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"
30 mempool_t *r_main_mempool;
31 rtexturepool_t *r_main_texturepool;
33 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35 static qboolean r_loadnormalmap;
36 static qboolean r_loadgloss;
38 static qboolean r_loaddds;
39 static qboolean r_savedds;
46 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
47 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
48 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
49 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
50 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)"};
51 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
52 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
53 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
56 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"};
57 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
58 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)"};
59 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61 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"};
62 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
63 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
64 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
65 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
66 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
67 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)"};
68 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
69 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
70 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"};
71 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"};
72 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
73 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"};
74 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"};
75 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"};
76 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
77 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
78 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
79 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
80 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
81 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)"};
82 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)"};
83 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
84 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
85 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
86 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
87 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
88 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
89 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
90 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."};
91 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
92 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
93 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
94 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."};
95 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
96 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
97 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
98 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
99 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"};
100 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"};
101 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
102 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
104 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
105 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"};
107 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
108 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
109 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
110 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
111 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
112 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
113 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
114 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
116 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)"};
117 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"};
119 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
126 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
127 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
129 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)"};
130 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
131 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
132 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
133 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
134 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)"};
135 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)"};
136 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)"};
137 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)"};
139 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)"};
140 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
141 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"};
142 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
143 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
145 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
146 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
147 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
148 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
150 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
151 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
152 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
153 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
154 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
155 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
156 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
158 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
159 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
160 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
161 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)"};
163 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"};
165 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"};
167 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
169 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
170 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
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_MultiTexCoord1.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 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
697 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
698 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
699 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
700 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
701 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
704 "#ifdef USESATURATION\n"
705 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
706 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
707 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
708 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
711 "#ifdef USEGAMMARAMPS\n"
712 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
713 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
714 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
718 "#else // !MODE_POSTPROCESS\n"
723 "#ifdef MODE_GENERIC\n"
724 "#ifdef USEDIFFUSE\n"
725 "varying vec2 TexCoord1;\n"
727 "#ifdef USESPECULAR\n"
728 "varying vec2 TexCoord2;\n"
730 "#ifdef VERTEX_SHADER\n"
733 " gl_FrontColor = gl_Color;\n"
734 "#ifdef USEDIFFUSE\n"
735 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
737 "#ifdef USESPECULAR\n"
738 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
740 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "#ifdef USEDIFFUSE\n"
746 "uniform sampler2D Texture_First;\n"
748 "#ifdef USESPECULAR\n"
749 "uniform sampler2D Texture_Second;\n"
754 " gl_FragColor = gl_Color;\n"
755 "#ifdef USEDIFFUSE\n"
756 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
759 "#ifdef USESPECULAR\n"
760 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
761 "# ifdef USECOLORMAPPING\n"
762 " gl_FragColor *= tex2;\n"
765 " gl_FragColor += tex2;\n"
767 "# ifdef USEVERTEXTEXTUREBLEND\n"
768 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
773 "#else // !MODE_GENERIC\n"
778 "#ifdef MODE_BLOOMBLUR\n"
779 "varying TexCoord;\n"
780 "#ifdef VERTEX_SHADER\n"
783 " gl_FrontColor = gl_Color;\n"
784 " TexCoord = gl_MultiTexCoord0.xy;\n"
785 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
789 "#ifdef FRAGMENT_SHADER\n"
790 "uniform sampler2D Texture_First;\n"
791 "uniform vec4 BloomBlur_Parameters;\n"
796 " vec2 tc = TexCoord;\n"
797 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
798 " tc += BloomBlur_Parameters.xy;\n"
799 " for (i = 1;i < SAMPLES;i++)\n"
801 " color += texture2D(Texture_First, tc).rgb;\n"
802 " tc += BloomBlur_Parameters.xy;\n"
804 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
807 "#else // !MODE_BLOOMBLUR\n"
808 "#ifdef MODE_REFRACTION\n"
809 "varying vec2 TexCoord;\n"
810 "varying vec4 ModelViewProjectionPosition;\n"
811 "uniform mat4 TexMatrix;\n"
