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"
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 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)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 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"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 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)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
62 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"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
68 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)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 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"};
72 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"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 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"};
75 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"};
76 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"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 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"};
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117 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)"};
118 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"};
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
140 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)"};
141 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
142 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"};
143 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
144 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
147 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
148 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
149 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
152 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
153 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
154 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
155 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
156 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
157 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
160 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
161 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
162 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)"};
164 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"};
166 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"};
168 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
171 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"};
172 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
173 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
174 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
175 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
176 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)"};
178 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180 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)"};
182 extern cvar_t v_glslgamma;
184 extern qboolean v_flipped_state;
186 static struct r_bloomstate_s
191 int bloomwidth, bloomheight;
193 int screentexturewidth, screentextureheight;
194 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196 int bloomtexturewidth, bloomtextureheight;
197 rtexture_t *texture_bloom;
199 // arrays for rendering the screen passes
200 float screentexcoord2f[8];
201 float bloomtexcoord2f[8];
202 float offsettexcoord2f[8];
204 r_viewport_t viewport;
208 r_waterstate_t r_waterstate;
210 /// shadow volume bsp struct with automatically growing nodes buffer
213 rtexture_t *r_texture_blanknormalmap;
214 rtexture_t *r_texture_white;
215 rtexture_t *r_texture_grey128;
216 rtexture_t *r_texture_black;
217 rtexture_t *r_texture_notexture;
218 rtexture_t *r_texture_whitecube;
219 rtexture_t *r_texture_normalizationcube;
220 rtexture_t *r_texture_fogattenuation;
221 rtexture_t *r_texture_fogheighttexture;
222 rtexture_t *r_texture_gammaramps;
223 unsigned int r_texture_gammaramps_serial;
224 //rtexture_t *r_texture_fogintensity;
225 rtexture_t *r_texture_reflectcube;
227 // TODO: hash lookups?
228 typedef struct cubemapinfo_s
235 int r_texture_numcubemaps;
236 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
239 unsigned int r_numqueries;
240 unsigned int r_maxqueries;
242 typedef struct r_qwskincache_s
244 char name[MAX_QPATH];
245 skinframe_t *skinframe;
249 static r_qwskincache_t *r_qwskincache;
250 static int r_qwskincache_size;
252 /// vertex coordinates for a quad that covers the screen exactly
253 const float r_screenvertex3f[12] =
261 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
264 for (i = 0;i < verts;i++)
275 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
278 for (i = 0;i < verts;i++)
288 // FIXME: move this to client?
291 if (gamemode == GAME_NEHAHRA)
293 Cvar_Set("gl_fogenable", "0");
294 Cvar_Set("gl_fogdensity", "0.2");
295 Cvar_Set("gl_fogred", "0.3");
296 Cvar_Set("gl_foggreen", "0.3");
297 Cvar_Set("gl_fogblue", "0.3");
299 r_refdef.fog_density = 0;
300 r_refdef.fog_red = 0;
301 r_refdef.fog_green = 0;
302 r_refdef.fog_blue = 0;
303 r_refdef.fog_alpha = 1;
304 r_refdef.fog_start = 0;
305 r_refdef.fog_end = 16384;
306 r_refdef.fog_height = 1<<30;
307 r_refdef.fog_fadedepth = 128;
308 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
311 static void R_BuildBlankTextures(void)
313 unsigned char data[4];
314 data[2] = 128; // normal X
315 data[1] = 128; // normal Y
316 data[0] = 255; // normal Z
317 data[3] = 128; // height
318 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
328 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
333 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
336 static void R_BuildNoTexture(void)
339 unsigned char pix[16][16][4];
340 // this makes a light grey/dark grey checkerboard texture
341 for (y = 0;y < 16;y++)
343 for (x = 0;x < 16;x++)
345 if ((y < 8) ^ (x < 8))
361 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
364 static void R_BuildWhiteCube(void)
366 unsigned char data[6*1*1*4];
367 memset(data, 255, sizeof(data));
368 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
371 static void R_BuildNormalizationCube(void)
375 vec_t s, t, intensity;
378 data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
379 for (side = 0;side < 6;side++)
381 for (y = 0;y < NORMSIZE;y++)
383 for (x = 0;x < NORMSIZE;x++)
385 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
386 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 intensity = 127.0f / sqrt(DotProduct(v, v));
422 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
423 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
424 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
425 data[((side*64+y)*64+x)*4+3] = 255;
429 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
433 static void R_BuildFogTexture(void)
437 unsigned char data1[FOGWIDTH][4];
438 //unsigned char data2[FOGWIDTH][4];
441 r_refdef.fogmasktable_start = r_refdef.fog_start;
442 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
443 r_refdef.fogmasktable_range = r_refdef.fogrange;
444 r_refdef.fogmasktable_density = r_refdef.fog_density;
446 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
447 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449 d = (x * r - r_refdef.fogmasktable_start);
450 if(developer_extra.integer)
451 Con_DPrintf("%f ", d);
453 if (r_fog_exp2.integer)
454 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
457 if(developer_extra.integer)
458 Con_DPrintf(" : %f ", alpha);
459 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
460 if(developer_extra.integer)
461 Con_DPrintf(" = %f\n", alpha);
462 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
465 for (x = 0;x < FOGWIDTH;x++)
467 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
472 //data2[x][0] = 255 - b;
473 //data2[x][1] = 255 - b;
474 //data2[x][2] = 255 - b;
477 if (r_texture_fogattenuation)
479 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
480 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
484 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
485 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
489 static void R_BuildFogHeightTexture(void)
491 unsigned char *inpixels;
499 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
500 if (r_refdef.fogheighttexturename[0])
501 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
504 r_refdef.fog_height_tablesize = 0;
505 if (r_texture_fogheighttexture)
506 R_FreeTexture(r_texture_fogheighttexture);
507 r_texture_fogheighttexture = NULL;
508 if (r_refdef.fog_height_table2d)
509 Mem_Free(r_refdef.fog_height_table2d);
510 r_refdef.fog_height_table2d = NULL;
511 if (r_refdef.fog_height_table1d)
512 Mem_Free(r_refdef.fog_height_table1d);
513 r_refdef.fog_height_table1d = NULL;
517 r_refdef.fog_height_tablesize = size;
518 r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
519 r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
520 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522 // LordHavoc: now the magic - what is that table2d for? it is a cooked
523 // average fog color table accounting for every fog layer between a point
524 // and the camera. (Note: attenuation is handled separately!)
525 for (y = 0;y < size;y++)
527 for (x = 0;x < size;x++)
533 for (j = x;j <= y;j++)
535 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
541 for (j = x;j >= y;j--)
543 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
548 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
549 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
550 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
551 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
554 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
557 //=======================================================================================================================================================
559 static const char *builtinshaderstring =
560 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
561 "// written by Forest 'LordHavoc' Hale\n"
562 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
567 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
568 "#define USELIGHTMAP\n"
570 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
571 "#define USEEYEVECTOR\n"
574 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
575 "# extension GL_ARB_texture_rectangle : enable\n"
578 "#ifdef USESHADOWMAP2D\n"
579 "# ifdef GL_EXT_gpu_shader4\n"
580 "# extension GL_EXT_gpu_shader4 : enable\n"
582 "# ifdef GL_ARB_texture_gather\n"
583 "# extension GL_ARB_texture_gather : enable\n"
585 "# ifdef GL_AMD_texture_texture4\n"
586 "# extension GL_AMD_texture_texture4 : enable\n"
591 "#ifdef USESHADOWMAPCUBE\n"
592 "# extension GL_EXT_gpu_shader4 : enable\n"
595 "//#ifdef USESHADOWSAMPLER\n"
596 "//# extension GL_ARB_shadow : enable\n"
599 "//#ifdef __GLSL_CG_DATA_TYPES\n"
600 "//# define myhalf half\n"
601 "//# define myhalf2 half2\n"
602 "//# define myhalf3 half3\n"
603 "//# define myhalf4 half4\n"
605 "# define myhalf float\n"
606 "# define myhalf2 vec2\n"
607 "# define myhalf3 vec3\n"
608 "# define myhalf4 vec4\n"
611 "#ifdef VERTEX_SHADER\n"
612 "uniform mat4 ModelViewProjectionMatrix;\n"
615 "#ifdef MODE_DEPTH_OR_SHADOW\n"
616 "#ifdef VERTEX_SHADER\n"
619 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
622 "#else // !MODE_DEPTH_ORSHADOW\n"
627 "#ifdef MODE_SHOWDEPTH\n"
628 "#ifdef VERTEX_SHADER\n"
631 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
632 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
636 "#ifdef FRAGMENT_SHADER\n"
639 " gl_FragColor = gl_Color;\n"
642 "#else // !MODE_SHOWDEPTH\n"
647 "#ifdef MODE_POSTPROCESS\n"
648 "varying vec2 TexCoord1;\n"
649 "varying vec2 TexCoord2;\n"
651 "#ifdef VERTEX_SHADER\n"
654 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
655 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
662 "#ifdef FRAGMENT_SHADER\n"
663 "uniform sampler2D Texture_First;\n"
665 "uniform sampler2D Texture_Second;\n"
667 "#ifdef USEGAMMARAMPS\n"
668 "uniform sampler2D Texture_GammaRamps;\n"
670 "#ifdef USESATURATION\n"
671 "uniform float Saturation;\n"
673 "#ifdef USEVIEWTINT\n"
674 "uniform vec4 ViewTintColor;\n"
676 "//uncomment these if you want to use them:\n"
677 "uniform vec4 UserVec1;\n"
678 "uniform vec4 UserVec2;\n"
679 "// uniform vec4 UserVec3;\n"
680 "// uniform vec4 UserVec4;\n"
681 "// uniform float ClientTime;\n"
682 "uniform vec2 PixelSize;\n"
685 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 " gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#ifdef USEVIEWTINT\n"
690 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
693 "#ifdef USEPOSTPROCESSING\n"
694 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
695 "// 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"
696 " float sobel = 1.0;\n"
697 " // vec2 ts = textureSize(Texture_First, 0);\n"
698 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
699 " vec2 px = PixelSize;\n"
700 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
701 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
702 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
703 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
704 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
705 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
706 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
708 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
709 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
710 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
711 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
712 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
713 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
714 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
715 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
716 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
717 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
718 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
719 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
720 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
721 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
722 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
723 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
724 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
725 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
726 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
727 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
728 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
729 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
730 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
731 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
734 "#ifdef USESATURATION\n"
735 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
736 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
737 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
738 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
741 "#ifdef USEGAMMARAMPS\n"
742 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
743 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
744 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
748 "#else // !MODE_POSTPROCESS\n"
753 "#ifdef MODE_GENERIC\n"
754 "#ifdef USEDIFFUSE\n"
755 "varying vec2 TexCoord1;\n"
757 "#ifdef USESPECULAR\n"
758 "varying vec2 TexCoord2;\n"
760 "#ifdef VERTEX_SHADER\n"
763 " gl_FrontColor = gl_Color;\n"
764 "#ifdef USEDIFFUSE\n"
765 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
767 "#ifdef USESPECULAR\n"
768 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
770 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
774 "#ifdef FRAGMENT_SHADER\n"
775 "#ifdef USEDIFFUSE\n"
776 "uniform sampler2D Texture_First;\n"
778 "#ifdef USESPECULAR\n"
779 "uniform sampler2D Texture_Second;\n"
784 " gl_FragColor = gl_Color;\n"
785 "#ifdef USEDIFFUSE\n"
786 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
789 "#ifdef USESPECULAR\n"
790 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
791 "# ifdef USECOLORMAPPING\n"
792 " gl_FragColor *= tex2;\n"
795 " gl_FragColor += tex2;\n"
797 "# ifdef USEVERTEXTEXTUREBLEND\n"
798 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
803 "#else // !MODE_GENERIC\n"
808 "#ifdef MODE_BLOOMBLUR\n"
809 "varying TexCoord;\n"
810 "#ifdef VERTEX_SHADER\n"
813 " gl_FrontColor = gl_Color;\n"
814 " TexCoord = gl_MultiTexCoord0.xy;\n"
815 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
819 "#ifdef FRAGMENT_SHADER\n"
820 "uniform sampler2D Texture_First;\n"
821 "uniform vec4 BloomBlur_Parameters;\n"
826 " vec2 tc = TexCoord;\n"
827 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
828 " tc += BloomBlur_Parameters.xy;\n"
829 " for (i = 1;i < SAMPLES;i++)\n"
831 " color += texture2D(Texture_First, tc).rgb;\n"
832 " tc += BloomBlur_Parameters.xy;\n"
834 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
837 "#else // !MODE_BLOOMBLUR\n"
838 "#ifdef MODE_REFRACTION\n"
839 "varying vec2 TexCoord;\n"
840 "varying vec4 ModelViewProjectionPosition;\n"
841 "uniform mat4 TexMatrix;\n"
842 "#ifdef VERTEX_SHADER\n"
846 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
847 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
848 " ModelViewProjectionPosition = gl_Position;\n"
852 "#ifdef FRAGMENT_SHADER\n"
853 "uniform sampler2D Texture_Normal;\n"
854 "uniform sampler2D Texture_Refraction;\n"
855 "uniform sampler2D Texture_Reflection;\n"
857 "uniform vec4 DistortScaleRefractReflect;\n"
858 "uniform vec4 ScreenScaleRefractReflect;\n"
859 "uniform vec4 ScreenCenterRefractReflect;\n"
860 "uniform vec4 RefractColor;\n"
861 "uniform vec4 ReflectColor;\n"
862 "uniform float ReflectFactor;\n"
863 "uniform float ReflectOffset;\n"
867 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
868 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
869 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
871 " // FIXME temporary hack to detect the case that the reflection\n"
872 " // gets blackened at edges due to leaving the area that contains actual\n"
874 " // Remove this 'ack once we have a better way to stop this thing from\n"
876 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
877 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
878 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
879 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
880 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
881 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
884 "#else // !MODE_REFRACTION\n"
889 "#ifdef MODE_WATER\n"
890 "varying vec2 TexCoord;\n"
891 "varying vec3 EyeVector;\n"
892 "varying vec4 ModelViewProjectionPosition;\n"
893 "#ifdef VERTEX_SHADER\n"
894 "uniform vec3 EyePosition;\n"
895 "uniform mat4 TexMatrix;\n"
899 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
900 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
901 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
902 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
903 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
904 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
905 " ModelViewProjectionPosition = gl_Position;\n"
909 "#ifdef FRAGMENT_SHADER\n"
910 "uniform sampler2D Texture_Normal;\n"
911 "uniform sampler2D Texture_Refraction;\n"
912 "uniform sampler2D Texture_Reflection;\n"
914 "uniform vec4 DistortScaleRefractReflect;\n"
915 "uniform vec4 ScreenScaleRefractReflect;\n"
916 "uniform vec4 ScreenCenterRefractReflect;\n"
917 "uniform vec4 RefractColor;\n"
918 "uniform vec4 ReflectColor;\n"
919 "uniform float ReflectFactor;\n"
920 "uniform float ReflectOffset;\n"
924 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
925 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
926 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
928 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
929 " // FIXME temporary hack to detect the case that the reflection\n"
930 " // gets blackened at edges due to leaving the area that contains actual\n"
932 " // Remove this 'ack once we have a better way to stop this thing from\n"
934 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
935 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
936 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
937 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
938 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
939 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
940 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
941 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
942 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
943 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
944 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
945 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
948 "#else // !MODE_WATER\n"
953 "// common definitions between vertex shader and fragment shader:\n"
955 "varying vec2 TexCoord;\n"
956 "#ifdef USEVERTEXTEXTUREBLEND\n"
957 "varying vec2 TexCoord2;\n"
959 "#ifdef USELIGHTMAP\n"
960 "varying vec2 TexCoordLightmap;\n"
963 "#ifdef MODE_LIGHTSOURCE\n"
964 "varying vec3 CubeVector;\n"
967 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
968 "varying vec3 LightVector;\n"
971 "#ifdef USEEYEVECTOR\n"
972 "varying vec3 EyeVector;\n"
975 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
978 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
979 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
980 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
981 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
984 "#ifdef USEREFLECTION\n"
985 "varying vec4 ModelViewProjectionPosition;\n"
987 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
988 "uniform vec3 LightPosition;\n"
989 "varying vec4 ModelViewPosition;\n"
992 "#ifdef MODE_LIGHTSOURCE\n"
993 "uniform vec3 LightPosition;\n"
995 "uniform vec3 EyePosition;\n"
996 "#ifdef MODE_LIGHTDIRECTION\n"
997 "uniform vec3 LightDir;\n"
999 "uniform vec4 FogPlane;\n"
1001 "#ifdef USESHADOWMAPORTHO\n"
1002 "varying vec3 ShadowMapTC;\n"
1009 "// 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"
1011 "// fragment shader specific:\n"
1012 "#ifdef FRAGMENT_SHADER\n"
1014 "uniform sampler2D Texture_Normal;\n"
1015 "uniform sampler2D Texture_Color;\n"
1016 "uniform sampler2D Texture_Gloss;\n"
1018 "uniform sampler2D Texture_Glow;\n"
1020 "#ifdef USEVERTEXTEXTUREBLEND\n"
1021 "uniform sampler2D Texture_SecondaryNormal;\n"
1022 "uniform sampler2D Texture_SecondaryColor;\n"
1023 "uniform sampler2D Texture_SecondaryGloss;\n"
1025 "uniform sampler2D Texture_SecondaryGlow;\n"
1028 "#ifdef USECOLORMAPPING\n"
1029 "uniform sampler2D Texture_Pants;\n"
1030 "uniform sampler2D Texture_Shirt;\n"
1033 "#ifdef USEFOGHEIGHTTEXTURE\n"
1034 "uniform sampler2D Texture_FogHeightTexture;\n"
1036 "uniform sampler2D Texture_FogMask;\n"
1038 "#ifdef USELIGHTMAP\n"
1039 "uniform sampler2D Texture_Lightmap;\n"
1041 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1042 "uniform sampler2D Texture_Deluxemap;\n"
1044 "#ifdef USEREFLECTION\n"
1045 "uniform sampler2D Texture_Reflection;\n"
1048 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1049 "uniform sampler2D Texture_ScreenDepth;\n"
1050 "uniform sampler2D Texture_ScreenNormalMap;\n"
1052 "#ifdef USEDEFERREDLIGHTMAP\n"
1053 "uniform sampler2D Texture_ScreenDiffuse;\n"
1054 "uniform sampler2D Texture_ScreenSpecular;\n"
1057 "uniform myhalf3 Color_Pants;\n"
1058 "uniform myhalf3 Color_Shirt;\n"
1059 "uniform myhalf3 FogColor;\n"
1062 "uniform float FogRangeRecip;\n"
1063 "uniform float FogPlaneViewDist;\n"
1064 "uniform float FogHeightFade;\n"
1065 "vec3 FogVertex(vec3 surfacecolor)\n"
1067 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1068 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1070 "#ifdef USEFOGHEIGHTTEXTURE\n"
1071 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1072 " fogfrac = fogheightpixel.a;\n"
1073 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1075 "# ifdef USEFOGOUTSIDE\n"
1076 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1078 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1080 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1085 "#ifdef USEOFFSETMAPPING\n"
1086 "uniform float OffsetMapping_Scale;\n"
1087 "vec2 OffsetMapping(vec2 TexCoord)\n"
1089 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1090 " // 14 sample relief mapping: linear search and then binary search\n"
1091 " // this basically steps forward a small amount repeatedly until it finds\n"
1092 " // itself inside solid, then jitters forward and back using decreasing\n"
1093 " // amounts to find the impact\n"
1094 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1095 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1096 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 " vec3 RT = vec3(TexCoord, 1);\n"
1098 " OffsetVector *= 0.1;\n"
1099 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1100 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1109 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1110 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1111 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1112 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1115 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1116 " // this basically moves forward the full distance, and then backs up based\n"
1117 " // on height of samples\n"
1118 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1119 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1120 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 " TexCoord += OffsetVector;\n"
1122 " OffsetVector *= 0.333;\n"
1123 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1124 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 " return TexCoord;\n"
1129 "#endif // USEOFFSETMAPPING\n"
1131 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1132 "uniform sampler2D Texture_Attenuation;\n"
1133 "uniform samplerCube Texture_Cube;\n"
1136 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1138 "#ifdef USESHADOWMAPRECT\n"
1139 "# ifdef USESHADOWSAMPLER\n"
1140 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1142 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1146 "#ifdef USESHADOWMAP2D\n"
1147 "# ifdef USESHADOWSAMPLER\n"
1148 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1150 "uniform sampler2D Texture_ShadowMap2D;\n"
1154 "#ifdef USESHADOWMAPVSDCT\n"
1155 "uniform samplerCube Texture_CubeProjection;\n"
1158 "#ifdef USESHADOWMAPCUBE\n"
1159 "# ifdef USESHADOWSAMPLER\n"
1160 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1162 "uniform samplerCube Texture_ShadowMapCube;\n"
1166 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1167 "uniform vec2 ShadowMap_TextureScale;\n"
1168 "uniform vec4 ShadowMap_Parameters;\n"
1171 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1172 "# ifdef USESHADOWMAPORTHO\n"
1173 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1175 "# ifdef USESHADOWMAPVSDCT\n"
1176 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1178 " vec3 adir = abs(dir);\n"
1179 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1180 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1181 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1184 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1186 " vec3 adir = abs(dir);\n"
1187 " float ma = adir.z;\n"
1188 " vec4 proj = vec4(dir, 2.5);\n"
1189 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1190 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1191 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1192 " 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"
1196 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1198 "#ifdef USESHADOWMAPCUBE\n"
1199 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1201 " vec3 adir = abs(dir);\n"
1202 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1206 "# ifdef USESHADOWMAPRECT\n"
1207 "float ShadowMapCompare(vec3 dir)\n"
1209 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1211 "# ifdef USESHADOWSAMPLER\n"
1213 "# ifdef USESHADOWMAPPCF\n"
1214 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1215 " 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"
1217 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1222 "# ifdef USESHADOWMAPPCF\n"
1223 "# if USESHADOWMAPPCF > 1\n"
1224 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1225 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1226 " 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"
1227 " 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"
1228 " 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"
1229 " 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"
1230 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1231 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1233 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1234 " vec2 offset = fract(shadowmaptc.xy);\n"
1235 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1236 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1237 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1238 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1239 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1242 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1246 "# ifdef USESHADOWMAPORTHO\n"
1247 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1254 "# ifdef USESHADOWMAP2D\n"
1255 "float ShadowMapCompare(vec3 dir)\n"
1257 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1260 "# ifdef USESHADOWSAMPLER\n"
1261 "# ifdef USESHADOWMAPPCF\n"
1262 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1263 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1264 " 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"
1266 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1269 "# ifdef USESHADOWMAPPCF\n"
1270 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1271 "# ifdef GL_ARB_texture_gather\n"
1272 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1274 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1276 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1277 "# if USESHADOWMAPPCF > 1\n"
1278 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1279 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1280 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1281 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1282 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1283 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1284 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1285 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1286 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1287 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1288 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1289 " locols.yz += group2.ab;\n"
1290 " hicols.yz += group8.rg;\n"
1291 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1292 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1293 " mix(locols, hicols, offset.y);\n"
1294 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1295 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1296 " f = dot(cols, vec4(1.0/25.0));\n"
1298 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1299 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1300 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1301 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1302 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1303 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1304 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1307 "# ifdef GL_EXT_gpu_shader4\n"
1308 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1310 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1312 "# if USESHADOWMAPPCF > 1\n"
1313 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1314 " center *= ShadowMap_TextureScale;\n"
1315 " 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"
1316 " 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"
1317 " 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"
1318 " 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"
1319 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1320 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1323 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1324 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1325 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1326 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1327 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1331 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1334 "# ifdef USESHADOWMAPORTHO\n"
1335 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1342 "# ifdef USESHADOWMAPCUBE\n"
1343 "float ShadowMapCompare(vec3 dir)\n"
1345 " // apply depth texture cubemap as light filter\n"
1346 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1348 "# ifdef USESHADOWSAMPLER\n"
1349 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1351 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1356 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1357 "#endif // FRAGMENT_SHADER\n"
1362 "#ifdef MODE_DEFERREDGEOMETRY\n"
1363 "#ifdef VERTEX_SHADER\n"
1364 "uniform mat4 TexMatrix;\n"
1365 "#ifdef USEVERTEXTEXTUREBLEND\n"
1366 "uniform mat4 BackgroundTexMatrix;\n"
1368 "uniform mat4 ModelViewMatrix;\n"
1371 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1372 "#ifdef USEVERTEXTEXTUREBLEND\n"
1373 " gl_FrontColor = gl_Color;\n"
1374 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1377 " // transform unnormalized eye direction into tangent space\n"
1378 "#ifdef USEOFFSETMAPPING\n"
1379 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1380 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1381 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1382 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1385 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1386 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1387 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1388 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1390 "#endif // VERTEX_SHADER\n"
1392 "#ifdef FRAGMENT_SHADER\n"
1395 "#ifdef USEOFFSETMAPPING\n"
1396 " // apply offsetmapping\n"
1397 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1398 "#define TexCoord TexCoordOffset\n"
1401 "#ifdef USEALPHAKILL\n"
1402 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1406 "#ifdef USEVERTEXTEXTUREBLEND\n"
1407 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1408 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1409 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1410 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1413 "#ifdef USEVERTEXTEXTUREBLEND\n"
1414 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1415 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1417 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1418 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1421 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1423 "#endif // FRAGMENT_SHADER\n"
1424 "#else // !MODE_DEFERREDGEOMETRY\n"
1429 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1430 "#ifdef VERTEX_SHADER\n"
1431 "uniform mat4 ModelViewMatrix;\n"
1434 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1435 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1437 "#endif // VERTEX_SHADER\n"
1439 "#ifdef FRAGMENT_SHADER\n"
1440 "uniform mat4 ViewToLight;\n"
1441 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1442 "uniform vec2 ScreenToDepth;\n"
1443 "uniform myhalf3 DeferredColor_Ambient;\n"
1444 "uniform myhalf3 DeferredColor_Diffuse;\n"
1445 "#ifdef USESPECULAR\n"
1446 "uniform myhalf3 DeferredColor_Specular;\n"
1447 "uniform myhalf SpecularPower;\n"
1449 "uniform myhalf2 PixelToScreenTexCoord;\n"
1452 " // calculate viewspace pixel position\n"
1453 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1455 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1456 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1457 " // decode viewspace pixel normal\n"
1458 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1459 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1460 " // surfacenormal = pixel normal in viewspace\n"
1461 " // LightVector = pixel to light in viewspace\n"
1462 " // CubeVector = position in lightspace\n"
1463 " // eyevector = pixel to view in viewspace\n"
1464 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1465 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1466 "#ifdef USEDIFFUSE\n"
1467 " // calculate diffuse shading\n"
1468 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1469 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1471 "#ifdef USESPECULAR\n"
1472 " // calculate directional shading\n"
1473 " vec3 eyevector = position * -1.0;\n"
1474 "# ifdef USEEXACTSPECULARMATH\n"
1475 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1477 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1478 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1482 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1483 " fade *= ShadowMapCompare(CubeVector);\n"
1486 "#ifdef USEDIFFUSE\n"
1487 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1489 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1491 "#ifdef USESPECULAR\n"
1492 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1494 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1497 "# ifdef USECUBEFILTER\n"
1498 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1499 " gl_FragData[0].rgb *= cubecolor;\n"
1500 " gl_FragData[1].rgb *= cubecolor;\n"
1503 "#endif // FRAGMENT_SHADER\n"
1504 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1509 "#ifdef VERTEX_SHADER\n"
1510 "uniform mat4 TexMatrix;\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 "uniform mat4 BackgroundTexMatrix;\n"
1514 "#ifdef MODE_LIGHTSOURCE\n"
1515 "uniform mat4 ModelToLight;\n"
1517 "#ifdef USESHADOWMAPORTHO\n"
1518 "uniform mat4 ShadowMapMatrix;\n"
1522 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1523 " gl_FrontColor = gl_Color;\n"
1525 " // copy the surface texcoord\n"
1526 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1527 "#ifdef USEVERTEXTEXTUREBLEND\n"
1528 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USELIGHTMAP\n"
1531 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1534 "#ifdef MODE_LIGHTSOURCE\n"
1535 " // transform vertex position into light attenuation/cubemap space\n"
1536 " // (-1 to +1 across the light box)\n"
1537 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1539 "# ifdef USEDIFFUSE\n"
1540 " // transform unnormalized light direction into tangent space\n"
1541 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1542 " // normalize it per pixel)\n"
1543 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1544 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1545 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1546 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1550 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1551 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1552 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1553 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1556 " // transform unnormalized eye direction into tangent space\n"
1557 "#ifdef USEEYEVECTOR\n"
1558 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1559 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1560 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1561 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1565 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1566 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1569 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1570 " VectorS = gl_MultiTexCoord1.xyz;\n"
1571 " VectorT = gl_MultiTexCoord2.xyz;\n"
1572 " VectorR = gl_MultiTexCoord3.xyz;\n"
1575 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1576 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1578 "#ifdef USESHADOWMAPORTHO\n"
1579 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1582 "#ifdef USEREFLECTION\n"
1583 " ModelViewProjectionPosition = gl_Position;\n"
1586 "#endif // VERTEX_SHADER\n"
1591 "#ifdef FRAGMENT_SHADER\n"
1592 "#ifdef USEDEFERREDLIGHTMAP\n"
1593 "uniform myhalf2 PixelToScreenTexCoord;\n"
1594 "uniform myhalf3 DeferredMod_Diffuse;\n"
1595 "uniform myhalf3 DeferredMod_Specular;\n"
1597 "uniform myhalf3 Color_Ambient;\n"
1598 "uniform myhalf3 Color_Diffuse;\n"
1599 "uniform myhalf3 Color_Specular;\n"
1600 "uniform myhalf SpecularPower;\n"
1602 "uniform myhalf3 Color_Glow;\n"
1604 "uniform myhalf Alpha;\n"
1605 "#ifdef USEREFLECTION\n"
1606 "uniform vec4 DistortScaleRefractReflect;\n"
1607 "uniform vec4 ScreenScaleRefractReflect;\n"
1608 "uniform vec4 ScreenCenterRefractReflect;\n"
1609 "uniform myhalf4 ReflectColor;\n"
1611 "#ifdef USEREFLECTCUBE\n"
1612 "uniform mat4 ModelToReflectCube;\n"
1613 "uniform sampler2D Texture_ReflectMask;\n"
1614 "uniform samplerCube Texture_ReflectCube;\n"
1616 "#ifdef MODE_LIGHTDIRECTION\n"
1617 "uniform myhalf3 LightColor;\n"
1619 "#ifdef MODE_LIGHTSOURCE\n"
1620 "uniform myhalf3 LightColor;\n"
1624 "#ifdef USEOFFSETMAPPING\n"
1625 " // apply offsetmapping\n"
1626 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1627 "#define TexCoord TexCoordOffset\n"
1630 " // combine the diffuse textures (base, pants, shirt)\n"
1631 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1632 "#ifdef USEALPHAKILL\n"
1633 " if (color.a < 0.5)\n"
1636 " color.a *= Alpha;\n"
1637 "#ifdef USECOLORMAPPING\n"
1638 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1640 "#ifdef USEVERTEXTEXTUREBLEND\n"
1641 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1642 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1643 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1644 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1646 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1649 " // get the surface normal\n"
1650 "#ifdef USEVERTEXTEXTUREBLEND\n"
1651 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1653 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1656 " // get the material colors\n"
1657 " myhalf3 diffusetex = color.rgb;\n"
1658 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1659 "# ifdef USEVERTEXTEXTUREBLEND\n"
1660 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1662 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1666 "#ifdef USEREFLECTCUBE\n"
1667 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1668 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1669 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1670 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1676 "#ifdef MODE_LIGHTSOURCE\n"
1677 " // light source\n"
1678 "#ifdef USEDIFFUSE\n"
1679 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1680 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1681 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1682 "#ifdef USESPECULAR\n"
1683 "#ifdef USEEXACTSPECULARMATH\n"
1684 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1686 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1687 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1689 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1692 " color.rgb = diffusetex * Color_Ambient;\n"
1694 " color.rgb *= LightColor;\n"
1695 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1696 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1697 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1699 "# ifdef USECUBEFILTER\n"
1700 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1702 "#endif // MODE_LIGHTSOURCE\n"
1707 "#ifdef MODE_LIGHTDIRECTION\n"
1709 "#ifdef USEDIFFUSE\n"
1710 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1712 "#define lightcolor LightColor\n"
1713 "#endif // MODE_LIGHTDIRECTION\n"
1714 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1716 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1717 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1718 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1719 " // convert modelspace light vector to tangentspace\n"
1720 " myhalf3 lightnormal;\n"
1721 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1722 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1723 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1724 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1725 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1726 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1727 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1728 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1729 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1730 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1731 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1732 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1733 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1734 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1735 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1737 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1738 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1739 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1745 "#ifdef MODE_LIGHTMAP\n"
1746 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1747 "#endif // MODE_LIGHTMAP\n"
1748 "#ifdef MODE_VERTEXCOLOR\n"
1749 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1750 "#endif // MODE_VERTEXCOLOR\n"
1751 "#ifdef MODE_FLATCOLOR\n"
1752 " color.rgb = diffusetex * Color_Ambient;\n"
1753 "#endif // MODE_FLATCOLOR\n"
1759 "# ifdef USEDIFFUSE\n"
1760 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1761 "# ifdef USESPECULAR\n"
1762 "# ifdef USEEXACTSPECULARMATH\n"
1763 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1765 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1766 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1768 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1770 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1773 " color.rgb = diffusetex * Color_Ambient;\n"
1777 "#ifdef USESHADOWMAPORTHO\n"
1778 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1781 "#ifdef USEDEFERREDLIGHTMAP\n"
1782 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1783 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1784 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1788 "#ifdef USEVERTEXTEXTUREBLEND\n"
1789 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1791 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1796 " color.rgb = FogVertex(color.rgb);\n"
1799 " // 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"
1800 "#ifdef USEREFLECTION\n"
1801 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1802 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1803 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1804 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1805 " // FIXME temporary hack to detect the case that the reflection\n"
1806 " // gets blackened at edges due to leaving the area that contains actual\n"
1808 " // Remove this 'ack once we have a better way to stop this thing from\n"
1810 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1811 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1812 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1813 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1814 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1815 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1818 " gl_FragColor = vec4(color);\n"
1820 "#endif // FRAGMENT_SHADER\n"
1822 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1823 "#endif // !MODE_DEFERREDGEOMETRY\n"
1824 "#endif // !MODE_WATER\n"
1825 "#endif // !MODE_REFRACTION\n"
1826 "#endif // !MODE_BLOOMBLUR\n"
1827 "#endif // !MODE_GENERIC\n"
1828 "#endif // !MODE_POSTPROCESS\n"
1829 "#endif // !MODE_SHOWDEPTH\n"
1830 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1834 =========================================================================================================================================================
1838 =========================================================================================================================================================
1842 =========================================================================================================================================================
1846 =========================================================================================================================================================
1850 =========================================================================================================================================================
1854 =========================================================================================================================================================
1858 =========================================================================================================================================================
1861 const char *builtincgshaderstring =
1862 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1863 "// written by Forest 'LordHavoc' Hale\n"
1864 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1866 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1867 "#if defined(USEREFLECTION)\n"
1868 "#undef USESHADOWMAPORTHO\n"
1871 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1874 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1875 "#define USELIGHTMAP\n"
1877 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1878 "#define USEEYEVECTOR\n"
1881 "#ifdef FRAGMENT_SHADER\n"
1882 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1885 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1886 "#ifdef VERTEX_SHADER\n"
1889 "float4 gl_Vertex : POSITION,\n"
1890 "uniform float4x4 ModelViewProjectionMatrix,\n"
1891 "out float4 gl_Position : POSITION\n"
1894 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1897 "#else // !MODE_DEPTH_ORSHADOW\n"
1902 "#ifdef MODE_SHOWDEPTH\n"
1903 "#ifdef VERTEX_SHADER\n"
1906 "float4 gl_Vertex : POSITION,\n"
1907 "uniform float4x4 ModelViewProjectionMatrix,\n"
1908 "out float4 gl_Position : POSITION,\n"
1909 "out float4 gl_FrontColor : COLOR0\n"
1912 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1913 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1917 "#ifdef FRAGMENT_SHADER\n"
1920 "float4 gl_FrontColor : COLOR0,\n"
1921 "out float4 gl_FragColor : COLOR\n"
1924 " gl_FragColor = gl_FrontColor;\n"
1927 "#else // !MODE_SHOWDEPTH\n"
1932 "#ifdef MODE_POSTPROCESS\n"
1934 "#ifdef VERTEX_SHADER\n"
1937 "float4 gl_Vertex : POSITION,\n"
1938 "uniform float4x4 ModelViewProjectionMatrix,\n"
1939 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1940 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1941 "out float4 gl_Position : POSITION,\n"
1942 "out float2 TexCoord1 : TEXCOORD0,\n"
1943 "out float2 TexCoord2 : TEXCOORD1\n"
1946 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1947 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1949 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1954 "#ifdef FRAGMENT_SHADER\n"
1957 "float2 TexCoord1 : TEXCOORD0,\n"
1958 "float2 TexCoord2 : TEXCOORD1,\n"
1959 "uniform sampler2D Texture_First,\n"
