AnglesFromVectors(angles, localnormal, NULL, false);
13425 AngleVectors(angles, planes[0], planes[2], planes[4]);
13426 VectorNegate(planes[0], planes[1]);
13427 VectorNegate(planes[2], planes[3]);
13428 VectorNegate(planes[4], planes[5]);
13429 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13430 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13431 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13432 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13433 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13434 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13439 matrix4x4_t forwardprojection;
13440 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13441 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13446 float projectionvector[4][3];
13447 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13448 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13449 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13450 projectionvector[0][0] = planes[0][0] * ilocalsize;
13451 projectionvector[0][1] = planes[1][0] * ilocalsize;
13452 projectionvector[0][2] = planes[2][0] * ilocalsize;
13453 projectionvector[1][0] = planes[0][1] * ilocalsize;
13454 projectionvector[1][1] = planes[1][1] * ilocalsize;
13455 projectionvector[1][2] = planes[2][1] * ilocalsize;
13456 projectionvector[2][0] = planes[0][2] * ilocalsize;
13457 projectionvector[2][1] = planes[1][2] * ilocalsize;
13458 projectionvector[2][2] = planes[2][2] * ilocalsize;
13459 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13460 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13461 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13462 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13466 dynamic = model->surfmesh.isanimated;
13467 numsurfacelist = model->nummodelsurfaces;
13468 surfacelist = model->sortedmodelsurfaces;
13469 surfaces = model->data_surfaces;
13472 bih_triangles_count = -1;
13475 if(model->render_bih.numleafs)
13476 bih = &model->render_bih;
13477 else if(model->collision_bih.numleafs)
13478 bih = &model->collision_bih;
13481 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13482 if(bih_triangles_count == 0)
13484 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13486 if(bih_triangles_count > 0)
13488 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13490 surfaceindex = bih_surfaces[triangleindex];
13491 surface = surfaces + surfaceindex;
13492 texture = surface->texture;
13493 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13495 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13497 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13502 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13504 surfaceindex = surfacelist[surfacelistindex];
13505 surface = surfaces + surfaceindex;
13506 // check cull box first because it rejects more than any other check
13507 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13509 // skip transparent surfaces
13510 texture = surface->texture;
13511 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13513 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13515 numtriangles = surface->num_triangles;
13516 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13517 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13522 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13523 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)
13525 int renderentityindex;
13526 float worldmins[3];
13527 float worldmaxs[3];
13528 entity_render_t *ent;
13530 if (!cl_decals_newsystem.integer)
13533 worldmins[0] = worldorigin[0] - worldsize;
13534 worldmins[1] = worldorigin[1] - worldsize;
13535 worldmins[2] = worldorigin[2] - worldsize;
13536 worldmaxs[0] = worldorigin[0] + worldsize;
13537 worldmaxs[1] = worldorigin[1] + worldsize;
13538 worldmaxs[2] = worldorigin[2] + worldsize;
13540 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13542 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13544 ent = r_refdef.scene.entities[renderentityindex];
13545 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13548 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13552 typedef struct r_decalsystem_splatqueue_s
13554 vec3_t worldorigin;
13555 vec3_t worldnormal;
13561 r_decalsystem_splatqueue_t;
13563 int r_decalsystem_numqueued = 0;
13564 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13566 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)
13568 r_decalsystem_splatqueue_t *queue;
13570 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13573 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13574 VectorCopy(worldorigin, queue->worldorigin);
13575 VectorCopy(worldnormal, queue->worldnormal);
13576 Vector4Set(queue->color, r, g, b, a);
13577 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13578 queue->worldsize = worldsize;