812 "#ifdef VERTEX_SHADER\n"
816 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
817 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
818 " ModelViewProjectionPosition = gl_Position;\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_Normal;\n"
824 "uniform sampler2D Texture_Refraction;\n"
825 "uniform sampler2D Texture_Reflection;\n"
827 "uniform vec4 DistortScaleRefractReflect;\n"
828 "uniform vec4 ScreenScaleRefractReflect;\n"
829 "uniform vec4 ScreenCenterRefractReflect;\n"
830 "uniform vec4 RefractColor;\n"
831 "uniform vec4 ReflectColor;\n"
832 "uniform float ReflectFactor;\n"
833 "uniform float ReflectOffset;\n"
837 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
838 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
839 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
840 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
841 " // FIXME temporary hack to detect the case that the reflection\n"
842 " // gets blackened at edges due to leaving the area that contains actual\n"
844 " // Remove this 'ack once we have a better way to stop this thing from\n"
846 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
847 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
848 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
849 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
850 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
851 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
854 "#else // !MODE_REFRACTION\n"
859 "#ifdef MODE_WATER\n"
860 "varying vec2 TexCoord;\n"
861 "varying vec3 EyeVector;\n"
862 "varying vec4 ModelViewProjectionPosition;\n"
863 "#ifdef VERTEX_SHADER\n"
864 "uniform vec3 EyePosition;\n"
865 "uniform mat4 TexMatrix;\n"
869 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
870 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
871 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
872 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
873 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
874 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
875 " ModelViewProjectionPosition = gl_Position;\n"
879 "#ifdef FRAGMENT_SHADER\n"
880 "uniform sampler2D Texture_Normal;\n"
881 "uniform sampler2D Texture_Refraction;\n"
882 "uniform sampler2D Texture_Reflection;\n"
884 "uniform vec4 DistortScaleRefractReflect;\n"
885 "uniform vec4 ScreenScaleRefractReflect;\n"
886 "uniform vec4 ScreenCenterRefractReflect;\n"
887 "uniform vec4 RefractColor;\n"
888 "uniform vec4 ReflectColor;\n"
889 "uniform float ReflectFactor;\n"
890 "uniform float ReflectOffset;\n"
894 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
895 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
896 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
897 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
898 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
899 " // FIXME temporary hack to detect the case that the reflection\n"
900 " // gets blackened at edges due to leaving the area that contains actual\n"
902 " // Remove this 'ack once we have a better way to stop this thing from\n"
904 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
905 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
906 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
907 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
908 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
909 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
910 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
911 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
912 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
913 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
914 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
915 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
918 "#else // !MODE_WATER\n"
923 "// common definitions between vertex shader and fragment shader:\n"
925 "varying vec2 TexCoord;\n"
926 "#ifdef USEVERTEXTEXTUREBLEND\n"
927 "varying vec2 TexCoord2;\n"
929 "#ifdef USELIGHTMAP\n"
930 "varying vec2 TexCoordLightmap;\n"
933 "#ifdef MODE_LIGHTSOURCE\n"
934 "varying vec3 CubeVector;\n"
937 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
938 "varying vec3 LightVector;\n"
941 "#ifdef USEEYEVECTOR\n"
942 "varying vec3 EyeVector;\n"
945 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
948 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
949 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
950 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
951 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
954 "#ifdef USEREFLECTION\n"
955 "varying vec4 ModelViewProjectionPosition;\n"
957 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
958 "uniform vec3 LightPosition;\n"
959 "varying vec4 ModelViewPosition;\n"
962 "#ifdef MODE_LIGHTSOURCE\n"
963 "uniform vec3 LightPosition;\n"
965 "uniform vec3 EyePosition;\n"
966 "#ifdef MODE_LIGHTDIRECTION\n"
967 "uniform vec3 LightDir;\n"
969 "uniform vec4 FogPlane;\n"
971 "#ifdef USESHADOWMAPORTHO\n"
972 "varying vec3 ShadowMapTC;\n"
979 "// 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"
981 "// fragment shader specific:\n"
982 "#ifdef FRAGMENT_SHADER\n"
984 "uniform sampler2D Texture_Normal;\n"
985 "uniform sampler2D Texture_Color;\n"
986 "uniform sampler2D Texture_Gloss;\n"
988 "uniform sampler2D Texture_Glow;\n"
990 "#ifdef USEVERTEXTEXTUREBLEND\n"
991 "uniform sampler2D Texture_SecondaryNormal;\n"
992 "uniform sampler2D Texture_SecondaryColor;\n"
993 "uniform sampler2D Texture_SecondaryGloss;\n"
995 "uniform sampler2D Texture_SecondaryGlow;\n"
998 "#ifdef USECOLORMAPPING\n"
999 "uniform sampler2D Texture_Pants;\n"
1000 "uniform sampler2D Texture_Shirt;\n"
1003 "#ifdef USEFOGHEIGHTTEXTURE\n"
1004 "uniform sampler2D Texture_FogHeightTexture;\n"
1006 "uniform sampler2D Texture_FogMask;\n"
1008 "#ifdef USELIGHTMAP\n"
1009 "uniform sampler2D Texture_Lightmap;\n"
1011 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1012 "uniform sampler2D Texture_Deluxemap;\n"
1014 "#ifdef USEREFLECTION\n"
1015 "uniform sampler2D Texture_Reflection;\n"
1018 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1019 "uniform sampler2D Texture_ScreenDepth;\n"
1020 "uniform sampler2D Texture_ScreenNormalMap;\n"
1022 "#ifdef USEDEFERREDLIGHTMAP\n"
1023 "uniform sampler2D Texture_ScreenDiffuse;\n"
1024 "uniform sampler2D Texture_ScreenSpecular;\n"
1027 "uniform myhalf3 Color_Pants;\n"
1028 "uniform myhalf3 Color_Shirt;\n"
1029 "uniform myhalf3 FogColor;\n"
1032 "uniform float FogRangeRecip;\n"
1033 "uniform float FogPlaneViewDist;\n"
1034 "uniform float FogHeightFade;\n"
1035 "vec3 FogVertex(vec3 surfacecolor)\n"
1037 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1038 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1040 "#ifdef USEFOGHEIGHTTEXTURE\n"
1041 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1042 " fogfrac = fogheightpixel.a;\n"
1043 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1045 "# ifdef USEFOGOUTSIDE\n"
1046 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1048 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1050 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1055 "#ifdef USEOFFSETMAPPING\n"
1056 "uniform float OffsetMapping_Scale;\n"
1057 "vec2 OffsetMapping(vec2 TexCoord)\n"
1059 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1060 " // 14 sample relief mapping: linear search and then binary search\n"
1061 " // this basically steps forward a small amount repeatedly until it finds\n"
1062 " // itself inside solid, then jitters forward and back using decreasing\n"
1063 " // amounts to find the impact\n"
1064 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1065 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1066 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1067 " vec3 RT = vec3(TexCoord, 1);\n"
1068 " OffsetVector *= 0.1;\n"
1069 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1070 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1071 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1072 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1073 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1074 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1075 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1076 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1077 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1078 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1079 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1080 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1081 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1082 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1085 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1086 " // this basically moves forward the full distance, and then backs up based\n"
1087 " // on height of samples\n"
1088 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1089 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1090 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1091 " TexCoord += OffsetVector;\n"
1092 " OffsetVector *= 0.333;\n"