1961 "uniform sampler2D Texture_Second,\n"
1963 "#ifdef USEGAMMARAMPS\n"
1964 "uniform sampler2D Texture_GammaRamps,\n"
1966 "#ifdef USESATURATION\n"
1967 "uniform float Saturation,\n"
1969 "#ifdef USEVIEWTINT\n"
1970 "uniform float4 ViewTintColor,\n"
1972 "uniform float4 UserVec1,\n"
1973 "uniform float4 UserVec2,\n"
1974 "uniform float4 UserVec3,\n"
1975 "uniform float4 UserVec4,\n"
1976 "uniform float ClientTime,\n"
1977 "uniform float2 PixelSize,\n"
1978 "out float4 gl_FragColor : COLOR\n"
1981 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1983 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1985 "#ifdef USEVIEWTINT\n"
1986 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1989 "#ifdef USEPOSTPROCESSING\n"
1990 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1991 "// 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"
1992 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1993 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1994 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1995 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1996 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1997 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2000 "#ifdef USESATURATION\n"
2001 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2002 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2003 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2004 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2007 "#ifdef USEGAMMARAMPS\n"
2008 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2009 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2010 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2014 "#else // !MODE_POSTPROCESS\n"
2019 "#ifdef MODE_GENERIC\n"
2020 "#ifdef VERTEX_SHADER\n"
2023 "float4 gl_Vertex : POSITION,\n"
2024 "uniform float4x4 ModelViewProjectionMatrix,\n"
2025 "float4 gl_Color : COLOR0,\n"
2026 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2027 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2028 "out float4 gl_Position : POSITION,\n"
2029 "out float4 gl_FrontColor : COLOR,\n"
2030 "out float2 TexCoord1 : TEXCOORD0,\n"
2031 "out float2 TexCoord2 : TEXCOORD1\n"
2034 " gl_FrontColor = gl_Color;\n"
2035 "#ifdef USEDIFFUSE\n"
2036 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2038 "#ifdef USESPECULAR\n"
2039 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2041 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2045 "#ifdef FRAGMENT_SHADER\n"
2049 "float4 gl_FrontColor : COLOR,\n"
2050 "float2 TexCoord1 : TEXCOORD0,\n"
2051 "float2 TexCoord2 : TEXCOORD1,\n"
2052 "#ifdef USEDIFFUSE\n"
2053 "uniform sampler2D Texture_First,\n"
2055 "#ifdef USESPECULAR\n"
2056 "uniform sampler2D Texture_Second,\n"
2058 "out float4 gl_FragColor : COLOR\n"
2061 " gl_FragColor = gl_FrontColor;\n"
2062 "#ifdef USEDIFFUSE\n"
2063 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2066 "#ifdef USESPECULAR\n"
2067 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2068 "# ifdef USECOLORMAPPING\n"
2069 " gl_FragColor *= tex2;\n"
2072 " gl_FragColor += tex2;\n"
2074 "# ifdef USEVERTEXTEXTUREBLEND\n"
2075 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2080 "#else // !MODE_GENERIC\n"
2085 "#ifdef MODE_BLOOMBLUR\n"
2086 "#ifdef VERTEX_SHADER\n"
2089 "float4 gl_Vertex : POSITION,\n"
2090 "uniform float4x4 ModelViewProjectionMatrix,\n"
2091 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2092 "out float4 gl_Position : POSITION,\n"
2093 "out float2 TexCoord : TEXCOORD0\n"
2096 " TexCoord = gl_MultiTexCoord0.xy;\n"
2097 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 "#ifdef FRAGMENT_SHADER\n"
2105 "float2 TexCoord : TEXCOORD0,\n"
2106 "uniform sampler2D Texture_First,\n"
2107 "uniform float4 BloomBlur_Parameters,\n"
2108 "out float4 gl_FragColor : COLOR\n"
2112 " float2 tc = TexCoord;\n"
2113 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2114 " tc += BloomBlur_Parameters.xy;\n"
2115 " for (i = 1;i < SAMPLES;i++)\n"
2117 " color += tex2D(Texture_First, tc).rgb;\n"
2118 " tc += BloomBlur_Parameters.xy;\n"
2120 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2123 "#else // !MODE_BLOOMBLUR\n"
2124 "#ifdef MODE_REFRACTION\n"
2125 "#ifdef VERTEX_SHADER\n"
2128 "float4 gl_Vertex : POSITION,\n"
2129 "uniform float4x4 ModelViewProjectionMatrix,\n"
2130 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2131 "uniform float4x4 TexMatrix,\n"
2132 "uniform float3 EyePosition,\n"
2133 "out float4 gl_Position : POSITION,\n"
2134 "out float2 TexCoord : TEXCOORD0,\n"
2135 "out float3 EyeVector : TEXCOORD1,\n"
2136 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2139 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2140 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2141 " ModelViewProjectionPosition = gl_Position;\n"
2145 "#ifdef FRAGMENT_SHADER\n"
2148 "float2 TexCoord : TEXCOORD0,\n"
2149 "float3 EyeVector : TEXCOORD1,\n"
2150 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2151 "uniform sampler2D Texture_Normal,\n"
2152 "uniform sampler2D Texture_Refraction,\n"
2153 "uniform sampler2D Texture_Reflection,\n"
2154 "uniform float4 DistortScaleRefractReflect,\n"
2155 "uniform float4 ScreenScaleRefractReflect,\n"
2156 "uniform float4 ScreenCenterRefractReflect,\n"
2157 "uniform float4 RefractColor,\n"
2158 "out float4 gl_FragColor : COLOR\n"
2161 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2162 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2163 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2165 " // FIXME temporary hack to detect the case that the reflection\n"
2166 " // gets blackened at edges due to leaving the area that contains actual\n"
2168 " // Remove this 'ack once we have a better way to stop this thing from\n"
2170 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2171 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2172 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2173 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2174 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2175 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2178 "#else // !MODE_REFRACTION\n"
2183 "#ifdef MODE_WATER\n"
2184 "#ifdef VERTEX_SHADER\n"
2188 "float4 gl_Vertex : POSITION,\n"
2189 "uniform float4x4 ModelViewProjectionMatrix,\n"
2190 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2191 "uniform float4x4 TexMatrix,\n"
2192 "uniform float3 EyePosition,\n"
2193 "out float4 gl_Position : POSITION,\n"
2194 "out float2 TexCoord : TEXCOORD0,\n"
2195 "out float3 EyeVector : TEXCOORD1,\n"
2196 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2199 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2200 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2201 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2202 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2203 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2204 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2205 " ModelViewProjectionPosition = gl_Position;\n"
2209 "#ifdef FRAGMENT_SHADER\n"
2212 "float2 TexCoord : TEXCOORD0,\n"
2213 "float3 EyeVector : TEXCOORD1,\n"
2214 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2215 "uniform sampler2D Texture_Normal,\n"
2216 "uniform sampler2D Texture_Refraction,\n"
2217 "uniform sampler2D Texture_Reflection,\n"
2218 "uniform float4 DistortScaleRefractReflect,\n"
2219 "uniform float4 ScreenScaleRefractReflect,\n"
2220 "uniform float4 ScreenCenterRefractReflect,\n"
2221 "uniform float4 RefractColor,\n"
2222 "uniform float4 ReflectColor,\n"
2223 "uniform float ReflectFactor,\n"
2224 "uniform float ReflectOffset,\n"
2225 "out float4 gl_FragColor : COLOR\n"
2228 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2229 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2230 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2232 " // FIXME temporary hack to detect the case that the reflection\n"
2233 " // gets blackened at edges due to leaving the area that contains actual\n"
2235 " // Remove this 'ack once we have a better way to stop this thing from\n"
2237 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2238 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2239 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2241 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2242 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2243 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2244 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2246 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2247 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2248 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2251 "#else // !MODE_WATER\n"
2256 "// 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"
2258 "// fragment shader specific:\n"
2259 "#ifdef FRAGMENT_SHADER\n"
2262 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2265 "#ifdef USEFOGHEIGHTTEXTURE\n"
2266 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2267 " fogfrac = fogheightpixel.a;\n"
2268 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2270 "# ifdef USEFOGOUTSIDE\n"
2271 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2273 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2275 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2280 "#ifdef USEOFFSETMAPPING\n"
2281 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2283 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2284 " // 14 sample relief mapping: linear search and then binary search\n"
2285 " // this basically steps forward a small amount repeatedly until it finds\n"
2286 " // itself inside solid, then jitters forward and back using decreasing\n"
2287 " // amounts to find the impact\n"
2288 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2289 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2290 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 " float3 RT = float3(TexCoord, 1);\n"
2292 " OffsetVector *= 0.1;\n"
2293 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2294 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2303 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2309 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2310 " // this basically moves forward the full distance, and then backs up based\n"
2311 " // on height of samples\n"
2312 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2313 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2314 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2315 " TexCoord += OffsetVector;\n"
2316 " OffsetVector *= 0.333;\n"
2317 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2318 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " return TexCoord;\n"
2323 "#endif // USEOFFSETMAPPING\n"
2325 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2326 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2327 "# ifdef USESHADOWMAPORTHO\n"
2328 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2330 "# ifdef USESHADOWMAPVSDCT\n"
2331 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2333 " float3 adir = abs(dir);\n"
2334 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2335 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2336 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2339 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2341 " float3 adir = abs(dir);\n"
2342 " float ma = adir.z;\n"
2343 " float4 proj = float4(dir, 2.5);\n"
2344 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2345 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2346 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2347 " 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"
2351 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2353 "#ifdef USESHADOWMAPCUBE\n"
2354 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2356 " float3 adir = abs(dir);\n"
2357 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2361 "# ifdef USESHADOWMAPRECT\n"
2362 "#ifdef USESHADOWMAPVSDCT\n"
2363 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2368 "#ifdef USESHADOWMAPVSDCT\n"
2369 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2371 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2374 "# ifdef USESHADOWSAMPLER\n"
2376 "# ifdef USESHADOWMAPPCF\n"
2377 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2378 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2380 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2385 "# ifdef USESHADOWMAPPCF\n"
2386 "# if USESHADOWMAPPCF > 1\n"
2387 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2388 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2389 " 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"
2390 " 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"
2391 " 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"
2392 " 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"
2393 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2394 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2396 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2397 " float2 offset = frac(shadowmaptc.xy);\n"
2398 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2399 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2400 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2401 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2402 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2405 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2409 "# ifdef USESHADOWMAPORTHO\n"
2410 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2417 "# ifdef USESHADOWMAP2D\n"
2418 "#ifdef USESHADOWMAPVSDCT\n"
2419 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2424 "#ifdef USESHADOWMAPVSDCT\n"
2425 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2427 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2431 "# ifdef USESHADOWSAMPLER\n"
2432 "# ifdef USESHADOWMAPPCF\n"
2433 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2434 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2435 " f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2437 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2440 "# ifdef USESHADOWMAPPCF\n"
2441 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2442 "# ifdef GL_ARB_texture_gather\n"
2443 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2445 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2447 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2448 " center *= ShadowMap_TextureScale;\n"
2449 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2450 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2451 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2452 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2453 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2454 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2455 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2457 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2458 "# if USESHADOWMAPPCF > 1\n"
2459 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2460 " center *= ShadowMap_TextureScale;\n"
2461 " 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"
2462 " 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"
2463 " 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"
2464 " 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"
2465 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2466 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2468 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2469 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2470 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2471 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2472 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2473 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2477 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2480 "# ifdef USESHADOWMAPORTHO\n"
2481 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2488 "# ifdef USESHADOWMAPCUBE\n"
2489 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2491 " // apply depth texture cubemap as light filter\n"
2492 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2494 "# ifdef USESHADOWSAMPLER\n"
2495 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2497 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2502 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2503 "#endif // FRAGMENT_SHADER\n"
2508 "#ifdef MODE_DEFERREDGEOMETRY\n"
2509 "#ifdef VERTEX_SHADER\n"
2512 "float4 gl_Vertex : POSITION,\n"
2513 "uniform float4x4 ModelViewProjectionMatrix,\n"
2514 "#ifdef USEVERTEXTEXTUREBLEND\n"
2515 "float4 gl_Color : COLOR0,\n"
2517 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2518 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2519 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2520 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2521 "uniform float4x4 TexMatrix,\n"
2522 "#ifdef USEVERTEXTEXTUREBLEND\n"
2523 "uniform float4x4 BackgroundTexMatrix,\n"
2525 "uniform float4x4 ModelViewMatrix,\n"
2526 "#ifdef USEOFFSETMAPPING\n"
2527 "uniform float3 EyePosition,\n"
2529 "out float4 gl_Position : POSITION,\n"
2530 "out float4 gl_FrontColor : COLOR,\n"
2531 "out float4 TexCoordBoth : TEXCOORD0,\n"
2532 "#ifdef USEOFFSETMAPPING\n"
2533 "out float3 EyeVector : TEXCOORD2,\n"
2535 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2536 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2537 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2540 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2541 "#ifdef USEVERTEXTEXTUREBLEND\n"
2542 " gl_FrontColor = gl_Color;\n"
2543 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2546 " // transform unnormalized eye direction into tangent space\n"
2547 "#ifdef USEOFFSETMAPPING\n"
2548 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2549 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2550 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2551 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2554 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2555 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2556 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2557 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "#endif // VERTEX_SHADER\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2564 "float4 TexCoordBoth : TEXCOORD0,\n"
2565 "float3 EyeVector : TEXCOORD2,\n"
2566 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2567 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2568 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2569 "uniform sampler2D Texture_Normal,\n"
2570 "#ifdef USEALPHAKILL\n"
2571 "uniform sampler2D Texture_Color,\n"
2573 "uniform sampler2D Texture_Gloss,\n"
2574 "#ifdef USEVERTEXTEXTUREBLEND\n"
2575 "uniform sampler2D Texture_SecondaryNormal,\n"
2576 "uniform sampler2D Texture_SecondaryGloss,\n"
2578 "#ifdef USEOFFSETMAPPING\n"
2579 "uniform float OffsetMapping_Scale,\n"
2581 "uniform half SpecularPower,\n"
2582 "out float4 gl_FragColor : COLOR\n"
2585 " float2 TexCoord = TexCoordBoth.xy;\n"
2586 "#ifdef USEOFFSETMAPPING\n"
2587 " // apply offsetmapping\n"
2588 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2589 "#define TexCoord TexCoordOffset\n"
2592 "#ifdef USEALPHAKILL\n"
2593 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2597 "#ifdef USEVERTEXTEXTUREBLEND\n"
2598 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2599 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2600 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2601 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2604 "#ifdef USEVERTEXTEXTUREBLEND\n"
2605 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2606 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2608 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2609 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2612 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2614 "#endif // FRAGMENT_SHADER\n"
2615 "#else // !MODE_DEFERREDGEOMETRY\n"
2620 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2621 "#ifdef VERTEX_SHADER\n"
2624 "float4 gl_Vertex : POSITION,\n"
2625 "uniform float4x4 ModelViewProjectionMatrix,\n"
2626 "uniform float4x4 ModelViewMatrix,\n"
2627 "out float4 gl_Position : POSITION,\n"
2628 "out float4 ModelViewPosition : TEXCOORD0\n"
2631 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2632 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2634 "#endif // VERTEX_SHADER\n"
2636 "#ifdef FRAGMENT_SHADER\n"
2639 "float2 Pixel : WPOS,\n"
2640 "float4 ModelViewPosition : TEXCOORD0,\n"
2641 "uniform float4x4 ViewToLight,\n"
2642 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2643 "uniform float3 LightPosition,\n"
2644 "uniform half2 PixelToScreenTexCoord,\n"
2645 "uniform half3 DeferredColor_Ambient,\n"
2646 "uniform half3 DeferredColor_Diffuse,\n"
2647 "#ifdef USESPECULAR\n"
2648 "uniform half3 DeferredColor_Specular,\n"
2649 "uniform half SpecularPower,\n"
2651 "uniform sampler2D Texture_Attenuation,\n"
2652 "uniform sampler2D Texture_ScreenDepth,\n"
2653 "uniform sampler2D Texture_ScreenNormalMap,\n"
2655 "#ifdef USECUBEFILTER\n"
2656 "uniform samplerCUBE Texture_Cube,\n"
2659 "#ifdef USESHADOWMAPRECT\n"
2660 "# ifdef USESHADOWSAMPLER\n"
2661 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2663 "uniform samplerRECT Texture_ShadowMapRect,\n"
2667 "#ifdef USESHADOWMAP2D\n"
2668 "# ifdef USESHADOWSAMPLER\n"
2669 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2671 "uniform sampler2D Texture_ShadowMap2D,\n"
2675 "#ifdef USESHADOWMAPVSDCT\n"
2676 "uniform samplerCUBE Texture_CubeProjection,\n"
2679 "#ifdef USESHADOWMAPCUBE\n"
2680 "# ifdef USESHADOWSAMPLER\n"
2681 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2683 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2687 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2688 "uniform float2 ShadowMap_TextureScale,\n"
2689 "uniform float4 ShadowMap_Parameters,\n"
2692 "out float4 gl_FragData0 : COLOR0,\n"
2693 "out float4 gl_FragData1 : COLOR1\n"
2696 " // calculate viewspace pixel position\n"
2697 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2698 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2699 " float3 position;\n"
2700 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2701 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2702 " // decode viewspace pixel normal\n"
2703 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2704 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2705 " // surfacenormal = pixel normal in viewspace\n"
2706 " // LightVector = pixel to light in viewspace\n"
2707 " // CubeVector = position in lightspace\n"
2708 " // eyevector = pixel to view in viewspace\n"
2709 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2710 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2711 "#ifdef USEDIFFUSE\n"
2712 " // calculate diffuse shading\n"
2713 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2714 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2716 "#ifdef USESPECULAR\n"
2717 " // calculate directional shading\n"
2718 " float3 eyevector = position * -1.0;\n"
2719 "# ifdef USEEXACTSPECULARMATH\n"
2720 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2722 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2723 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2727 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2728 " fade *= ShadowMapCompare(CubeVector,\n"
2729 "# if defined(USESHADOWMAP2D)\n"
2730 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2732 "# if defined(USESHADOWMAPRECT)\n"
2733 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2735 "# if defined(USESHADOWMAPCUBE)\n"
2736 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2739 "#ifdef USESHADOWMAPVSDCT\n"
2740 ", Texture_CubeProjection\n"
2745 "#ifdef USEDIFFUSE\n"
2746 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2748 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2750 "#ifdef USESPECULAR\n"
2751 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2753 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2756 "# ifdef USECUBEFILTER\n"
2757 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2758 " gl_FragData0.rgb *= cubecolor;\n"
2759 " gl_FragData1.rgb *= cubecolor;\n"
2762 "#endif // FRAGMENT_SHADER\n"
2763 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2768 "#ifdef VERTEX_SHADER\n"
2771 "float4 gl_Vertex : POSITION,\n"
2772 "uniform float4x4 ModelViewProjectionMatrix,\n"
2773 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2774 "float4 gl_Color : COLOR0,\n"
2776 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2777 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2778 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2779 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2780 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2782 "uniform float3 EyePosition,\n"
2783 "uniform float4x4 TexMatrix,\n"
2784 "#ifdef USEVERTEXTEXTUREBLEND\n"
2785 "uniform float4x4 BackgroundTexMatrix,\n"
2787 "#ifdef MODE_LIGHTSOURCE\n"
2788 "uniform float4x4 ModelToLight,\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float3 LightPosition,\n"
2793 "#ifdef MODE_LIGHTDIRECTION\n"
2794 "uniform float3 LightDir,\n"
2796 "uniform float4 FogPlane,\n"
2797 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2798 "uniform float3 LightPosition,\n"
2800 "#ifdef USESHADOWMAPORTHO\n"
2801 "uniform float4x4 ShadowMapMatrix,\n"
2804 "out float4 gl_FrontColor : COLOR,\n"
2805 "out float4 TexCoordBoth : TEXCOORD0,\n"
2806 "#ifdef USELIGHTMAP\n"
2807 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2809 "#ifdef USEEYEVECTOR\n"
2810 "out float3 EyeVector : TEXCOORD2,\n"
2812 "#ifdef USEREFLECTION\n"
2813 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2816 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2818 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2819 "out float3 LightVector : TEXCOORD1,\n"
2821 "#ifdef MODE_LIGHTSOURCE\n"
2822 "out float3 CubeVector : TEXCOORD3,\n"
2824 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2825 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2826 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2827 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2829 "#ifdef USESHADOWMAPORTHO\n"
2830 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2832 "out float4 gl_Position : POSITION\n"
2835 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2836 " gl_FrontColor = gl_Color;\n"
2838 " // copy the surface texcoord\n"
2839 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2840 "#ifdef USEVERTEXTEXTUREBLEND\n"
2841 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2843 "#ifdef USELIGHTMAP\n"
2844 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2847 "#ifdef MODE_LIGHTSOURCE\n"
2848 " // transform vertex position into light attenuation/cubemap space\n"
2849 " // (-1 to +1 across the light box)\n"
2850 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2852 "# ifdef USEDIFFUSE\n"
2853 " // transform unnormalized light direction into tangent space\n"
2854 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2855 " // normalize it per pixel)\n"
2856 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2857 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2858 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2859 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2863 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2864 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2865 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2866 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2869 " // transform unnormalized eye direction into tangent space\n"
2870 "#ifdef USEEYEVECTOR\n"
2871 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2872 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2873 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2874 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2878 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2879 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2882 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2883 " VectorS = gl_MultiTexCoord1.xyz;\n"
2884 " VectorT = gl_MultiTexCoord2.xyz;\n"
2885 " VectorR = gl_MultiTexCoord3.xyz;\n"
2888 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2889 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2891 "#ifdef USESHADOWMAPORTHO\n"
2892 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2895 "#ifdef USEREFLECTION\n"
2896 " ModelViewProjectionPosition = gl_Position;\n"
2899 "#endif // VERTEX_SHADER\n"
2904 "#ifdef FRAGMENT_SHADER\n"
2907 "#ifdef USEDEFERREDLIGHTMAP\n"
2908 "float2 Pixel : WPOS,\n"
2910 "float4 gl_FrontColor : COLOR,\n"
2911 "float4 TexCoordBoth : TEXCOORD0,\n"
2912 "#ifdef USELIGHTMAP\n"
2913 "float2 TexCoordLightmap : TEXCOORD1,\n"
2915 "#ifdef USEEYEVECTOR\n"
2916 "float3 EyeVector : TEXCOORD2,\n"
2918 "#ifdef USEREFLECTION\n"
2919 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2922 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2924 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2925 "float3 LightVector : TEXCOORD1,\n"
2927 "#ifdef MODE_LIGHTSOURCE\n"
2928 "float3 CubeVector : TEXCOORD3,\n"
2930 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2931 "float4 ModelViewPosition : TEXCOORD0,\n"
2933 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2934 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2935 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2936 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2938 "#ifdef USESHADOWMAPORTHO\n"
2939 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2942 "uniform sampler2D Texture_Normal,\n"
2943 "uniform sampler2D Texture_Color,\n"
2944 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2945 "uniform sampler2D Texture_Gloss,\n"
2948 "uniform sampler2D Texture_Glow,\n"
2950 "#ifdef USEVERTEXTEXTUREBLEND\n"
2951 "uniform sampler2D Texture_SecondaryNormal,\n"
2952 "uniform sampler2D Texture_SecondaryColor,\n"
2953 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2954 "uniform sampler2D Texture_SecondaryGloss,\n"
2957 "uniform sampler2D Texture_SecondaryGlow,\n"
2960 "#ifdef USECOLORMAPPING\n"
2961 "uniform sampler2D Texture_Pants,\n"
2962 "uniform sampler2D Texture_Shirt,\n"
2965 "uniform sampler2D Texture_FogHeightTexture,\n"
2966 "uniform sampler2D Texture_FogMask,\n"
2968 "#ifdef USELIGHTMAP\n"
2969 "uniform sampler2D Texture_Lightmap,\n"
2971 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2972 "uniform sampler2D Texture_Deluxemap,\n"
2974 "#ifdef USEREFLECTION\n"
2975 "uniform sampler2D Texture_Reflection,\n"
2978 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2979 "uniform sampler2D Texture_ScreenDepth,\n"
2980 "uniform sampler2D Texture_ScreenNormalMap,\n"
2982 "#ifdef USEDEFERREDLIGHTMAP\n"
2983 "uniform sampler2D Texture_ScreenDiffuse,\n"
2984 "uniform sampler2D Texture_ScreenSpecular,\n"
2987 "#ifdef USECOLORMAPPING\n"
2988 "uniform half3 Color_Pants,\n"
2989 "uniform half3 Color_Shirt,\n"
2992 "uniform float3 FogColor,\n"
2993 "uniform float FogRangeRecip,\n"
2994 "uniform float FogPlaneViewDist,\n"
2995 "uniform float FogHeightFade,\n"
2998 "#ifdef USEOFFSETMAPPING\n"
2999 "uniform float OffsetMapping_Scale,\n"
3002 "#ifdef USEDEFERREDLIGHTMAP\n"
3003 "uniform half2 PixelToScreenTexCoord,\n"
3004 "uniform half3 DeferredMod_Diffuse,\n"
3005 "uniform half3 DeferredMod_Specular,\n"
3007 "uniform half3 Color_Ambient,\n"
3008 "uniform half3 Color_Diffuse,\n"
3009 "uniform half3 Color_Specular,\n"
3010 "uniform half SpecularPower,\n"
3012 "uniform half3 Color_Glow,\n"
3014 "uniform half Alpha,\n"
3015 "#ifdef USEREFLECTION\n"
3016 "uniform float4 DistortScaleRefractReflect,\n"
3017 "uniform float4 ScreenScaleRefractReflect,\n"
3018 "uniform float4 ScreenCenterRefractReflect,\n"
3019 "uniform half4 ReflectColor,\n"
3021 "#ifdef USEREFLECTCUBE\n"
3022 "uniform float4x4 ModelToReflectCube,\n"
3023 "uniform sampler2D Texture_ReflectMask,\n"
3024 "uniform samplerCUBE Texture_ReflectCube,\n"
3026 "#ifdef MODE_LIGHTDIRECTION\n"
3027 "uniform half3 LightColor,\n"
3029 "#ifdef MODE_LIGHTSOURCE\n"
3030 "uniform half3 LightColor,\n"
3033 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3034 "uniform sampler2D Texture_Attenuation,\n"
3035 "uniform samplerCUBE Texture_Cube,\n"
3038 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3040 "#ifdef USESHADOWMAPRECT\n"
3041 "# ifdef USESHADOWSAMPLER\n"
3042 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3044 "uniform samplerRECT Texture_ShadowMapRect,\n"
3048 "#ifdef USESHADOWMAP2D\n"
3049 "# ifdef USESHADOWSAMPLER\n"
3050 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3052 "uniform sampler2D Texture_ShadowMap2D,\n"
3056 "#ifdef USESHADOWMAPVSDCT\n"
3057 "uniform samplerCUBE Texture_CubeProjection,\n"
3060 "#ifdef USESHADOWMAPCUBE\n"
3061 "# ifdef USESHADOWSAMPLER\n"
3062 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3064 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3068 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3069 "uniform float2 ShadowMap_TextureScale,\n"
3070 "uniform float4 ShadowMap_Parameters,\n"
3072 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3074 "out float4 gl_FragColor : COLOR\n"
3077 " float2 TexCoord = TexCoordBoth.xy;\n"
3078 "#ifdef USEVERTEXTEXTUREBLEND\n"
3079 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3081 "#ifdef USEOFFSETMAPPING\n"
3082 " // apply offsetmapping\n"
3083 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3084 "#define TexCoord TexCoordOffset\n"
3087 " // combine the diffuse textures (base, pants, shirt)\n"
3088 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3089 "#ifdef USEALPHAKILL\n"
3090 " if (color.a < 0.5)\n"
3093 " color.a *= Alpha;\n"
3094 "#ifdef USECOLORMAPPING\n"
3095 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3097 "#ifdef USEVERTEXTEXTUREBLEND\n"
3098 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3099 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3100 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3101 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3103 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3106 " // get the surface normal\n"
3107 "#ifdef USEVERTEXTEXTUREBLEND\n"
3108 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3110 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3113 " // get the material colors\n"
3114 " half3 diffusetex = color.rgb;\n"
3115 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3116 "# ifdef USEVERTEXTEXTUREBLEND\n"
3117 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3119 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3123 "#ifdef USEREFLECTCUBE\n"
3124 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3125 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3126 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3127 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3133 "#ifdef MODE_LIGHTSOURCE\n"
3134 " // light source\n"
3135 "#ifdef USEDIFFUSE\n"
3136 " half3 lightnormal = half3(normalize(LightVector));\n"
3137 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3138 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3139 "#ifdef USESPECULAR\n"
3140 "#ifdef USEEXACTSPECULARMATH\n"
3141 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3143 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3144 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3146 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3149 " color.rgb = diffusetex * Color_Ambient;\n"
3151 " color.rgb *= LightColor;\n"
3152 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3153 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3154 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3155 "# if defined(USESHADOWMAP2D)\n"
3156 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3158 "# if defined(USESHADOWMAPRECT)\n"
3159 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3161 "# if defined(USESHADOWMAPCUBE)\n"
3162 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3165 "#ifdef USESHADOWMAPVSDCT\n"
3166 ", Texture_CubeProjection\n"
3171 "# ifdef USECUBEFILTER\n"
3172 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3174 "#endif // MODE_LIGHTSOURCE\n"
3179 "#ifdef MODE_LIGHTDIRECTION\n"
3181 "#ifdef USEDIFFUSE\n"
3182 " half3 lightnormal = half3(normalize(LightVector));\n"
3184 "#define lightcolor LightColor\n"
3185 "#endif // MODE_LIGHTDIRECTION\n"
3186 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3188 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3189 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3190 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3191 " // convert modelspace light vector to tangentspace\n"
3192 " half3 lightnormal;\n"
3193 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3194 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3195 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3196 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3197 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3198 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3199 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3200 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3201 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3202 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3203 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3204 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3205 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3206 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3207 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3209 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3210 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3211 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3217 "#ifdef MODE_LIGHTMAP\n"
3218 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3219 "#endif // MODE_LIGHTMAP\n"
3220 "#ifdef MODE_VERTEXCOLOR\n"
3221 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3222 "#endif // MODE_VERTEXCOLOR\n"
3223 "#ifdef MODE_FLATCOLOR\n"
3224 " color.rgb = diffusetex * Color_Ambient;\n"
3225 "#endif // MODE_FLATCOLOR\n"
3231 "# ifdef USEDIFFUSE\n"
3232 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3233 "# ifdef USESPECULAR\n"
3234 "# ifdef USEEXACTSPECULARMATH\n"
3235 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3237 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3238 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3240 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3242 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3245 " color.rgb = diffusetex * Color_Ambient;\n"
3249 "#ifdef USESHADOWMAPORTHO\n"
3250 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3251 "# if defined(USESHADOWMAP2D)\n"
3252 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3254 "# if defined(USESHADOWMAPRECT)\n"
3255 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3260 "#ifdef USEDEFERREDLIGHTMAP\n"
3261 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3262 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3263 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3267 "#ifdef USEVERTEXTEXTUREBLEND\n"
3268 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3270 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3275 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3278 " // 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"
3279 "#ifdef USEREFLECTION\n"
3280 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3281 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3282 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3283 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3284 " // FIXME temporary hack to detect the case that the reflection\n"
3285 " // gets blackened at edges due to leaving the area that contains actual\n"
3287 " // Remove this 'ack once we have a better way to stop this thing from\n"
3289 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3290 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3291 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3292 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3293 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3294 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3297 " gl_FragColor = float4(color);\n"
3299 "#endif // FRAGMENT_SHADER\n"
3301 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3302 "#endif // !MODE_DEFERREDGEOMETRY\n"
3303 "#endif // !MODE_WATER\n"
3304 "#endif // !MODE_REFRACTION\n"
3305 "#endif // !MODE_BLOOMBLUR\n"
3306 "#endif // !MODE_GENERIC\n"
3307 "#endif // !MODE_POSTPROCESS\n"
3308 "#endif // !MODE_SHOWDEPTH\n"
3309 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3312 char *glslshaderstring = NULL;
3313 char *cgshaderstring = NULL;
3315 //=======================================================================================================================================================
3317 typedef struct shaderpermutationinfo_s
3319 const char *pretext;
3322 shaderpermutationinfo_t;
3324 typedef struct shadermodeinfo_s
3326 const char *vertexfilename;
3327 const char *geometryfilename;
3328 const char *fragmentfilename;
3329 const char *pretext;
3334 typedef enum shaderpermutation_e
3336 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3337 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3338 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3339 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3340 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3341 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3342 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3343 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3344 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3345 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3346 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3347 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3348 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3349 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3350 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3351 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3352 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3353 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3354 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3355 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3356 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3357 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3358 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3359 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3360 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3361 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3362 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3363 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3364 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3365 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3366 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3368 shaderpermutation_t;
3370 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3371 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3373 {"#define USEDIFFUSE\n", " diffuse"},
3374 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3375 {"#define USEVIEWTINT\n", " viewtint"},
3376 {"#define USECOLORMAPPING\n", " colormapping"},
3377 {"#define USESATURATION\n", " saturation"},
3378 {"#define USEFOGINSIDE\n", " foginside"},
3379 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3380 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3381 {"#define USEGAMMARAMPS\n", " gammaramps"},
3382 {"#define USECUBEFILTER\n", " cubefilter"},
3383 {"#define USEGLOW\n", " glow"},
3384 {"#define USEBLOOM\n", " bloom"},
3385 {"#define USESPECULAR\n", " specular"},
3386 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3387 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3388 {"#define USEREFLECTION\n", " reflection"},
3389 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3390 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3391 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3392 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3393 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3394 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3395 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3396 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3397 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3398 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3399 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3400 {"#define USEALPHAKILL\n", " alphakill"},
3401 {"#define USEREFLECTCUBE\n", " reflectcube"},
3404 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3405 typedef enum shadermode_e
3407 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3408 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3409 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3410 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3411 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3412 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3413 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3414 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3415 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3416 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3417 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3418 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3419 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3420 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3421 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3426 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3427 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3429 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3430 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3431 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3432 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3433 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3434 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3435 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3436 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3437 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3438 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3439 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3440 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3443 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3447 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3449 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3450 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3451 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3452 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3453 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3454 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3455 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3456 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3457 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3458 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3459 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3460 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3461 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3462 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3463 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3467 struct r_glsl_permutation_s;
3468 typedef struct r_glsl_permutation_s
3470 /// hash lookup data
3471 struct r_glsl_permutation_s *hashnext;
3473 unsigned int permutation;
3475 /// indicates if we have tried compiling this permutation already
3477 /// 0 if compilation failed
3479 /// locations of detected uniforms in program object, or -1 if not found
3480 int loc_Texture_First;
3481 int loc_Texture_Second;
3482 int loc_Texture_GammaRamps;
3483 int loc_Texture_Normal;
3484 int loc_Texture_Color;
3485 int loc_Texture_Gloss;
3486 int loc_Texture_Glow;
3487 int loc_Texture_SecondaryNormal;
3488 int loc_Texture_SecondaryColor;
3489 int loc_Texture_SecondaryGloss;
3490 int loc_Texture_SecondaryGlow;
3491 int loc_Texture_Pants;
3492 int loc_Texture_Shirt;
3493 int loc_Texture_FogHeightTexture;
3494 int loc_Texture_FogMask;
3495 int loc_Texture_Lightmap;
3496 int loc_Texture_Deluxemap;
3497 int loc_Texture_Attenuation;
3498 int loc_Texture_Cube;
3499 int loc_Texture_Refraction;
3500 int loc_Texture_Reflection;
3501 int loc_Texture_ShadowMapRect;
3502 int loc_Texture_ShadowMapCube;
3503 int loc_Texture_ShadowMap2D;
3504 int loc_Texture_CubeProjection;
3505 int loc_Texture_ScreenDepth;
3506 int loc_Texture_ScreenNormalMap;
3507 int loc_Texture_ScreenDiffuse;
3508 int loc_Texture_ScreenSpecular;
3509 int loc_Texture_ReflectMask;
3510 int loc_Texture_ReflectCube;
3512 int loc_BloomBlur_Parameters;
3514 int loc_Color_Ambient;
3515 int loc_Color_Diffuse;
3516 int loc_Color_Specular;
3518 int loc_Color_Pants;
3519 int loc_Color_Shirt;
3520 int loc_DeferredColor_Ambient;
3521 int loc_DeferredColor_Diffuse;
3522 int loc_DeferredColor_Specular;
3523 int loc_DeferredMod_Diffuse;
3524 int loc_DeferredMod_Specular;
3525 int loc_DistortScaleRefractReflect;
3526 int loc_EyePosition;
3528 int loc_FogHeightFade;
3530 int loc_FogPlaneViewDist;
3531 int loc_FogRangeRecip;
3534 int loc_LightPosition;
3535 int loc_OffsetMapping_Scale;
3537 int loc_ReflectColor;
3538 int loc_ReflectFactor;
3539 int loc_ReflectOffset;
3540 int loc_RefractColor;
3542 int loc_ScreenCenterRefractReflect;
3543 int loc_ScreenScaleRefractReflect;
3544 int loc_ScreenToDepth;
3545 int loc_ShadowMap_Parameters;
3546 int loc_ShadowMap_TextureScale;
3547 int loc_SpecularPower;
3552 int loc_ViewTintColor;
3553 int loc_ViewToLight;
3554 int loc_ModelToLight;
3556 int loc_BackgroundTexMatrix;
3557 int loc_ModelViewProjectionMatrix;
3558 int loc_ModelViewMatrix;
3559 int loc_PixelToScreenTexCoord;
3560 int loc_ModelToReflectCube;
3561 int loc_ShadowMapMatrix;
3563 r_glsl_permutation_t;
3565 #define SHADERPERMUTATION_HASHSIZE 256
3567 /// information about each possible shader permutation
3568 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3569 /// currently selected permutation
3570 r_glsl_permutation_t *r_glsl_permutation;
3571 /// storage for permutations linked in the hash table
3572 memexpandablearray_t r_glsl_permutationarray;
3574 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3576 //unsigned int hashdepth = 0;
3577 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3578 r_glsl_permutation_t *p;
3579 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3581 if (p->mode == mode && p->permutation == permutation)
3583 //if (hashdepth > 10)
3584 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3589 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3591 p->permutation = permutation;
3592 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3593 r_glsl_permutationhash[mode][hashindex] = p;
3594 //if (hashdepth > 10)
3595 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3599 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3602 if (!filename || !filename[0])
3604 if (!strcmp(filename, "glsl/default.glsl"))
3606 if (!glslshaderstring)