13579 queue->decalsequence = cl.decalsequence++;
13582 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13585 r_decalsystem_splatqueue_t *queue;
13587 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13588 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);
13589 r_decalsystem_numqueued = 0;
13592 extern cvar_t cl_decals_max;
13593 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13596 decalsystem_t *decalsystem = &ent->decalsystem;
13603 if (!decalsystem->numdecals)
13606 if (r_showsurfaces.integer)
13609 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13611 R_DecalSystem_Reset(decalsystem);
13615 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13616 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13618 if (decalsystem->lastupdatetime)
13619 frametime = (cl.time - decalsystem->lastupdatetime);
13622 decalsystem->lastupdatetime = cl.time;
13623 decal = decalsystem->decals;
13624 numdecals = decalsystem->numdecals;
13626 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13628 if (decal->color4ub[0][3])
13630 decal->lived += frametime;
13631 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13633 memset(decal, 0, sizeof(*decal));
13634 if (decalsystem->freedecal > i)
13635 decalsystem->freedecal = i;
13639 decal = decalsystem->decals;
13640 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13643 // collapse the array by shuffling the tail decals into the gaps
13646 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13647 decalsystem->freedecal++;
13648 if (decalsystem->freedecal == numdecals)
13650 decal[decalsystem->freedecal] = decal[--numdecals];
13653 decalsystem->numdecals = numdecals;
13655 if (numdecals <= 0)
13657 // if there are no decals left, reset decalsystem
13658 R_DecalSystem_Reset(decalsystem);
13662 extern skinframe_t *decalskinframe;
13663 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13666 decalsystem_t *decalsystem = &ent->decalsystem;
13675 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13678 numdecals = decalsystem->numdecals;
13682 if (r_showsurfaces.integer)
13685 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13687 R_DecalSystem_Reset(decalsystem);
13691 // if the model is static it doesn't matter what value we give for
13692 // wantnormals and wanttangents, so this logic uses only rules applicable
13693 // to a model, knowing that they are meaningless otherwise
13694 if (ent == r_refdef.scene.worldentity)
13695 RSurf_ActiveWorldEntity();
13697 RSurf_ActiveModelEntity(ent, false, false, false);
13699 decalsystem->lastupdatetime = cl.time;
13700 decal = decalsystem->decals;
13702 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13704 // update vertex positions for animated models
13705 v3f = decalsystem->vertex3f;
13706 c4f = decalsystem->color4f;
13707 t2f = decalsystem->texcoord2f;
13708 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13710 if (!decal->color4ub[0][3])
13713 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13716 // update color values for fading decals
13717 if (decal->lived >= cl_decals_time.value)
13719 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13720 alpha *= (1.0f/255.0f);
13723 alpha = 1.0f/255.0f;
13725 c4f[ 0] = decal->color4ub[0][0] * alpha;
13726 c4f[ 1] = decal->color4ub[0][1] * alpha;
13727 c4f[ 2] = decal->color4ub[0][2] * alpha;
13729 c4f[ 4] = decal->color4ub[1][0] * alpha;
13730 c4f[ 5] = decal->color4ub[1][1] * alpha;
13731 c4f[ 6] = decal->color4ub[1][2] * alpha;
13733 c4f[ 8] = decal->color4ub[2][0] * alpha;
13734 c4f[ 9] = decal->color4ub[2][1] * alpha;
13735 c4f[10] = decal->color4ub[2][2] * alpha;
13738 t2f[0] = decal->texcoord2f[0][0];
13739 t2f[1] = decal->texcoord2f[0][1];
13740 t2f[2] = decal->texcoord2f[1][0];
13741 t2f[3] = decal->texcoord2f[1][1];
13742 t2f[4] = decal->texcoord2f[2][0];
13743 t2f[5] = decal->texcoord2f[2][1];
13745 // update vertex positions for animated models
13746 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13748 e = rsurface.modelelement3i + 3*decal->triangleindex;
13749 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13750 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13751 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13755 VectorCopy(decal->vertex3f[0], v3f);
13756 VectorCopy(decal->vertex3f[1], v3f + 3);
13757 VectorCopy(decal->vertex3f[2], v3f + 6);
13760 if (r_refdef.fogenabled)
13762 alpha = RSurf_FogVertex(v3f);
13763 VectorScale(c4f, alpha, c4f);
13764 alpha = RSurf_FogVertex(v3f + 3);
13765 VectorScale(c4f + 4, alpha, c4f + 4);
13766 alpha = RSurf_FogVertex(v3f + 6);
13767 VectorScale(c4f + 8, alpha, c4f + 8);
13778 r_refdef.stats.drawndecals += numtris;
13780 // now render the decals all at once
13781 // (this assumes they all use one particle font texture!)