1093 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1094 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1095 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1096 " return TexCoord;\n"
1099 "#endif // USEOFFSETMAPPING\n"
1101 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1102 "uniform sampler2D Texture_Attenuation;\n"
1103 "uniform samplerCube Texture_Cube;\n"
1106 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1108 "#ifdef USESHADOWMAPRECT\n"
1109 "# ifdef USESHADOWSAMPLER\n"
1110 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1112 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1116 "#ifdef USESHADOWMAP2D\n"
1117 "# ifdef USESHADOWSAMPLER\n"
1118 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1120 "uniform sampler2D Texture_ShadowMap2D;\n"
1124 "#ifdef USESHADOWMAPVSDCT\n"
1125 "uniform samplerCube Texture_CubeProjection;\n"
1128 "#ifdef USESHADOWMAPCUBE\n"
1129 "# ifdef USESHADOWSAMPLER\n"
1130 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1132 "uniform samplerCube Texture_ShadowMapCube;\n"
1136 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1137 "uniform vec2 ShadowMap_TextureScale;\n"
1138 "uniform vec4 ShadowMap_Parameters;\n"
1141 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1142 "# ifdef USESHADOWMAPORTHO\n"
1143 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1145 "# ifdef USESHADOWMAPVSDCT\n"
1146 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1148 " vec3 adir = abs(dir);\n"
1149 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1150 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1151 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1154 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1156 " vec3 adir = abs(dir);\n"
1157 " float ma = adir.z;\n"
1158 " vec4 proj = vec4(dir, 2.5);\n"
1159 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1160 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1161 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1162 " 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"
1166 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1168 "#ifdef USESHADOWMAPCUBE\n"
1169 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1171 " vec3 adir = abs(dir);\n"
1172 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1176 "# ifdef USESHADOWMAPRECT\n"
1177 "float ShadowMapCompare(vec3 dir)\n"
1179 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1181 "# ifdef USESHADOWSAMPLER\n"
1183 "# ifdef USESHADOWMAPPCF\n"
1184 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1185 " 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"
1187 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1192 "# ifdef USESHADOWMAPPCF\n"
1193 "# if USESHADOWMAPPCF > 1\n"
1194 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1195 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 " 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"
1197 " 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"
1198 " 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"
1199 " 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"
1200 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1201 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1204 " vec2 offset = fract(shadowmaptc.xy);\n"
1205 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1207 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1208 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1212 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1216 "# ifdef USESHADOWMAPORTHO\n"
1217 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1224 "# ifdef USESHADOWMAP2D\n"
1225 "float ShadowMapCompare(vec3 dir)\n"
1227 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1230 "# ifdef USESHADOWSAMPLER\n"
1231 "# ifdef USESHADOWMAPPCF\n"
1232 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1233 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1234 " 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"
1236 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1239 "# ifdef USESHADOWMAPPCF\n"
1240 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1241 "# ifdef GL_ARB_texture_gather\n"
1242 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1244 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1246 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1247 "# if USESHADOWMAPPCF > 1\n"
1248 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1249 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1250 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1251 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1252 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1253 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1254 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1255 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1256 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1257 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1258 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1259 " locols.yz += group2.ab;\n"
1260 " hicols.yz += group8.rg;\n"
1261 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1262 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1263 " mix(locols, hicols, offset.y);\n"
1264 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1265 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1266 " f = dot(cols, vec4(1.0/25.0));\n"
1268 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1269 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1270 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1271 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1272 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1273 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1274 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1277 "# ifdef GL_EXT_gpu_shader4\n"
1278 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1280 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1282 "# if USESHADOWMAPPCF > 1\n"
1283 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1284 " center *= ShadowMap_TextureScale;\n"
1285 " 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"
1286 " 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"
1287 " 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"
1288 " 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"
1289 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1290 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1292 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1293 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1294 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1295 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1296 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1297 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1301 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1304 "# ifdef USESHADOWMAPORTHO\n"
1305 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1312 "# ifdef USESHADOWMAPCUBE\n"
1313 "float ShadowMapCompare(vec3 dir)\n"
1315 " // apply depth texture cubemap as light filter\n"
1316 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1318 "# ifdef USESHADOWSAMPLER\n"
1319 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1321 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1326 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1327 "#endif // FRAGMENT_SHADER\n"
1332 "#ifdef MODE_DEFERREDGEOMETRY\n"
1333 "#ifdef VERTEX_SHADER\n"
1334 "uniform mat4 TexMatrix;\n"
1335 "#ifdef USEVERTEXTEXTUREBLEND\n"
1336 "uniform mat4 BackgroundTexMatrix;\n"
1338 "uniform mat4 ModelViewMatrix;\n"
1341 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1342 "#ifdef USEVERTEXTEXTUREBLEND\n"
1343 " gl_FrontColor = gl_Color;\n"
1344 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1347 " // transform unnormalized eye direction into tangent space\n"
1348 "#ifdef USEOFFSETMAPPING\n"
1349 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1350 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1351 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1352 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1355 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1356 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1357 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1358 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1360 "#endif // VERTEX_SHADER\n"
1362 "#ifdef FRAGMENT_SHADER\n"
1365 "#ifdef USEOFFSETMAPPING\n"
1366 " // apply offsetmapping\n"
1367 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1368 "#define TexCoord TexCoordOffset\n"
1371 "#ifdef USEALPHAKILL\n"
1372 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1378 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1379 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1380 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1383 "#ifdef USEVERTEXTEXTUREBLEND\n"
1384 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1385 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1387 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1388 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1391 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1393 "#endif // FRAGMENT_SHADER\n"