3608 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3609 if (glslshaderstring)
3610 Con_DPrintf("Loading shaders from file %s...\n", filename);
3612 glslshaderstring = (char *)builtinshaderstring;
3614 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3615 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3616 return shaderstring;
3618 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3621 if (printfromdisknotice)
3622 Con_DPrintf("from disk %s... ", filename);
3623 return shaderstring;
3625 return shaderstring;
3628 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3631 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3632 int vertstrings_count = 0;
3633 int geomstrings_count = 0;
3634 int fragstrings_count = 0;
3635 char *vertexstring, *geometrystring, *fragmentstring;
3636 const char *vertstrings_list[32+3];
3637 const char *geomstrings_list[32+3];
3638 const char *fragstrings_list[32+3];
3639 char permutationname[256];
3646 permutationname[0] = 0;
3647 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3648 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3649 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3651 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3653 // the first pretext is which type of shader to compile as
3654 // (later these will all be bound together as a program object)
3655 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3656 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3657 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3659 // the second pretext is the mode (for example a light source)
3660 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3661 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3662 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3663 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3665 // now add all the permutation pretexts
3666 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3668 if (permutation & (1<<i))
3670 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3671 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3672 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3673 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3677 // keep line numbers correct
3678 vertstrings_list[vertstrings_count++] = "\n";
3679 geomstrings_list[geomstrings_count++] = "\n";
3680 fragstrings_list[fragstrings_count++] = "\n";
3684 // now append the shader text itself
3685 vertstrings_list[vertstrings_count++] = vertexstring;
3686 geomstrings_list[geomstrings_count++] = geometrystring;
3687 fragstrings_list[fragstrings_count++] = fragmentstring;
3689 // if any sources were NULL, clear the respective list
3691 vertstrings_count = 0;
3692 if (!geometrystring)
3693 geomstrings_count = 0;
3694 if (!fragmentstring)
3695 fragstrings_count = 0;
3697 // compile the shader program
3698 if (vertstrings_count + geomstrings_count + fragstrings_count)
3699 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3703 qglUseProgramObjectARB(p->program);CHECKGLERROR
3704 // look up all the uniform variable names we care about, so we don't
3705 // have to look them up every time we set them
3707 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3708 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3709 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3710 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3711 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3712 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3713 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3714 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3715 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3716 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3717 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3718 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3719 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3720 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3721 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3722 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3723 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3724 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3725 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3726 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3727 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3728 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3729 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3730 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3731 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3732 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3733 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3734 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3735 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3736 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3737 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3738 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3739 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3740 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3741 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3742 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3743 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3744 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3745 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3746 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3747 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3748 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3749 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3750 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3751 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3752 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3753 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3754 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3755 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3756 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3757 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3758 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3759 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3760 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3761 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3762 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3763 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3764 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3765 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3766 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3767 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3768 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3769 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3770 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3771 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3772 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3773 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3774 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3775 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3776 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3777 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3778 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3779 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3780 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3781 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3782 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3783 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3784 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3785 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3786 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3787 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3788 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3789 // initialize the samplers to refer to the texture units we use
3790 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3791 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3792 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3793 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3794 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3795 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3796 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3797 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3798 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3799 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3800 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3801 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3802 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3803 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3804 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3805 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3806 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3807 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3808 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3809 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3810 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3811 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3812 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3813 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3814 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3815 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3816 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3817 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3818 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3819 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3820 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3822 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3825 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3829 Mem_Free(vertexstring);
3831 Mem_Free(geometrystring);
3833 Mem_Free(fragmentstring);
3836 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3838 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3839 if (r_glsl_permutation != perm)
3841 r_glsl_permutation = perm;
3842 if (!r_glsl_permutation->program)
3844 if (!r_glsl_permutation->compiled)
3845 R_GLSL_CompilePermutation(perm, mode, permutation);
3846 if (!r_glsl_permutation->program)
3848 // remove features until we find a valid permutation
3850 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3852 // reduce i more quickly whenever it would not remove any bits
3853 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3854 if (!(permutation & j))
3857 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3858 if (!r_glsl_permutation->compiled)
3859 R_GLSL_CompilePermutation(perm, mode, permutation);
3860 if (r_glsl_permutation->program)
3863 if (i >= SHADERPERMUTATION_COUNT)
3865 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3866 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3867 qglUseProgramObjectARB(0);CHECKGLERROR
3868 return; // no bit left to clear, entire mode is broken
3873 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3875 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3876 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3877 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3881 #include <Cg/cgGL.h>
3882 struct r_cg_permutation_s;
3883 typedef struct r_cg_permutation_s
3885 /// hash lookup data
3886 struct r_cg_permutation_s *hashnext;
3888 unsigned int permutation;
3890 /// indicates if we have tried compiling this permutation already
3892 /// 0 if compilation failed
3895 /// locations of detected parameters in programs, or NULL if not found
3896 CGparameter vp_EyePosition;
3897 CGparameter vp_FogPlane;
3898 CGparameter vp_LightDir;
3899 CGparameter vp_LightPosition;
3900 CGparameter vp_ModelToLight;
3901 CGparameter vp_TexMatrix;
3902 CGparameter vp_BackgroundTexMatrix;
3903 CGparameter vp_ModelViewProjectionMatrix;
3904 CGparameter vp_ModelViewMatrix;
3905 CGparameter vp_ShadowMapMatrix;
3907 CGparameter fp_Texture_First;
3908 CGparameter fp_Texture_Second;
3909 CGparameter fp_Texture_GammaRamps;
3910 CGparameter fp_Texture_Normal;
3911 CGparameter fp_Texture_Color;
3912 CGparameter fp_Texture_Gloss;
3913 CGparameter fp_Texture_Glow;
3914 CGparameter fp_Texture_SecondaryNormal;
3915 CGparameter fp_Texture_SecondaryColor;
3916 CGparameter fp_Texture_SecondaryGloss;
3917 CGparameter fp_Texture_SecondaryGlow;
3918 CGparameter fp_Texture_Pants;
3919 CGparameter fp_Texture_Shirt;
3920 CGparameter fp_Texture_FogHeightTexture;
3921 CGparameter fp_Texture_FogMask;
3922 CGparameter fp_Texture_Lightmap;
3923 CGparameter fp_Texture_Deluxemap;
3924 CGparameter fp_Texture_Attenuation;
3925 CGparameter fp_Texture_Cube;
3926 CGparameter fp_Texture_Refraction;
3927 CGparameter fp_Texture_Reflection;
3928 CGparameter fp_Texture_ShadowMapRect;
3929 CGparameter fp_Texture_ShadowMapCube;
3930 CGparameter fp_Texture_ShadowMap2D;
3931 CGparameter fp_Texture_CubeProjection;
3932 CGparameter fp_Texture_ScreenDepth;
3933 CGparameter fp_Texture_ScreenNormalMap;
3934 CGparameter fp_Texture_ScreenDiffuse;
3935 CGparameter fp_Texture_ScreenSpecular;
3936 CGparameter fp_Texture_ReflectMask;
3937 CGparameter fp_Texture_ReflectCube;
3938 CGparameter fp_Alpha;
3939 CGparameter fp_BloomBlur_Parameters;
3940 CGparameter fp_ClientTime;
3941 CGparameter fp_Color_Ambient;
3942 CGparameter fp_Color_Diffuse;
3943 CGparameter fp_Color_Specular;
3944 CGparameter fp_Color_Glow;
3945 CGparameter fp_Color_Pants;
3946 CGparameter fp_Color_Shirt;
3947 CGparameter fp_DeferredColor_Ambient;
3948 CGparameter fp_DeferredColor_Diffuse;
3949 CGparameter fp_DeferredColor_Specular;
3950 CGparameter fp_DeferredMod_Diffuse;
3951 CGparameter fp_DeferredMod_Specular;
3952 CGparameter fp_DistortScaleRefractReflect;
3953 CGparameter fp_EyePosition;
3954 CGparameter fp_FogColor;
3955 CGparameter fp_FogHeightFade;
3956 CGparameter fp_FogPlane;
3957 CGparameter fp_FogPlaneViewDist;
3958 CGparameter fp_FogRangeRecip;
3959 CGparameter fp_LightColor;
3960 CGparameter fp_LightDir;
3961 CGparameter fp_LightPosition;
3962 CGparameter fp_OffsetMapping_Scale;
3963 CGparameter fp_PixelSize;
3964 CGparameter fp_ReflectColor;
3965 CGparameter fp_ReflectFactor;
3966 CGparameter fp_ReflectOffset;
3967 CGparameter fp_RefractColor;
3968 CGparameter fp_Saturation;
3969 CGparameter fp_ScreenCenterRefractReflect;
3970 CGparameter fp_ScreenScaleRefractReflect;
3971 CGparameter fp_ScreenToDepth;
3972 CGparameter fp_ShadowMap_Parameters;
3973 CGparameter fp_ShadowMap_TextureScale;
3974 CGparameter fp_SpecularPower;
3975 CGparameter fp_UserVec1;
3976 CGparameter fp_UserVec2;
3977 CGparameter fp_UserVec3;
3978 CGparameter fp_UserVec4;
3979 CGparameter fp_ViewTintColor;
3980 CGparameter fp_ViewToLight;
3981 CGparameter fp_PixelToScreenTexCoord;
3982 CGparameter fp_ModelToReflectCube;
3986 /// information about each possible shader permutation
3987 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3988 /// currently selected permutation
3989 r_cg_permutation_t *r_cg_permutation;
3990 /// storage for permutations linked in the hash table
3991 memexpandablearray_t r_cg_permutationarray;
3993 #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));}}
3995 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3997 //unsigned int hashdepth = 0;
3998 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3999 r_cg_permutation_t *p;
4000 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4002 if (p->mode == mode && p->permutation == permutation)
4004 //if (hashdepth > 10)
4005 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4010 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4012 p->permutation = permutation;
4013 p->hashnext = r_cg_permutationhash[mode][hashindex];
4014 r_cg_permutationhash[mode][hashindex] = p;
4015 //if (hashdepth > 10)
4016 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4020 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4023 if (!filename || !filename[0])
4025 if (!strcmp(filename, "cg/default.cg"))
4027 if (!cgshaderstring)
4029 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4031 Con_DPrintf("Loading shaders from file %s...\n", filename);
4033 cgshaderstring = (char *)builtincgshaderstring;
4035 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4036 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4037 return shaderstring;
4039 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4042 if (printfromdisknotice)
4043 Con_DPrintf("from disk %s... ", filename);
4044 return shaderstring;
4046 return shaderstring;
4049 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4051 // TODO: load or create .fp and .vp shader files
4054 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4057 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4058 int vertstrings_count = 0, vertstring_length = 0;
4059 int geomstrings_count = 0, geomstring_length = 0;
4060 int fragstrings_count = 0, fragstring_length = 0;
4062 char *vertexstring, *geometrystring, *fragmentstring;
4063 char *vertstring, *geomstring, *fragstring;
4064 const char *vertstrings_list[32+3];
4065 const char *geomstrings_list[32+3];
4066 const char *fragstrings_list[32+3];
4067 char permutationname[256];
4068 char cachename[256];
4069 CGprofile vertexProfile;
4070 CGprofile fragmentProfile;
4078 permutationname[0] = 0;
4080 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4081 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4082 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4084 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4085 strlcat(cachename, "cg/", sizeof(cachename));
4087 // the first pretext is which type of shader to compile as
4088 // (later these will all be bound together as a program object)
4089 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4090 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4091 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4093 // the second pretext is the mode (for example a light source)
4094 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4095 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4096 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4097 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4098 strlcat(cachename, modeinfo->name, sizeof(cachename));
4100 // now add all the permutation pretexts
4101 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4103 if (permutation & (1<<i))
4105 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4106 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4107 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4108 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4109 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4113 // keep line numbers correct
4114 vertstrings_list[vertstrings_count++] = "\n";
4115 geomstrings_list[geomstrings_count++] = "\n";
4116 fragstrings_list[fragstrings_count++] = "\n";
4120 // replace spaces in the cachename with _ characters
4121 for (i = 0;cachename[i];i++)
4122 if (cachename[i] == ' ')
4125 // now append the shader text itself
4126 vertstrings_list[vertstrings_count++] = vertexstring;
4127 geomstrings_list[geomstrings_count++] = geometrystring;
4128 fragstrings_list[fragstrings_count++] = fragmentstring;
4130 // if any sources were NULL, clear the respective list
4132 vertstrings_count = 0;
4133 if (!geometrystring)
4134 geomstrings_count = 0;
4135 if (!fragmentstring)
4136 fragstrings_count = 0;
4138 vertstring_length = 0;
4139 for (i = 0;i < vertstrings_count;i++)
4140 vertstring_length += strlen(vertstrings_list[i]);
4141 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4142 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4143 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4145 geomstring_length = 0;
4146 for (i = 0;i < geomstrings_count;i++)
4147 geomstring_length += strlen(geomstrings_list[i]);
4148 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4149 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4150 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4152 fragstring_length = 0;
4153 for (i = 0;i < fragstrings_count;i++)
4154 fragstring_length += strlen(fragstrings_list[i]);
4155 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4156 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4157 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4161 //vertexProfile = CG_PROFILE_ARBVP1;
4162 //fragmentProfile = CG_PROFILE_ARBFP1;
4163 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4164 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4165 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4166 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4167 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4170 // try to load the cached shader, or generate one
4171 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4173 // if caching failed, do a dynamic compile for now
4175 if (vertstring[0] && !p->vprogram)
4176 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4178 if (fragstring[0] && !p->fprogram)
4179 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4182 // look up all the uniform variable names we care about, so we don't
4183 // have to look them up every time we set them
4187 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4188 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4189 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4190 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4191 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4192 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4193 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4194 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4195 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4196 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4197 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4198 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4204 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4205 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4206 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4207 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4208 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4209 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4210 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4211 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4212 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4213 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4214 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4215 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4216 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4217 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4218 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4219 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4220 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4221 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4222 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4223 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4224 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4225 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4226 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4227 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4228 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4229 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4230 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4231 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4232 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4233 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4234 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4235 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4236 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4237 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4238 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4239 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4240 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4241 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4242 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4243 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4244 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4245 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4246 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4247 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4248 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4249 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4250 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4251 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4252 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4253 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4254 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4255 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4256 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4257 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4258 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4259 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4260 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4261 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4262 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4263 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4264 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4265 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4266 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4267 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4268 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4269 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4270 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4271 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4272 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4273 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4274 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4275 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4276 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4277 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4278 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4279 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4280 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4281 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4285 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4286 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4288 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4292 Mem_Free(vertstring);
4294 Mem_Free(geomstring);
4296 Mem_Free(fragstring);
4298 Mem_Free(vertexstring);
4300 Mem_Free(geometrystring);
4302 Mem_Free(fragmentstring);
4305 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4307 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4310 if (r_cg_permutation != perm)
4312 r_cg_permutation = perm;
4313 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4315 if (!r_cg_permutation->compiled)
4316 R_CG_CompilePermutation(perm, mode, permutation);
4317 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4319 // remove features until we find a valid permutation
4321 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4323 // reduce i more quickly whenever it would not remove any bits
4324 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4325 if (!(permutation & j))
4328 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4329 if (!r_cg_permutation->compiled)
4330 R_CG_CompilePermutation(perm, mode, permutation);
4331 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4334 if (i >= SHADERPERMUTATION_COUNT)
4336 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4337 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4338 return; // no bit left to clear, entire mode is broken
4344 if (r_cg_permutation->vprogram)
4346 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4347 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4352 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4353 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355 if (r_cg_permutation->fprogram)
4357 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4358 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4363 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4364 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4368 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4369 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4370 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4373 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4375 cgGLSetTextureParameter(param, R_GetTexture(tex));
4376 cgGLEnableTextureParameter(param);
4380 void R_GLSL_Restart_f(void)
4382 unsigned int i, limit;
4383 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4384 Mem_Free(glslshaderstring);
4385 glslshaderstring = NULL;
4386 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4387 Mem_Free(cgshaderstring);
4388 cgshaderstring = NULL;
4389 switch(vid.renderpath)
4391 case RENDERPATH_GL20:
4393 r_glsl_permutation_t *p;
4394 r_glsl_permutation = NULL;
4395 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4396 for (i = 0;i < limit;i++)
4398 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4400 GL_Backend_FreeProgram(p->program);
4401 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4404 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4407 case RENDERPATH_CGGL:
4410 r_cg_permutation_t *p;
4411 r_cg_permutation = NULL;
4412 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4413 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4415 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4417 for (i = 0;i < limit;i++)
4419 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4422 cgDestroyProgram(p->vprogram);
4424 cgDestroyProgram(p->fprogram);
4425 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4428 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4432 case RENDERPATH_GL13:
4433 case RENDERPATH_GL11:
4438 void R_GLSL_DumpShader_f(void)
4443 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4446 FS_Print(file, "/* The engine may define the following macros:\n");
4447 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4448 for (i = 0;i < SHADERMODE_COUNT;i++)
4449 FS_Print(file, glslshadermodeinfo[i].pretext);
4450 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4451 FS_Print(file, shaderpermutationinfo[i].pretext);
4452 FS_Print(file, "*/\n");
4453 FS_Print(file, builtinshaderstring);
4455 Con_Printf("glsl/default.glsl written\n");
4458 Con_Printf("failed to write to glsl/default.glsl\n");
4461 file = FS_OpenRealFile("cg/default.cg", "w", false);
4464 FS_Print(file, "/* The engine may define the following macros:\n");
4465 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4466 for (i = 0;i < SHADERMODE_COUNT;i++)
4467 FS_Print(file, cgshadermodeinfo[i].pretext);
4468 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4469 FS_Print(file, shaderpermutationinfo[i].pretext);
4470 FS_Print(file, "*/\n");
4471 FS_Print(file, builtincgshaderstring);
4473 Con_Printf("cg/default.cg written\n");
4476 Con_Printf("failed to write to cg/default.cg\n");
4480 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4483 texturemode = GL_MODULATE;
4484 switch (vid.renderpath)
4486 case RENDERPATH_GL20:
4487 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))));
4488 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4489 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4491 case RENDERPATH_CGGL:
4494 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))));
4495 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4496 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4499 case RENDERPATH_GL13:
4500 R_Mesh_TexBind(0, first );
4501 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4502 R_Mesh_TexBind(1, second);
4504 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4506 case RENDERPATH_GL11:
4507 R_Mesh_TexBind(0, first );
4512 void R_SetupShader_DepthOrShadow(void)
4514 switch (vid.renderpath)
4516 case RENDERPATH_GL20:
4517 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4519 case RENDERPATH_CGGL:
4521 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4524 case RENDERPATH_GL13:
4525 R_Mesh_TexBind(0, 0);
4526 R_Mesh_TexBind(1, 0);
4528 case RENDERPATH_GL11:
4529 R_Mesh_TexBind(0, 0);
4534 void R_SetupShader_ShowDepth(void)
4536 switch (vid.renderpath)
4538 case RENDERPATH_GL20:
4539 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4541 case RENDERPATH_CGGL:
4543 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4546 case RENDERPATH_GL13:
4548 case RENDERPATH_GL11:
4553 extern qboolean r_shadow_usingdeferredprepass;
4554 extern cvar_t r_shadow_deferred_8bitrange;
4555 extern rtexture_t *r_shadow_attenuationgradienttexture;
4556 extern rtexture_t *r_shadow_attenuation2dtexture;
4557 extern rtexture_t *r_shadow_attenuation3dtexture;
4558 extern qboolean r_shadow_usingshadowmaprect;
4559 extern qboolean r_shadow_usingshadowmapcube;
4560 extern qboolean r_shadow_usingshadowmap2d;
4561 extern qboolean r_shadow_usingshadowmaportho;
4562 extern float r_shadow_shadowmap_texturescale[2];
4563 extern float r_shadow_shadowmap_parameters[4];
4564 extern qboolean r_shadow_shadowmapvsdct;
4565 extern qboolean r_shadow_shadowmapsampler;
4566 extern int r_shadow_shadowmappcf;
4567 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4568 extern rtexture_t *r_shadow_shadowmap2dtexture;
4569 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4570 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4571 extern matrix4x4_t r_shadow_shadowmapmatrix;
4572 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4573 extern int r_shadow_prepass_width;
4574 extern int r_shadow_prepass_height;
4575 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4576 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4577 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4578 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4579 extern cvar_t gl_mesh_separatearrays;
4580 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)
4582 // select a permutation of the lighting shader appropriate to this
4583 // combination of texture, entity, light source, and fogging, only use the
4584 // minimum features necessary to avoid wasting rendering time in the
4585 // fragment shader on features that are not being used
4586 unsigned int permutation = 0;
4587 unsigned int mode = 0;
4589 if (rsurfacepass == RSURFPASS_BACKGROUND)
4591 // distorted background
4592 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4593 mode = SHADERMODE_WATER;
4594 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4595 mode = SHADERMODE_REFRACTION;
4598 mode = SHADERMODE_GENERIC;
4599 permutation |= SHADERPERMUTATION_DIFFUSE;
4601 GL_AlphaTest(false);
4602 GL_BlendFunc(GL_ONE, GL_ZERO);
4604 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4606 if (r_glsl_offsetmapping.integer)
4608 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4609 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4610 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4611 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4612 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4614 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4615 if (r_glsl_offsetmapping_reliefmapping.integer)
4616 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4619 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4620 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4622 permutation |= SHADERPERMUTATION_ALPHAKILL;
4623 // normalmap (deferred prepass), may use alpha test on diffuse
4624 mode = SHADERMODE_DEFERREDGEOMETRY;
4625 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4626 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4627 GL_AlphaTest(false);
4628 GL_BlendFunc(GL_ONE, GL_ZERO);
4630 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4632 if (r_glsl_offsetmapping.integer)
4634 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4635 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4636 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4637 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4638 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4640 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4641 if (r_glsl_offsetmapping_reliefmapping.integer)
4642 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4645 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4646 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4648 mode = SHADERMODE_LIGHTSOURCE;
4649 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4650 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4651 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4652 permutation |= SHADERPERMUTATION_CUBEFILTER;
4653 if (diffusescale > 0)
4654 permutation |= SHADERPERMUTATION_DIFFUSE;
4655 if (specularscale > 0)
4657 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4658 if (r_shadow_glossexact.integer)
4659 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4661 if (r_refdef.fogenabled)
4662 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4663 if (rsurface.texture->colormapping)
4664 permutation |= SHADERPERMUTATION_COLORMAPPING;
4665 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4667 if (r_shadow_usingshadowmaprect)
4668 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4669 if (r_shadow_usingshadowmap2d)
4670 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4671 if (r_shadow_usingshadowmapcube)
4672 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4673 else if(r_shadow_shadowmapvsdct)
4674 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4676 if (r_shadow_shadowmapsampler)
4677 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4678 if (r_shadow_shadowmappcf > 1)
4679 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4680 else if (r_shadow_shadowmappcf)
4681 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4683 if (rsurface.texture->reflectmasktexture)
4684 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4685 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4686 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4688 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4690 if (r_glsl_offsetmapping.integer)
4692 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4693 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4694 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4695 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4696 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4698 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4699 if (r_glsl_offsetmapping_reliefmapping.integer)
4700 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4703 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4704 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4705 // unshaded geometry (fullbright or ambient model lighting)
4706 mode = SHADERMODE_FLATCOLOR;
4707 ambientscale = diffusescale = specularscale = 0;
4708 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4709 permutation |= SHADERPERMUTATION_GLOW;
4710 if (r_refdef.fogenabled)
4711 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4712 if (rsurface.texture->colormapping)
4713 permutation |= SHADERPERMUTATION_COLORMAPPING;
4714 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4716 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4717 if (r_shadow_usingshadowmaprect)
4718 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4719 if (r_shadow_usingshadowmap2d)
4720 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4722 if (r_shadow_shadowmapsampler)
4723 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4724 if (r_shadow_shadowmappcf > 1)
4725 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4726 else if (r_shadow_shadowmappcf)
4727 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4729 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4730 permutation |= SHADERPERMUTATION_REFLECTION;
4731 if (rsurface.texture->reflectmasktexture)
4732 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4733 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4734 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4736 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4738 if (r_glsl_offsetmapping.integer)
4740 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4741 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4742 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4743 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4744 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4746 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4747 if (r_glsl_offsetmapping_reliefmapping.integer)
4748 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4751 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4752 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4753 // directional model lighting
4754 mode = SHADERMODE_LIGHTDIRECTION;
4755 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4756 permutation |= SHADERPERMUTATION_GLOW;
4757 permutation |= SHADERPERMUTATION_DIFFUSE;
4758 if (specularscale > 0)
4760 permutation |= SHADERPERMUTATION_SPECULAR;
4761 if (r_shadow_glossexact.integer)
4762 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4764 if (r_refdef.fogenabled)
4765 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4766 if (rsurface.texture->colormapping)
4767 permutation |= SHADERPERMUTATION_COLORMAPPING;
4768 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4770 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4771 if (r_shadow_usingshadowmaprect)
4772 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4773 if (r_shadow_usingshadowmap2d)
4774 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4776 if (r_shadow_shadowmapsampler)
4777 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4778 if (r_shadow_shadowmappcf > 1)
4779 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4780 else if (r_shadow_shadowmappcf)
4781 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4783 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4784 permutation |= SHADERPERMUTATION_REFLECTION;
4785 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4786 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4787 if (rsurface.texture->reflectmasktexture)
4788 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4789 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4790 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4792 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4794 if (r_glsl_offsetmapping.integer)
4796 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4797 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4798 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4799 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4800 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4802 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803 if (r_glsl_offsetmapping_reliefmapping.integer)
4804 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4807 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4808 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4809 // ambient model lighting
4810 mode = SHADERMODE_LIGHTDIRECTION;
4811 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4812 permutation |= SHADERPERMUTATION_GLOW;
4813 if (r_refdef.fogenabled)
4814 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4815 if (rsurface.texture->colormapping)
4816 permutation |= SHADERPERMUTATION_COLORMAPPING;
4817 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4819 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4820 if (r_shadow_usingshadowmaprect)
4821 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4822 if (r_shadow_usingshadowmap2d)
4823 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4825 if (r_shadow_shadowmapsampler)
4826 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4827 if (r_shadow_shadowmappcf > 1)
4828 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4829 else if (r_shadow_shadowmappcf)
4830 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4832 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4833 permutation |= SHADERPERMUTATION_REFLECTION;
4834 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4835 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4836 if (rsurface.texture->reflectmasktexture)
4837 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4838 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4839 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4843 if (r_glsl_offsetmapping.integer)
4845 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4846 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4847 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4848 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4849 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4851 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4852 if (r_glsl_offsetmapping_reliefmapping.integer)
4853 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4856 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4857 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4859 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4860 permutation |= SHADERPERMUTATION_GLOW;
4861 if (r_refdef.fogenabled)
4862 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4863 if (rsurface.texture->colormapping)
4864 permutation |= SHADERPERMUTATION_COLORMAPPING;
4865 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4867 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4868 if (r_shadow_usingshadowmaprect)
4869 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4870 if (r_shadow_usingshadowmap2d)
4871 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4873 if (r_shadow_shadowmapsampler)
4874 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4875 if (r_shadow_shadowmappcf > 1)
4876 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4877 else if (r_shadow_shadowmappcf)
4878 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4880 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4881 permutation |= SHADERPERMUTATION_REFLECTION;
4882 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4883 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4884 if (rsurface.texture->reflectmasktexture)
4885 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4886 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4888 // deluxemapping (light direction texture)
4889 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4890 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4892 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4893 permutation |= SHADERPERMUTATION_DIFFUSE;
4894 if (specularscale > 0)
4896 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4897 if (r_shadow_glossexact.integer)
4898 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4901 else if (r_glsl_deluxemapping.integer >= 2)
4903 // fake deluxemapping (uniform light direction in tangentspace)
4904 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4905 permutation |= SHADERPERMUTATION_DIFFUSE;
4906 if (specularscale > 0)
4908 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4909 if (r_shadow_glossexact.integer)
4910 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4913 else if (rsurface.uselightmaptexture)
4915 // ordinary lightmapping (q1bsp, q3bsp)
4916 mode = SHADERMODE_LIGHTMAP;
4920 // ordinary vertex coloring (q3bsp)
4921 mode = SHADERMODE_VERTEXCOLOR;
4923 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4924 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926 switch(vid.renderpath)
4928 case RENDERPATH_GL20:
4929 if (gl_mesh_separatearrays.integer)
4931 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4932 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4933 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4934 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4935 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4936 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4937 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4938 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4942 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4943 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4945 R_SetupShader_SetPermutationGLSL(mode, permutation);
4946 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4947 if (mode == SHADERMODE_LIGHTSOURCE)
4949 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4950 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4951 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4952 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4953 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4954 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);
4956 // additive passes are only darkened by fog, not tinted
4957 if (r_glsl_permutation->loc_FogColor >= 0)
4958 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4959 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4963 if (mode == SHADERMODE_FLATCOLOR)
4965 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4967 else if (mode == SHADERMODE_LIGHTDIRECTION)
4969 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4970 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4971 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);
4972 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4973 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);
4974 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]);
4975 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]);
4979 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4980 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]);
4981 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);
4982 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4983 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);
4985 // additive passes are only darkened by fog, not tinted
4986 if (r_glsl_permutation->loc_FogColor >= 0)
4988 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4989 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4991 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4993 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);
4994 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]);
4995 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]);
4996 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4997 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4998 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4999 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5000 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5002 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5003 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5004 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5005 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]);
5006 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]);
5008 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5009 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5010 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5011 if (r_glsl_permutation->loc_Color_Pants >= 0)