13782 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);
13783 R_Mesh_ResetTextureState();
13784 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13785 GL_DepthMask(false);
13786 GL_DepthRange(0, 1);
13787 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13788 GL_DepthTest(true);
13789 GL_CullFace(GL_NONE);
13790 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13791 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13792 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13796 static void R_DrawModelDecals(void)
13800 // fade faster when there are too many decals
13801 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13802 for (i = 0;i < r_refdef.scene.numentities;i++)
13803 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13805 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13806 for (i = 0;i < r_refdef.scene.numentities;i++)
13807 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13808 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13810 R_DecalSystem_ApplySplatEntitiesQueue();
13812 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13813 for (i = 0;i < r_refdef.scene.numentities;i++)
13814 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13816 r_refdef.stats.totaldecals += numdecals;
13818 if (r_showsurfaces.integer)
13821 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13823 for (i = 0;i < r_refdef.scene.numentities;i++)
13825 if (!r_refdef.viewcache.entityvisible[i])
13827 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13828 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13832 extern cvar_t mod_collision_bih;
13833 void R_DrawDebugModel(void)
13835 entity_render_t *ent = rsurface.entity;
13836 int i, j, k, l, flagsmask;
13837 const msurface_t *surface;
13838 dp_model_t *model = ent->model;
13841 switch(vid.renderpath)
13843 case RENDERPATH_GL11:
13844 case RENDERPATH_GL13:
13845 case RENDERPATH_GL20:
13846 case RENDERPATH_CGGL:
13848 case RENDERPATH_D3D9:
13849 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13851 case RENDERPATH_D3D10:
13852 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13854 case RENDERPATH_D3D11:
13855 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13859 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13861 R_Mesh_ResetTextureState();
13862 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13863 GL_DepthRange(0, 1);
13864 GL_DepthTest(!r_showdisabledepthtest.integer);
13865 GL_DepthMask(false);
13866 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13868 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13872 qboolean cullbox = ent == r_refdef.scene.worldentity;
13873 const q3mbrush_t *brush;
13874 const bih_t *bih = &model->collision_bih;
13875 const bih_leaf_t *bihleaf;
13876 float vertex3f[3][3];
13877 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13879 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13881 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13883 switch (bihleaf->type)
13886 brush = model->brush.data_brushes + bihleaf->itemindex;
13887 if (brush->colbrushf && brush->colbrushf->numtriangles)
13889 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);
13890 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13891 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13894 case BIH_COLLISIONTRIANGLE:
13895 triangleindex = bihleaf->itemindex;
13896 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13897 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13898 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13899 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);
13900 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13901 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13903 case BIH_RENDERTRIANGLE:
13904 triangleindex = bihleaf->itemindex;
13905 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13906 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13907 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13908 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);
13909 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13910 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13916 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13918 if (r_showtris.integer || r_shownormals.integer)
13920 if (r_showdisabledepthtest.integer)
13922 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13923 GL_DepthMask(false);
13927 GL_BlendFunc(GL_ONE, GL_ZERO);
13928 GL_DepthMask(true);
13930 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13932 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13934 rsurface.texture = R_GetCurrentTexture(surface->texture);
13935 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13937 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13938 if (r_showtris.value > 0)
13940 if (!rsurface.texture->currentlayers->depthmask)
13941 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13942 else if (ent == r_refdef.scene.worldentity)