1394 "#else // !MODE_DEFERREDGEOMETRY\n"
1399 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1400 "#ifdef VERTEX_SHADER\n"
1401 "uniform mat4 ModelViewMatrix;\n"
1404 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1405 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1407 "#endif // VERTEX_SHADER\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1410 "uniform mat4 ViewToLight;\n"
1411 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1412 "uniform vec2 ScreenToDepth;\n"
1413 "uniform myhalf3 DeferredColor_Ambient;\n"
1414 "uniform myhalf3 DeferredColor_Diffuse;\n"
1415 "#ifdef USESPECULAR\n"
1416 "uniform myhalf3 DeferredColor_Specular;\n"
1417 "uniform myhalf SpecularPower;\n"
1419 "uniform myhalf2 PixelToScreenTexCoord;\n"
1422 " // calculate viewspace pixel position\n"
1423 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1425 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1426 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1427 " // decode viewspace pixel normal\n"
1428 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1429 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1430 " // surfacenormal = pixel normal in viewspace\n"
1431 " // LightVector = pixel to light in viewspace\n"
1432 " // CubeVector = position in lightspace\n"
1433 " // eyevector = pixel to view in viewspace\n"
1434 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1435 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1436 "#ifdef USEDIFFUSE\n"
1437 " // calculate diffuse shading\n"
1438 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1439 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1441 "#ifdef USESPECULAR\n"
1442 " // calculate directional shading\n"
1443 " vec3 eyevector = position * -1.0;\n"
1444 "# ifdef USEEXACTSPECULARMATH\n"
1445 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1447 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1448 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1452 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1453 " fade *= ShadowMapCompare(CubeVector);\n"
1456 "#ifdef USEDIFFUSE\n"
1457 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1459 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1461 "#ifdef USESPECULAR\n"
1462 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1464 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1467 "# ifdef USECUBEFILTER\n"
1468 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1469 " gl_FragData[0].rgb *= cubecolor;\n"
1470 " gl_FragData[1].rgb *= cubecolor;\n"
1473 "#endif // FRAGMENT_SHADER\n"
1474 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1479 "#ifdef VERTEX_SHADER\n"
1480 "uniform mat4 TexMatrix;\n"
1481 "#ifdef USEVERTEXTEXTUREBLEND\n"
1482 "uniform mat4 BackgroundTexMatrix;\n"
1484 "#ifdef MODE_LIGHTSOURCE\n"
1485 "uniform mat4 ModelToLight;\n"
1487 "#ifdef USESHADOWMAPORTHO\n"
1488 "uniform mat4 ShadowMapMatrix;\n"
1492 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1493 " gl_FrontColor = gl_Color;\n"
1495 " // copy the surface texcoord\n"
1496 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1497 "#ifdef USEVERTEXTEXTUREBLEND\n"
1498 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1500 "#ifdef USELIGHTMAP\n"
1501 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1504 "#ifdef MODE_LIGHTSOURCE\n"
1505 " // transform vertex position into light attenuation/cubemap space\n"
1506 " // (-1 to +1 across the light box)\n"
1507 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1509 "# ifdef USEDIFFUSE\n"
1510 " // transform unnormalized light direction into tangent space\n"
1511 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1512 " // normalize it per pixel)\n"
1513 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1514 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1515 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1516 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1520 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1521 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1522 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1523 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1526 " // transform unnormalized eye direction into tangent space\n"
1527 "#ifdef USEEYEVECTOR\n"
1528 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1529 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1530 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1531 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1535 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1536 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1539 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1540 " VectorS = gl_MultiTexCoord1.xyz;\n"
1541 " VectorT = gl_MultiTexCoord2.xyz;\n"
1542 " VectorR = gl_MultiTexCoord3.xyz;\n"
1545 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1546 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1548 "#ifdef USESHADOWMAPORTHO\n"
1549 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1552 "#ifdef USEREFLECTION\n"
1553 " ModelViewProjectionPosition = gl_Position;\n"
1556 "#endif // VERTEX_SHADER\n"
1561 "#ifdef FRAGMENT_SHADER\n"
1562 "#ifdef USEDEFERREDLIGHTMAP\n"
1563 "uniform myhalf2 PixelToScreenTexCoord;\n"
1564 "uniform myhalf3 DeferredMod_Diffuse;\n"
1565 "uniform myhalf3 DeferredMod_Specular;\n"
1567 "uniform myhalf3 Color_Ambient;\n"
1568 "uniform myhalf3 Color_Diffuse;\n"
1569 "uniform myhalf3 Color_Specular;\n"
1570 "uniform myhalf SpecularPower;\n"
1572 "uniform myhalf3 Color_Glow;\n"
1574 "uniform myhalf Alpha;\n"
1575 "#ifdef USEREFLECTION\n"
1576 "uniform vec4 DistortScaleRefractReflect;\n"
1577 "uniform vec4 ScreenScaleRefractReflect;\n"
1578 "uniform vec4 ScreenCenterRefractReflect;\n"
1579 "uniform myhalf4 ReflectColor;\n"
1581 "#ifdef USEREFLECTCUBE\n"
1582 "uniform mat4 ModelToReflectCube;\n"
1583 "uniform sampler2D Texture_ReflectMask;\n"
1584 "uniform samplerCube Texture_ReflectCube;\n"
1586 "#ifdef MODE_LIGHTDIRECTION\n"
1587 "uniform myhalf3 LightColor;\n"
1589 "#ifdef MODE_LIGHTSOURCE\n"
1590 "uniform myhalf3 LightColor;\n"
1594 "#ifdef USEOFFSETMAPPING\n"
1595 " // apply offsetmapping\n"
1596 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1597 "#define TexCoord TexCoordOffset\n"
1600 " // combine the diffuse textures (base, pants, shirt)\n"
1601 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1602 "#ifdef USEALPHAKILL\n"
1603 " if (color.a < 0.5)\n"
1606 " color.a *= Alpha;\n"
1607 "#ifdef USECOLORMAPPING\n"
1608 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1610 "#ifdef USEVERTEXTEXTUREBLEND\n"
1611 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1612 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1613 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1614 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1616 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1619 " // get the surface normal\n"
1620 "#ifdef USEVERTEXTEXTUREBLEND\n"
1621 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1623 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1626 " // get the material colors\n"
1627 " myhalf3 diffusetex = color.rgb;\n"
1628 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1629 "# ifdef USEVERTEXTEXTUREBLEND\n"
1630 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1632 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1636 "#ifdef USEREFLECTCUBE\n"
1637 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1638 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1639 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1640 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1646 "#ifdef MODE_LIGHTSOURCE\n"
1647 " // light source\n"
1648 "#ifdef USEDIFFUSE\n"
1649 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1650 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1651 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1652 "#ifdef USESPECULAR\n"
1653 "#ifdef USEEXACTSPECULARMATH\n"
1654 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1656 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1657 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1659 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1662 " color.rgb = diffusetex * Color_Ambient;\n"
1664 " color.rgb *= LightColor;\n"
1665 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1666 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1667 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1669 "# ifdef USECUBEFILTER\n"
1670 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1672 "#endif // MODE_LIGHTSOURCE\n"
1677 "#ifdef MODE_LIGHTDIRECTION\n"
1679 "#ifdef USEDIFFUSE\n"
1680 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 "#define lightcolor LightColor\n"
1683 "#endif // MODE_LIGHTDIRECTION\n"
1684 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1686 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1687 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1688 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1689 " // convert modelspace light vector to tangentspace\n"