5013 if (rsurface.texture->pantstexture)
5014 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5016 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5018 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5020 if (rsurface.texture->shirttexture)
5021 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5023 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5025 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]);
5026 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5027 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5028 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5029 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5030 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]);
5031 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5033 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5034 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5035 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5036 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5037 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5038 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5039 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5040 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5041 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5042 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5043 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5044 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5045 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5046 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5047 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5048 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5049 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5050 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5051 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5052 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5053 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5054 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5055 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5056 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5057 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5058 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5059 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5061 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5062 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5063 if (rsurface.rtlight)
5065 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5066 if (r_shadow_usingshadowmapcube)
5067 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5068 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5073 case RENDERPATH_CGGL:
5075 if (gl_mesh_separatearrays.integer)
5077 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5078 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5079 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5080 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5081 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5082 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5083 R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5084 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5088 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5089 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5091 R_SetupShader_SetPermutationCG(mode, permutation);
5092 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5093 if (mode == SHADERMODE_LIGHTSOURCE)
5095 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5096 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5100 if (mode == SHADERMODE_LIGHTDIRECTION)
5102 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
5105 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5106 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5107 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5108 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5109 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
5112 if (mode == SHADERMODE_LIGHTSOURCE)
5114 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5115 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5116 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5117 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5118 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
5120 // additive passes are only darkened by fog, not tinted
5121 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5122 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5126 if (mode == SHADERMODE_FLATCOLOR)
5128 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5130 else if (mode == SHADERMODE_LIGHTDIRECTION)
5132 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5133 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5134 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
5135 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5136 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
5137 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
5138 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
5142 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5143 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
5144 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
5145 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5146 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
5148 // additive passes are only darkened by fog, not tinted
5149 if (r_cg_permutation->fp_FogColor)
5151 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5152 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5154 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5157 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
5158 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
5159 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
5160 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5161 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5162 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5163 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5164 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5166 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
5167 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
5168 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5169 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5170 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5171 if (r_cg_permutation->fp_Color_Pants)
5173 if (rsurface.texture->pantstexture)
5174 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5176 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5179 if (r_cg_permutation->fp_Color_Shirt)
5181 if (rsurface.texture->shirttexture)
5182 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5184 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5187 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
5188 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5189 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5190 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5191 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5192 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
5193 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5195 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5196 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5197 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5198 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5199 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5200 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5201 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5202 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5203 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5204 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5205 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5206 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5207 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5208 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5209 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
5210 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5211 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5212 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5213 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5214 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5215 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5216 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5217 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5218 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5219 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5220 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5221 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5223 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5224 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5225 if (rsurface.rtlight)
5227 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5228 if (r_shadow_usingshadowmapcube)
5229 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5230 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5237 case RENDERPATH_GL13:
5238 case RENDERPATH_GL11:
5243 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5245 // select a permutation of the lighting shader appropriate to this
5246 // combination of texture, entity, light source, and fogging, only use the
5247 // minimum features necessary to avoid wasting rendering time in the
5248 // fragment shader on features that are not being used
5249 unsigned int permutation = 0;
5250 unsigned int mode = 0;
5251 const float *lightcolorbase = rtlight->currentcolor;
5252 float ambientscale = rtlight->ambientscale;
5253 float diffusescale = rtlight->diffusescale;
5254 float specularscale = rtlight->specularscale;
5255 // this is the location of the light in view space
5256 vec3_t viewlightorigin;
5257 // this transforms from view space (camera) to light space (cubemap)
5258 matrix4x4_t viewtolight;
5259 matrix4x4_t lighttoview;
5260 float viewtolight16f[16];
5261 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5263 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5264 if (rtlight->currentcubemap != r_texture_whitecube)
5265 permutation |= SHADERPERMUTATION_CUBEFILTER;
5266 if (diffusescale > 0)
5267 permutation |= SHADERPERMUTATION_DIFFUSE;
5268 if (specularscale > 0)
5270 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5271 if (r_shadow_glossexact.integer)
5272 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5274 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5276 if (r_shadow_usingshadowmaprect)
5277 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5278 if (r_shadow_usingshadowmap2d)
5279 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5280 if (r_shadow_usingshadowmapcube)
5281 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5282 else if(r_shadow_shadowmapvsdct)
5283 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5285 if (r_shadow_shadowmapsampler)
5286 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5287 if (r_shadow_shadowmappcf > 1)
5288 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5289 else if (r_shadow_shadowmappcf)
5290 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5292 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5293 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5294 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5295 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5296 switch(vid.renderpath)
5298 case RENDERPATH_GL20:
5299 R_SetupShader_SetPermutationGLSL(mode, permutation);
5300 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5301 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5302 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);
5303 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);
5304 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);
5305 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]);
5306 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]);
5307 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));
5308 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]);
5309 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5311 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5312 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5313 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5314 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5315 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5316 if (r_shadow_usingshadowmapcube)
5317 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5318 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5319 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5321 case RENDERPATH_CGGL:
5323 R_SetupShader_SetPermutationCG(mode, permutation);
5324 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5325 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5326 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
5327 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
5328 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
5329 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
5330 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
5331 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
5332 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
5333 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5335 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5336 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5337 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5338 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5339 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5340 if (r_shadow_usingshadowmapcube)
5341 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5342 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5343 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5346 case RENDERPATH_GL13:
5347 case RENDERPATH_GL11:
5352 #define SKINFRAME_HASH 1024
5356 int loadsequence; // incremented each level change
5357 memexpandablearray_t array;
5358 skinframe_t *hash[SKINFRAME_HASH];
5361 r_skinframe_t r_skinframe;
5363 void R_SkinFrame_PrepareForPurge(void)
5365 r_skinframe.loadsequence++;
5366 // wrap it without hitting zero
5367 if (r_skinframe.loadsequence >= 200)
5368 r_skinframe.loadsequence = 1;
5371 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5375 // mark the skinframe as used for the purging code
5376 skinframe->loadsequence = r_skinframe.loadsequence;
5379 void R_SkinFrame_Purge(void)
5383 for (i = 0;i < SKINFRAME_HASH;i++)
5385 for (s = r_skinframe.hash[i];s;s = s->next)
5387 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5389 if (s->merged == s->base)
5391 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5392 R_PurgeTexture(s->stain );s->stain = NULL;
5393 R_PurgeTexture(s->merged);s->merged = NULL;
5394 R_PurgeTexture(s->base );s->base = NULL;
5395 R_PurgeTexture(s->pants );s->pants = NULL;
5396 R_PurgeTexture(s->shirt );s->shirt = NULL;
5397 R_PurgeTexture(s->nmap );s->nmap = NULL;
5398 R_PurgeTexture(s->gloss );s->gloss = NULL;
5399 R_PurgeTexture(s->glow );s->glow = NULL;
5400 R_PurgeTexture(s->fog );s->fog = NULL;
5401 R_PurgeTexture(s->reflect);s->reflect = NULL;
5402 s->loadsequence = 0;
5408 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5410 char basename[MAX_QPATH];
5412 Image_StripImageExtension(name, basename, sizeof(basename));
5414 if( last == NULL ) {
5416 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5417 item = r_skinframe.hash[hashindex];
5422 // linearly search through the hash bucket
5423 for( ; item ; item = item->next ) {
5424 if( !strcmp( item->basename, basename ) ) {
5431 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5435 char basename[MAX_QPATH];
5437 Image_StripImageExtension(name, basename, sizeof(basename));
5439 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5440 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5441 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5445 rtexture_t *dyntexture;
5446 // check whether its a dynamic texture
5447 dyntexture = CL_GetDynTexture( basename );
5448 if (!add && !dyntexture)
5450 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5451 memset(item, 0, sizeof(*item));
5452 strlcpy(item->basename, basename, sizeof(item->basename));
5453 item->base = dyntexture; // either NULL or dyntexture handle
5454 item->textureflags = textureflags;
5455 item->comparewidth = comparewidth;
5456 item->compareheight = compareheight;
5457 item->comparecrc = comparecrc;
5458 item->next = r_skinframe.hash[hashindex];
5459 r_skinframe.hash[hashindex] = item;
5461 else if( item->base == NULL )
5463 rtexture_t *dyntexture;
5464 // check whether its a dynamic texture
5465 // 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]
5466 dyntexture = CL_GetDynTexture( basename );
5467 item->base = dyntexture; // either NULL or dyntexture handle
5470 R_SkinFrame_MarkUsed(item);
5474 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5476 unsigned long long avgcolor[5], wsum; \
5484 for(pix = 0; pix < cnt; ++pix) \
5487 for(comp = 0; comp < 3; ++comp) \
5489 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5492 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5494 for(comp = 0; comp < 3; ++comp) \
5495 avgcolor[comp] += getpixel * w; \
5498 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5499 avgcolor[4] += getpixel; \
5501 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5503 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5504 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5505 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5506 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5509 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5512 unsigned char *pixels;
5513 unsigned char *bumppixels;
5514 unsigned char *basepixels = NULL;
5515 int basepixels_width = 0;
5516 int basepixels_height = 0;
5517 skinframe_t *skinframe;
5518 rtexture_t *ddsbase = NULL;
5519 qboolean ddshasalpha = false;
5520 float ddsavgcolor[4];
5521 char basename[MAX_QPATH];
5523 if (cls.state == ca_dedicated)
5526 // return an existing skinframe if already loaded
5527 // if loading of the first image fails, don't make a new skinframe as it
5528 // would cause all future lookups of this to be missing
5529 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5530 if (skinframe && skinframe->base)
5533 Image_StripImageExtension(name, basename, sizeof(basename));
5535 // check for DDS texture file first
5536 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5538 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5539 if (basepixels == NULL)
5543 if (developer_loading.integer)
5544 Con_Printf("loading skin \"%s\"\n", name);
5546 // we've got some pixels to store, so really allocate this new texture now
5548 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5549 skinframe->stain = NULL;
5550 skinframe->merged = NULL;
5551 skinframe->base = NULL;
5552 skinframe->pants = NULL;
5553 skinframe->shirt = NULL;
5554 skinframe->nmap = NULL;
5555 skinframe->gloss = NULL;
5556 skinframe->glow = NULL;
5557 skinframe->fog = NULL;
5558 skinframe->reflect = NULL;
5559 skinframe->hasalpha = false;
5563 skinframe->base = ddsbase;
5564 skinframe->hasalpha = ddshasalpha;
5565 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5566 if (r_loadfog && skinframe->hasalpha)
5567 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5568 //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]);
5572 basepixels_width = image_width;
5573 basepixels_height = image_height;
5574 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5575 if (textureflags & TEXF_ALPHA)
5577 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5579 if (basepixels[j] < 255)
5581 skinframe->hasalpha = true;
5585 if (r_loadfog && skinframe->hasalpha)
5587 // has transparent pixels
5588 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5589 for (j = 0;j < image_width * image_height * 4;j += 4)
5594 pixels[j+3] = basepixels[j+3];
5596 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5600 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5601 //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]);
5602 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5603 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5604 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5605 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5610 if (r_loadnormalmap)
5611 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5612 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5614 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5615 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5616 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5617 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5620 // _norm is the name used by tenebrae and has been adopted as standard
5621 if (r_loadnormalmap && skinframe->nmap == NULL)
5623 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5625 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5629 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5631 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5632 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5633 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5635 Mem_Free(bumppixels);
5637 else if (r_shadow_bumpscale_basetexture.value > 0)
5639 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5640 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5641 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5644 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5645 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5648 // _luma is supported only for tenebrae compatibility
5649 // _glow is the preferred name
5650 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5652 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5653 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5654 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5655 Mem_Free(pixels);pixels = NULL;
5658 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5660 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5661 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5662 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5667 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5669 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5670 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5671 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5676 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5678 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5679 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5680 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5685 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5687 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5688 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5689 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5695 Mem_Free(basepixels);
5700 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5701 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5704 unsigned char *temp1, *temp2;
5705 skinframe_t *skinframe;
5707 if (cls.state == ca_dedicated)
5710 // if already loaded just return it, otherwise make a new skinframe
5711 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5712 if (skinframe && skinframe->base)
5715 skinframe->stain = NULL;
5716 skinframe->merged = NULL;
5717 skinframe->base = NULL;
5718 skinframe->pants = NULL;
5719 skinframe->shirt = NULL;
5720 skinframe->nmap = NULL;
5721 skinframe->gloss = NULL;
5722 skinframe->glow = NULL;
5723 skinframe->fog = NULL;
5724 skinframe->reflect = NULL;
5725 skinframe->hasalpha = false;
5727 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5731 if (developer_loading.integer)
5732 Con_Printf("loading 32bit skin \"%s\"\n", name);
5734 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5736 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5737 temp2 = temp1 + width * height * 4;
5738 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5739 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5742 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5743 if (textureflags & TEXF_ALPHA)
5745 for (i = 3;i < width * height * 4;i += 4)
5747 if (skindata[i] < 255)
5749 skinframe->hasalpha = true;
5753 if (r_loadfog && skinframe->hasalpha)
5755 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5756 memcpy(fogpixels, skindata, width * height * 4);
5757 for (i = 0;i < width * height * 4;i += 4)
5758 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5759 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5760 Mem_Free(fogpixels);
5764 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5765 //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]);
5770 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5774 skinframe_t *skinframe;
5776 if (cls.state == ca_dedicated)
5779 // if already loaded just return it, otherwise make a new skinframe
5780 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5781 if (skinframe && skinframe->base)
5784 skinframe->stain = NULL;
5785 skinframe->merged = NULL;
5786 skinframe->base = NULL;
5787 skinframe->pants = NULL;
5788 skinframe->shirt = NULL;
5789 skinframe->nmap = NULL;
5790 skinframe->gloss = NULL;
5791 skinframe->glow = NULL;
5792 skinframe->fog = NULL;
5793 skinframe->reflect = NULL;
5794 skinframe->hasalpha = false;
5796 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5800 if (developer_loading.integer)
5801 Con_Printf("loading quake skin \"%s\"\n", name);
5803 // 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)
5804 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5805 memcpy(skinframe->qpixels, skindata, width*height);
5806 skinframe->qwidth = width;
5807 skinframe->qheight = height;
5810 for (i = 0;i < width * height;i++)
5811 featuresmask |= palette_featureflags[skindata[i]];
5813 skinframe->hasalpha = false;
5814 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5815 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5816 skinframe->qgeneratemerged = true;
5817 skinframe->qgeneratebase = skinframe->qhascolormapping;
5818 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5820 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5821 //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]);
5826 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5830 unsigned char *skindata;
5832 if (!skinframe->qpixels)
5835 if (!skinframe->qhascolormapping)
5836 colormapped = false;
5840 if (!skinframe->qgeneratebase)
5845 if (!skinframe->qgeneratemerged)
5849 width = skinframe->qwidth;
5850 height = skinframe->qheight;
5851 skindata = skinframe->qpixels;
5853 if (skinframe->qgeneratenmap)
5855 unsigned char *temp1, *temp2;
5856 skinframe->qgeneratenmap = false;
5857 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5858 temp2 = temp1 + width * height * 4;
5859 // use either a custom palette or the quake palette
5860 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5861 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5862 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5866 if (skinframe->qgenerateglow)
5868 skinframe->qgenerateglow = false;
5869 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5874 skinframe->qgeneratebase = false;
5875 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5876 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5877 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5881 skinframe->qgeneratemerged = false;
5882 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5885 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5887 Mem_Free(skinframe->qpixels);
5888 skinframe->qpixels = NULL;
5892 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)
5895 skinframe_t *skinframe;
5897 if (cls.state == ca_dedicated)
5900 // if already loaded just return it, otherwise make a new skinframe
5901 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5902 if (skinframe && skinframe->base)
5905 skinframe->stain = NULL;
5906 skinframe->merged = NULL;
5907 skinframe->base = NULL;
5908 skinframe->pants = NULL;
5909 skinframe->shirt = NULL;
5910 skinframe->nmap = NULL;
5911 skinframe->gloss = NULL;
5912 skinframe->glow = NULL;
5913 skinframe->fog = NULL;
5914 skinframe->reflect = NULL;
5915 skinframe->hasalpha = false;
5917 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5921 if (developer_loading.integer)
5922 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5924 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5925 if (textureflags & TEXF_ALPHA)
5927 for (i = 0;i < width * height;i++)
5929 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5931 skinframe->hasalpha = true;
5935 if (r_loadfog && skinframe->hasalpha)
5936 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5939 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5940 //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]);
5945 skinframe_t *R_SkinFrame_LoadMissing(void)
5947 skinframe_t *skinframe;
5949 if (cls.state == ca_dedicated)
5952 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5953 skinframe->stain = NULL;
5954 skinframe->merged = NULL;
5955 skinframe->base = NULL;
5956 skinframe->pants = NULL;
5957 skinframe->shirt = NULL;
5958 skinframe->nmap = NULL;
5959 skinframe->gloss = NULL;
5960 skinframe->glow = NULL;
5961 skinframe->fog = NULL;
5962 skinframe->reflect = NULL;
5963 skinframe->hasalpha = false;
5965 skinframe->avgcolor[0] = rand() / RAND_MAX;
5966 skinframe->avgcolor[1] = rand() / RAND_MAX;
5967 skinframe->avgcolor[2] = rand() / RAND_MAX;
5968 skinframe->avgcolor[3] = 1;
5973 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5974 typedef struct suffixinfo_s
5977 qboolean flipx, flipy, flipdiagonal;
5980 static suffixinfo_t suffix[3][6] =
5983 {"px", false, false, false},
5984 {"nx", false, false, false},
5985 {"py", false, false, false},
5986 {"ny", false, false, false},
5987 {"pz", false, false, false},
5988 {"nz", false, false, false}
5991 {"posx", false, false, false},
5992 {"negx", false, false, false},
5993 {"posy", false, false, false},
5994 {"negy", false, false, false},
5995 {"posz", false, false, false},
5996 {"negz", false, false, false}
5999 {"rt", true, false, true},
6000 {"lf", false, true, true},
6001 {"ft", true, true, false},
6002 {"bk", false, false, false},
6003 {"up", true, false, true},
6004 {"dn", true, false, true}
6008 static int componentorder[4] = {0, 1, 2, 3};
6010 rtexture_t *R_LoadCubemap(const char *basename)
6012 int i, j, cubemapsize;
6013 unsigned char *cubemappixels, *image_buffer;
6014 rtexture_t *cubemaptexture;
6016 // must start 0 so the first loadimagepixels has no requested width/height
6018 cubemappixels = NULL;
6019 cubemaptexture = NULL;
6020 // keep trying different suffix groups (posx, px, rt) until one loads
6021 for (j = 0;j < 3 && !cubemappixels;j++)
6023 // load the 6 images in the suffix group
6024 for (i = 0;i < 6;i++)
6026 // generate an image name based on the base and and suffix
6027 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6029 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6031 // an image loaded, make sure width and height are equal
6032 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6034 // if this is the first image to load successfully, allocate the cubemap memory
6035 if (!cubemappixels && image_width >= 1)
6037 cubemapsize = image_width;
6038 // note this clears to black, so unavailable sides are black
6039 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6041 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6043 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);
6046 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6048 Mem_Free(image_buffer);
6052 // if a cubemap loaded, upload it
6055 if (developer_loading.integer)
6056 Con_Printf("loading cubemap \"%s\"\n", basename);
6058 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6059 Mem_Free(cubemappixels);
6063 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6064 if (developer_loading.integer)
6066 Con_Printf("(tried tried images ");
6067 for (j = 0;j < 3;j++)
6068 for (i = 0;i < 6;i++)
6069 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6070 Con_Print(" and was unable to find any of them).\n");
6073 return cubemaptexture;
6076 rtexture_t *R_GetCubemap(const char *basename)
6079 for (i = 0;i < r_texture_numcubemaps;i++)
6080 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6081 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6082 if (i >= MAX_CUBEMAPS)
6083 return r_texture_whitecube;
6084 r_texture_numcubemaps++;
6085 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6086 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6087 return r_texture_cubemaps[i].texture;
6090 void R_FreeCubemaps(void)
6093 for (i = 0;i < r_texture_numcubemaps;i++)
6095 if (developer_loading.integer)
6096 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6097 if (r_texture_cubemaps[i].texture)
6098 R_FreeTexture(r_texture_cubemaps[i].texture);
6100 r_texture_numcubemaps = 0;
6103 void R_Main_FreeViewCache(void)
6105 if (r_refdef.viewcache.entityvisible)
6106 Mem_Free(r_refdef.viewcache.entityvisible);
6107 if (r_refdef.viewcache.world_pvsbits)
6108 Mem_Free(r_refdef.viewcache.world_pvsbits);
6109 if (r_refdef.viewcache.world_leafvisible)
6110 Mem_Free(r_refdef.viewcache.world_leafvisible);
6111 if (r_refdef.viewcache.world_surfacevisible)
6112 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6113 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6116 void R_Main_ResizeViewCache(void)
6118 int numentities = r_refdef.scene.numentities;
6119 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6120 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6121 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6122 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6123 if (r_refdef.viewcache.maxentities < numentities)
6125 r_refdef.viewcache.maxentities = numentities;
6126 if (r_refdef.viewcache.entityvisible)
6127 Mem_Free(r_refdef.viewcache.entityvisible);
6128 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6130 if (r_refdef.viewcache.world_numclusters != numclusters)
6132 r_refdef.viewcache.world_numclusters = numclusters;
6133 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6134 if (r_refdef.viewcache.world_pvsbits)
6135 Mem_Free(r_refdef.viewcache.world_pvsbits);
6136 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6138 if (r_refdef.viewcache.world_numleafs != numleafs)
6140 r_refdef.viewcache.world_numleafs = numleafs;
6141 if (r_refdef.viewcache.world_leafvisible)
6142 Mem_Free(r_refdef.viewcache.world_leafvisible);
6143 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6145 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6147 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6148 if (r_refdef.viewcache.world_surfacevisible)
6149 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6150 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6154 extern rtexture_t *loadingscreentexture;
6155 void gl_main_start(void)
6157 loadingscreentexture = NULL;
6158 r_texture_blanknormalmap = NULL;
6159 r_texture_white = NULL;
6160 r_texture_grey128 = NULL;
6161 r_texture_black = NULL;
6162 r_texture_whitecube = NULL;
6163 r_texture_normalizationcube = NULL;
6164 r_texture_fogattenuation = NULL;
6165 r_texture_fogheighttexture = NULL;
6166 r_texture_gammaramps = NULL;
6167 r_texture_numcubemaps = 0;
6169 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6170 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6172 switch(vid.renderpath)
6174 case RENDERPATH_GL20:
6175 case RENDERPATH_CGGL:
6176 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6177 Cvar_SetValueQuick(&gl_combine, 1);
6178 Cvar_SetValueQuick(&r_glsl, 1);
6179 r_loadnormalmap = true;
6183 case RENDERPATH_GL13:
6184 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6185 Cvar_SetValueQuick(&gl_combine, 1);
6186 Cvar_SetValueQuick(&r_glsl, 0);
6187 r_loadnormalmap = false;
6188 r_loadgloss = false;
6191 case RENDERPATH_GL11:
6192 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6193 Cvar_SetValueQuick(&gl_combine, 0);
6194 Cvar_SetValueQuick(&r_glsl, 0);
6195 r_loadnormalmap = false;
6196 r_loadgloss = false;
6202 R_FrameData_Reset();
6206 memset(r_queries, 0, sizeof(r_queries));
6208 r_qwskincache = NULL;
6209 r_qwskincache_size = 0;
6211 // set up r_skinframe loading system for textures
6212 memset(&r_skinframe, 0, sizeof(r_skinframe));
6213 r_skinframe.loadsequence = 1;
6214 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6216 r_main_texturepool = R_AllocTexturePool();
6217 R_BuildBlankTextures();
6219 if (vid.support.arb_texture_cube_map)
6222 R_BuildNormalizationCube();
6224 r_texture_fogattenuation = NULL;
6225 r_texture_fogheighttexture = NULL;
6226 r_texture_gammaramps = NULL;
6227 //r_texture_fogintensity = NULL;
6228 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6229 memset(&r_waterstate, 0, sizeof(r_waterstate));
6230 r_glsl_permutation = NULL;
6231 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6232 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6233 glslshaderstring = NULL;
6235 r_cg_permutation = NULL;
6236 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6237 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6238 cgshaderstring = NULL;
6240 memset(&r_svbsp, 0, sizeof (r_svbsp));
6242 r_refdef.fogmasktable_density = 0;
6245 void gl_main_shutdown(void)
6248 R_FrameData_Reset();
6250 R_Main_FreeViewCache();
6253 qglDeleteQueriesARB(r_maxqueries, r_queries);
6257 memset(r_queries, 0, sizeof(r_queries));
6259 r_qwskincache = NULL;
6260 r_qwskincache_size = 0;
6262 // clear out the r_skinframe state
6263 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6264 memset(&r_skinframe, 0, sizeof(r_skinframe));
6267 Mem_Free(r_svbsp.nodes);
6268 memset(&r_svbsp, 0, sizeof (r_svbsp));
6269 R_FreeTexturePool(&r_main_texturepool);
6270 loadingscreentexture = NULL;
6271 r_texture_blanknormalmap = NULL;
6272 r_texture_white = NULL;
6273 r_texture_grey128 = NULL;
6274 r_texture_black = NULL;
6275 r_texture_whitecube = NULL;
6276 r_texture_normalizationcube = NULL;
6277 r_texture_fogattenuation = NULL;
6278 r_texture_fogheighttexture = NULL;
6279 r_texture_gammaramps = NULL;
6280 r_texture_numcubemaps = 0;
6281 //r_texture_fogintensity = NULL;
6282 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6283 memset(&r_waterstate, 0, sizeof(r_waterstate));
6284 r_glsl_permutation = NULL;
6285 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6286 glslshaderstring = NULL;
6288 r_cg_permutation = NULL;
6289 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6290 cgshaderstring = NULL;
6295 extern void CL_ParseEntityLump(char *entitystring);
6296 void gl_main_newmap(void)
6298 // FIXME: move this code to client
6300 char *entities, entname[MAX_QPATH];
6302 Mem_Free(r_qwskincache);
6303 r_qwskincache = NULL;
6304 r_qwskincache_size = 0;
6307 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6308 l = (int)strlen(entname) - 4;
6309 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6311 memcpy(entname + l, ".ent", 5);
6312 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6314 CL_ParseEntityLump(entities);
6319 if (cl.worldmodel->brush.entities)
6320 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6322 R_Main_FreeViewCache();
6324 R_FrameData_Reset();
6327 void GL_Main_Init(void)
6329 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6331 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6332 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6333 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6334 if (gamemode == GAME_NEHAHRA)
6336 Cvar_RegisterVariable (&gl_fogenable);
6337 Cvar_RegisterVariable (&gl_fogdensity);
6338 Cvar_RegisterVariable (&gl_fogred);
6339 Cvar_RegisterVariable (&gl_foggreen);
6340 Cvar_RegisterVariable (&gl_fogblue);
6341 Cvar_RegisterVariable (&gl_fogstart);
6342 Cvar_RegisterVariable (&gl_fogend);
6343 Cvar_RegisterVariable (&gl_skyclip);
6345 Cvar_RegisterVariable(&r_motionblur);
6346 Cvar_RegisterVariable(&r_motionblur_maxblur);
6347 Cvar_RegisterVariable(&r_motionblur_bmin);
6348 Cvar_RegisterVariable(&r_motionblur_vmin);
6349 Cvar_RegisterVariable(&r_motionblur_vmax);
6350 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6351 Cvar_RegisterVariable(&r_motionblur_randomize);
6352 Cvar_RegisterVariable(&r_damageblur);
6353 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6354 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6355 Cvar_RegisterVariable(&r_equalize_entities_by);
6356 Cvar_RegisterVariable(&r_equalize_entities_to);
6357 Cvar_RegisterVariable(&r_depthfirst);
6358 Cvar_RegisterVariable(&r_useinfinitefarclip);
6359 Cvar_RegisterVariable(&r_farclip_base);
6360 Cvar_RegisterVariable(&r_farclip_world);
6361 Cvar_RegisterVariable(&r_nearclip);
6362 Cvar_RegisterVariable(&r_showbboxes);
6363 Cvar_RegisterVariable(&r_showsurfaces);
6364 Cvar_RegisterVariable(&r_showtris);
6365 Cvar_RegisterVariable(&r_shownormals);
6366 Cvar_RegisterVariable(&r_showlighting);
6367 Cvar_RegisterVariable(&r_showshadowvolumes);
6368 Cvar_RegisterVariable(&r_showcollisionbrushes);
6369 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6370 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6371 Cvar_RegisterVariable(&r_showdisabledepthtest);
6372 Cvar_RegisterVariable(&r_drawportals);
6373 Cvar_RegisterVariable(&r_drawentities);
6374 Cvar_RegisterVariable(&r_cullentities_trace);
6375 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6376 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6377 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6378 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6379 Cvar_RegisterVariable(&r_drawviewmodel);
6380 Cvar_RegisterVariable(&r_drawexteriormodel);
6381 Cvar_RegisterVariable(&r_speeds);
6382 Cvar_RegisterVariable(&r_fullbrights);
6383 Cvar_RegisterVariable(&r_wateralpha);
6384 Cvar_RegisterVariable(&r_dynamic);
6385 Cvar_RegisterVariable(&r_fullbright);
6386 Cvar_RegisterVariable(&r_shadows);
6387 Cvar_RegisterVariable(&r_shadows_darken);
6388 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6389 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6390 Cvar_RegisterVariable(&r_shadows_throwdistance);
6391 Cvar_RegisterVariable(&r_shadows_throwdirection);
6392 Cvar_RegisterVariable(&r_shadows_focus);
6393 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6394 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6395 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6396 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6397 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6398 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6399 Cvar_RegisterVariable(&r_fog_exp2);
6400 Cvar_RegisterVariable(&r_drawfog);
6401 Cvar_RegisterVariable(&r_transparentdepthmasking);
6402 Cvar_RegisterVariable(&r_texture_dds_load);
6403 Cvar_RegisterVariable(&r_texture_dds_save);
6404 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6405 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6406 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6407 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6408 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6409 Cvar_RegisterVariable(&r_textureunits);
6410 Cvar_RegisterVariable(&gl_combine);
6411 Cvar_RegisterVariable(&r_glsl);
6412 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6413 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6414 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6415 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6416 Cvar_RegisterVariable(&r_glsl_postprocess);
6417 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6418 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6419 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6420 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6421 Cvar_RegisterVariable(&r_water);
6422 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6423 Cvar_RegisterVariable(&r_water_clippingplanebias);
6424 Cvar_RegisterVariable(&r_water_refractdistort);
6425 Cvar_RegisterVariable(&r_water_reflectdistort);
6426 Cvar_RegisterVariable(&r_lerpsprites);
6427 Cvar_RegisterVariable(&r_lerpmodels);
6428 Cvar_RegisterVariable(&r_lerplightstyles);
6429 Cvar_RegisterVariable(&r_waterscroll);
6430 Cvar_RegisterVariable(&r_bloom);
6431 Cvar_RegisterVariable(&r_bloom_colorscale);
6432 Cvar_RegisterVariable(&r_bloom_brighten);
6433 Cvar_RegisterVariable(&r_bloom_blur);
6434 Cvar_RegisterVariable(&r_bloom_resolution);
6435 Cvar_RegisterVariable(&r_bloom_colorexponent);
6436 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6437 Cvar_RegisterVariable(&r_hdr);
6438 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6439 Cvar_RegisterVariable(&r_hdr_glowintensity);
6440 Cvar_RegisterVariable(&r_hdr_range);
6441 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6442 Cvar_RegisterVariable(&developer_texturelogging);
6443 Cvar_RegisterVariable(&gl_lightmaps);
6444 Cvar_RegisterVariable(&r_test);
6445 Cvar_RegisterVariable(&r_glsl_saturation);
6446 Cvar_RegisterVariable(&r_framedatasize);
6447 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6448 Cvar_SetValue("r_fullbrights", 0);
6449 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6451 Cvar_RegisterVariable(&r_track_sprites);
6452 Cvar_RegisterVariable(&r_track_sprites_flags);
6453 Cvar_RegisterVariable(&r_track_sprites_scalew);
6454 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6455 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6456 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6459 extern void R_Textures_Init(void);
6460 extern void GL_Draw_Init(void);
6461 extern void GL_Main_Init(void);
6462 extern void R_Shadow_Init(void);
6463 extern void R_Sky_Init(void);
6464 extern void GL_Surf_Init(void);
6465 extern void R_Particles_Init(void);
6466 extern void R_Explosion_Init(void);
6467 extern void gl_backend_init(void);
6468 extern void Sbar_Init(void);
6469 extern void R_LightningBeams_Init(void);
6470 extern void Mod_RenderInit(void);
6471 extern void Font_Init(void);
6473 void Render_Init(void)
6486 R_LightningBeams_Init();
6495 extern char *ENGINE_EXTENSIONS;
6498 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6499 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6500 gl_version = (const char *)qglGetString(GL_VERSION);
6501 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6505 if (!gl_platformextensions)
6506 gl_platformextensions = "";
6508 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6509 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6510 Con_Printf("GL_VERSION: %s\n", gl_version);
6511 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6512 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6514 VID_CheckExtensions();
6516 // LordHavoc: report supported extensions
6517 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6519 // clear to black (loading plaque will be seen over this)
6521 qglClearColor(0,0,0,1);CHECKGLERROR
6522 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6525 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6529 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6531 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6534 p = r_refdef.view.frustum + i;
6539 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6543 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6547 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6551 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6555 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6559 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6563 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6567 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6575 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6579 for (i = 0;i < numplanes;i++)
6586 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6590 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6594 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6598 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6602 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6606 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6610 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6614 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6622 //==================================================================================
6624 // LordHavoc: this stores temporary data used within the same frame
6626 qboolean r_framedata_failed;
6627 static size_t r_framedata_size;
6628 static size_t r_framedata_current;
6629 static void *r_framedata_base;
6631 void R_FrameData_Reset(void)
6633 if (r_framedata_base)
6634 Mem_Free(r_framedata_base);
6635 r_framedata_base = NULL;
6636 r_framedata_size = 0;
6637 r_framedata_current = 0;
6638 r_framedata_failed = false;
6641 void R_FrameData_NewFrame(void)
6644 if (r_framedata_failed)
6645 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6646 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6647 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6648 if (r_framedata_size != wantedsize)
6650 r_framedata_size = wantedsize;
6651 if (r_framedata_base)
6652 Mem_Free(r_framedata_base);
6653 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6655 r_framedata_current = 0;
6656 r_framedata_failed = false;
6659 void *R_FrameData_Alloc(size_t size)
6663 // align to 16 byte boundary
6664 size = (size + 15) & ~15;
6665 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6666 r_framedata_current += size;
6669 if (r_framedata_current > r_framedata_size)
6670 r_framedata_failed = true;
6672 // return NULL on everything after a failure
6673 if (r_framedata_failed)
6679 void *R_FrameData_Store(size_t size, void *data)
6681 void *d = R_FrameData_Alloc(size);
6683 memcpy(d, data, size);
6687 //==================================================================================
6689 // LordHavoc: animcache originally written by Echon, rewritten since then
6692 * Animation cache prevents re-generating mesh data for an animated model
6693 * multiple times in one frame for lighting, shadowing, reflections, etc.
6696 void R_AnimCache_Free(void)
6700 void R_AnimCache_ClearCache(void)
6703 entity_render_t *ent;
6705 for (i = 0;i < r_refdef.scene.numentities;i++)
6707 ent = r_refdef.scene.entities[i];
6708 ent->animcache_vertex3f = NULL;
6709 ent->animcache_normal3f = NULL;
6710 ent->animcache_svector3f = NULL;
6711 ent->animcache_tvector3f = NULL;
6712 ent->animcache_vertexposition = NULL;
6713 ent->animcache_vertexmesh = NULL;
6714 ent->animcache_vertexpositionbuffer = NULL;
6715 ent->animcache_vertexmeshbuffer = NULL;
6719 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6722 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6723 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6724 if (!ent->animcache_vertexposition)
6725 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6726 if (ent->animcache_vertexposition)
6728 for (i = 0;i < numvertices;i++)
6729 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6730 // TODO: upload vertex buffer?