13943 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13945 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13946 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13947 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13949 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13952 if (r_shownormals.value < 0)
13954 qglBegin(GL_LINES);
13955 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13957 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13958 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13959 qglVertex3f(v[0], v[1], v[2]);
13960 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13961 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13962 qglVertex3f(v[0], v[1], v[2]);
13967 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13969 qglBegin(GL_LINES);
13970 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13972 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13973 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13974 qglVertex3f(v[0], v[1], v[2]);
13975 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13976 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13977 qglVertex3f(v[0], v[1], v[2]);
13981 qglBegin(GL_LINES);
13982 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13984 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13985 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13986 qglVertex3f(v[0], v[1], v[2]);
13987 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13988 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13989 qglVertex3f(v[0], v[1], v[2]);
13993 qglBegin(GL_LINES);
13994 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13996 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13997 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13998 qglVertex3f(v[0], v[1], v[2]);
13999 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14000 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14001 qglVertex3f(v[0], v[1], v[2]);
14008 rsurface.texture = NULL;
14012 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14013 int r_maxsurfacelist = 0;
14014 const msurface_t **r_surfacelist = NULL;
14015 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14017 int i, j, endj, flagsmask;
14018 dp_model_t *model = r_refdef.scene.worldmodel;
14019 msurface_t *surfaces;
14020 unsigned char *update;
14021 int numsurfacelist = 0;
14025 if (r_maxsurfacelist < model->num_surfaces)
14027 r_maxsurfacelist = model->num_surfaces;
14029 Mem_Free((msurface_t**)r_surfacelist);
14030 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14033 RSurf_ActiveWorldEntity();
14035 surfaces = model->data_surfaces;
14036 update = model->brushq1.lightmapupdateflags;
14038 // update light styles on this submodel
14039 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14041 model_brush_lightstyleinfo_t *style;
14042 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14044 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14046 int *list = style->surfacelist;
14047 style->value = r_refdef.scene.lightstylevalue[style->style];
14048 for (j = 0;j < style->numsurfaces;j++)
14049 update[list[j]] = true;
14054 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14058 R_DrawDebugModel();
14059 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14063 rsurface.lightmaptexture = NULL;
14064 rsurface.deluxemaptexture = NULL;
14065 rsurface.uselightmaptexture = false;
14066 rsurface.texture = NULL;
14067 rsurface.rtlight = NULL;
14068 numsurfacelist = 0;
14069 // add visible surfaces to draw list
14070 for (i = 0;i < model->nummodelsurfaces;i++)
14072 j = model->sortedmodelsurfaces[i];
14073 if (r_refdef.viewcache.world_surfacevisible[j])
14074 r_surfacelist[numsurfacelist++] = surfaces + j;
14076 // update lightmaps if needed
14077 if (model->brushq1.firstrender)
14079 model->brushq1.firstrender = false;
14080 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14082 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14086 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14087 if (r_refdef.viewcache.world_surfacevisible[j])
14089 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14091 // don't do anything if there were no surfaces
14092 if (!numsurfacelist)
14094 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14097 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14098 GL_AlphaTest(false);
14100 // add to stats if desired
14101 if (r_speeds.integer && !skysurfaces && !depthonly)
14103 r_refdef.stats.world_surfaces += numsurfacelist;
14104 for (j = 0;j < numsurfacelist;j++)
14105 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14108 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14111 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14113 int i, j, endj, flagsmask;
14114 dp_model_t *model = ent->model;
14115 msurface_t *surfaces;
14116 unsigned char *update;
14117 int numsurfacelist = 0;