1690 " myhalf3 lightnormal;\n"
1691 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1692 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1693 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1694 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1695 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1696 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1697 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1698 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1699 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1700 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1701 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1702 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1703 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1704 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1705 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1707 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1708 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1709 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1715 "#ifdef MODE_LIGHTMAP\n"
1716 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1717 "#endif // MODE_LIGHTMAP\n"
1718 "#ifdef MODE_VERTEXCOLOR\n"
1719 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1720 "#endif // MODE_VERTEXCOLOR\n"
1721 "#ifdef MODE_FLATCOLOR\n"
1722 " color.rgb = diffusetex * Color_Ambient;\n"
1723 "#endif // MODE_FLATCOLOR\n"
1729 "# ifdef USEDIFFUSE\n"
1730 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1731 "# ifdef USESPECULAR\n"
1732 "# ifdef USEEXACTSPECULARMATH\n"
1733 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1735 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1736 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1738 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1740 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1743 " color.rgb = diffusetex * Color_Ambient;\n"
1747 "#ifdef USESHADOWMAPORTHO\n"
1748 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1751 "#ifdef USEDEFERREDLIGHTMAP\n"
1752 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1753 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1754 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1758 "#ifdef USEVERTEXTEXTUREBLEND\n"
1759 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1761 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1766 " color.rgb = FogVertex(color.rgb);\n"
1769 " // 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"
1770 "#ifdef USEREFLECTION\n"
1771 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1772 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1773 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1774 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1775 " // FIXME temporary hack to detect the case that the reflection\n"
1776 " // gets blackened at edges due to leaving the area that contains actual\n"
1778 " // Remove this 'ack once we have a better way to stop this thing from\n"
1780 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1781 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1782 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1783 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1784 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1785 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1788 " gl_FragColor = vec4(color);\n"
1790 "#endif // FRAGMENT_SHADER\n"
1792 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1793 "#endif // !MODE_DEFERREDGEOMETRY\n"
1794 "#endif // !MODE_WATER\n"
1795 "#endif // !MODE_REFRACTION\n"
1796 "#endif // !MODE_BLOOMBLUR\n"
1797 "#endif // !MODE_GENERIC\n"
1798 "#endif // !MODE_POSTPROCESS\n"
1799 "#endif // !MODE_SHOWDEPTH\n"
1800 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1804 =========================================================================================================================================================
1808 =========================================================================================================================================================
1812 =========================================================================================================================================================
1816 =========================================================================================================================================================
1820 =========================================================================================================================================================
1824 =========================================================================================================================================================
1828 =========================================================================================================================================================
1831 const char *builtincgshaderstring =
1832 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1833 "// written by Forest 'LordHavoc' Hale\n"
1834 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1836 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1837 "#if defined(USEREFLECTION)\n"
1838 "#undef USESHADOWMAPORTHO\n"
1841 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1844 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1845 "#define USELIGHTMAP\n"
1847 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1848 "#define USEEYEVECTOR\n"
1851 "#ifdef FRAGMENT_SHADER\n"
1852 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1855 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1856 "#ifdef VERTEX_SHADER\n"
1859 "float4 gl_Vertex : POSITION,\n"
1860 "uniform float4x4 ModelViewProjectionMatrix,\n"
1861 "out float4 gl_Position : POSITION\n"
1864 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1867 "#else // !MODE_DEPTH_ORSHADOW\n"
1872 "#ifdef MODE_SHOWDEPTH\n"
1873 "#ifdef VERTEX_SHADER\n"
1876 "float4 gl_Vertex : POSITION,\n"
1877 "uniform float4x4 ModelViewProjectionMatrix,\n"
1878 "out float4 gl_Position : POSITION,\n"
1879 "out float4 gl_FrontColor : COLOR0\n"
1882 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1883 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1887 "#ifdef FRAGMENT_SHADER\n"
1890 "float4 gl_FrontColor : COLOR0,\n"
1891 "out float4 gl_FragColor : COLOR\n"
1894 " gl_FragColor = gl_FrontColor;\n"
1897 "#else // !MODE_SHOWDEPTH\n"
1902 "#ifdef MODE_POSTPROCESS\n"
1904 "#ifdef VERTEX_SHADER\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1910 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float2 TexCoord1 : TEXCOORD0,\n"
1913 "out float2 TexCoord2 : TEXCOORD1\n"
1916 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1917 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1919 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
1924 "#ifdef FRAGMENT_SHADER\n"
1927 "float2 TexCoord1 : TEXCOORD0,\n"
1928 "float2 TexCoord2 : TEXCOORD1,\n"
1929 "uniform sampler2D Texture_First,\n"
1931 "uniform sampler2D Texture_Second,\n"
1933 "#ifdef USEGAMMARAMPS\n"
1934 "uniform sampler2D Texture_GammaRamps,\n"
1936 "#ifdef USESATURATION\n"
1937 "uniform float Saturation,\n"
1939 "#ifdef USEVIEWTINT\n"
1940 "uniform float4 ViewTintColor,\n"
1942 "uniform float4 UserVec1,\n"
1943 "uniform float4 UserVec2,\n"
1944 "uniform float4 UserVec3,\n"
1945 "uniform float4 UserVec4,\n"
1946 "uniform float ClientTime,\n"
1947 "uniform float2 PixelSize,\n"
1948 "out float4 gl_FragColor : COLOR\n"
1951 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1953 " gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1955 "#ifdef USEVIEWTINT\n"
1956 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1959 "#ifdef USEPOSTPROCESSING\n"
1960 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1961 "// 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"
1962 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1963 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1964 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1965 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1966 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1967 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1970 "#ifdef USESATURATION\n"
1971 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1972 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1973 " //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1974 " gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1977 "#ifdef USEGAMMARAMPS\n"
1978 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1979 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1980 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1984 "#else // !MODE_POSTPROCESS\n"
1989 "#ifdef MODE_GENERIC\n"
1990 "#ifdef VERTEX_SHADER\n"
1993 "float4 gl_Vertex : POSITION,\n"
1994 "uniform float4x4 ModelViewProjectionMatrix,\n"
1995 "float4 gl_Color : COLOR0,\n"
1996 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1997 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1998 "out float4 gl_Position : POSITION,\n"
1999 "out float4 gl_FrontColor : COLOR,\n"