6732 if (ent->animcache_vertexmesh)
6734 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6735 for (i = 0;i < numvertices;i++)
6736 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6737 if (ent->animcache_svector3f)
6738 for (i = 0;i < numvertices;i++)
6739 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6740 if (ent->animcache_tvector3f)
6741 for (i = 0;i < numvertices;i++)
6742 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6743 if (ent->animcache_normal3f)
6744 for (i = 0;i < numvertices;i++)
6745 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6746 // TODO: upload vertex buffer?
6750 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6752 dp_model_t *model = ent->model;
6754 // see if it's already cached this frame
6755 if (ent->animcache_vertex3f)
6757 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6758 if (wantnormals || wanttangents)
6760 if (ent->animcache_normal3f)
6761 wantnormals = false;
6762 if (ent->animcache_svector3f)
6763 wanttangents = false;
6764 if (wantnormals || wanttangents)
6766 numvertices = model->surfmesh.num_vertices;
6768 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6771 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6772 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6774 if (!r_framedata_failed)
6776 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6777 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6784 // see if this ent is worth caching
6785 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6787 // get some memory for this entity and generate mesh data
6788 numvertices = model->surfmesh.num_vertices;
6789 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6791 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6794 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6795 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6797 if (!r_framedata_failed)
6799 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6800 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6803 return !r_framedata_failed;
6806 void R_AnimCache_CacheVisibleEntities(void)
6809 qboolean wantnormals = true;
6810 qboolean wanttangents = !r_showsurfaces.integer;
6812 switch(vid.renderpath)
6814 case RENDERPATH_GL20:
6815 case RENDERPATH_CGGL:
6817 case RENDERPATH_GL13:
6818 case RENDERPATH_GL11:
6819 wanttangents = false;
6823 if (r_shownormals.integer)
6824 wanttangents = wantnormals = true;
6826 // TODO: thread this
6827 // NOTE: R_PrepareRTLights() also caches entities
6829 for (i = 0;i < r_refdef.scene.numentities;i++)
6830 if (r_refdef.viewcache.entityvisible[i])
6831 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6834 //==================================================================================
6836 static void R_View_UpdateEntityLighting (void)
6839 entity_render_t *ent;
6840 vec3_t tempdiffusenormal, avg;
6841 vec_t f, fa, fd, fdd;
6842 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6844 for (i = 0;i < r_refdef.scene.numentities;i++)
6846 ent = r_refdef.scene.entities[i];
6848 // skip unseen models
6849 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6853 if (ent->model && ent->model->brush.num_leafs)
6855 // TODO: use modellight for r_ambient settings on world?
6856 VectorSet(ent->modellight_ambient, 0, 0, 0);
6857 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6858 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6862 // fetch the lighting from the worldmodel data
6863 VectorClear(ent->modellight_ambient);
6864 VectorClear(ent->modellight_diffuse);
6865 VectorClear(tempdiffusenormal);
6866 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6869 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6870 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6871 if(ent->flags & RENDER_EQUALIZE)
6873 // first fix up ambient lighting...
6874 if(r_equalize_entities_minambient.value > 0)
6876 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6879 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6880 if(fa < r_equalize_entities_minambient.value * fd)
6883 // fa'/fd' = minambient
6884 // fa'+0.25*fd' = fa+0.25*fd
6886 // fa' = fd' * minambient
6887 // fd'*(0.25+minambient) = fa+0.25*fd
6889 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6890 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6892 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6893 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
6894 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6895 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6900 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6902 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6903 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6906 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6907 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6908 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6914 VectorSet(ent->modellight_ambient, 1, 1, 1);
6916 // move the light direction into modelspace coordinates for lighting code
6917 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6918 if(VectorLength2(ent->modellight_lightdir) == 0)
6919 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6920 VectorNormalize(ent->modellight_lightdir);
6924 #define MAX_LINEOFSIGHTTRACES 64
6926 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6929 vec3_t boxmins, boxmaxs;
6932 dp_model_t *model = r_refdef.scene.worldmodel;
6934 if (!model || !model->brush.TraceLineOfSight)
6937 // expand the box a little
6938 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6939 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6940 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6941 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6942 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6943 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6945 // return true if eye is inside enlarged box
6946 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6950 VectorCopy(eye, start);
6951 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6952 if (model->brush.TraceLineOfSight(model, start, end))
6955 // try various random positions
6956 for (i = 0;i < numsamples;i++)
6958 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6959 if (model->brush.TraceLineOfSight(model, start, end))
6967 static void R_View_UpdateEntityVisible (void)
6972 entity_render_t *ent;
6974 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6975 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6976 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6977 : RENDER_EXTERIORMODEL;
6978 if (!r_drawviewmodel.integer)
6979 renderimask |= RENDER_VIEWMODEL;
6980 if (!r_drawexteriormodel.integer)
6981 renderimask |= RENDER_EXTERIORMODEL;
6982 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6984 // worldmodel can check visibility
6985 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6986 for (i = 0;i < r_refdef.scene.numentities;i++)
6988 ent = r_refdef.scene.entities[i];
6989 if (!(ent->flags & renderimask))
6990 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)))
6991 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))
6992 r_refdef.viewcache.entityvisible[i] = true;
6994 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
6995 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
6997 for (i = 0;i < r_refdef.scene.numentities;i++)
6999 ent = r_refdef.scene.entities[i];
7000 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7002 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7004 continue; // temp entities do pvs only
7005 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7006 ent->last_trace_visibility = realtime;
7007 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7008 r_refdef.viewcache.entityvisible[i] = 0;
7015 // no worldmodel or it can't check visibility
7016 for (i = 0;i < r_refdef.scene.numentities;i++)
7018 ent = r_refdef.scene.entities[i];
7019 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));
7024 /// only used if skyrendermasked, and normally returns false
7025 int R_DrawBrushModelsSky (void)
7028 entity_render_t *ent;
7031 for (i = 0;i < r_refdef.scene.numentities;i++)
7033 if (!r_refdef.viewcache.entityvisible[i])
7035 ent = r_refdef.scene.entities[i];
7036 if (!ent->model || !ent->model->DrawSky)
7038 ent->model->DrawSky(ent);
7044 static void R_DrawNoModel(entity_render_t *ent);
7045 static void R_DrawModels(void)
7048 entity_render_t *ent;
7050 for (i = 0;i < r_refdef.scene.numentities;i++)
7052 if (!r_refdef.viewcache.entityvisible[i])
7054 ent = r_refdef.scene.entities[i];
7055 r_refdef.stats.entities++;
7056 if (ent->model && ent->model->Draw != NULL)
7057 ent->model->Draw(ent);
7063 static void R_DrawModelsDepth(void)
7066 entity_render_t *ent;
7068 for (i = 0;i < r_refdef.scene.numentities;i++)
7070 if (!r_refdef.viewcache.entityvisible[i])
7072 ent = r_refdef.scene.entities[i];
7073 if (ent->model && ent->model->DrawDepth != NULL)
7074 ent->model->DrawDepth(ent);
7078 static void R_DrawModelsDebug(void)
7081 entity_render_t *ent;
7083 for (i = 0;i < r_refdef.scene.numentities;i++)
7085 if (!r_refdef.viewcache.entityvisible[i])
7087 ent = r_refdef.scene.entities[i];
7088 if (ent->model && ent->model->DrawDebug != NULL)
7089 ent->model->DrawDebug(ent);
7093 static void R_DrawModelsAddWaterPlanes(void)
7096 entity_render_t *ent;
7098 for (i = 0;i < r_refdef.scene.numentities;i++)
7100 if (!r_refdef.viewcache.entityvisible[i])
7102 ent = r_refdef.scene.entities[i];
7103 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7104 ent->model->DrawAddWaterPlanes(ent);
7108 static void R_View_SetFrustum(void)
7111 double slopex, slopey;
7112 vec3_t forward, left, up, origin;
7114 // we can't trust r_refdef.view.forward and friends in reflected scenes
7115 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7118 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7119 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7120 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7121 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7122 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7123 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7124 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7125 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7126 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7127 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7128 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7129 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7133 zNear = r_refdef.nearclip;
7134 nudge = 1.0 - 1.0 / (1<<23);
7135 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7136 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7137 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7138 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7139 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7140 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7141 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7142 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7148 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7149 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7150 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7151 r_refdef.view.frustum[0].dist = m[15] - m[12];
7153 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7154 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7155 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7156 r_refdef.view.frustum[1].dist = m[15] + m[12];
7158 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7159 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7160 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7161 r_refdef.view.frustum[2].dist = m[15] - m[13];
7163 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7164 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7165 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7166 r_refdef.view.frustum[3].dist = m[15] + m[13];
7168 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7169 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7170 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7171 r_refdef.view.frustum[4].dist = m[15] - m[14];
7173 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7174 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7175 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7176 r_refdef.view.frustum[5].dist = m[15] + m[14];
7179 if (r_refdef.view.useperspective)
7181 slopex = 1.0 / r_refdef.view.frustum_x;
7182 slopey = 1.0 / r_refdef.view.frustum_y;
7183 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7184 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7185 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7186 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7187 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7189 // Leaving those out was a mistake, those were in the old code, and they
7190 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7191 // I couldn't reproduce it after adding those normalizations. --blub
7192 VectorNormalize(r_refdef.view.frustum[0].normal);
7193 VectorNormalize(r_refdef.view.frustum[1].normal);
7194 VectorNormalize(r_refdef.view.frustum[2].normal);
7195 VectorNormalize(r_refdef.view.frustum[3].normal);
7197 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7198 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]);
7199 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]);
7200 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]);
7201 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]);
7203 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7204 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7205 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7206 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7207 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7211 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7212 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7213 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7214 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7215 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7216 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7217 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7218 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7219 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7220 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7222 r_refdef.view.numfrustumplanes = 5;
7224 if (r_refdef.view.useclipplane)
7226 r_refdef.view.numfrustumplanes = 6;
7227 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7230 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7231 PlaneClassify(r_refdef.view.frustum + i);
7233 // LordHavoc: note to all quake engine coders, Quake had a special case
7234 // for 90 degrees which assumed a square view (wrong), so I removed it,
7235 // Quake2 has it disabled as well.
7237 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7238 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7239 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7240 //PlaneClassify(&frustum[0]);
7242 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7243 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7244 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7245 //PlaneClassify(&frustum[1]);
7247 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7248 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7249 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7250 //PlaneClassify(&frustum[2]);
7252 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7253 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7254 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7255 //PlaneClassify(&frustum[3]);
7258 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7259 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7260 //PlaneClassify(&frustum[4]);
7263 void R_View_Update(void)
7265 R_Main_ResizeViewCache();
7266 R_View_SetFrustum();
7267 R_View_WorldVisibility(r_refdef.view.useclipplane);
7268 R_View_UpdateEntityVisible();
7269 R_View_UpdateEntityLighting();
7272 void R_SetupView(qboolean allowwaterclippingplane)
7274 const float *customclipplane = NULL;
7276 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7278 // LordHavoc: couldn't figure out how to make this approach the
7279 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7280 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7281 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7282 dist = r_refdef.view.clipplane.dist;
7283 plane[0] = r_refdef.view.clipplane.normal[0];
7284 plane[1] = r_refdef.view.clipplane.normal[1];
7285 plane[2] = r_refdef.view.clipplane.normal[2];
7287 customclipplane = plane;
7290 if (!r_refdef.view.useperspective)
7291 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);
7292 else if (vid.stencil && r_useinfinitefarclip.integer)
7293 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);
7295 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);
7296 R_SetViewport(&r_refdef.view.viewport);
7299 void R_EntityMatrix(const matrix4x4_t *matrix)
7301 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7303 gl_modelmatrixchanged = false;
7304 gl_modelmatrix = *matrix;
7305 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7306 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7307 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7308 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7310 switch(vid.renderpath)
7312 case RENDERPATH_GL20:
7313 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7314 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7315 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7317 case RENDERPATH_CGGL:
7320 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7321 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7322 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7325 case RENDERPATH_GL13:
7326 case RENDERPATH_GL11:
7327 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7333 void R_ResetViewRendering2D(void)
7335 r_viewport_t viewport;
7338 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7339 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);
7340 R_SetViewport(&viewport);
7341 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7342 GL_Color(1, 1, 1, 1);
7343 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7344 GL_BlendFunc(GL_ONE, GL_ZERO);
7345 GL_AlphaTest(false);
7346 GL_ScissorTest(false);
7347 GL_DepthMask(false);
7348 GL_DepthRange(0, 1);
7349 GL_DepthTest(false);
7350 R_EntityMatrix(&identitymatrix);
7351 R_Mesh_ResetTextureState();
7352 GL_PolygonOffset(0, 0);
7353 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7354 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7355 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7356 qglStencilMask(~0);CHECKGLERROR
7357 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7358 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7359 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7362 void R_ResetViewRendering3D(void)
7367 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7368 GL_Color(1, 1, 1, 1);
7369 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7370 GL_BlendFunc(GL_ONE, GL_ZERO);
7371 GL_AlphaTest(false);
7372 GL_ScissorTest(true);
7374 GL_DepthRange(0, 1);
7376 R_EntityMatrix(&identitymatrix);
7377 R_Mesh_ResetTextureState();
7378 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7379 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7380 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7381 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7382 qglStencilMask(~0);CHECKGLERROR
7383 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7384 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7385 GL_CullFace(r_refdef.view.cullface_back);
7390 R_RenderView_UpdateViewVectors
7393 static void R_RenderView_UpdateViewVectors(void)
7395 // break apart the view matrix into vectors for various purposes
7396 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7397 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7398 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7399 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7400 // make an inverted copy of the view matrix for tracking sprites
7401 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7404 void R_RenderScene(void);
7405 void R_RenderWaterPlanes(void);
7407 static void R_Water_StartFrame(void)
7410 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7411 r_waterstate_waterplane_t *p;
7413 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7416 switch(vid.renderpath)
7418 case RENDERPATH_GL20:
7419 case RENDERPATH_CGGL:
7421 case RENDERPATH_GL13:
7422 case RENDERPATH_GL11:
7426 // set waterwidth and waterheight to the water resolution that will be
7427 // used (often less than the screen resolution for faster rendering)
7428 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7429 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7431 // calculate desired texture sizes
7432 // can't use water if the card does not support the texture size
7433 if (!r_water.integer || r_showsurfaces.integer)
7434 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7435 else if (vid.support.arb_texture_non_power_of_two)
7437 texturewidth = waterwidth;
7438 textureheight = waterheight;
7439 camerawidth = waterwidth;
7440 cameraheight = waterheight;
7444 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7445 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7446 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7447 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7450 // allocate textures as needed
7451 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7453 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7454 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7456 if (p->texture_refraction)
7457 R_FreeTexture(p->texture_refraction);
7458 p->texture_refraction = NULL;
7459 if (p->texture_reflection)
7460 R_FreeTexture(p->texture_reflection);
7461 p->texture_reflection = NULL;
7462 if (p->texture_camera)
7463 R_FreeTexture(p->texture_camera);
7464 p->texture_camera = NULL;
7466 memset(&r_waterstate, 0, sizeof(r_waterstate));
7467 r_waterstate.texturewidth = texturewidth;
7468 r_waterstate.textureheight = textureheight;
7469 r_waterstate.camerawidth = camerawidth;
7470 r_waterstate.cameraheight = cameraheight;
7473 if (r_waterstate.texturewidth)
7475 r_waterstate.enabled = true;
7477 // when doing a reduced render (HDR) we want to use a smaller area
7478 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7479 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7481 // set up variables that will be used in shader setup
7482 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7483 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7484 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7485 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7488 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7489 r_waterstate.numwaterplanes = 0;
7492 void R_Water_AddWaterPlane(msurface_t *surface)
7494 int triangleindex, planeindex;
7501 r_waterstate_waterplane_t *p;
7502 texture_t *t = R_GetCurrentTexture(surface->texture);
7503 cam_ent = t->camera_entity;
7504 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7507 // just use the first triangle with a valid normal for any decisions
7508 VectorClear(normal);
7509 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7511 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7512 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7513 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7514 TriangleNormal(vert[0], vert[1], vert[2], normal);
7515 if (VectorLength2(normal) >= 0.001)
7519 VectorCopy(normal, plane.normal);
7520 VectorNormalize(plane.normal);
7521 plane.dist = DotProduct(vert[0], plane.normal);
7522 PlaneClassify(&plane);
7523 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7525 // skip backfaces (except if nocullface is set)
7526 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7528 VectorNegate(plane.normal, plane.normal);
7530 PlaneClassify(&plane);
7534 // find a matching plane if there is one
7535 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7536 if(p->camera_entity == t->camera_entity)
7537 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7539 if (planeindex >= r_waterstate.maxwaterplanes)
7540 return; // nothing we can do, out of planes
7542 // if this triangle does not fit any known plane rendered this frame, add one
7543 if (planeindex >= r_waterstate.numwaterplanes)
7545 // store the new plane
7546 r_waterstate.numwaterplanes++;
7548 // clear materialflags and pvs
7549 p->materialflags = 0;
7550 p->pvsvalid = false;
7551 p->camera_entity = t->camera_entity;
7553 // merge this surface's materialflags into the waterplane
7554 p->materialflags |= t->currentmaterialflags;
7555 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7557 // merge this surface's PVS into the waterplane
7558 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7559 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7560 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7562 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7568 static void R_Water_ProcessPlanes(void)
7570 r_refdef_view_t originalview;
7571 r_refdef_view_t myview;
7573 r_waterstate_waterplane_t *p;
7576 originalview = r_refdef.view;
7578 // make sure enough textures are allocated
7579 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7581 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7583 if (!p->texture_refraction)
7584 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7585 if (!p->texture_refraction)
7588 else if (p->materialflags & MATERIALFLAG_CAMERA)
7590 if (!p->texture_camera)
7591 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7592 if (!p->texture_camera)
7596 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7598 if (!p->texture_reflection)
7599 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7600 if (!p->texture_reflection)
7606 r_refdef.view = originalview;
7607 r_refdef.view.showdebug = false;
7608 r_refdef.view.width = r_waterstate.waterwidth;
7609 r_refdef.view.height = r_waterstate.waterheight;
7610 r_refdef.view.useclipplane = true;
7611 myview = r_refdef.view;
7612 r_waterstate.renderingscene = true;
7613 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7615 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7617 r_refdef.view = myview;
7618 // render reflected scene and copy into texture
7619 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7620 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7621 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7622 r_refdef.view.clipplane = p->plane;
7623 // reverse the cullface settings for this render
7624 r_refdef.view.cullface_front = GL_FRONT;
7625 r_refdef.view.cullface_back = GL_BACK;
7626 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7628 r_refdef.view.usecustompvs = true;
7630 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7632 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7635 R_ResetViewRendering3D();
7636 R_ClearScreen(r_refdef.fogenabled);
7640 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);
7643 // render the normal view scene and copy into texture
7644 // (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)
7645 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7647 r_waterstate.renderingrefraction = true;
7648 r_refdef.view = myview;
7650 r_refdef.view.clipplane = p->plane;
7651 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7652 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7654 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7656 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7657 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7658 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7659 R_RenderView_UpdateViewVectors();
7660 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);
7663 PlaneClassify(&r_refdef.view.clipplane);
7665 R_ResetViewRendering3D();
7666 R_ClearScreen(r_refdef.fogenabled);
7670 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);
7671 r_waterstate.renderingrefraction = false;
7673 else if (p->materialflags & MATERIALFLAG_CAMERA)
7675 r_refdef.view = myview;
7677 r_refdef.view.clipplane = p->plane;
7678 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7679 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7681 r_refdef.view.width = r_waterstate.camerawidth;
7682 r_refdef.view.height = r_waterstate.cameraheight;
7683 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7684 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7686 if(p->camera_entity)
7688 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7689 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7692 // reverse the cullface settings for this render
7693 r_refdef.view.cullface_front = GL_FRONT;
7694 r_refdef.view.cullface_back = GL_BACK;
7695 // also reverse the view matrix
7696 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7697 R_RenderView_UpdateViewVectors();
7698 if(p->camera_entity)
7699 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);
7701 // camera needs no clipplane
7702 r_refdef.view.useclipplane = false;
7704 PlaneClassify(&r_refdef.view.clipplane);
7706 R_ResetViewRendering3D();
7707 R_ClearScreen(r_refdef.fogenabled);
7711 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);
7712 r_waterstate.renderingrefraction = false;
7716 r_waterstate.renderingscene = false;
7717 r_refdef.view = originalview;
7718 R_ResetViewRendering3D();
7719 R_ClearScreen(r_refdef.fogenabled);
7723 r_refdef.view = originalview;
7724 r_waterstate.renderingscene = false;
7725 Cvar_SetValueQuick(&r_water, 0);
7726 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7730 void R_Bloom_StartFrame(void)
7732 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7734 switch(vid.renderpath)
7736 case RENDERPATH_GL20:
7737 case RENDERPATH_CGGL:
7739 case RENDERPATH_GL13:
7740 case RENDERPATH_GL11:
7744 // set bloomwidth and bloomheight to the bloom resolution that will be
7745 // used (often less than the screen resolution for faster rendering)
7746 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7747 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7748 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7749 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7750 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7752 // calculate desired texture sizes
7753 if (vid.support.arb_texture_non_power_of_two)
7755 screentexturewidth = r_refdef.view.width;
7756 screentextureheight = r_refdef.view.height;
7757 bloomtexturewidth = r_bloomstate.bloomwidth;
7758 bloomtextureheight = r_bloomstate.bloomheight;
7762 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7763 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7764 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7765 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7768 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))
7770 Cvar_SetValueQuick(&r_hdr, 0);
7771 Cvar_SetValueQuick(&r_bloom, 0);
7772 Cvar_SetValueQuick(&r_motionblur, 0);
7773 Cvar_SetValueQuick(&r_damageblur, 0);
7776 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)))
7777 screentexturewidth = screentextureheight = 0;
7778 if (!r_hdr.integer && !r_bloom.integer)
7779 bloomtexturewidth = bloomtextureheight = 0;
7781 // allocate textures as needed
7782 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7784 if (r_bloomstate.texture_screen)
7785 R_FreeTexture(r_bloomstate.texture_screen);
7786 r_bloomstate.texture_screen = NULL;
7787 r_bloomstate.screentexturewidth = screentexturewidth;
7788 r_bloomstate.screentextureheight = screentextureheight;
7789 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7790 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7792 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7794 if (r_bloomstate.texture_bloom)
7795 R_FreeTexture(r_bloomstate.texture_bloom);
7796 r_bloomstate.texture_bloom = NULL;
7797 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7798 r_bloomstate.bloomtextureheight = bloomtextureheight;
7799 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7800 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7803 // when doing a reduced render (HDR) we want to use a smaller area
7804 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7805 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7806 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7807 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7808 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7810 // set up a texcoord array for the full resolution screen image
7811 // (we have to keep this around to copy back during final render)
7812 r_bloomstate.screentexcoord2f[0] = 0;
7813 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7814 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7815 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7816 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7817 r_bloomstate.screentexcoord2f[5] = 0;
7818 r_bloomstate.screentexcoord2f[6] = 0;
7819 r_bloomstate.screentexcoord2f[7] = 0;
7821 // set up a texcoord array for the reduced resolution bloom image
7822 // (which will be additive blended over the screen image)
7823 r_bloomstate.bloomtexcoord2f[0] = 0;
7824 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7825 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7826 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7827 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7828 r_bloomstate.bloomtexcoord2f[5] = 0;
7829 r_bloomstate.bloomtexcoord2f[6] = 0;
7830 r_bloomstate.bloomtexcoord2f[7] = 0;
7832 if (r_hdr.integer || r_bloom.integer)
7834 r_bloomstate.enabled = true;
7835 r_bloomstate.hdr = r_hdr.integer != 0;
7838 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);
7841 void R_Bloom_CopyBloomTexture(float colorscale)
7843 r_refdef.stats.bloom++;
7845 // scale down screen texture to the bloom texture size
7847 R_SetViewport(&r_bloomstate.viewport);
7848 GL_BlendFunc(GL_ONE, GL_ZERO);
7849 GL_Color(colorscale, colorscale, colorscale, 1);
7850 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7851 // TODO: do boxfilter scale-down in shader?
7852 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7853 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7854 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7856 // we now have a bloom image in the framebuffer
7857 // copy it into the bloom image texture for later processing
7858 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);
7859 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7862 void R_Bloom_CopyHDRTexture(void)
7864 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);
7865 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7868 void R_Bloom_MakeTexture(void)
7871 float xoffset, yoffset, r, brighten;
7873 r_refdef.stats.bloom++;
7875 R_ResetViewRendering2D();
7877 // we have a bloom image in the framebuffer
7879 R_SetViewport(&r_bloomstate.viewport);
7881 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7884 r = bound(0, r_bloom_colorexponent.value / x, 1);
7885 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7887 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7888 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7889 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7890 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7892 // copy the vertically blurred bloom view to a texture
7893 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);
7894 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7897 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7898 brighten = r_bloom_brighten.value;
7900 brighten *= r_hdr_range.value;
7901 brighten = sqrt(brighten);
7903 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7904 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7906 for (dir = 0;dir < 2;dir++)
7908 // blend on at multiple vertical offsets to achieve a vertical blur
7909 // TODO: do offset blends using GLSL
7910 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7911 GL_BlendFunc(GL_ONE, GL_ZERO);
7912 for (x = -range;x <= range;x++)
7914 if (!dir){xoffset = 0;yoffset = x;}
7915 else {xoffset = x;yoffset = 0;}
7916 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7917 yoffset /= (float)r_bloomstate.bloomtextureheight;
7918 // compute a texcoord array with the specified x and y offset
7919 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7920 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7921 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7922 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7923 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7924 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7925 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7926 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7927 // this r value looks like a 'dot' particle, fading sharply to
7928 // black at the edges
7929 // (probably not realistic but looks good enough)
7930 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7931 //r = brighten/(range*2+1);
7932 r = brighten / (range * 2 + 1);
7934 r *= (1 - x*x/(float)(range*range));
7935 GL_Color(r, r, r, 1);
7936 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7937 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7938 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7939 GL_BlendFunc(GL_ONE, GL_ONE);
7942 // copy the vertically blurred bloom view to a texture
7943 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);
7944 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7947 // apply subtract last
7948 // (just like it would be in a GLSL shader)
7949 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7951 GL_BlendFunc(GL_ONE, GL_ZERO);
7953 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7954 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7955 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7956 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7958 GL_BlendFunc(GL_ONE, GL_ONE);
7959 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7960 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7961 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7962 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7963 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7964 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7965 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7967 // copy the darkened bloom view to a texture
7968 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);
7969 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7973 void R_HDR_RenderBloomTexture(void)
7975 int oldwidth, oldheight;
7976 float oldcolorscale;
7978 oldcolorscale = r_refdef.view.colorscale;
7979 oldwidth = r_refdef.view.width;
7980 oldheight = r_refdef.view.height;
7981 r_refdef.view.width = r_bloomstate.bloomwidth;
7982 r_refdef.view.height = r_bloomstate.bloomheight;
7984 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7985 // TODO: add exposure compensation features
7986 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7988 r_refdef.view.showdebug = false;
7989 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7991 R_ResetViewRendering3D();
7993 R_ClearScreen(r_refdef.fogenabled);
7994 if (r_timereport_active)
7995 R_TimeReport("HDRclear");
7998 if (r_timereport_active)
7999 R_TimeReport("visibility");
8001 // only do secondary renders with HDR if r_hdr is 2 or higher
8002 r_waterstate.numwaterplanes = 0;
8003 if (r_waterstate.enabled && r_hdr.integer >= 2)
8004 R_RenderWaterPlanes();
8006 r_refdef.view.showdebug = true;
8008 r_waterstate.numwaterplanes = 0;
8010 R_ResetViewRendering2D();
8012 R_Bloom_CopyHDRTexture();
8013 R_Bloom_MakeTexture();
8015 // restore the view settings
8016 r_refdef.view.width = oldwidth;
8017 r_refdef.view.height = oldheight;
8018 r_refdef.view.colorscale = oldcolorscale;
8020 R_ResetViewRendering3D();
8022 R_ClearScreen(r_refdef.fogenabled);
8023 if (r_timereport_active)
8024 R_TimeReport("viewclear");
8027 static void R_BlendView(void)
8029 unsigned int permutation;
8030 float uservecs[4][4];
8032 switch (vid.renderpath)
8034 case RENDERPATH_GL20:
8035 case RENDERPATH_CGGL:
8037 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8038 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8039 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8040 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8041 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8043 if (r_bloomstate.texture_screen)
8045 // make sure the buffer is available
8046 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8048 R_ResetViewRendering2D();
8050 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8052 // declare variables
8054 static float avgspeed;
8056 speed = VectorLength(cl.movement_velocity);
8058 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8059 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8061 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8062 speed = bound(0, speed, 1);
8063 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8065 // calculate values into a standard alpha
8066 cl.motionbluralpha = 1 - exp(-
8068 (r_motionblur.value * speed / 80)
8070 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8073 max(0.0001, cl.time - cl.oldtime) // fps independent
8076 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8077 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8079 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8081 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8082 GL_Color(1, 1, 1, cl.motionbluralpha);
8083 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8084 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8085 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8086 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8090 // copy view into the screen texture
8091 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);
8092 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8094 else if (!r_bloomstate.texture_bloom)
8096 // we may still have to do view tint...