14121 if (r_maxsurfacelist < model->num_surfaces)
14123 r_maxsurfacelist = model->num_surfaces;
14125 Mem_Free((msurface_t **)r_surfacelist);
14126 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14129 // if the model is static it doesn't matter what value we give for
14130 // wantnormals and wanttangents, so this logic uses only rules applicable
14131 // to a model, knowing that they are meaningless otherwise
14132 if (ent == r_refdef.scene.worldentity)
14133 RSurf_ActiveWorldEntity();
14134 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14135 RSurf_ActiveModelEntity(ent, false, false, false);
14137 RSurf_ActiveModelEntity(ent, true, true, true);
14138 else if (depthonly)
14140 switch (vid.renderpath)
14142 case RENDERPATH_GL20:
14143 case RENDERPATH_CGGL:
14144 case RENDERPATH_D3D9:
14145 case RENDERPATH_D3D10:
14146 case RENDERPATH_D3D11:
14147 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14149 case RENDERPATH_GL13:
14150 case RENDERPATH_GL11:
14151 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14157 switch (vid.renderpath)
14159 case RENDERPATH_GL20:
14160 case RENDERPATH_CGGL:
14161 case RENDERPATH_D3D9:
14162 case RENDERPATH_D3D10:
14163 case RENDERPATH_D3D11:
14164 RSurf_ActiveModelEntity(ent, true, true, false);
14166 case RENDERPATH_GL13:
14167 case RENDERPATH_GL11:
14168 RSurf_ActiveModelEntity(ent, true, false, false);
14173 surfaces = model->data_surfaces;
14174 update = model->brushq1.lightmapupdateflags;
14176 // update light styles
14177 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14179 model_brush_lightstyleinfo_t *style;
14180 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14182 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14184 int *list = style->surfacelist;
14185 style->value = r_refdef.scene.lightstylevalue[style->style];
14186 for (j = 0;j < style->numsurfaces;j++)
14187 update[list[j]] = true;
14192 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14196 R_DrawDebugModel();
14197 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14201 rsurface.lightmaptexture = NULL;
14202 rsurface.deluxemaptexture = NULL;
14203 rsurface.uselightmaptexture = false;
14204 rsurface.texture = NULL;
14205 rsurface.rtlight = NULL;
14206 numsurfacelist = 0;
14207 // add visible surfaces to draw list
14208 for (i = 0;i < model->nummodelsurfaces;i++)
14209 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14210 // don't do anything if there were no surfaces
14211 if (!numsurfacelist)
14213 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14216 // update lightmaps if needed
14220 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14225 R_BuildLightMap(ent, surfaces + j);
14230 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14232 R_BuildLightMap(ent, surfaces + j);
14233 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14234 GL_AlphaTest(false);
14236 // add to stats if desired
14237 if (r_speeds.integer && !skysurfaces && !depthonly)
14239 r_refdef.stats.entities_surfaces += numsurfacelist;
14240 for (j = 0;j < numsurfacelist;j++)
14241 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14244 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14247 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14249 static texture_t texture;
14250 static msurface_t surface;
14251 const msurface_t *surfacelist = &surface;
14253 // fake enough texture and surface state to render this geometry
14255 texture.update_lastrenderframe = -1; // regenerate this texture
14256 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14257 texture.currentskinframe = skinframe;
14258 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14259 texture.offsetmapping = OFFSETMAPPING_OFF;
14260 texture.offsetscale = 1;
14261 texture.specularscalemod = 1;
14262 texture.specularpowermod = 1;
14264 surface.texture = &texture;
14265 surface.num_triangles = numtriangles;
14266 surface.num_firsttriangle = firsttriangle;
14267 surface.num_vertices = numvertices;
14268 surface.num_firstvertex = firstvertex;
14271 rsurface.texture = R_GetCurrentTexture(surface.texture);
14272 rsurface.lightmaptexture = NULL;
14273 rsurface.deluxemaptexture = NULL;
14274 rsurface.uselightmaptexture = false;
14275 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14278 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)
14280 static msurface_t surface;
14281 const msurface_t *surfacelist = &surface;
14283 // fake enough texture and surface state to render this geometry
14285 surface.texture = texture;
14286 surface.num_triangles = numtriangles;
14287 surface.num_firsttriangle = firsttriangle;
14288 surface.num_vertices = numvertices;
14289 surface.num_firstvertex = firstvertex;
14292 rsurface.texture = R_GetCurrentTexture(surface.texture);
14293 rsurface.lightmaptexture = NULL;
14294 rsurface.deluxemaptexture = NULL;
14295 rsurface.uselightmaptexture = false;
14296 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);