2000 "out float2 TexCoord1 : TEXCOORD0,\n"
2001 "out float2 TexCoord2 : TEXCOORD1\n"
2004 " gl_FrontColor = gl_Color;\n"
2005 "#ifdef USEDIFFUSE\n"
2006 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2008 "#ifdef USESPECULAR\n"
2009 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2011 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2015 "#ifdef FRAGMENT_SHADER\n"
2019 "float4 gl_FrontColor : COLOR,\n"
2020 "float2 TexCoord1 : TEXCOORD0,\n"
2021 "float2 TexCoord2 : TEXCOORD1,\n"
2022 "#ifdef USEDIFFUSE\n"
2023 "uniform sampler2D Texture_First,\n"
2025 "#ifdef USESPECULAR\n"
2026 "uniform sampler2D Texture_Second,\n"
2028 "out float4 gl_FragColor : COLOR\n"
2031 " gl_FragColor = gl_FrontColor;\n"
2032 "#ifdef USEDIFFUSE\n"
2033 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2036 "#ifdef USESPECULAR\n"
2037 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2038 "# ifdef USECOLORMAPPING\n"
2039 " gl_FragColor *= tex2;\n"
2042 " gl_FragColor += tex2;\n"
2044 "# ifdef USEVERTEXTEXTUREBLEND\n"
2045 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2050 "#else // !MODE_GENERIC\n"
2055 "#ifdef MODE_BLOOMBLUR\n"
2056 "#ifdef VERTEX_SHADER\n"
2059 "float4 gl_Vertex : POSITION,\n"
2060 "uniform float4x4 ModelViewProjectionMatrix,\n"
2061 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2062 "out float4 gl_Position : POSITION,\n"
2063 "out float2 TexCoord : TEXCOORD0\n"
2066 " TexCoord = gl_MultiTexCoord0.xy;\n"
2067 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2075 "float2 TexCoord : TEXCOORD0,\n"
2076 "uniform sampler2D Texture_First,\n"
2077 "uniform float4 BloomBlur_Parameters,\n"
2078 "out float4 gl_FragColor : COLOR\n"
2082 " float2 tc = TexCoord;\n"
2083 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2084 " tc += BloomBlur_Parameters.xy;\n"
2085 " for (i = 1;i < SAMPLES;i++)\n"
2087 " color += tex2D(Texture_First, tc).rgb;\n"
2088 " tc += BloomBlur_Parameters.xy;\n"
2090 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2093 "#else // !MODE_BLOOMBLUR\n"
2094 "#ifdef MODE_REFRACTION\n"
2095 "#ifdef VERTEX_SHADER\n"
2098 "float4 gl_Vertex : POSITION,\n"
2099 "uniform float4x4 ModelViewProjectionMatrix,\n"
2100 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2101 "uniform float4x4 TexMatrix,\n"
2102 "uniform float3 EyePosition,\n"
2103 "out float4 gl_Position : POSITION,\n"
2104 "out float2 TexCoord : TEXCOORD0,\n"
2105 "out float3 EyeVector : TEXCOORD1,\n"
2106 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2109 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2110 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2111 " ModelViewProjectionPosition = gl_Position;\n"
2115 "#ifdef FRAGMENT_SHADER\n"
2118 "float2 TexCoord : TEXCOORD0,\n"
2119 "float3 EyeVector : TEXCOORD1,\n"
2120 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2121 "uniform sampler2D Texture_Normal,\n"
2122 "uniform sampler2D Texture_Refraction,\n"
2123 "uniform sampler2D Texture_Reflection,\n"
2124 "uniform float4 DistortScaleRefractReflect,\n"
2125 "uniform float4 ScreenScaleRefractReflect,\n"
2126 "uniform float4 ScreenCenterRefractReflect,\n"
2127 "uniform float4 RefractColor,\n"
2128 "out float4 gl_FragColor : COLOR\n"
2131 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2132 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2133 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2134 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2135 " // FIXME temporary hack to detect the case that the reflection\n"
2136 " // gets blackened at edges due to leaving the area that contains actual\n"
2138 " // Remove this 'ack once we have a better way to stop this thing from\n"
2140 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2141 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2142 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2143 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2144 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2145 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2148 "#else // !MODE_REFRACTION\n"
2153 "#ifdef MODE_WATER\n"
2154 "#ifdef VERTEX_SHADER\n"
2158 "float4 gl_Vertex : POSITION,\n"
2159 "uniform float4x4 ModelViewProjectionMatrix,\n"
2160 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2161 "uniform float4x4 TexMatrix,\n"
2162 "uniform float3 EyePosition,\n"
2163 "out float4 gl_Position : POSITION,\n"
2164 "out float2 TexCoord : TEXCOORD0,\n"
2165 "out float3 EyeVector : TEXCOORD1,\n"
2166 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2169 " TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2170 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2171 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2172 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2173 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2174 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2175 " ModelViewProjectionPosition = gl_Position;\n"
2179 "#ifdef FRAGMENT_SHADER\n"
2182 "float2 TexCoord : TEXCOORD0,\n"
2183 "float3 EyeVector : TEXCOORD1,\n"
2184 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2185 "uniform sampler2D Texture_Normal,\n"
2186 "uniform sampler2D Texture_Refraction,\n"
2187 "uniform sampler2D Texture_Reflection,\n"
2188 "uniform float4 DistortScaleRefractReflect,\n"
2189 "uniform float4 ScreenScaleRefractReflect,\n"
2190 "uniform float4 ScreenCenterRefractReflect,\n"
2191 "uniform float4 RefractColor,\n"
2192 "uniform float4 ReflectColor,\n"
2193 "uniform float ReflectFactor,\n"
2194 "uniform float ReflectOffset,\n"
2195 "out float4 gl_FragColor : COLOR\n"
2198 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2199 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2200 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2201 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2202 " // FIXME temporary hack to detect the case that the reflection\n"
2203 " // gets blackened at edges due to leaving the area that contains actual\n"
2205 " // Remove this 'ack once we have a better way to stop this thing from\n"
2207 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2208 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2209 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2210 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2211 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2212 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2213 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2214 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2215 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2216 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2217 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2218 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2221 "#else // !MODE_WATER\n"
2226 "// 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"
2228 "// fragment shader specific:\n"
2229 "#ifdef FRAGMENT_SHADER\n"
2232 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2235 "#ifdef USEFOGHEIGHTTEXTURE\n"
2236 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2237 " fogfrac = fogheightpixel.a;\n"
2238 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2240 "# ifdef USEFOGOUTSIDE\n"
2241 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2243 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2245 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2250 "#ifdef USEOFFSETMAPPING\n"
2251 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2253 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2254 " // 14 sample relief mapping: linear search and then binary search\n"
2255 " // this basically steps forward a small amount repeatedly until it finds\n"
2256 " // itself inside solid, then jitters forward and back using decreasing\n"
2257 " // amounts to find the impact\n"
2258 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2259 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2260 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2261 " float3 RT = float3(TexCoord, 1);\n"
2262 " OffsetVector *= 0.1;\n"
2263 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2264 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2265 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2266 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2267 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2268 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2269 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2270 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2271 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2272 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2273 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2274 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2275 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2276 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2279 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2280 " // this basically moves forward the full distance, and then backs up based\n"
2281 " // on height of samples\n"