8097 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8099 // apply a color tint to the whole view
8100 R_ResetViewRendering2D();
8101 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8102 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8103 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8104 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8105 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8107 break; // no screen processing, no bloom, skip it
8110 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8112 // render simple bloom effect
8113 // copy the screen and shrink it and darken it for the bloom process
8114 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8115 // make the bloom texture
8116 R_Bloom_MakeTexture();
8119 #if _MSC_VER >= 1400
8120 #define sscanf sscanf_s
8122 memset(uservecs, 0, sizeof(uservecs));
8123 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8124 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8125 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8126 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8128 R_ResetViewRendering2D();
8129 GL_Color(1, 1, 1, 1);
8130 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8131 GL_BlendFunc(GL_ONE, GL_ZERO);
8133 switch(vid.renderpath)
8135 case RENDERPATH_GL20:
8136 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8137 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8138 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8139 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8140 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]);
8141 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8142 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]);
8143 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]);
8144 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]);
8145 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]);
8146 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8147 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8149 case RENDERPATH_CGGL:
8151 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8152 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8153 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8154 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8155 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
8156 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8157 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
8158 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
8159 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
8160 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
8161 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8162 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8168 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8169 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8171 case RENDERPATH_GL13:
8172 case RENDERPATH_GL11:
8173 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8175 // apply a color tint to the whole view
8176 R_ResetViewRendering2D();
8177 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8178 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8179 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8180 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8181 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8187 matrix4x4_t r_waterscrollmatrix;
8189 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8191 if (r_refdef.fog_density)
8193 r_refdef.fogcolor[0] = r_refdef.fog_red;
8194 r_refdef.fogcolor[1] = r_refdef.fog_green;
8195 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8197 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8198 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8199 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8200 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8204 VectorCopy(r_refdef.fogcolor, fogvec);
8205 // color.rgb *= ContrastBoost * SceneBrightness;
8206 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8207 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8208 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8209 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8214 void R_UpdateVariables(void)
8218 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8220 r_refdef.farclip = r_farclip_base.value;
8221 if (r_refdef.scene.worldmodel)
8222 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8223 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8225 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8226 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8227 r_refdef.polygonfactor = 0;
8228 r_refdef.polygonoffset = 0;
8229 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8230 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8232 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8233 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8234 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8235 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8236 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8237 if (r_showsurfaces.integer)
8239 r_refdef.scene.rtworld = false;
8240 r_refdef.scene.rtworldshadows = false;
8241 r_refdef.scene.rtdlight = false;
8242 r_refdef.scene.rtdlightshadows = false;
8243 r_refdef.lightmapintensity = 0;
8246 if (gamemode == GAME_NEHAHRA)
8248 if (gl_fogenable.integer)
8250 r_refdef.oldgl_fogenable = true;
8251 r_refdef.fog_density = gl_fogdensity.value;
8252 r_refdef.fog_red = gl_fogred.value;
8253 r_refdef.fog_green = gl_foggreen.value;
8254 r_refdef.fog_blue = gl_fogblue.value;
8255 r_refdef.fog_alpha = 1;
8256 r_refdef.fog_start = 0;
8257 r_refdef.fog_end = gl_skyclip.value;
8258 r_refdef.fog_height = 1<<30;
8259 r_refdef.fog_fadedepth = 128;
8261 else if (r_refdef.oldgl_fogenable)
8263 r_refdef.oldgl_fogenable = false;
8264 r_refdef.fog_density = 0;
8265 r_refdef.fog_red = 0;
8266 r_refdef.fog_green = 0;
8267 r_refdef.fog_blue = 0;
8268 r_refdef.fog_alpha = 0;
8269 r_refdef.fog_start = 0;
8270 r_refdef.fog_end = 0;
8271 r_refdef.fog_height = 1<<30;
8272 r_refdef.fog_fadedepth = 128;
8276 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8277 r_refdef.fog_start = max(0, r_refdef.fog_start);
8278 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8280 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8282 if (r_refdef.fog_density && r_drawfog.integer)
8284 r_refdef.fogenabled = true;
8285 // this is the point where the fog reaches 0.9986 alpha, which we
8286 // consider a good enough cutoff point for the texture
8287 // (0.9986 * 256 == 255.6)
8288 if (r_fog_exp2.integer)
8289 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8291 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8292 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8293 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8294 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8295 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8296 R_BuildFogHeightTexture();
8297 // fog color was already set
8298 // update the fog texture
8299 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)
8300 R_BuildFogTexture();
8301 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8302 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8305 r_refdef.fogenabled = false;
8307 switch(vid.renderpath)
8309 case RENDERPATH_GL20:
8310 case RENDERPATH_CGGL:
8311 if(v_glslgamma.integer && !vid_gammatables_trivial)
8313 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8315 // build GLSL gamma texture
8316 #define RAMPWIDTH 256
8317 unsigned short ramp[RAMPWIDTH * 3];
8318 unsigned char rampbgr[RAMPWIDTH][4];
8321 r_texture_gammaramps_serial = vid_gammatables_serial;
8323 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8324 for(i = 0; i < RAMPWIDTH; ++i)
8326 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8327 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8328 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8331 if (r_texture_gammaramps)
8333 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8337 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8343 // remove GLSL gamma texture
8346 case RENDERPATH_GL13:
8347 case RENDERPATH_GL11:
8352 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8353 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8359 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8360 if( scenetype != r_currentscenetype ) {
8361 // store the old scenetype
8362 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8363 r_currentscenetype = scenetype;
8364 // move in the new scene
8365 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8374 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8376 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8377 if( scenetype == r_currentscenetype ) {
8378 return &r_refdef.scene;
8380 return &r_scenes_store[ scenetype ];
8389 void R_RenderView(void)
8391 if (r_timereport_active)
8392 R_TimeReport("start");
8393 r_textureframe++; // used only by R_GetCurrentTexture
8394 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8396 if (!r_drawentities.integer)
8397 r_refdef.scene.numentities = 0;
8399 R_AnimCache_ClearCache();
8400 R_FrameData_NewFrame();
8402 if (r_refdef.view.isoverlay)
8404 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8405 GL_Clear( GL_DEPTH_BUFFER_BIT );
8406 R_TimeReport("depthclear");
8408 r_refdef.view.showdebug = false;
8410 r_waterstate.enabled = false;
8411 r_waterstate.numwaterplanes = 0;
8419 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8420 return; //Host_Error ("R_RenderView: NULL worldmodel");
8422 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8424 R_RenderView_UpdateViewVectors();
8426 R_Shadow_UpdateWorldLightSelection();
8428 R_Bloom_StartFrame();
8429 R_Water_StartFrame();
8432 if (r_timereport_active)
8433 R_TimeReport("viewsetup");
8435 R_ResetViewRendering3D();
8437 if (r_refdef.view.clear || r_refdef.fogenabled)
8439 R_ClearScreen(r_refdef.fogenabled);
8440 if (r_timereport_active)
8441 R_TimeReport("viewclear");
8443 r_refdef.view.clear = true;
8445 // this produces a bloom texture to be used in R_BlendView() later
8446 if (r_hdr.integer && r_bloomstate.bloomwidth)
8448 R_HDR_RenderBloomTexture();
8449 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8450 r_textureframe++; // used only by R_GetCurrentTexture
8453 r_refdef.view.showdebug = true;
8456 if (r_timereport_active)
8457 R_TimeReport("visibility");
8459 r_waterstate.numwaterplanes = 0;
8460 if (r_waterstate.enabled)
8461 R_RenderWaterPlanes();
8464 r_waterstate.numwaterplanes = 0;
8467 if (r_timereport_active)
8468 R_TimeReport("blendview");
8470 GL_Scissor(0, 0, vid.width, vid.height);
8471 GL_ScissorTest(false);
8475 void R_RenderWaterPlanes(void)
8477 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8479 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8480 if (r_timereport_active)
8481 R_TimeReport("waterworld");
8484 // don't let sound skip if going slow
8485 if (r_refdef.scene.extraupdate)
8488 R_DrawModelsAddWaterPlanes();
8489 if (r_timereport_active)
8490 R_TimeReport("watermodels");
8492 if (r_waterstate.numwaterplanes)
8494 R_Water_ProcessPlanes();
8495 if (r_timereport_active)
8496 R_TimeReport("waterscenes");
8500 extern void R_DrawLightningBeams (void);
8501 extern void VM_CL_AddPolygonsToMeshQueue (void);
8502 extern void R_DrawPortals (void);
8503 extern cvar_t cl_locs_show;
8504 static void R_DrawLocs(void);
8505 static void R_DrawEntityBBoxes(void);
8506 static void R_DrawModelDecals(void);
8507 extern void R_DrawModelShadows(void);
8508 extern void R_DrawModelShadowMaps(void);
8509 extern cvar_t cl_decals_newsystem;
8510 extern qboolean r_shadow_usingdeferredprepass;
8511 void R_RenderScene(void)
8513 qboolean shadowmapping = false;
8515 if (r_timereport_active)
8516 R_TimeReport("beginscene");
8518 r_refdef.stats.renders++;
8522 // don't let sound skip if going slow
8523 if (r_refdef.scene.extraupdate)
8526 R_MeshQueue_BeginScene();
8530 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);
8532 if (r_timereport_active)
8533 R_TimeReport("skystartframe");
8535 if (cl.csqc_vidvars.drawworld)
8537 // don't let sound skip if going slow
8538 if (r_refdef.scene.extraupdate)
8541 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8543 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8544 if (r_timereport_active)
8545 R_TimeReport("worldsky");
8548 if (R_DrawBrushModelsSky() && r_timereport_active)
8549 R_TimeReport("bmodelsky");
8551 if (skyrendermasked && skyrenderlater)
8553 // we have to force off the water clipping plane while rendering sky
8557 if (r_timereport_active)
8558 R_TimeReport("sky");
8562 R_AnimCache_CacheVisibleEntities();
8563 if (r_timereport_active)
8564 R_TimeReport("animation");
8566 R_Shadow_PrepareLights();
8567 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8568 R_Shadow_PrepareModelShadows();
8569 if (r_timereport_active)
8570 R_TimeReport("preparelights");
8572 if (R_Shadow_ShadowMappingEnabled())
8573 shadowmapping = true;
8575 if (r_shadow_usingdeferredprepass)
8576 R_Shadow_DrawPrepass();
8578 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8580 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8581 if (r_timereport_active)
8582 R_TimeReport("worlddepth");
8584 if (r_depthfirst.integer >= 2)
8586 R_DrawModelsDepth();
8587 if (r_timereport_active)
8588 R_TimeReport("modeldepth");
8591 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8593 R_DrawModelShadowMaps();
8594 R_ResetViewRendering3D();
8595 // don't let sound skip if going slow
8596 if (r_refdef.scene.extraupdate)
8600 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8602 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8603 if (r_timereport_active)
8604 R_TimeReport("world");
8607 // don't let sound skip if going slow
8608 if (r_refdef.scene.extraupdate)
8612 if (r_timereport_active)
8613 R_TimeReport("models");
8615 // don't let sound skip if going slow
8616 if (r_refdef.scene.extraupdate)
8619 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8621 R_DrawModelShadows();
8622 R_ResetViewRendering3D();
8623 // don't let sound skip if going slow
8624 if (r_refdef.scene.extraupdate)
8628 if (!r_shadow_usingdeferredprepass)
8630 R_Shadow_DrawLights();
8631 if (r_timereport_active)
8632 R_TimeReport("rtlights");
8635 // don't let sound skip if going slow
8636 if (r_refdef.scene.extraupdate)
8639 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8641 R_DrawModelShadows();
8642 R_ResetViewRendering3D();
8643 // don't let sound skip if going slow
8644 if (r_refdef.scene.extraupdate)
8648 if (cl.csqc_vidvars.drawworld)
8650 if (cl_decals_newsystem.integer)
8652 R_DrawModelDecals();
8653 if (r_timereport_active)
8654 R_TimeReport("modeldecals");
8659 if (r_timereport_active)
8660 R_TimeReport("decals");
8664 if (r_timereport_active)
8665 R_TimeReport("particles");
8668 if (r_timereport_active)
8669 R_TimeReport("explosions");
8671 R_DrawLightningBeams();
8672 if (r_timereport_active)
8673 R_TimeReport("lightning");
8676 VM_CL_AddPolygonsToMeshQueue();
8678 if (r_refdef.view.showdebug)
8680 if (cl_locs_show.integer)
8683 if (r_timereport_active)
8684 R_TimeReport("showlocs");
8687 if (r_drawportals.integer)
8690 if (r_timereport_active)
8691 R_TimeReport("portals");
8694 if (r_showbboxes.value > 0)
8696 R_DrawEntityBBoxes();
8697 if (r_timereport_active)
8698 R_TimeReport("bboxes");
8702 R_MeshQueue_RenderTransparent();
8703 if (r_timereport_active)
8704 R_TimeReport("drawtrans");
8706 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))
8708 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8709 if (r_timereport_active)
8710 R_TimeReport("worlddebug");
8711 R_DrawModelsDebug();
8712 if (r_timereport_active)
8713 R_TimeReport("modeldebug");
8716 if (cl.csqc_vidvars.drawworld)
8718 R_Shadow_DrawCoronas();
8719 if (r_timereport_active)
8720 R_TimeReport("coronas");
8723 // don't let sound skip if going slow
8724 if (r_refdef.scene.extraupdate)
8727 R_ResetViewRendering2D();
8730 static const unsigned short bboxelements[36] =
8740 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8743 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8745 RSurf_ActiveWorldEntity();
8747 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8748 GL_DepthMask(false);
8749 GL_DepthRange(0, 1);
8750 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8751 R_Mesh_ResetTextureState();
8753 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8754 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8755 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8756 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8757 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8758 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8759 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8760 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8761 R_FillColors(color4f, 8, cr, cg, cb, ca);
8762 if (r_refdef.fogenabled)
8764 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8766 f1 = RSurf_FogVertex(v);
8768 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8769 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8770 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8773 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8774 R_Mesh_ResetTextureState();
8775 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8776 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8779 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8783 prvm_edict_t *edict;
8784 prvm_prog_t *prog_save = prog;
8786 // this function draws bounding boxes of server entities
8790 GL_CullFace(GL_NONE);
8791 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8795 for (i = 0;i < numsurfaces;i++)
8797 edict = PRVM_EDICT_NUM(surfacelist[i]);
8798 switch ((int)edict->fields.server->solid)
8800 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8801 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8802 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8803 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8804 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8805 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8807 color[3] *= r_showbboxes.value;
8808 color[3] = bound(0, color[3], 1);
8809 GL_DepthTest(!r_showdisabledepthtest.integer);
8810 GL_CullFace(r_refdef.view.cullface_front);
8811 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8817 static void R_DrawEntityBBoxes(void)
8820 prvm_edict_t *edict;
8822 prvm_prog_t *prog_save = prog;
8824 // this function draws bounding boxes of server entities
8830 for (i = 0;i < prog->num_edicts;i++)
8832 edict = PRVM_EDICT_NUM(i);
8833 if (edict->priv.server->free)
8835 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8836 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8838 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8840 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8841 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8847 static const int nomodelelement3i[24] =
8859 static const unsigned short nomodelelement3s[24] =
8871 static const float nomodelvertex3f[6*3] =
8881 static const float nomodelcolor4f[6*4] =
8883 0.0f, 0.0f, 0.5f, 1.0f,
8884 0.0f, 0.0f, 0.5f, 1.0f,
8885 0.0f, 0.5f, 0.0f, 1.0f,
8886 0.0f, 0.5f, 0.0f, 1.0f,
8887 0.5f, 0.0f, 0.0f, 1.0f,
8888 0.5f, 0.0f, 0.0f, 1.0f
8891 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8897 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);
8899 // this is only called once per entity so numsurfaces is always 1, and
8900 // surfacelist is always {0}, so this code does not handle batches
8902 if (rsurface.ent_flags & RENDER_ADDITIVE)
8904 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8905 GL_DepthMask(false);
8907 else if (rsurface.colormod[3] < 1)
8909 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8910 GL_DepthMask(false);
8914 GL_BlendFunc(GL_ONE, GL_ZERO);
8917 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8918 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8919 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8920 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8921 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8922 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8923 for (i = 0, c = color4f;i < 6;i++, c += 4)
8925 c[0] *= rsurface.colormod[0];
8926 c[1] *= rsurface.colormod[1];
8927 c[2] *= rsurface.colormod[2];
8928 c[3] *= rsurface.colormod[3];
8930 if (r_refdef.fogenabled)
8932 for (i = 0, c = color4f;i < 6;i++, c += 4)
8934 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8936 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8937 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8938 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8941 R_Mesh_ResetTextureState();
8942 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8943 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8946 void R_DrawNoModel(entity_render_t *ent)
8949 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8950 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8951 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8953 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8956 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8958 vec3_t right1, right2, diff, normal;
8960 VectorSubtract (org2, org1, normal);
8962 // calculate 'right' vector for start
8963 VectorSubtract (r_refdef.view.origin, org1, diff);
8964 CrossProduct (normal, diff, right1);
8965 VectorNormalize (right1);
8967 // calculate 'right' vector for end
8968 VectorSubtract (r_refdef.view.origin, org2, diff);
8969 CrossProduct (normal, diff, right2);
8970 VectorNormalize (right2);
8972 vert[ 0] = org1[0] + width * right1[0];
8973 vert[ 1] = org1[1] + width * right1[1];
8974 vert[ 2] = org1[2] + width * right1[2];
8975 vert[ 3] = org1[0] - width * right1[0];
8976 vert[ 4] = org1[1] - width * right1[1];
8977 vert[ 5] = org1[2] - width * right1[2];
8978 vert[ 6] = org2[0] - width * right2[0];
8979 vert[ 7] = org2[1] - width * right2[1];
8980 vert[ 8] = org2[2] - width * right2[2];
8981 vert[ 9] = org2[0] + width * right2[0];
8982 vert[10] = org2[1] + width * right2[1];
8983 vert[11] = org2[2] + width * right2[2];
8986 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)
8988 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8989 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8990 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8991 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8992 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8993 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8994 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8995 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8996 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8997 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8998 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8999 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9002 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9007 VectorSet(v, x, y, z);
9008 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9009 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9011 if (i == mesh->numvertices)
9013 if (mesh->numvertices < mesh->maxvertices)
9015 VectorCopy(v, vertex3f);
9016 mesh->numvertices++;
9018 return mesh->numvertices;
9024 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9028 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9029 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9030 e = mesh->element3i + mesh->numtriangles * 3;
9031 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9033 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9034 if (mesh->numtriangles < mesh->maxtriangles)
9039 mesh->numtriangles++;
9041 element[1] = element[2];
9045 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9049 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9050 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9051 e = mesh->element3i + mesh->numtriangles * 3;
9052 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9054 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9055 if (mesh->numtriangles < mesh->maxtriangles)
9060 mesh->numtriangles++;
9062 element[1] = element[2];
9066 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9067 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9069 int planenum, planenum2;
9072 mplane_t *plane, *plane2;
9074 double temppoints[2][256*3];
9075 // figure out how large a bounding box we need to properly compute this brush
9077 for (w = 0;w < numplanes;w++)
9078 maxdist = max(maxdist, fabs(planes[w].dist));
9079 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9080 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9081 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9085 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9086 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9088 if (planenum2 == planenum)
9090 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);
9093 if (tempnumpoints < 3)
9095 // generate elements forming a triangle fan for this polygon
9096 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9100 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)
9102 texturelayer_t *layer;
9103 layer = t->currentlayers + t->currentnumlayers++;
9105 layer->depthmask = depthmask;
9106 layer->blendfunc1 = blendfunc1;
9107 layer->blendfunc2 = blendfunc2;
9108 layer->texture = texture;
9109 layer->texmatrix = *matrix;
9110 layer->color[0] = r;
9111 layer->color[1] = g;
9112 layer->color[2] = b;
9113 layer->color[3] = a;
9116 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9119 index = parms[2] + r_refdef.scene.time * parms[3];
9120 index -= floor(index);
9124 case Q3WAVEFUNC_NONE:
9125 case Q3WAVEFUNC_NOISE:
9126 case Q3WAVEFUNC_COUNT:
9129 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9130 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9131 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9132 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9133 case Q3WAVEFUNC_TRIANGLE:
9135 f = index - floor(index);
9146 return (float)(parms[0] + parms[1] * f);
9149 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9154 matrix4x4_t matrix, temp;
9155 switch(tcmod->tcmod)
9159 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9160 matrix = r_waterscrollmatrix;
9162 matrix = identitymatrix;
9164 case Q3TCMOD_ENTITYTRANSLATE:
9165 // this is used in Q3 to allow the gamecode to control texcoord
9166 // scrolling on the entity, which is not supported in darkplaces yet.
9167 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9169 case Q3TCMOD_ROTATE:
9170 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9171 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9172 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9175 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9177 case Q3TCMOD_SCROLL:
9178 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9180 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9181 w = (int) tcmod->parms[0];
9182 h = (int) tcmod->parms[1];
9183 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9185 idx = (int) floor(f * w * h);
9186 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9188 case Q3TCMOD_STRETCH:
9189 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9190 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9192 case Q3TCMOD_TRANSFORM:
9193 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9194 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9195 VectorSet(tcmat + 6, 0 , 0 , 1);
9196 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9197 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9199 case Q3TCMOD_TURBULENT:
9200 // this is handled in the RSurf_PrepareVertices function
9201 matrix = identitymatrix;
9205 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9208 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9210 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9211 char name[MAX_QPATH];
9212 skinframe_t *skinframe;
9213 unsigned char pixels[296*194];
9214 strlcpy(cache->name, skinname, sizeof(cache->name));
9215 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9216 if (developer_loading.integer)
9217 Con_Printf("loading %s\n", name);
9218 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9219 if (!skinframe || !skinframe->base)
9222 fs_offset_t filesize;
9224 f = FS_LoadFile(name, tempmempool, true, &filesize);
9227 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9228 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9232 cache->skinframe = skinframe;
9235 texture_t *R_GetCurrentTexture(texture_t *t)
9238 const entity_render_t *ent = rsurface.entity;
9239 dp_model_t *model = ent->model;
9240 q3shaderinfo_layer_tcmod_t *tcmod;
9242 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9243 return t->currentframe;
9244 t->update_lastrenderframe = r_textureframe;
9245 t->update_lastrenderentity = (void *)ent;
9247 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9248 t->camera_entity = ent->entitynumber;
9250 t->camera_entity = 0;
9252 // switch to an alternate material if this is a q1bsp animated material
9254 texture_t *texture = t;
9255 int s = rsurface.ent_skinnum;
9256 if ((unsigned int)s >= (unsigned int)model->numskins)
9258 if (model->skinscenes)
9260 if (model->skinscenes[s].framecount > 1)
9261 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9263 s = model->skinscenes[s].firstframe;
9266 t = t + s * model->num_surfaces;
9269 // use an alternate animation if the entity's frame is not 0,
9270 // and only if the texture has an alternate animation
9271 if (rsurface.ent_alttextures && t->anim_total[1])
9272 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9274 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9276 texture->currentframe = t;
9279 // update currentskinframe to be a qw skin or animation frame
9280 if (rsurface.ent_qwskin >= 0)
9282 i = rsurface.ent_qwskin;
9283 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9285 r_qwskincache_size = cl.maxclients;
9287 Mem_Free(r_qwskincache);
9288 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9290 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9291 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9292 t->currentskinframe = r_qwskincache[i].skinframe;
9293 if (t->currentskinframe == NULL)
9294 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9296 else if (t->numskinframes >= 2)
9297 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9298 if (t->backgroundnumskinframes >= 2)
9299 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9301 t->currentmaterialflags = t->basematerialflags;
9302 t->currentalpha = rsurface.colormod[3];
9303 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9304 t->currentalpha *= r_wateralpha.value;
9305 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9306 t->currentalpha *= t->r_water_wateralpha;
9307 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9308 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9309 if (!(rsurface.ent_flags & RENDER_LIGHT))
9310 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9311 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9313 // pick a model lighting mode
9314 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9315 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9317 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9319 if (rsurface.ent_flags & RENDER_ADDITIVE)
9320 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9321 else if (t->currentalpha < 1)
9322 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9323 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9324 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9325 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9326 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9327 if (t->backgroundnumskinframes)
9328 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9329 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9331 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9332 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9335 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9336 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9337 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9339 // there is no tcmod
9340 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9342 t->currenttexmatrix = r_waterscrollmatrix;
9343 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9345 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9347 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9348 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9351 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9352 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9353 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9354 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9356 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9357 if (t->currentskinframe->qpixels)
9358 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9359 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9360 if (!t->basetexture)
9361 t->basetexture = r_texture_notexture;
9362 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9363 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9364 t->nmaptexture = t->currentskinframe->nmap;
9365 if (!t->nmaptexture)
9366 t->nmaptexture = r_texture_blanknormalmap;
9367 t->glosstexture = r_texture_black;
9368 t->glowtexture = t->currentskinframe->glow;
9369 t->fogtexture = t->currentskinframe->fog;
9370 t->reflectmasktexture = t->currentskinframe->reflect;
9371 if (t->backgroundnumskinframes)
9373 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9374 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9375 t->backgroundglosstexture = r_texture_black;
9376 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9377 if (!t->backgroundnmaptexture)
9378 t->backgroundnmaptexture = r_texture_blanknormalmap;
9382 t->backgroundbasetexture = r_texture_white;
9383 t->backgroundnmaptexture = r_texture_blanknormalmap;
9384 t->backgroundglosstexture = r_texture_black;
9385 t->backgroundglowtexture = NULL;
9387 t->specularpower = r_shadow_glossexponent.value;
9388 // TODO: store reference values for these in the texture?
9389 t->specularscale = 0;
9390 if (r_shadow_gloss.integer > 0)
9392 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9394 if (r_shadow_glossintensity.value > 0)
9396 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9397 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9398 t->specularscale = r_shadow_glossintensity.value;
9401 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9403 t->glosstexture = r_texture_white;
9404 t->backgroundglosstexture = r_texture_white;
9405 t->specularscale = r_shadow_gloss2intensity.value;
9406 t->specularpower = r_shadow_gloss2exponent.value;
9409 t->specularscale *= t->specularscalemod;
9410 t->specularpower *= t->specularpowermod;
9412 // lightmaps mode looks bad with dlights using actual texturing, so turn
9413 // off the colormap and glossmap, but leave the normalmap on as it still
9414 // accurately represents the shading involved
9415 if (gl_lightmaps.integer)
9417 t->basetexture = r_texture_grey128;
9418 t->pantstexture = r_texture_black;
9419 t->shirttexture = r_texture_black;
9420 t->nmaptexture = r_texture_blanknormalmap;
9421 t->glosstexture = r_texture_black;
9422 t->glowtexture = NULL;
9423 t->fogtexture = NULL;
9424 t->reflectmasktexture = NULL;
9425 t->backgroundbasetexture = NULL;
9426 t->backgroundnmaptexture = r_texture_blanknormalmap;
9427 t->backgroundglosstexture = r_texture_black;
9428 t->backgroundglowtexture = NULL;
9429 t->specularscale = 0;
9430 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9433 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9434 VectorClear(t->dlightcolor);
9435 t->currentnumlayers = 0;
9436 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9438 int blendfunc1, blendfunc2;
9440 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9442 blendfunc1 = GL_SRC_ALPHA;
9443 blendfunc2 = GL_ONE;
9445 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9447 blendfunc1 = GL_SRC_ALPHA;
9448 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9450 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9452 blendfunc1 = t->customblendfunc[0];
9453 blendfunc2 = t->customblendfunc[1];
9457 blendfunc1 = GL_ONE;
9458 blendfunc2 = GL_ZERO;
9460 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9461 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9463 // fullbright is not affected by r_refdef.lightmapintensity
9464 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]);
9465 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9466 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]);
9467 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9468 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]);
9472 vec3_t ambientcolor;
9474 // set the color tint used for lights affecting this surface
9475 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9477 // q3bsp has no lightmap updates, so the lightstylevalue that
9478 // would normally be baked into the lightmap must be
9479 // applied to the color
9480 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9481 if (model->type == mod_brushq3)
9482 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9483 colorscale *= r_refdef.lightmapintensity;
9484 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9485 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9486 // basic lit geometry
9487 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]);
9488 // add pants/shirt if needed
9489 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9490 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]);
9491 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9492 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]);
9493 // now add ambient passes if needed
9494 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9496 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]);
9497 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9498 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]);
9499 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9500 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]);
9503 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9504 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]);
9505 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9507 // if this is opaque use alpha blend which will darken the earlier
9510 // if this is an alpha blended material, all the earlier passes
9511 // were darkened by fog already, so we only need to add the fog
9512 // color ontop through the fog mask texture
9514 // if this is an additive blended material, all the earlier passes
9515 // were darkened by fog already, and we should not add fog color
9516 // (because the background was not darkened, there is no fog color
9517 // that was lost behind it).
9518 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]);
9522 return t->currentframe;
9525 rsurfacestate_t rsurface;
9527 void R_Mesh_ResizeArrays(int newvertices)
9529 unsigned char *base;
9531 if (rsurface.array_size >= newvertices)
9533 if (rsurface.array_base)
9534 Mem_Free(rsurface.array_base);
9535 rsurface.array_size = (newvertices + 1023) & ~1023;
9537 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9538 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9539 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9540 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9541 size += rsurface.array_size * sizeof(float[3]);
9542 size += rsurface.array_size * sizeof(float[3]);
9543 size += rsurface.array_size * sizeof(float[3]);
9544 size += rsurface.array_size * sizeof(float[3]);
9545 size += rsurface.array_size * sizeof(float[3]);
9546 size += rsurface.array_size * sizeof(float[3]);
9547 size += rsurface.array_size * sizeof(float[3]);
9548 size += rsurface.array_size * sizeof(float[3]);
9549 size += rsurface.array_size * sizeof(float[4]);
9550 size += rsurface.array_size * sizeof(float[2]);
9551 size += rsurface.array_size * sizeof(float[2]);
9552 size += rsurface.array_size * sizeof(float[4]);
9553 size += rsurface.array_size * sizeof(int[3]);
9554 size += rsurface.array_size * sizeof(unsigned short[3]);
9555 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9556 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9557 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9558 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9559 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9560 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9561 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9562 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9563 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9564 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9565 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9566 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9567 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
9568 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9569 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9570 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
9571 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
9572 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
9573 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9576 void RSurf_ActiveWorldEntity(void)
9578 dp_model_t *model = r_refdef.scene.worldmodel;
9579 //if (rsurface.entity == r_refdef.scene.worldentity)
9581 rsurface.entity = r_refdef.scene.worldentity;
9582 rsurface.skeleton = NULL;
9583 rsurface.ent_skinnum = 0;
9584 rsurface.ent_qwskin = -1;
9585 rsurface.ent_shadertime = 0;
9586 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9587 if (rsurface.array_size < model->surfmesh.num_vertices)
9588 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9589 rsurface.matrix = identitymatrix;
9590 rsurface.inversematrix = identitymatrix;
9591 rsurface.matrixscale = 1;
9592 rsurface.inversematrixscale = 1;
9593 R_EntityMatrix(&identitymatrix);
9594 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9595 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9596 rsurface.fograngerecip = r_refdef.fograngerecip;
9597 rsurface.fogheightfade = r_refdef.fogheightfade;
9598 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9599 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9600 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9601 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9602 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9603 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9604 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9605 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9606 rsurface.colormod[3] = 1;
9607 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);
9608 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9609 rsurface.frameblend[0].lerp = 1;
9610 rsurface.ent_alttextures = false;
9611 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9612 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9613 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9614 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9615 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9616 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9617 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9618 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9619 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9620 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9621 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9622 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9623 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9624 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9625 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9626 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9627 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9628 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9629 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9630 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9631 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9632 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9633 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9634 rsurface.modelelement3i = model->surfmesh.data_element3i;
9635 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9636 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9637 rsurface.modelelement3s = model->surfmesh.data_element3s;
9638 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9639 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9640 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9641 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9642 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9643 rsurface.modelsurfaces = model->data_surfaces;
9644 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9645 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9646 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9647 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9648 rsurface.modelgeneratedvertex = false;
9649 rsurface.batchgeneratedvertex = false;
9650 rsurface.batchfirstvertex = 0;
9651 rsurface.batchnumvertices = 0;
9652 rsurface.batchfirsttriangle = 0;
9653 rsurface.batchnumtriangles = 0;
9654 rsurface.batchvertex3f = NULL;
9655 rsurface.batchvertex3f_vertexbuffer = NULL;
9656 rsurface.batchvertex3f_bufferoffset = 0;
9657 rsurface.batchsvector3f = NULL;
9658 rsurface.batchsvector3f_vertexbuffer = NULL;
9659 rsurface.batchsvector3f_bufferoffset = 0;
9660 rsurface.batchtvector3f = NULL;
9661 rsurface.batchtvector3f_vertexbuffer = NULL;
9662 rsurface.batchtvector3f_bufferoffset = 0;
9663 rsurface.batchnormal3f = NULL;
9664 rsurface.batchnormal3f_vertexbuffer = NULL;
9665 rsurface.batchnormal3f_bufferoffset = 0;
9666 rsurface.batchlightmapcolor4f = NULL;
9667 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9668 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9669 rsurface.batchtexcoordtexture2f = NULL;
9670 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9671 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9672 rsurface.batchtexcoordlightmap2f = NULL;
9673 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9674 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9675 rsurface.batchvertexmesh = NULL;
9676 rsurface.batchvertexmeshbuffer = NULL;
9677 rsurface.batchvertexposition = NULL;
9678 rsurface.batchvertexpositionbuffer = NULL;
9679 rsurface.batchelement3i = NULL;
9680 rsurface.batchelement3i_indexbuffer = NULL;
9681 rsurface.batchelement3i_bufferoffset = 0;
9682 rsurface.batchelement3s = NULL;
9683 rsurface.batchelement3s_indexbuffer = NULL;
9684 rsurface.batchelement3s_bufferoffset = 0;
9685 rsurface.passcolor4f = NULL;
9686 rsurface.passcolor4f_vertexbuffer = NULL;
9687 rsurface.passcolor4f_bufferoffset = 0;
9690 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9692 dp_model_t *model = ent->model;
9693 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9695 rsurface.entity = (entity_render_t *)ent;
9696 rsurface.skeleton = ent->skeleton;
9697 rsurface.ent_skinnum = ent->skinnum;
9698 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;
9699 rsurface.ent_shadertime = ent->shadertime;
9700 rsurface.ent_flags = ent->flags;
9701 if (rsurface.array_size < model->surfmesh.num_vertices)
9702 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9703 rsurface.matrix = ent->matrix;
9704 rsurface.inversematrix = ent->inversematrix;
9705 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9706 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9707 R_EntityMatrix(&rsurface.matrix);
9708 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9709 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9710 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9711 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9712 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9713 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9714 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9715 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9716 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9717 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9718 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9719 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9720 rsurface.colormod[3] = ent->alpha;
9721 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9722 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9723 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9724 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9725 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9726 if (ent->model->brush.submodel && !prepass)
9728 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9729 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9731 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9733 if (ent->animcache_vertex3f && !r_framedata_failed)
9735 rsurface.modelvertex3f = ent->animcache_vertex3f;
9736 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9737 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9738 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9739 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9740 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9741 rsurface.modelvertexposition = ent->animcache_vertexposition;
9742 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9744 else if (wanttangents)
9746 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9747 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9748 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9749 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9750 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9751 rsurface.modelvertexmesh = NULL;
9752 rsurface.modelvertexmeshbuffer = NULL;
9753 rsurface.modelvertexposition = NULL;
9754 rsurface.modelvertexpositionbuffer = NULL;
9756 else if (wantnormals)
9758 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9759 rsurface.modelsvector3f = NULL;
9760 rsurface.modeltvector3f = NULL;
9761 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9762 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9763 rsurface.modelvertexmesh = NULL;
9764 rsurface.modelvertexmeshbuffer = NULL;
9765 rsurface.modelvertexposition = NULL;
9766 rsurface.modelvertexpositionbuffer = NULL;
9770 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9771 rsurface.modelsvector3f = NULL;
9772 rsurface.modeltvector3f = NULL;
9773 rsurface.modelnormal3f = NULL;
9774 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9775 rsurface.modelvertexmesh = NULL;
9776 rsurface.modelvertexmeshbuffer = NULL;
9777 rsurface.modelvertexposition = NULL;
9778 rsurface.modelvertexpositionbuffer = NULL;
9780 rsurface.modelvertex3f_vertexbuffer = 0;
9781 rsurface.modelvertex3f_bufferoffset = 0;
9782 rsurface.modelsvector3f_vertexbuffer = 0;
9783 rsurface.modelsvector3f_bufferoffset = 0;
9784 rsurface.modeltvector3f_vertexbuffer = 0;
9785 rsurface.modeltvector3f_bufferoffset = 0;
9786 rsurface.modelnormal3f_vertexbuffer = 0;
9787 rsurface.modelnormal3f_bufferoffset = 0;
9788 rsurface.modelgeneratedvertex = true;
9792 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9793 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9794 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9795 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9796 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9797 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9798 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9799 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9800 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9801 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9802 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9803 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9804 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9805 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9806 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9807 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9808 rsurface.modelgeneratedvertex = false;
9810 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9811 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9812 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9813 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9814 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9815 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9816 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9817 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9818 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9819 rsurface.modelelement3i = model->surfmesh.data_element3i;
9820 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9821 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9822 rsurface.modelelement3s = model->surfmesh.data_element3s;
9823 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9824 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9825 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9826 rsurface.modelnumvertices = model->surfmesh.num_vertices;
9827 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9828 rsurface.modelsurfaces = model->data_surfaces;
9829 rsurface.batchgeneratedvertex = false;
9830 rsurface.batchfirstvertex = 0;
9831 rsurface.batchnumvertices = 0;
9832 rsurface.batchfirsttriangle = 0;
9833 rsurface.batchnumtriangles = 0;
9834 rsurface.batchvertex3f = NULL;
9835 rsurface.batchvertex3f_vertexbuffer = NULL;
9836 rsurface.batchvertex3f_bufferoffset = 0;
9837 rsurface.batchsvector3f = NULL;
9838 rsurface.batchsvector3f_vertexbuffer = NULL;
9839 rsurface.batchsvector3f_bufferoffset = 0;
9840 rsurface.batchtvector3f = NULL;
9841 rsurface.batchtvector3f_vertexbuffer = NULL;
9842 rsurface.batchtvector3f_bufferoffset = 0;
9843 rsurface.batchnormal3f = NULL;
9844 rsurface.batchnormal3f_vertexbuffer = NULL;
9845 rsurface.batchnormal3f_bufferoffset = 0;
9846 rsurface.batchlightmapcolor4f = NULL;
9847 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9848 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9849 rsurface.batchtexcoordtexture2f = NULL;
9850 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9851 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9852 rsurface.batchtexcoordlightmap2f = NULL;
9853 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9854 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9855 rsurface.batchvertexmesh = NULL;
9856 rsurface.batchvertexmeshbuffer = NULL;
9857 rsurface.batchvertexposition = NULL;
9858 rsurface.batchvertexpositionbuffer = NULL;
9859 rsurface.batchelement3i = NULL;
9860 rsurface.batchelement3i_indexbuffer = NULL;
9861 rsurface.batchelement3i_bufferoffset = 0;
9862 rsurface.batchelement3s = NULL;
9863 rsurface.batchelement3s_indexbuffer = NULL;
9864 rsurface.batchelement3s_bufferoffset = 0;
9865 rsurface.passcolor4f = NULL;
9866 rsurface.passcolor4f_vertexbuffer = NULL;
9867 rsurface.passcolor4f_bufferoffset = 0;
9870 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)
9874 rsurface.entity = r_refdef.scene.worldentity;
9875 rsurface.skeleton = NULL;
9876 rsurface.ent_skinnum = 0;
9877 rsurface.ent_qwskin = -1;
9878 rsurface.ent_shadertime = shadertime;
9879 rsurface.ent_flags = entflags;
9880 rsurface.modelnumvertices = numvertices;
9881 rsurface.modelnumtriangles = numtriangles;
9882 if (rsurface.array_size < rsurface.modelnumvertices)
9883 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9884 rsurface.matrix = *matrix;
9885 rsurface.inversematrix = *inversematrix;
9886 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9887 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9888 R_EntityMatrix(&rsurface.matrix);
9889 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9890 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9891 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9892 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9893 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9894 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9895 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9896 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9897 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9898 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9899 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9900 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9901 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);
9902 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9903 rsurface.frameblend[0].lerp = 1;
9904 rsurface.ent_alttextures = false;
9905 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9906 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9909 rsurface.modelvertex3f = vertex3f;
9910 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9911 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9912 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9914 else if (wantnormals)
9916 rsurface.modelvertex3f = vertex3f;
9917 rsurface.modelsvector3f = NULL;
9918 rsurface.modeltvector3f = NULL;
9919 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9923 rsurface.modelvertex3f = vertex3f;
9924 rsurface.modelsvector3f = NULL;
9925 rsurface.modeltvector3f = NULL;
9926 rsurface.modelnormal3f = NULL;
9928 rsurface.modelvertexmesh = NULL;
9929 rsurface.modelvertexmeshbuffer = NULL;
9930 rsurface.modelvertexposition = NULL;
9931 rsurface.modelvertexpositionbuffer = NULL;
9932 rsurface.modelvertex3f_vertexbuffer = 0;
9933 rsurface.modelvertex3f_bufferoffset = 0;
9934 rsurface.modelsvector3f_vertexbuffer = 0;
9935 rsurface.modelsvector3f_bufferoffset = 0;
9936 rsurface.modeltvector3f_vertexbuffer = 0;
9937 rsurface.modeltvector3f_bufferoffset = 0;
9938 rsurface.modelnormal3f_vertexbuffer = 0;
9939 rsurface.modelnormal3f_bufferoffset = 0;
9940 rsurface.modelgeneratedvertex = true;
9941 rsurface.modellightmapcolor4f = color4f;
9942 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9943 rsurface.modellightmapcolor4f_bufferoffset = 0;
9944 rsurface.modeltexcoordtexture2f = texcoord2f;
9945 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9946 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9947 rsurface.modeltexcoordlightmap2f = NULL;
9948 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9949 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9950 rsurface.modelelement3i = element3i;
9951 rsurface.modelelement3i_indexbuffer = NULL;
9952 rsurface.modelelement3i_bufferoffset = 0;
9953 rsurface.modelelement3s = element3s;
9954 rsurface.modelelement3s_indexbuffer = NULL;
9955 rsurface.modelelement3s_bufferoffset = 0;
9956 rsurface.modellightmapoffsets = NULL;
9957 rsurface.modelsurfaces = NULL;
9958 rsurface.batchgeneratedvertex = false;
9959 rsurface.batchfirstvertex = 0;
9960 rsurface.batchnumvertices = 0;
9961 rsurface.batchfirsttriangle = 0;
9962 rsurface.batchnumtriangles = 0;
9963 rsurface.batchvertex3f = NULL;
9964 rsurface.batchvertex3f_vertexbuffer = NULL;
9965 rsurface.batchvertex3f_bufferoffset = 0;
9966 rsurface.batchsvector3f = NULL;
9967 rsurface.batchsvector3f_vertexbuffer = NULL;
9968 rsurface.batchsvector3f_bufferoffset = 0;
9969 rsurface.batchtvector3f = NULL;
9970 rsurface.batchtvector3f_vertexbuffer = NULL;
9971 rsurface.batchtvector3f_bufferoffset = 0;
9972 rsurface.batchnormal3f = NULL;
9973 rsurface.batchnormal3f_vertexbuffer = NULL;
9974 rsurface.batchnormal3f_bufferoffset = 0;
9975 rsurface.batchlightmapcolor4f = NULL;
9976 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9977 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9978 rsurface.batchtexcoordtexture2f = NULL;
9979 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9980 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9981 rsurface.batchtexcoordlightmap2f = NULL;
9982 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9983 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9984 rsurface.batchvertexmesh = NULL;
9985 rsurface.batchvertexmeshbuffer = NULL;
9986 rsurface.batchvertexposition = NULL;
9987 rsurface.batchvertexpositionbuffer = NULL;
9988 rsurface.batchelement3i = NULL;
9989 rsurface.batchelement3i_indexbuffer = NULL;
9990 rsurface.batchelement3i_bufferoffset = 0;
9991 rsurface.batchelement3s = NULL;
9992 rsurface.batchelement3s_indexbuffer = NULL;
9993 rsurface.batchelement3s_bufferoffset = 0;
9994 rsurface.passcolor4f = NULL;
9995 rsurface.passcolor4f_vertexbuffer = NULL;
9996 rsurface.passcolor4f_bufferoffset = 0;
9998 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10000 if ((wantnormals || wanttangents) && !normal3f)
10002 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10003 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10005 if (wanttangents && !svector3f)
10007 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);
10008 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10009 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10013 // now convert arrays into vertexmesh structs
10014 for (i = 0;i < numvertices;i++)
10016 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10017 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10018 if (rsurface.modelsvector3f)
10019 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10020 if (rsurface.modeltvector3f)
10021 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10022 if (rsurface.modelnormal3f)
10023 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10024 if (rsurface.modellightmapcolor4f)
10025 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10026 if (rsurface.modeltexcoordtexture2f)
10027 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10028 if (rsurface.modeltexcoordlightmap2f)
10029 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10033 float RSurf_FogPoint(const float *v)
10035 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10036 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10037 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10038 float FogHeightFade = r_refdef.fogheightfade;
10040 unsigned int fogmasktableindex;
10041 if (r_refdef.fogplaneviewabove)
10042 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10044 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10045 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10046 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10049 float RSurf_FogVertex(const float *v)
10051 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10052 float FogPlaneViewDist = rsurface.fogplaneviewdist;
10053 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10054 float FogHeightFade = rsurface.fogheightfade;
10056 unsigned int fogmasktableindex;
10057 if (r_refdef.fogplaneviewabove)
10058 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10060 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10061 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10062 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10065 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10068 for (i = 0;i < numelements;i++)
10069 outelement3i[i] = inelement3i[i] + adjust;
10072 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10073 extern cvar_t gl_vbo;
10074 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10082 int surfacefirsttriangle;
10083 int surfacenumtriangles;
10084 int surfacefirstvertex;
10085 int surfaceendvertex;
10086 int surfacenumvertices;
10087 int surfaceadjustvertex;
10091 qboolean dynamicvertex;
10095 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10096 float waveparms[4];
10097 q3shaderinfo_deform_t *deform;
10098 const msurface_t *surface, *firstsurface;
10099 r_vertexposition_t *vertexposition;
10100 r_vertexmesh_t *vertexmesh;
10101 if (!texturenumsurfaces)
10103 // find vertex range of this surface batch
10105 firstsurface = texturesurfacelist[0];
10106 firsttriangle = firstsurface->num_firsttriangle;
10108 firstvertex = endvertex = firstsurface->num_firstvertex;
10109 for (i = 0;i < texturenumsurfaces;i++)
10111 surface = texturesurfacelist[i];
10112 if (surface != firstsurface + i)
10114 surfacefirstvertex = surface->num_firstvertex;
10115 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10116 surfacenumtriangles = surface->num_triangles;
10117 if (firstvertex > surfacefirstvertex)
10118 firstvertex = surfacefirstvertex;
10119 if (endvertex < surfaceendvertex)
10120 endvertex = surfaceendvertex;
10121 numtriangles += surfacenumtriangles;
10126 // we now know the vertex range used, and if there are any gaps in it
10127 rsurface.batchfirstvertex = firstvertex;
10128 rsurface.batchnumvertices = endvertex - firstvertex;
10129 rsurface.batchfirsttriangle = firsttriangle;
10130 rsurface.batchnumtriangles = numtriangles;
10132 // this variable holds flags for which properties have been updated that
10133 // may require regenerating vertexmesh or vertexposition arrays...
10136 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10137 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10138 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10140 switch (deform->deform)
10143 case Q3DEFORM_PROJECTIONSHADOW:
10144 case Q3DEFORM_TEXT0:
10145 case Q3DEFORM_TEXT1:
10146 case Q3DEFORM_TEXT2:
10147 case Q3DEFORM_TEXT3:
10148 case Q3DEFORM_TEXT4:
10149 case Q3DEFORM_TEXT5:
10150 case Q3DEFORM_TEXT6:
10151 case Q3DEFORM_TEXT7:
10152 case Q3DEFORM_NONE:
10154 case Q3DEFORM_AUTOSPRITE:
10155 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10156 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10158 case Q3DEFORM_AUTOSPRITE2:
10159 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10160 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10162 case Q3DEFORM_NORMAL:
10163 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10164 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10166 case Q3DEFORM_WAVE:
10167 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10168 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10170 case Q3DEFORM_BULGE:
10171 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10172 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10174 case Q3DEFORM_MOVE:
10175 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10176 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10180 switch(rsurface.texture->tcgen.tcgen)
10183 case Q3TCGEN_TEXTURE:
10185 case Q3TCGEN_LIGHTMAP:
10186 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10187 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10189 case Q3TCGEN_VECTOR:
10190 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10191 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10193 case Q3TCGEN_ENVIRONMENT:
10194 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10195 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10198 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10200 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10201 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10204 // check if any dynamic vertex processing must occur
10205 dynamicvertex = false;
10207 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10209 dynamicvertex = true;
10210 batchneed |= BATCHNEED_NOGAPS;
10211 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10214 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10216 dynamicvertex = true;
10217 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10218 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10221 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10223 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10224 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
10225 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
10226 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
10227 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10228 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10229 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10232 // when the model data has no vertex buffer (dynamic mesh), we need to
10234 if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10235 batchneed |= BATCHNEED_NOGAPS;
10237 // if needsupdate, we have to do a dynamic vertex batch for sure
10238 if (needsupdate & batchneed)
10239 dynamicvertex = true;
10241 // see if we need to build vertexmesh from arrays
10242 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10243 dynamicvertex = true;
10245 // see if we need to build vertexposition from arrays
10246 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10247 dynamicvertex = true;
10249 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10250 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10251 dynamicvertex = true;
10253 // if there is a chance of animated vertex colors, it's a dynamic batch
10254 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10255 dynamicvertex = true;
10257 rsurface.batchvertex3f = rsurface.modelvertex3f;
10258 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10259 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10260 rsurface.batchsvector3f = rsurface.modelsvector3f;
10261 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10262 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10263 rsurface.batchtvector3f = rsurface.modeltvector3f;
10264 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10265 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10266 rsurface.batchnormal3f = rsurface.modelnormal3f;
10267 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10268 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10269 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10270 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
10271 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10272 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10273 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
10274 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10275 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10276 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10277 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10278 rsurface.batchvertexposition = rsurface.modelvertexposition;
10279 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10280 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10281 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10282 rsurface.batchelement3i = rsurface.modelelement3i;
10283 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10284 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10285 rsurface.batchelement3s = rsurface.modelelement3s;
10286 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10287 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10289 // if any dynamic vertex processing has to occur in software, we copy the
10290 // entire surface list together before processing to rebase the vertices
10291 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10293 // if any gaps exist and we do not have a static vertex buffer, we have to
10294 // copy the surface list together to avoid wasting upload bandwidth on the
10295 // vertices in the gaps.
10297 // if gaps exist and we have a static vertex buffer, we still have to
10298 // combine the index buffer ranges into one dynamic index buffer.
10300 // in all cases we end up with data that can be drawn in one call.
10302 if (!dynamicvertex)
10304 // static vertex data, just set pointers...
10305 rsurface.batchgeneratedvertex = false;
10306 // if there are gaps, we want to build a combined index buffer,
10307 // otherwise use the original static buffer with an appropriate offset
10312 for (i = 0;i < texturenumsurfaces;i++)
10314 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10315 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10316 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10317 numtriangles += surfacenumtriangles;
10319 rsurface.batchelement3i = rsurface.array_batchelement3i;
10320 rsurface.batchelement3i_indexbuffer = NULL;
10321 rsurface.batchelement3i_bufferoffset = 0;
10322 rsurface.batchelement3s = NULL;
10323 rsurface.batchelement3s_indexbuffer = NULL;
10324 rsurface.batchelement3s_bufferoffset = 0;
10325 if (endvertex <= 65536)
10327 rsurface.batchelement3s = rsurface.array_batchelement3s;
10328 for (i = 0;i < numtriangles*3;i++)
10329 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10331 rsurface.batchfirsttriangle = firsttriangle;
10332 rsurface.batchnumtriangles = numtriangles;
10337 // something needs software processing, do it for real...
10338 // we only directly handle interleaved array data in this case...
10339 rsurface.batchgeneratedvertex = true;
10341 // now copy the vertex data into a combined array and make an index array
10342 // (this is what Quake3 does all the time)
10343 //if (gaps || rsurface.batchfirstvertex)
10345 rsurface.batchvertexposition = NULL;
10346 rsurface.batchvertexpositionbuffer = NULL;
10347 rsurface.batchvertexmesh = NULL;
10348 rsurface.batchvertexmeshbuffer = NULL;
10349 rsurface.batchvertex3f = NULL;
10350 rsurface.batchvertex3f_vertexbuffer = NULL;
10351 rsurface.batchvertex3f_bufferoffset = 0;
10352 rsurface.batchsvector3f = NULL;
10353 rsurface.batchsvector3f_vertexbuffer = NULL;
10354 rsurface.batchsvector3f_bufferoffset = 0;
10355 rsurface.batchtvector3f = NULL;
10356 rsurface.batchtvector3f_vertexbuffer = NULL;
10357 rsurface.batchtvector3f_bufferoffset = 0;
10358 rsurface.batchnormal3f = NULL;
10359 rsurface.batchnormal3f_vertexbuffer = NULL;
10360 rsurface.batchnormal3f_bufferoffset = 0;
10361 rsurface.batchlightmapcolor4f = NULL;
10362 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10363 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10364 rsurface.batchtexcoordtexture2f = NULL;
10365 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10366 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10367 rsurface.batchtexcoordlightmap2f = NULL;
10368 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10369 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10370 rsurface.batchelement3i = rsurface.array_batchelement3i;
10371 rsurface.batchelement3i_indexbuffer = NULL;
10372 rsurface.batchelement3i_bufferoffset = 0;
10373 rsurface.batchelement3s = NULL;
10374 rsurface.batchelement3s_indexbuffer = NULL;
10375 rsurface.batchelement3s_bufferoffset = 0;
10376 // we'll only be setting up certain arrays as needed
10377 if (batchneed & BATCHNEED_VERTEXPOSITION)
10378 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10379 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10380 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10381 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10382 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10383 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10384 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10385 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10387 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10388 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10390 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10391 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10392 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10393 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10394 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10395 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10398 for (i = 0;i < texturenumsurfaces;i++)
10400 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10401 surfacenumvertices = texturesurfacelist[i]->num_vertices;
10402 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10403 surfaceadjustvertex = numvertices - surfacefirstvertex;
10404 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10405 // copy only the data requested
10406 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10407 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10408 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10409 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10410 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10412 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10413 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10414 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10415 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10416 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10418 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10419 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10421 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10422 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10423 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10424 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10425 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10426 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10428 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10429 numvertices += surfacenumvertices;
10430 numtriangles += surfacenumtriangles;
10433 // generate a 16bit index array as well if possible
10434 // (in general, dynamic batches fit)
10435 if (numvertices <= 65536)
10437 rsurface.batchelement3s = rsurface.array_batchelement3s;
10438 for (i = 0;i < numtriangles*3;i++)
10439 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10442 // since we've copied everything, the batch now starts at 0
10443 rsurface.batchfirstvertex = 0;
10444 rsurface.batchnumvertices = numvertices;
10445 rsurface.batchfirsttriangle = 0;
10446 rsurface.batchnumtriangles = numtriangles;
10449 // q1bsp surfaces rendered in vertex color mode have to have colors
10450 // calculated based on lightstyles
10451 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10453 // generate color arrays for the surfaces in this list
10457 const int *offsets;
10458 const unsigned char *lm;
10460 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10461 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10462 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10463 for (i = 0;i < texturenumsurfaces;i++)
10465 surface = texturesurfacelist[i];
10466 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10467 surfacenumvertices = surface->num_vertices;
10468 if (surface->lightmapinfo->samples)
10470 for (j = 0;j < surfacenumvertices;j++)
10472 lm = surface->lightmapinfo->samples + offsets[j];
10473 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10474 VectorScale(lm, scale, c);
10475 if (surface->lightmapinfo->styles[1] != 255)
10477 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10479 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10480 VectorMA(c, scale, lm, c);
10481 if (surface->lightmapinfo->styles[2] != 255)
10484 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10485 VectorMA(c, scale, lm, c);
10486 if (surface->lightmapinfo->styles[3] != 255)
10489 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10490 VectorMA(c, scale, lm, c);
10497 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);
10503 for (j = 0;j < surfacenumvertices;j++)
10505 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10512 // if vertices are deformed (sprite flares and things in maps, possibly
10513 // water waves, bulges and other deformations), modify the copied vertices
10515 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10517 switch (deform->deform)
10520 case Q3DEFORM_PROJECTIONSHADOW:
10521 case Q3DEFORM_TEXT0:
10522 case Q3DEFORM_TEXT1:
10523 case Q3DEFORM_TEXT2:
10524 case Q3DEFORM_TEXT3:
10525 case Q3DEFORM_TEXT4:
10526 case Q3DEFORM_TEXT5:
10527 case Q3DEFORM_TEXT6:
10528 case Q3DEFORM_TEXT7:
10529 case Q3DEFORM_NONE:
10531 case Q3DEFORM_AUTOSPRITE:
10532 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10533 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10534 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10535 VectorNormalize(newforward);
10536 VectorNormalize(newright);
10537 VectorNormalize(newup);
10538 // a single autosprite surface can contain multiple sprites...
10539 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10541 VectorClear(center);
10542 for (i = 0;i < 4;i++)
10543 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10544 VectorScale(center, 0.25f, center);
10545 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10546 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10547 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10548 for (i = 0;i < 4;i++)
10550 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10551 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10554 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10555 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);
10556 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10557 rsurface.batchvertex3f_vertexbuffer = NULL;
10558 rsurface.batchvertex3f_bufferoffset = 0;
10559 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10560 rsurface.batchsvector3f_vertexbuffer = NULL;
10561 rsurface.batchsvector3f_bufferoffset = 0;
10562 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10563 rsurface.batchtvector3f_vertexbuffer = NULL;
10564 rsurface.batchtvector3f_bufferoffset = 0;
10565 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10566 rsurface.batchnormal3f_vertexbuffer = NULL;
10567 rsurface.batchnormal3f_bufferoffset = 0;
10569 case Q3DEFORM_AUTOSPRITE2:
10570 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10571 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10572 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10573 VectorNormalize(newforward);
10574 VectorNormalize(newright);
10575 VectorNormalize(newup);
10577 const float *v1, *v2;
10587 memset(shortest, 0, sizeof(shortest));
10588 // a single autosprite surface can contain multiple sprites...
10589 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10591 VectorClear(center);
10592 for (i = 0;i < 4;i++)
10593 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10594 VectorScale(center, 0.25f, center);
10595 // find the two shortest edges, then use them to define the
10596 // axis vectors for rotating around the central axis
10597 for (i = 0;i < 6;i++)
10599 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10600 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10601 l = VectorDistance2(v1, v2);
10602 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10603 if (v1[2] != v2[2])
10604 l += (1.0f / 1024.0f);
10605 if (shortest[0].length2 > l || i == 0)
10607 shortest[1] = shortest[0];
10608 shortest[0].length2 = l;
10609 shortest[0].v1 = v1;
10610 shortest[0].v2 = v2;
10612 else if (shortest[1].length2 > l || i == 1)
10614 shortest[1].length2 = l;
10615 shortest[1].v1 = v1;
10616 shortest[1].v2 = v2;
10619 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10620 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10621 // this calculates the right vector from the shortest edge
10622 // and the up vector from the edge midpoints
10623 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10624 VectorNormalize(right);
10625 VectorSubtract(end, start, up);
10626 VectorNormalize(up);
10627 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10628 VectorSubtract(rsurface.localvieworigin, center, forward);
10629 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10630 VectorNegate(forward, forward);
10631 VectorReflect(forward, 0, up, forward);
10632 VectorNormalize(forward);
10633 CrossProduct(up, forward, newright);
10634 VectorNormalize(newright);
10635 // rotate the quad around the up axis vector, this is made
10636 // especially easy by the fact we know the quad is flat,
10637 // so we only have to subtract the center position and
10638 // measure distance along the right vector, and then
10639 // multiply that by the newright vector and add back the
10641 // we also need to subtract the old position to undo the
10642 // displacement from the center, which we do with a
10643 // DotProduct, the subtraction/addition of center is also
10644 // optimized into DotProducts here
10645 l = DotProduct(right, center);
10646 for (i = 0;i < 4;i++)
10648 v1 = rsurface.batchvertex3f + 3*(j+i);
10649 f = DotProduct(right, v1) - l;
10650 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10654 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10655 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);
10656 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10657 rsurface.batchvertex3f_vertexbuffer = NULL;
10658 rsurface.batchvertex3f_bufferoffset = 0;
10659 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10660 rsurface.batchsvector3f_vertexbuffer = NULL;
10661 rsurface.batchsvector3f_bufferoffset = 0;
10662 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10663 rsurface.batchtvector3f_vertexbuffer = NULL;
10664 rsurface.batchtvector3f_bufferoffset = 0;
10665 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10666 rsurface.batchnormal3f_vertexbuffer = NULL;
10667 rsurface.batchnormal3f_bufferoffset = 0;
10669 case Q3DEFORM_NORMAL:
10670 // deform the normals to make reflections wavey
10671 for (j = 0;j < rsurface.batchnumvertices;j++)
10674 float *normal = rsurface.array_batchnormal3f + 3*j;
10675 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10676 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10677 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]);
10678 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]);
10679 VectorNormalize(normal);
10681 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);
10682 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10683 rsurface.batchsvector3f_vertexbuffer = NULL;
10684 rsurface.batchsvector3f_bufferoffset = 0;
10685 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10686 rsurface.batchtvector3f_vertexbuffer = NULL;
10687 rsurface.batchtvector3f_bufferoffset = 0;
10688 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10689 rsurface.batchnormal3f_vertexbuffer = NULL;
10690 rsurface.batchnormal3f_bufferoffset = 0;
10692 case Q3DEFORM_WAVE:
10693 // deform vertex array to make wavey water and flags and such
10694 waveparms[0] = deform->waveparms[0];
10695 waveparms[1] = deform->waveparms[1];
10696 waveparms[2] = deform->waveparms[2];
10697 waveparms[3] = deform->waveparms[3];
10698 // this is how a divisor of vertex influence on deformation
10699 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10700 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10701 for (j = 0;j < rsurface.batchnumvertices;j++)
10703 // if the wavefunc depends on time, evaluate it per-vertex
10706 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10707 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10709 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10711 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10712 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);
10713 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10714 rsurface.batchvertex3f_vertexbuffer = NULL;
10715 rsurface.batchvertex3f_bufferoffset = 0;
10716 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10717 rsurface.batchsvector3f_vertexbuffer = NULL;
10718 rsurface.batchsvector3f_bufferoffset = 0;
10719 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10720 rsurface.batchtvector3f_vertexbuffer = NULL;
10721 rsurface.batchtvector3f_bufferoffset = 0;
10722 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10723 rsurface.batchnormal3f_vertexbuffer = NULL;
10724 rsurface.batchnormal3f_bufferoffset = 0;
10726 case Q3DEFORM_BULGE:
10727 // deform vertex array to make the surface have moving bulges
10728 for (j = 0;j < rsurface.batchnumvertices;j++)
10730 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10731 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10733 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10734 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);
10735 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10736 rsurface.batchvertex3f_vertexbuffer = NULL;
10737 rsurface.batchvertex3f_bufferoffset = 0;
10738 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10739 rsurface.batchsvector3f_vertexbuffer = NULL;
10740 rsurface.batchsvector3f_bufferoffset = 0;
10741 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10742 rsurface.batchtvector3f_vertexbuffer = NULL;
10743 rsurface.batchtvector3f_bufferoffset = 0;
10744 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10745 rsurface.batchnormal3f_vertexbuffer = NULL;
10746 rsurface.batchnormal3f_bufferoffset = 0;
10748 case Q3DEFORM_MOVE:
10749 // deform vertex array
10750 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10751 VectorScale(deform->parms, scale, waveparms);
10752 for (j = 0;j < rsurface.batchnumvertices;j++)
10753 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10754 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10755 rsurface.batchvertex3f_vertexbuffer = NULL;
10756 rsurface.batchvertex3f_bufferoffset = 0;
10761 // generate texcoords based on the chosen texcoord source
10762 switch(rsurface.texture->tcgen.tcgen)
10765 case Q3TCGEN_TEXTURE:
10767 case Q3TCGEN_LIGHTMAP:
10768 if (rsurface.batchtexcoordlightmap2f)
10769 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10770 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10771 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10772 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10774 case Q3TCGEN_VECTOR:
10775 for (j = 0;j < rsurface.batchnumvertices;j++)
10777 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10778 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10780 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10781 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10782 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10784 case Q3TCGEN_ENVIRONMENT:
10785 // make environment reflections using a spheremap
10786 for (j = 0;j < rsurface.batchnumvertices;j++)
10788 // identical to Q3A's method, but executed in worldspace so
10789 // carried models can be shiny too
10791 float viewer[3], d, reflected[3], worldreflected[3];
10793 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10794 // VectorNormalize(viewer);
10796 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10798 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10799 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10800 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10801 // note: this is proportinal to viewer, so we can normalize later
10803 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10804 VectorNormalize(worldreflected);
10806 // note: this sphere map only uses world x and z!
10807 // so positive and negative y will LOOK THE SAME.
10808 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10809 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10811 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10812 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10813 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10816 // the only tcmod that needs software vertex processing is turbulent, so
10817 // check for it here and apply the changes if needed
10818 // and we only support that as the first one
10819 // (handling a mixture of turbulent and other tcmods would be problematic
10820 // without punting it entirely to a software path)
10821 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10823 amplitude = rsurface.texture->tcmods[0].parms[1];
10824 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10825 for (j = 0;j < rsurface.batchnumvertices;j++)
10827 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);
10828 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10830 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10831 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10832 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10835 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10837 // convert the modified arrays to vertex structs
10838 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10839 rsurface.batchvertexmeshbuffer = NULL;
10840 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10841 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10842 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10843 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10844 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10845 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10846 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10848 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10850 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10851 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10854 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10855 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10856 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10857 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10858 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10859 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10860 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10861 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10862 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10865 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10867 // convert the modified arrays to vertex structs
10868 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10869 rsurface.batchvertexpositionbuffer = NULL;
10870 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10871 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10873 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10874 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10878 void RSurf_DrawBatch(void)
10880 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);
10883 static void RSurf_BindLightmapForBatch(void)
10885 switch(vid.renderpath)
10887 case RENDERPATH_CGGL:
10889 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10890 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10893 case RENDERPATH_GL20:
10894 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10895 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10897 case RENDERPATH_GL13:
10898 case RENDERPATH_GL11:
10899 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10904 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10906 // pick the closest matching water plane
10907 int planeindex, vertexindex, bestplaneindex = -1;
10911 r_waterstate_waterplane_t *p;
10913 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10915 if(p->camera_entity != rsurface.texture->camera_entity)
10918 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10919 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10921 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10922 d += fabs(PlaneDiff(vert, &p->plane));
10924 if (bestd > d || bestplaneindex < 0)
10927 bestplaneindex = planeindex;
10930 return bestplaneindex;
10933 static void RSurf_BindReflectionForBatch(int planeindex)
10935 // pick the closest matching water plane and bind textures
10936 r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10937 switch(vid.renderpath)
10939 case RENDERPATH_CGGL:
10941 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10942 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10943 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10946 case RENDERPATH_GL20:
10947 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10948 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10949 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10951 case RENDERPATH_GL13:
10952 case RENDERPATH_GL11:
10957 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10960 for (i = 0;i < rsurface.batchnumvertices;i++)
10961 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10962 rsurface.passcolor4f = rsurface.array_passcolor4f;
10963 rsurface.passcolor4f_vertexbuffer = 0;
10964 rsurface.passcolor4f_bufferoffset = 0;
10967 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10974 if (rsurface.passcolor4f)
10976 // generate color arrays
10977 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)
10979 f = RSurf_FogVertex(v);
10988 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10990 f = RSurf_FogVertex(v);
10997 rsurface.passcolor4f = rsurface.array_passcolor4f;
10998 rsurface.passcolor4f_vertexbuffer = 0;
10999 rsurface.passcolor4f_bufferoffset = 0;
11002 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11009 if (!rsurface.passcolor4f)
11011 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)
11013 f = RSurf_FogVertex(v);
11014 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11015 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11016 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11019 rsurface.passcolor4f = rsurface.array_passcolor4f;
11020 rsurface.passcolor4f_vertexbuffer = 0;
11021 rsurface.passcolor4f_bufferoffset = 0;
11024 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11029 if (!rsurface.passcolor4f)
11031 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11038 rsurface.passcolor4f = rsurface.array_passcolor4f;
11039 rsurface.passcolor4f_vertexbuffer = 0;
11040 rsurface.passcolor4f_bufferoffset = 0;
11043 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11048 if (!rsurface.passcolor4f)
11050 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11052 c2[0] = c[0] + r_refdef.scene.ambient;
11053 c2[1] = c[1] + r_refdef.scene.ambient;
11054 c2[2] = c[2] + r_refdef.scene.ambient;
11057 rsurface.passcolor4f = rsurface.array_passcolor4f;
11058 rsurface.passcolor4f_vertexbuffer = 0;
11059 rsurface.passcolor4f_bufferoffset = 0;
11062 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11065 rsurface.passcolor4f = NULL;
11066 rsurface.passcolor4f_vertexbuffer = 0;
11067 rsurface.passcolor4f_bufferoffset = 0;
11068 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11069 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11070 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11071 GL_Color(r, g, b, a);
11072 RSurf_BindLightmapForBatch();
11076 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11078 // TODO: optimize applyfog && applycolor case
11079 // just apply fog if necessary, and tint the fog color array if necessary
11080 rsurface.passcolor4f = NULL;
11081 rsurface.passcolor4f_vertexbuffer = 0;
11082 rsurface.passcolor4f_bufferoffset = 0;
11083 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11084 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11085 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11086 GL_Color(r, g, b, a);
11090 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11093 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11094 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11095 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11096 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11097 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11098 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11099 GL_Color(r, g, b, a);
11103 static void RSurf_DrawBatch_GL11_ClampColor(void)
11108 if (!rsurface.passcolor4f)
11110 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11112 c2[0] = bound(0.0f, c1[0], 1.0f);
11113 c2[1] = bound(0.0f, c1[1], 1.0f);
11114 c2[2] = bound(0.0f, c1[2], 1.0f);
11115 c2[3] = bound(0.0f, c1[3], 1.0f);
11119 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11127 vec3_t ambientcolor;
11128 vec3_t diffusecolor;
11132 VectorCopy(rsurface.modellight_lightdir, lightdir);
11133 f = 0.5f * r_refdef.lightmapintensity;
11134 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11135 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11136 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11137 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11138 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11139 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11141 if (VectorLength2(diffusecolor) > 0)
11143 // q3-style directional shading
11144 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)
11146 if ((f = DotProduct(n, lightdir)) > 0)
11147 VectorMA(ambientcolor, f, diffusecolor, c);
11149 VectorCopy(ambientcolor, c);
11156 rsurface.passcolor4f = rsurface.array_passcolor4f;
11157 rsurface.passcolor4f_vertexbuffer = 0;
11158 rsurface.passcolor4f_bufferoffset = 0;
11159 *applycolor = false;
11163 *r = ambientcolor[0];
11164 *g = ambientcolor[1];
11165 *b = ambientcolor[2];
11166 rsurface.passcolor4f = NULL;
11167 rsurface.passcolor4f_vertexbuffer = 0;
11168 rsurface.passcolor4f_bufferoffset = 0;
11172 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11174 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11175 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
11176 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11177 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11178 GL_Color(r, g, b, a);
11182 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11188 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11190 f = 1 - RSurf_FogVertex(v);
11198 void RSurf_SetupDepthAndCulling(void)
11200 // submodels are biased to avoid z-fighting with world surfaces that they
11201 // may be exactly overlapping (avoids z-fighting artifacts on certain
11202 // doors and things in Quake maps)
11203 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11204 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11205 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11206 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11209 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11211 // transparent sky would be ridiculous
11212 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11214 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11215 skyrenderlater = true;
11216 RSurf_SetupDepthAndCulling();
11217 GL_DepthMask(true);
11218 // LordHavoc: HalfLife maps have freaky skypolys so don't use
11219 // skymasking on them, and Quake3 never did sky masking (unlike
11220 // software Quake and software Quake2), so disable the sky masking
11221 // in Quake3 maps as it causes problems with q3map2 sky tricks,
11222 // and skymasking also looks very bad when noclipping outside the
11223 // level, so don't use it then either.
11224 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11226 R_Mesh_ResetTextureState();
11227 if (skyrendermasked)
11229 R_SetupShader_DepthOrShadow();
11230 // depth-only (masking)
11231 GL_ColorMask(0,0,0,0);
11232 // just to make sure that braindead drivers don't draw
11233 // anything despite that colormask...