2282 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2283 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2284 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2285 " TexCoord += OffsetVector;\n"
2286 " OffsetVector *= 0.333;\n"
2287 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2288 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2289 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2290 " return TexCoord;\n"
2293 "#endif // USEOFFSETMAPPING\n"
2295 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2296 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2297 "# ifdef USESHADOWMAPORTHO\n"
2298 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2300 "# ifdef USESHADOWMAPVSDCT\n"
2301 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2303 " float3 adir = abs(dir);\n"
2304 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2305 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2306 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2309 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2311 " float3 adir = abs(dir);\n"
2312 " float ma = adir.z;\n"
2313 " float4 proj = float4(dir, 2.5);\n"
2314 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2315 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2316 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2317 " 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"
2321 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2323 "#ifdef USESHADOWMAPCUBE\n"
2324 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2326 " float3 adir = abs(dir);\n"
2327 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2331 "# ifdef USESHADOWMAPRECT\n"
2332 "#ifdef USESHADOWMAPVSDCT\n"
2333 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2338 "#ifdef USESHADOWMAPVSDCT\n"
2339 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2341 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2344 "# ifdef USESHADOWSAMPLER\n"
2346 "# ifdef USESHADOWMAPPCF\n"
2347 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2348 " 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"
2350 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2355 "# ifdef USESHADOWMAPPCF\n"
2356 "# if USESHADOWMAPPCF > 1\n"
2357 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2358 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2359 " 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"
2360 " 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"
2361 " 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"
2362 " 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"
2363 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2364 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2366 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2367 " float2 offset = frac(shadowmaptc.xy);\n"
2368 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2369 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2370 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2371 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2372 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2375 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2379 "# ifdef USESHADOWMAPORTHO\n"
2380 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2387 "# ifdef USESHADOWMAP2D\n"
2388 "#ifdef USESHADOWMAPVSDCT\n"
2389 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2391 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2394 "#ifdef USESHADOWMAPVSDCT\n"
2395 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2397 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2401 "# ifdef USESHADOWSAMPLER\n"
2402 "# ifdef USESHADOWMAPPCF\n"
2403 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
2404 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2405 " 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"
2407 " f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2410 "# ifdef USESHADOWMAPPCF\n"
2411 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2412 "# ifdef GL_ARB_texture_gather\n"
2413 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2415 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2417 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2418 " center *= ShadowMap_TextureScale;\n"
2419 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2420 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2421 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2422 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2423 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2424 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2425 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2427 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale) \n"
2428 "# if USESHADOWMAPPCF > 1\n"
2429 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2430 " center *= ShadowMap_TextureScale;\n"
2431 " 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"
2432 " 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"
2433 " 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"
2434 " 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"
2435 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2436 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2438 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2439 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2440 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2441 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2442 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2443 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2447 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2450 "# ifdef USESHADOWMAPORTHO\n"
2451 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2458 "# ifdef USESHADOWMAPCUBE\n"
2459 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2461 " // apply depth texture cubemap as light filter\n"
2462 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2464 "# ifdef USESHADOWSAMPLER\n"
2465 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2467 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2472 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2473 "#endif // FRAGMENT_SHADER\n"
2478 "#ifdef MODE_DEFERREDGEOMETRY\n"
2479 "#ifdef VERTEX_SHADER\n"
2482 "float4 gl_Vertex : POSITION,\n"
2483 "uniform float4x4 ModelViewProjectionMatrix,\n"
2484 "#ifdef USEVERTEXTEXTUREBLEND\n"
2485 "float4 gl_Color : COLOR0,\n"
2487 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2488 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2489 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2490 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2491 "uniform float4x4 TexMatrix,\n"
2492 "#ifdef USEVERTEXTEXTUREBLEND\n"
2493 "uniform float4x4 BackgroundTexMatrix,\n"
2495 "uniform float4x4 ModelViewMatrix,\n"
2496 "#ifdef USEOFFSETMAPPING\n"
2497 "uniform float3 EyePosition,\n"
2499 "out float4 gl_Position : POSITION,\n"
2500 "out float4 gl_FrontColor : COLOR,\n"
2501 "out float4 TexCoordBoth : TEXCOORD0,\n"
2502 "#ifdef USEOFFSETMAPPING\n"
2503 "out float3 EyeVector : TEXCOORD2,\n"
2505 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2506 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2507 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2510 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2511 "#ifdef USEVERTEXTEXTUREBLEND\n"
2512 " gl_FrontColor = gl_Color;\n"
2513 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2516 " // transform unnormalized eye direction into tangent space\n"
2517 "#ifdef USEOFFSETMAPPING\n"
2518 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2519 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2520 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2521 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2524 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2525 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2526 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2527 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2529 "#endif // VERTEX_SHADER\n"
2531 "#ifdef FRAGMENT_SHADER\n"
2534 "float4 TexCoordBoth : TEXCOORD0,\n"
2535 "float3 EyeVector : TEXCOORD2,\n"
2536 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2539 "uniform sampler2D Texture_Normal,\n"
2540 "#ifdef USEALPHAKILL\n"
2541 "uniform sampler2D Texture_Color,\n"
2543 "uniform sampler2D Texture_Gloss,\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 "uniform sampler2D Texture_SecondaryNormal,\n"
2546 "uniform sampler2D Texture_SecondaryGloss,\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "uniform float OffsetMapping_Scale,\n"
2551 "uniform half SpecularPower,\n"
2552 "out float4 gl_FragColor : COLOR\n"
2555 " float2 TexCoord = TexCoordBoth.xy;\n"
2556 "#ifdef USEOFFSETMAPPING\n"
2557 " // apply offsetmapping\n"
2558 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2559 "#define TexCoord TexCoordOffset\n"
2562 "#ifdef USEALPHAKILL\n"
2563 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2567 "#ifdef USEVERTEXTEXTUREBLEND\n"
2568 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2569 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2570 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2571 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2574 "#ifdef USEVERTEXTEXTUREBLEND\n"