11234 GL_BlendFunc(GL_ZERO, GL_ONE);
11235 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11236 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11240 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11242 GL_BlendFunc(GL_ONE, GL_ZERO);
11243 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11244 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11245 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11248 if (skyrendermasked)
11249 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11251 R_Mesh_ResetTextureState();
11252 GL_Color(1, 1, 1, 1);
11255 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11256 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11257 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11259 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11263 // render screenspace normalmap to texture
11264 GL_DepthMask(true);
11265 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11270 // bind lightmap texture
11272 // water/refraction/reflection/camera surfaces have to be handled specially
11273 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11275 int start, end, startplaneindex;
11276 for (start = 0;start < texturenumsurfaces;start = end)
11278 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11279 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11281 // now that we have a batch using the same planeindex, render it
11282 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11284 // render water or distortion background
11285 GL_DepthMask(true);
11286 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11287 RSurf_BindReflectionForBatch(startplaneindex);
11288 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11289 RSurf_BindLightmapForBatch();
11291 // blend surface on top
11292 GL_DepthMask(false);
11293 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11296 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11298 // render surface with reflection texture as input
11299 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11300 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11301 RSurf_BindReflectionForBatch(startplaneindex);
11302 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11303 RSurf_BindLightmapForBatch();
11310 // render surface batch normally
11311 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11312 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11313 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11314 RSurf_BindLightmapForBatch();
11318 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11320 // OpenGL 1.3 path - anything not completely ancient
11321 qboolean applycolor;
11324 const texturelayer_t *layer;
11325 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);
11326 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11328 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11331 int layertexrgbscale;
11332 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11334 if (layerindex == 0)
11335 GL_AlphaTest(true);
11338 GL_AlphaTest(false);
11339 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11342 GL_DepthMask(layer->depthmask && writedepth);
11343 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11344 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11346 layertexrgbscale = 4;
11347 VectorScale(layer->color, 0.25f, layercolor);
11349 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11351 layertexrgbscale = 2;
11352 VectorScale(layer->color, 0.5f, layercolor);
11356 layertexrgbscale = 1;
11357 VectorScale(layer->color, 1.0f, layercolor);
11359 layercolor[3] = layer->color[3];
11360 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11361 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11362 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11363 switch (layer->type)
11365 case TEXTURELAYERTYPE_LITTEXTURE:
11366 // single-pass lightmapped texture with 2x rgbscale
11367 R_Mesh_TexBind(0, r_texture_white);
11368 R_Mesh_TexMatrix(0, NULL);
11369 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11370 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11371 R_Mesh_TexBind(1, layer->texture);
11372 R_Mesh_TexMatrix(1, &layer->texmatrix);
11373 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11374 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11375 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11376 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11377 else if (rsurface.uselightmaptexture)
11378 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11380 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11382 case TEXTURELAYERTYPE_TEXTURE:
11383 // singletexture unlit texture with transparency support
11384 R_Mesh_TexBind(0, layer->texture);
11385 R_Mesh_TexMatrix(0, &layer->texmatrix);
11386 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11387 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11388 R_Mesh_TexBind(1, 0);
11389 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11390 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11392 case TEXTURELAYERTYPE_FOG:
11393 // singletexture fogging
11394 if (layer->texture)
11396 R_Mesh_TexBind(0, layer->texture);
11397 R_Mesh_TexMatrix(0, &layer->texmatrix);
11398 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11399 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11403 R_Mesh_TexBind(0, 0);
11404 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11406 R_Mesh_TexBind(1, 0);
11407 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11408 // generate a color array for the fog pass
11409 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11410 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11414 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11418 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11420 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11421 GL_AlphaTest(false);
11425 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11427 // OpenGL 1.1 - crusty old voodoo path
11430 const texturelayer_t *layer;
11431 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);
11432 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11434 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11436 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11438 if (layerindex == 0)
11439 GL_AlphaTest(true);
11442 GL_AlphaTest(false);
11443 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11446 GL_DepthMask(layer->depthmask && writedepth);
11447 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11448 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11449 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11450 switch (layer->type)
11452 case TEXTURELAYERTYPE_LITTEXTURE:
11453 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11455 // two-pass lit texture with 2x rgbscale
11456 // first the lightmap pass
11457 R_Mesh_TexBind(0, r_texture_white);
11458 R_Mesh_TexMatrix(0, NULL);
11459 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11460 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11462 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11463 else if (rsurface.uselightmaptexture)
11464 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11466 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11467 // then apply the texture to it
11468 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11469 R_Mesh_TexBind(0, layer->texture);
11470 R_Mesh_TexMatrix(0, &layer->texmatrix);
11471 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11472 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11473 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);
11477 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11478 R_Mesh_TexBind(0, layer->texture);
11479 R_Mesh_TexMatrix(0, &layer->texmatrix);
11480 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11481 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11482 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11483 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);
11485 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);
11488 case TEXTURELAYERTYPE_TEXTURE:
11489 // singletexture unlit texture with transparency support
11490 R_Mesh_TexBind(0, layer->texture);
11491 R_Mesh_TexMatrix(0, &layer->texmatrix);
11492 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11493 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11494 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);
11496 case TEXTURELAYERTYPE_FOG:
11497 // singletexture fogging
11498 if (layer->texture)
11500 R_Mesh_TexBind(0, layer->texture);
11501 R_Mesh_TexMatrix(0, &layer->texmatrix);
11502 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11503 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11507 R_Mesh_TexBind(0, 0);
11508 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11510 // generate a color array for the fog pass
11511 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11512 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11516 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11520 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11522 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11523 GL_AlphaTest(false);
11527 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11531 r_vertexgeneric_t *batchvertex;
11534 GL_AlphaTest(false);
11535 R_Mesh_ResetTextureState();
11536 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11538 if(rsurface.texture && rsurface.texture->currentskinframe)
11540 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11541 c[3] *= rsurface.texture->currentalpha;
11551 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11553 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11554 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11555 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11558 // brighten it up (as texture value 127 means "unlit")
11559 c[0] *= 2 * r_refdef.view.colorscale;
11560 c[1] *= 2 * r_refdef.view.colorscale;
11561 c[2] *= 2 * r_refdef.view.colorscale;
11563 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11564 c[3] *= r_wateralpha.value;
11566 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11568 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11569 GL_DepthMask(false);
11571 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11573 GL_BlendFunc(GL_ONE, GL_ONE);
11574 GL_DepthMask(false);
11576 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11578 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11579 GL_DepthMask(false);
11581 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11583 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11584 GL_DepthMask(false);
11588 GL_BlendFunc(GL_ONE, GL_ZERO);
11589 GL_DepthMask(writedepth);
11592 if (r_showsurfaces.integer == 3)
11594 rsurface.passcolor4f = NULL;
11596 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11598 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11600 rsurface.passcolor4f = NULL;
11601 rsurface.passcolor4f_vertexbuffer = 0;
11602 rsurface.passcolor4f_bufferoffset = 0;
11604 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11606 qboolean applycolor = true;
11609 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11611 r_refdef.lightmapintensity = 1;
11612 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11613 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11617 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11619 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11620 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11621 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11624 if(!rsurface.passcolor4f)
11625 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11627 RSurf_DrawBatch_GL11_ApplyAmbient();
11628 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11629 if(r_refdef.fogenabled)
11630 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11631 RSurf_DrawBatch_GL11_ClampColor();
11633 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11634 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11637 else if (!r_refdef.view.showdebug)
11639 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11640 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11641 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11643 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11644 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11646 R_Mesh_PrepareVertices_Generic_Unlock();
11649 else if (r_showsurfaces.integer == 4)
11651 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11652 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11653 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11655 unsigned char c = vi << 3;
11656 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11657 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11659 R_Mesh_PrepareVertices_Generic_Unlock();
11662 else if (r_showsurfaces.integer == 2)
11665 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11666 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11667 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11669 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11670 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11671 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11672 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11673 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11674 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11675 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11677 R_Mesh_PrepareVertices_Generic_Unlock();
11678 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11682 int texturesurfaceindex;
11684 const msurface_t *surface;
11685 unsigned char surfacecolor4ub[4];
11686 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11687 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11689 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11691 surface = texturesurfacelist[texturesurfaceindex];
11692 k = (int)(((size_t)surface) / sizeof(msurface_t));
11693 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11694 for (j = 0;j < surface->num_vertices;j++)
11696 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11697 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11701 R_Mesh_PrepareVertices_Generic_Unlock();
11706 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11709 RSurf_SetupDepthAndCulling();
11710 if (r_showsurfaces.integer)
11712 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11715 switch (vid.renderpath)
11717 case RENDERPATH_GL20:
11718 case RENDERPATH_CGGL:
11719 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11721 case RENDERPATH_GL13:
11722 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11724 case RENDERPATH_GL11:
11725 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11731 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11734 RSurf_SetupDepthAndCulling();
11735 if (r_showsurfaces.integer)
11737 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11740 switch (vid.renderpath)
11742 case RENDERPATH_GL20:
11743 case RENDERPATH_CGGL:
11744 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11746 case RENDERPATH_GL13:
11747 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11749 case RENDERPATH_GL11:
11750 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11756 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11759 int texturenumsurfaces, endsurface;
11760 texture_t *texture;
11761 const msurface_t *surface;
11762 #define MAXBATCH_TRANSPARENTSURFACES 256
11763 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11765 // if the model is static it doesn't matter what value we give for
11766 // wantnormals and wanttangents, so this logic uses only rules applicable
11767 // to a model, knowing that they are meaningless otherwise
11768 if (ent == r_refdef.scene.worldentity)
11769 RSurf_ActiveWorldEntity();
11770 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11771 RSurf_ActiveModelEntity(ent, false, false, false);
11774 switch (vid.renderpath)
11776 case RENDERPATH_GL20:
11777 case RENDERPATH_CGGL:
11778 RSurf_ActiveModelEntity(ent, true, true, false);
11780 case RENDERPATH_GL13:
11781 case RENDERPATH_GL11:
11782 RSurf_ActiveModelEntity(ent, true, false, false);
11787 if (r_transparentdepthmasking.integer)
11789 qboolean setup = false;
11790 for (i = 0;i < numsurfaces;i = j)
11793 surface = rsurface.modelsurfaces + surfacelist[i];
11794 texture = surface->texture;
11795 rsurface.texture = R_GetCurrentTexture(texture);
11796 rsurface.lightmaptexture = NULL;
11797 rsurface.deluxemaptexture = NULL;
11798 rsurface.uselightmaptexture = false;
11799 // scan ahead until we find a different texture
11800 endsurface = min(i + 1024, numsurfaces);
11801 texturenumsurfaces = 0;
11802 texturesurfacelist[texturenumsurfaces++] = surface;
11803 for (;j < endsurface;j++)
11805 surface = rsurface.modelsurfaces + surfacelist[j];
11806 if (texture != surface->texture)
11808 texturesurfacelist[texturenumsurfaces++] = surface;
11810 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11812 // render the range of surfaces as depth
11816 GL_ColorMask(0,0,0,0);
11818 GL_DepthTest(true);
11819 GL_BlendFunc(GL_ONE, GL_ZERO);
11820 GL_DepthMask(true);
11821 GL_AlphaTest(false);
11822 R_Mesh_ResetTextureState();
11823 R_SetupShader_DepthOrShadow();
11825 RSurf_SetupDepthAndCulling();
11826 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11827 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11831 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11834 for (i = 0;i < numsurfaces;i = j)
11837 surface = rsurface.modelsurfaces + surfacelist[i];
11838 texture = surface->texture;
11839 rsurface.texture = R_GetCurrentTexture(texture);
11840 rsurface.lightmaptexture = surface->lightmaptexture;
11841 rsurface.deluxemaptexture = surface->deluxemaptexture;
11842 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11843 // scan ahead until we find a different texture
11844 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11845 texturenumsurfaces = 0;
11846 texturesurfacelist[texturenumsurfaces++] = surface;
11847 for (;j < endsurface;j++)
11849 surface = rsurface.modelsurfaces + surfacelist[j];
11850 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11852 texturesurfacelist[texturenumsurfaces++] = surface;
11854 // render the range of surfaces
11855 if (ent == r_refdef.scene.worldentity)
11856 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11858 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11860 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11861 GL_AlphaTest(false);
11864 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11866 // transparent surfaces get pushed off into the transparent queue
11867 int surfacelistindex;
11868 const msurface_t *surface;
11869 vec3_t tempcenter, center;
11870 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11872 surface = texturesurfacelist[surfacelistindex];
11873 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11874 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11875 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11876 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11877 if (queueentity->transparent_offset) // transparent offset
11879 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11880 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11881 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11883 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11887 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11889 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11891 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11893 RSurf_SetupDepthAndCulling();
11894 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11895 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11899 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11901 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11904 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11907 if (!rsurface.texture->currentnumlayers)
11909 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11910 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11912 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11914 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11915 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11916 else if (!rsurface.texture->currentnumlayers)
11918 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11920 // in the deferred case, transparent surfaces were queued during prepass
11921 if (!r_shadow_usingdeferredprepass)
11922 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11926 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11927 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11932 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11935 texture_t *texture;
11936 // break the surface list down into batches by texture and use of lightmapping
11937 for (i = 0;i < numsurfaces;i = j)
11940 // texture is the base texture pointer, rsurface.texture is the
11941 // current frame/skin the texture is directing us to use (for example
11942 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11943 // use skin 1 instead)
11944 texture = surfacelist[i]->texture;
11945 rsurface.texture = R_GetCurrentTexture(texture);
11946 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11947 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11948 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11949 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11951 // if this texture is not the kind we want, skip ahead to the next one
11952 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11956 // simply scan ahead until we find a different texture or lightmap state
11957 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11959 // render the range of surfaces
11960 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11964 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11968 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11971 if (!rsurface.texture->currentnumlayers)
11973 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11974 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11976 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11978 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11979 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11980 else if (!rsurface.texture->currentnumlayers)
11982 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11984 // in the deferred case, transparent surfaces were queued during prepass
11985 if (!r_shadow_usingdeferredprepass)
11986 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11990 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11991 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11996 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11999 texture_t *texture;
12000 // break the surface list down into batches by texture and use of lightmapping
12001 for (i = 0;i < numsurfaces;i = j)
12004 // texture is the base texture pointer, rsurface.texture is the
12005 // current frame/skin the texture is directing us to use (for example
12006 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12007 // use skin 1 instead)
12008 texture = surfacelist[i]->texture;
12009 rsurface.texture = R_GetCurrentTexture(texture);
12010 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12011 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12012 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12013 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12015 // if this texture is not the kind we want, skip ahead to the next one
12016 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12020 // simply scan ahead until we find a different texture or lightmap state
12021 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12023 // render the range of surfaces
12024 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12028 float locboxvertex3f[6*4*3] =
12030 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12031 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12032 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12033 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12034 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12035 1,0,0, 0,0,0, 0,1,0, 1,1,0
12038 unsigned short locboxelements[6*2*3] =
12043 12,13,14, 12,14,15,
12044 16,17,18, 16,18,19,
12048 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12051 cl_locnode_t *loc = (cl_locnode_t *)ent;
12053 float vertex3f[6*4*3];
12055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12056 GL_DepthMask(false);
12057 GL_DepthRange(0, 1);
12058 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12059 GL_DepthTest(true);
12060 GL_CullFace(GL_NONE);
12061 R_EntityMatrix(&identitymatrix);
12063 R_Mesh_ResetTextureState();
12065 i = surfacelist[0];
12066 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12067 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12068 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12069 surfacelist[0] < 0 ? 0.5f : 0.125f);
12071 if (VectorCompare(loc->mins, loc->maxs))
12073 VectorSet(size, 2, 2, 2);
12074 VectorMA(loc->mins, -0.5f, size, mins);
12078 VectorCopy(loc->mins, mins);
12079 VectorSubtract(loc->maxs, loc->mins, size);
12082 for (i = 0;i < 6*4*3;)
12083 for (j = 0;j < 3;j++, i++)
12084 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12086 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12087 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12088 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12091 void R_DrawLocs(void)
12094 cl_locnode_t *loc, *nearestloc;
12096 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12097 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12099 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12100 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12104 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12106 if (decalsystem->decals)
12107 Mem_Free(decalsystem->decals);
12108 memset(decalsystem, 0, sizeof(*decalsystem));
12111 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)
12114 tridecal_t *decals;
12117 // expand or initialize the system
12118 if (decalsystem->maxdecals <= decalsystem->numdecals)
12120 decalsystem_t old = *decalsystem;
12121 qboolean useshortelements;
12122 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12123 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12124 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12125 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12126 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12127 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12128 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12129 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12130 if (decalsystem->numdecals)
12131 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12133 Mem_Free(old.decals);
12134 for (i = 0;i < decalsystem->maxdecals*3;i++)
12135 decalsystem->element3i[i] = i;
12136 if (useshortelements)
12137 for (i = 0;i < decalsystem->maxdecals*3;i++)
12138 decalsystem->element3s[i] = i;
12141 // grab a decal and search for another free slot for the next one
12142 decals = decalsystem->decals;
12143 decal = decalsystem->decals + (i = decalsystem->freedecal++);
12144 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12146 decalsystem->freedecal = i;
12147 if (decalsystem->numdecals <= i)
12148 decalsystem->numdecals = i + 1;
12150 // initialize the decal
12152 decal->triangleindex = triangleindex;
12153 decal->surfaceindex = surfaceindex;
12154 decal->decalsequence = decalsequence;
12155 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12156 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12157 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12158 decal->color4ub[0][3] = 255;
12159 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12160 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12161 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12162 decal->color4ub[1][3] = 255;
12163 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12164 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12165 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12166 decal->color4ub[2][3] = 255;
12167 decal->vertex3f[0][0] = v0[0];
12168 decal->vertex3f[0][1] = v0[1];
12169 decal->vertex3f[0][2] = v0[2];
12170 decal->vertex3f[1][0] = v1[0];
12171 decal->vertex3f[1][1] = v1[1];
12172 decal->vertex3f[1][2] = v1[2];
12173 decal->vertex3f[2][0] = v2[0];
12174 decal->vertex3f[2][1] = v2[1];
12175 decal->vertex3f[2][2] = v2[2];
12176 decal->texcoord2f[0][0] = t0[0];
12177 decal->texcoord2f[0][1] = t0[1];
12178 decal->texcoord2f[1][0] = t1[0];
12179 decal->texcoord2f[1][1] = t1[1];
12180 decal->texcoord2f[2][0] = t2[0];
12181 decal->texcoord2f[2][1] = t2[1];
12184 extern cvar_t cl_decals_bias;
12185 extern cvar_t cl_decals_models;
12186 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12187 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)
12189 matrix4x4_t projection;
12190 decalsystem_t *decalsystem;
12193 const float *vertex3f;
12194 const msurface_t *surface;
12195 const msurface_t *surfaces;
12196 const int *surfacelist;
12197 const texture_t *texture;
12199 int numsurfacelist;
12200 int surfacelistindex;
12207 float localorigin[3];
12208 float localnormal[3];
12209 float localmins[3];
12210 float localmaxs[3];
12216 float planes[6][4];
12218 float points[2][9][3];
12222 decalsystem = &ent->decalsystem;
12223 model = ent->model;
12224 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12226 R_DecalSystem_Reset(&ent->decalsystem);
12230 if (!model->brush.data_nodes && !cl_decals_models.integer)
12232 if (decalsystem->model)
12233 R_DecalSystem_Reset(decalsystem);
12237 if (decalsystem->model != model)
12238 R_DecalSystem_Reset(decalsystem);
12239 decalsystem->model = model;
12241 RSurf_ActiveModelEntity(ent, false, false, false);
12243 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12244 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12245 VectorNormalize(localnormal);
12246 localsize = worldsize*rsurface.inversematrixscale;
12247 localmins[0] = localorigin[0] - localsize;
12248 localmins[1] = localorigin[1] - localsize;
12249 localmins[2] = localorigin[2] - localsize;
12250 localmaxs[0] = localorigin[0] + localsize;
12251 localmaxs[1] = localorigin[1] + localsize;
12252 localmaxs[2] = localorigin[2] + localsize;
12254 //VectorCopy(localnormal, planes[4]);
12255 //VectorVectors(planes[4], planes[2], planes[0]);
12256 AnglesFromVectors(angles, localnormal, NULL, false);
12257 AngleVectors(angles, planes[0], planes[2], planes[4]);
12258 VectorNegate(planes[0], planes[1]);
12259 VectorNegate(planes[2], planes[3]);
12260 VectorNegate(planes[4], planes[5]);
12261 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12262 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12263 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12264 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12265 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12266 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12271 matrix4x4_t forwardprojection;
12272 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12273 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12278 float projectionvector[4][3];
12279 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12280 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12281 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12282 projectionvector[0][0] = planes[0][0] * ilocalsize;
12283 projectionvector[0][1] = planes[1][0] * ilocalsize;
12284 projectionvector[0][2] = planes[2][0] * ilocalsize;
12285 projectionvector[1][0] = planes[0][1] * ilocalsize;
12286 projectionvector[1][1] = planes[1][1] * ilocalsize;
12287 projectionvector[1][2] = planes[2][1] * ilocalsize;
12288 projectionvector[2][0] = planes[0][2] * ilocalsize;
12289 projectionvector[2][1] = planes[1][2] * ilocalsize;
12290 projectionvector[2][2] = planes[2][2] * ilocalsize;
12291 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12292 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12293 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12294 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12298 dynamic = model->surfmesh.isanimated;
12299 vertex3f = rsurface.modelvertex3f;
12300 numsurfacelist = model->nummodelsurfaces;
12301 surfacelist = model->sortedmodelsurfaces;
12302 surfaces = model->data_surfaces;
12303 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12305 surfaceindex = surfacelist[surfacelistindex];
12306 surface = surfaces + surfaceindex;
12307 // check cull box first because it rejects more than any other check
12308 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12310 // skip transparent surfaces
12311 texture = surface->texture;
12312 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12314 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12316 numtriangles = surface->num_triangles;
12317 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12319 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12321 index = 3*e[cornerindex];
12322 VectorCopy(vertex3f + index, v[cornerindex]);
12325 //TriangleNormal(v[0], v[1], v[2], normal);
12326 //if (DotProduct(normal, localnormal) < 0.0f)
12328 // clip by each of the box planes formed from the projection matrix
12329 // if anything survives, we emit the decal
12330 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]);
12333 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]);
12336 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]);
12339 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]);
12342 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]);
12345 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]);
12348 // some part of the triangle survived, so we have to accept it...
12351 // dynamic always uses the original triangle
12353 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12355 index = 3*e[cornerindex];
12356 VectorCopy(vertex3f + index, v[cornerindex]);
12359 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12361 // convert vertex positions to texcoords
12362 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12363 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12364 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12365 // calculate distance fade from the projection origin
12366 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12367 f = bound(0.0f, f, 1.0f);
12368 c[cornerindex][0] = r * f;
12369 c[cornerindex][1] = g * f;
12370 c[cornerindex][2] = b * f;
12371 c[cornerindex][3] = 1.0f;
12372 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12375 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12377 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12378 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);
12383 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12384 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)
12386 int renderentityindex;
12387 float worldmins[3];
12388 float worldmaxs[3];
12389 entity_render_t *ent;
12391 if (!cl_decals_newsystem.integer)
12394 worldmins[0] = worldorigin[0] - worldsize;
12395 worldmins[1] = worldorigin[1] - worldsize;
12396 worldmins[2] = worldorigin[2] - worldsize;
12397 worldmaxs[0] = worldorigin[0] + worldsize;
12398 worldmaxs[1] = worldorigin[1] + worldsize;
12399 worldmaxs[2] = worldorigin[2] + worldsize;
12401 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12403 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12405 ent = r_refdef.scene.entities[renderentityindex];
12406 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12409 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12413 typedef struct r_decalsystem_splatqueue_s
12415 vec3_t worldorigin;
12416 vec3_t worldnormal;
12422 r_decalsystem_splatqueue_t;
12424 int r_decalsystem_numqueued = 0;
12425 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12427 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)
12429 r_decalsystem_splatqueue_t *queue;
12431 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12434 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12435 VectorCopy(worldorigin, queue->worldorigin);
12436 VectorCopy(worldnormal, queue->worldnormal);
12437 Vector4Set(queue->color, r, g, b, a);
12438 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12439 queue->worldsize = worldsize;
12440 queue->decalsequence = cl.decalsequence++;
12443 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12446 r_decalsystem_splatqueue_t *queue;
12448 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12449 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);
12450 r_decalsystem_numqueued = 0;
12453 extern cvar_t cl_decals_max;
12454 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12457 decalsystem_t *decalsystem = &ent->decalsystem;
12464 if (!decalsystem->numdecals)
12467 if (r_showsurfaces.integer)
12470 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12472 R_DecalSystem_Reset(decalsystem);
12476 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12477 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12479 if (decalsystem->lastupdatetime)
12480 frametime = (cl.time - decalsystem->lastupdatetime);
12483 decalsystem->lastupdatetime = cl.time;
12484 decal = decalsystem->decals;
12485 numdecals = decalsystem->numdecals;
12487 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12489 if (decal->color4ub[0][3])
12491 decal->lived += frametime;
12492 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12494 memset(decal, 0, sizeof(*decal));
12495 if (decalsystem->freedecal > i)
12496 decalsystem->freedecal = i;
12500 decal = decalsystem->decals;
12501 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12504 // collapse the array by shuffling the tail decals into the gaps
12507 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12508 decalsystem->freedecal++;
12509 if (decalsystem->freedecal == numdecals)
12511 decal[decalsystem->freedecal] = decal[--numdecals];
12514 decalsystem->numdecals = numdecals;
12516 if (numdecals <= 0)
12518 // if there are no decals left, reset decalsystem
12519 R_DecalSystem_Reset(decalsystem);
12523 extern skinframe_t *decalskinframe;
12524 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12527 decalsystem_t *decalsystem = &ent->decalsystem;
12536 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12539 numdecals = decalsystem->numdecals;
12543 if (r_showsurfaces.integer)
12546 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12548 R_DecalSystem_Reset(decalsystem);
12552 // if the model is static it doesn't matter what value we give for
12553 // wantnormals and wanttangents, so this logic uses only rules applicable
12554 // to a model, knowing that they are meaningless otherwise
12555 if (ent == r_refdef.scene.worldentity)
12556 RSurf_ActiveWorldEntity();
12558 RSurf_ActiveModelEntity(ent, false, false, false);
12560 decalsystem->lastupdatetime = cl.time;
12561 decal = decalsystem->decals;
12563 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12565 // update vertex positions for animated models
12566 v3f = decalsystem->vertex3f;
12567 c4f = decalsystem->color4f;
12568 t2f = decalsystem->texcoord2f;
12569 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12571 if (!decal->color4ub[0][3])
12574 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12577 // update color values for fading decals
12578 if (decal->lived >= cl_decals_time.value)
12580 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12581 alpha *= (1.0f/255.0f);
12584 alpha = 1.0f/255.0f;
12586 c4f[ 0] = decal->color4ub[0][0] * alpha;
12587 c4f[ 1] = decal->color4ub[0][1] * alpha;
12588 c4f[ 2] = decal->color4ub[0][2] * alpha;
12590 c4f[ 4] = decal->color4ub[1][0] * alpha;
12591 c4f[ 5] = decal->color4ub[1][1] * alpha;
12592 c4f[ 6] = decal->color4ub[1][2] * alpha;
12594 c4f[ 8] = decal->color4ub[2][0] * alpha;
12595 c4f[ 9] = decal->color4ub[2][1] * alpha;
12596 c4f[10] = decal->color4ub[2][2] * alpha;
12599 t2f[0] = decal->texcoord2f[0][0];
12600 t2f[1] = decal->texcoord2f[0][1];
12601 t2f[2] = decal->texcoord2f[1][0];
12602 t2f[3] = decal->texcoord2f[1][1];
12603 t2f[4] = decal->texcoord2f[2][0];
12604 t2f[5] = decal->texcoord2f[2][1];
12606 // update vertex positions for animated models
12607 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12609 e = rsurface.modelelement3i + 3*decal->triangleindex;
12610 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12611 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12612 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12616 VectorCopy(decal->vertex3f[0], v3f);
12617 VectorCopy(decal->vertex3f[1], v3f + 3);
12618 VectorCopy(decal->vertex3f[2], v3f + 6);
12621 if (r_refdef.fogenabled)
12623 alpha = RSurf_FogVertex(v3f);
12624 VectorScale(c4f, alpha, c4f);
12625 alpha = RSurf_FogVertex(v3f + 3);
12626 VectorScale(c4f + 4, alpha, c4f + 4);
12627 alpha = RSurf_FogVertex(v3f + 6);
12628 VectorScale(c4f + 8, alpha, c4f + 8);
12639 r_refdef.stats.drawndecals += numtris;
12641 // now render the decals all at once
12642 // (this assumes they all use one particle font texture!)
12643 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);
12644 R_Mesh_ResetTextureState();
12645 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12646 GL_DepthMask(false);
12647 GL_DepthRange(0, 1);
12648 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12649 GL_DepthTest(true);
12650 GL_CullFace(GL_NONE);
12651 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12652 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12653 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12657 static void R_DrawModelDecals(void)
12661 // fade faster when there are too many decals
12662 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12663 for (i = 0;i < r_refdef.scene.numentities;i++)
12664 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12666 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12667 for (i = 0;i < r_refdef.scene.numentities;i++)
12668 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12669 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12671 R_DecalSystem_ApplySplatEntitiesQueue();
12673 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12674 for (i = 0;i < r_refdef.scene.numentities;i++)
12675 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12677 r_refdef.stats.totaldecals += numdecals;
12679 if (r_showsurfaces.integer)
12682 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12684 for (i = 0;i < r_refdef.scene.numentities;i++)
12686 if (!r_refdef.viewcache.entityvisible[i])
12688 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12689 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12693 extern cvar_t mod_collision_bih;
12694 void R_DrawDebugModel(void)
12696 entity_render_t *ent = rsurface.entity;
12697 int i, j, k, l, flagsmask;
12698 const msurface_t *surface;
12699 dp_model_t *model = ent->model;
12702 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12704 R_Mesh_ResetTextureState();
12705 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12706 GL_DepthRange(0, 1);
12707 GL_DepthTest(!r_showdisabledepthtest.integer);
12708 GL_DepthMask(false);
12709 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12711 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12715 qboolean cullbox = ent == r_refdef.scene.worldentity;
12716 const q3mbrush_t *brush;
12717 const bih_t *bih = &model->collision_bih;
12718 const bih_leaf_t *bihleaf;
12719 float vertex3f[3][3];
12720 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12722 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12724 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12726 switch (bihleaf->type)
12729 brush = model->brush.data_brushes + bihleaf->itemindex;
12730 if (brush->colbrushf && brush->colbrushf->numtriangles)
12732 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);
12733 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12734 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12737 case BIH_COLLISIONTRIANGLE:
12738 triangleindex = bihleaf->itemindex;
12739 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12740 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12741 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12742 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);
12743 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12744 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12746 case BIH_RENDERTRIANGLE:
12747 triangleindex = bihleaf->itemindex;
12748 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12749 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12750 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12751 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);
12752 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12753 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12759 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12761 if (r_showtris.integer || r_shownormals.integer)
12763 if (r_showdisabledepthtest.integer)
12765 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12766 GL_DepthMask(false);
12770 GL_BlendFunc(GL_ONE, GL_ZERO);
12771 GL_DepthMask(true);
12773 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12775 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12777 rsurface.texture = R_GetCurrentTexture(surface->texture);
12778 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12780 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12781 if (r_showtris.value > 0)
12783 if (!rsurface.texture->currentlayers->depthmask)
12784 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12785 else if (ent == r_refdef.scene.worldentity)
12786 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12788 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12789 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12790 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12792 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12795 if (r_shownormals.value < 0)
12797 qglBegin(GL_LINES);
12798 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12800 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12801 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12802 qglVertex3f(v[0], v[1], v[2]);
12803 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12804 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12805 qglVertex3f(v[0], v[1], v[2]);
12810 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12812 qglBegin(GL_LINES);
12813 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12815 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12816 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12817 qglVertex3f(v[0], v[1], v[2]);
12818 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12819 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12820 qglVertex3f(v[0], v[1], v[2]);
12824 qglBegin(GL_LINES);
12825 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12827 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12828 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12829 qglVertex3f(v[0], v[1], v[2]);
12830 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12831 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12832 qglVertex3f(v[0], v[1], v[2]);
12836 qglBegin(GL_LINES);
12837 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12839 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12840 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12841 qglVertex3f(v[0], v[1], v[2]);
12842 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12843 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12844 qglVertex3f(v[0], v[1], v[2]);
12851 rsurface.texture = NULL;
12855 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12856 int r_maxsurfacelist = 0;
12857 const msurface_t **r_surfacelist = NULL;
12858 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12860 int i, j, endj, flagsmask;
12861 dp_model_t *model = r_refdef.scene.worldmodel;
12862 msurface_t *surfaces;
12863 unsigned char *update;
12864 int numsurfacelist = 0;
12868 if (r_maxsurfacelist < model->num_surfaces)
12870 r_maxsurfacelist = model->num_surfaces;
12872 Mem_Free((msurface_t**)r_surfacelist);
12873 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12876 RSurf_ActiveWorldEntity();
12878 surfaces = model->data_surfaces;
12879 update = model->brushq1.lightmapupdateflags;
12881 // update light styles on this submodel
12882 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12884 model_brush_lightstyleinfo_t *style;
12885 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12887 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12889 int *list = style->surfacelist;
12890 style->value = r_refdef.scene.lightstylevalue[style->style];
12891 for (j = 0;j < style->numsurfaces;j++)
12892 update[list[j]] = true;
12897 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12901 R_DrawDebugModel();
12902 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12906 rsurface.lightmaptexture = NULL;
12907 rsurface.deluxemaptexture = NULL;
12908 rsurface.uselightmaptexture = false;
12909 rsurface.texture = NULL;
12910 rsurface.rtlight = NULL;
12911 numsurfacelist = 0;
12912 // add visible surfaces to draw list
12913 for (i = 0;i < model->nummodelsurfaces;i++)
12915 j = model->sortedmodelsurfaces[i];
12916 if (r_refdef.viewcache.world_surfacevisible[j])
12917 r_surfacelist[numsurfacelist++] = surfaces + j;
12919 // update lightmaps if needed
12920 if (model->brushq1.firstrender)
12922 model->brushq1.firstrender = false;
12923 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12925 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12929 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12930 if (r_refdef.viewcache.world_surfacevisible[j])
12932 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12934 // don't do anything if there were no surfaces
12935 if (!numsurfacelist)
12937 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12940 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12941 GL_AlphaTest(false);
12943 // add to stats if desired
12944 if (r_speeds.integer && !skysurfaces && !depthonly)
12946 r_refdef.stats.world_surfaces += numsurfacelist;
12947 for (j = 0;j < numsurfacelist;j++)
12948 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12951 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12954 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12956 int i, j, endj, flagsmask;
12957 dp_model_t *model = ent->model;
12958 msurface_t *surfaces;
12959 unsigned char *update;
12960 int numsurfacelist = 0;
12964 if (r_maxsurfacelist < model->num_surfaces)
12966 r_maxsurfacelist = model->num_surfaces;
12968 Mem_Free((msurface_t **)r_surfacelist);
12969 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12972 // if the model is static it doesn't matter what value we give for
12973 // wantnormals and wanttangents, so this logic uses only rules applicable
12974 // to a model, knowing that they are meaningless otherwise
12975 if (ent == r_refdef.scene.worldentity)
12976 RSurf_ActiveWorldEntity();
12977 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12978 RSurf_ActiveModelEntity(ent, false, false, false);
12980 RSurf_ActiveModelEntity(ent, true, true, true);
12981 else if (depthonly)
12983 switch (vid.renderpath)
12985 case RENDERPATH_GL20:
12986 case RENDERPATH_CGGL:
12987 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12989 case RENDERPATH_GL13:
12990 case RENDERPATH_GL11:
12991 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12997 switch (vid.renderpath)
12999 case RENDERPATH_GL20:
13000 case RENDERPATH_CGGL:
13001 RSurf_ActiveModelEntity(ent, true, true, false);
13003 case RENDERPATH_GL13:
13004 case RENDERPATH_GL11:
13005 RSurf_ActiveModelEntity(ent, true, false, false);
13010 surfaces = model->data_surfaces;
13011 update = model->brushq1.lightmapupdateflags;
13013 // update light styles
13014 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13016 model_brush_lightstyleinfo_t *style;
13017 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13019 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13021 int *list = style->surfacelist;
13022 style->value = r_refdef.scene.lightstylevalue[style->style];
13023 for (j = 0;j < style->numsurfaces;j++)
13024 update[list[j]] = true;
13029 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13033 R_DrawDebugModel();
13034 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13038 rsurface.lightmaptexture = NULL;
13039 rsurface.deluxemaptexture = NULL;
13040 rsurface.uselightmaptexture = false;
13041 rsurface.texture = NULL;
13042 rsurface.rtlight = NULL;
13043 numsurfacelist = 0;
13044 // add visible surfaces to draw list
13045 for (i = 0;i < model->nummodelsurfaces;i++)
13046 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13047 // don't do anything if there were no surfaces
13048 if (!numsurfacelist)
13050 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13053 // update lightmaps if needed
13057 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13062 R_BuildLightMap(ent, surfaces + j);
13067 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13069 R_BuildLightMap(ent, surfaces + j);
13070 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13071 GL_AlphaTest(false);
13073 // add to stats if desired
13074 if (r_speeds.integer && !skysurfaces && !depthonly)
13076 r_refdef.stats.entities_surfaces += numsurfacelist;
13077 for (j = 0;j < numsurfacelist;j++)
13078 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13081 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13084 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13086 static texture_t texture;
13087 static msurface_t surface;
13088 const msurface_t *surfacelist = &surface;
13090 // fake enough texture and surface state to render this geometry
13092 texture.update_lastrenderframe = -1; // regenerate this texture
13093 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13094 texture.currentskinframe = skinframe;
13095 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13096 texture.offsetmapping = OFFSETMAPPING_OFF;
13097 texture.offsetscale = 1;
13098 texture.specularscalemod = 1;
13099 texture.specularpowermod = 1;
13101 surface.texture = &texture;
13102 surface.num_triangles = numtriangles;
13103 surface.num_firsttriangle = firsttriangle;
13104 surface.num_vertices = numvertices;
13105 surface.num_firstvertex = firstvertex;
13108 rsurface.texture = R_GetCurrentTexture(surface.texture);
13109 rsurface.lightmaptexture = NULL;
13110 rsurface.deluxemaptexture = NULL;
13111 rsurface.uselightmaptexture = false;
13112 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13115 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)
13117 static msurface_t surface;
13118 const msurface_t *surfacelist = &surface;
13120 // fake enough texture and surface state to render this geometry
13122 surface.texture = texture;
13123 surface.num_triangles = numtriangles;
13124 surface.num_firsttriangle = firsttriangle;
13125 surface.num_vertices = numvertices;
13126 surface.num_firstvertex = firstvertex;
13129 rsurface.texture = R_GetCurrentTexture(surface.texture);
13130 rsurface.lightmaptexture = NULL;
13131 rsurface.deluxemaptexture = NULL;
13132 rsurface.uselightmaptexture = false;
13133 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);