2575 " float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2576 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2578 " float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2579 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2582 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2584 "#endif // FRAGMENT_SHADER\n"
2585 "#else // !MODE_DEFERREDGEOMETRY\n"
2590 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2591 "#ifdef VERTEX_SHADER\n"
2594 "float4 gl_Vertex : POSITION,\n"
2595 "uniform float4x4 ModelViewProjectionMatrix,\n"
2596 "uniform float4x4 ModelViewMatrix,\n"
2597 "out float4 gl_Position : POSITION,\n"
2598 "out float4 ModelViewPosition : TEXCOORD0\n"
2601 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2602 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2604 "#endif // VERTEX_SHADER\n"
2606 "#ifdef FRAGMENT_SHADER\n"
2609 "float2 Pixel : WPOS,\n"
2610 "float4 ModelViewPosition : TEXCOORD0,\n"
2611 "uniform float4x4 ViewToLight,\n"
2612 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2613 "uniform float3 LightPosition,\n"
2614 "uniform half2 PixelToScreenTexCoord,\n"
2615 "uniform half3 DeferredColor_Ambient,\n"
2616 "uniform half3 DeferredColor_Diffuse,\n"
2617 "#ifdef USESPECULAR\n"
2618 "uniform half3 DeferredColor_Specular,\n"
2619 "uniform half SpecularPower,\n"
2621 "uniform sampler2D Texture_Attenuation,\n"
2622 "uniform sampler2D Texture_ScreenDepth,\n"
2623 "uniform sampler2D Texture_ScreenNormalMap,\n"
2625 "#ifdef USECUBEFILTER\n"
2626 "uniform samplerCUBE Texture_Cube,\n"
2629 "#ifdef USESHADOWMAPRECT\n"
2630 "# ifdef USESHADOWSAMPLER\n"
2631 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2633 "uniform samplerRECT Texture_ShadowMapRect,\n"
2637 "#ifdef USESHADOWMAP2D\n"
2638 "# ifdef USESHADOWSAMPLER\n"
2639 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2641 "uniform sampler2D Texture_ShadowMap2D,\n"
2645 "#ifdef USESHADOWMAPVSDCT\n"
2646 "uniform samplerCUBE Texture_CubeProjection,\n"
2649 "#ifdef USESHADOWMAPCUBE\n"
2650 "# ifdef USESHADOWSAMPLER\n"
2651 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2653 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2657 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2658 "uniform float2 ShadowMap_TextureScale,\n"
2659 "uniform float4 ShadowMap_Parameters,\n"
2662 "out float4 gl_FragData0 : COLOR0,\n"
2663 "out float4 gl_FragData1 : COLOR1\n"
2666 " // calculate viewspace pixel position\n"
2667 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2668 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2669 " float3 position;\n"
2670 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2671 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2672 " // decode viewspace pixel normal\n"
2673 " half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2674 " half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2675 " // surfacenormal = pixel normal in viewspace\n"
2676 " // LightVector = pixel to light in viewspace\n"
2677 " // CubeVector = position in lightspace\n"
2678 " // eyevector = pixel to view in viewspace\n"
2679 " float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2680 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2681 "#ifdef USEDIFFUSE\n"
2682 " // calculate diffuse shading\n"
2683 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2684 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2686 "#ifdef USESPECULAR\n"
2687 " // calculate directional shading\n"
2688 " float3 eyevector = position * -1.0;\n"
2689 "# ifdef USEEXACTSPECULARMATH\n"
2690 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2692 " half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2693 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2697 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2698 " fade *= ShadowMapCompare(CubeVector,\n"
2699 "# if defined(USESHADOWMAP2D)\n"
2700 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2702 "# if defined(USESHADOWMAPRECT)\n"
2703 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2705 "# if defined(USESHADOWMAPCUBE)\n"
2706 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2709 "#ifdef USESHADOWMAPVSDCT\n"
2710 ", Texture_CubeProjection\n"
2715 "#ifdef USEDIFFUSE\n"
2716 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2718 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2720 "#ifdef USESPECULAR\n"
2721 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2723 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2726 "# ifdef USECUBEFILTER\n"
2727 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2728 " gl_FragData0.rgb *= cubecolor;\n"
2729 " gl_FragData1.rgb *= cubecolor;\n"
2732 "#endif // FRAGMENT_SHADER\n"
2733 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2738 "#ifdef VERTEX_SHADER\n"
2741 "float4 gl_Vertex : POSITION,\n"
2742 "uniform float4x4 ModelViewProjectionMatrix,\n"
2743 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2744 "float4 gl_Color : COLOR0,\n"
2746 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2747 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2748 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2749 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2750 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2752 "uniform float3 EyePosition,\n"
2753 "uniform float4x4 TexMatrix,\n"
2754 "#ifdef USEVERTEXTEXTUREBLEND\n"
2755 "uniform float4x4 BackgroundTexMatrix,\n"
2757 "#ifdef MODE_LIGHTSOURCE\n"
2758 "uniform float4x4 ModelToLight,\n"
2760 "#ifdef MODE_LIGHTSOURCE\n"
2761 "uniform float3 LightPosition,\n"
2763 "#ifdef MODE_LIGHTDIRECTION\n"
2764 "uniform float3 LightDir,\n"
2766 "uniform float4 FogPlane,\n"
2767 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2768 "uniform float3 LightPosition,\n"
2770 "#ifdef USESHADOWMAPORTHO\n"
2771 "uniform float4x4 ShadowMapMatrix,\n"
2774 "out float4 gl_FrontColor : COLOR,\n"
2775 "out float4 TexCoordBoth : TEXCOORD0,\n"
2776 "#ifdef USELIGHTMAP\n"
2777 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#ifdef USEEYEVECTOR\n"
2780 "out float3 EyeVector : TEXCOORD2,\n"
2782 "#ifdef USEREFLECTION\n"
2783 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2786 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2789 "out float3 LightVector : TEXCOORD1,\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "out float3 CubeVector : TEXCOORD3,\n"
2794 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2795 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2796 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2797 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2799 "#ifdef USESHADOWMAPORTHO\n"
2800 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2802 "out float4 gl_Position : POSITION\n"
2805 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2806 " gl_FrontColor = gl_Color;\n"
2808 " // copy the surface texcoord\n"
2809 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2810 "#ifdef USEVERTEXTEXTUREBLEND\n"
2811 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2813 "#ifdef USELIGHTMAP\n"
2814 " TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2817 "#ifdef MODE_LIGHTSOURCE\n"
2818 " // transform vertex position into light attenuation/cubemap space\n"
2819 " // (-1 to +1 across the light box)\n"
2820 " CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2822 "# ifdef USEDIFFUSE\n"
2823 " // transform unnormalized light direction into tangent space\n"
2824 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2825 " // normalize it per pixel)\n"
2826 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2827 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2828 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2829 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2833 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2834 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2835 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2836 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2839 " // transform unnormalized eye direction into tangent space\n"
2840 "#ifdef USEEYEVECTOR\n"
2841 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2842 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2843 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2844 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2848 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2849 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2852 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2853 " VectorS = gl_MultiTexCoord1.xyz;\n"
2854 " VectorT = gl_MultiTexCoord2.xyz;\n"
2855 " VectorR = gl_MultiTexCoord3.xyz;\n"
2858 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2859 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2861 "#ifdef USESHADOWMAPORTHO\n"
2862 " ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2865 "#ifdef USEREFLECTION\n"
2866 " ModelViewProjectionPosition = gl_Position;\n"
2869 "#endif // VERTEX_SHADER\n"
2874 "#ifdef FRAGMENT_SHADER\n"
2877 "#ifdef USEDEFERREDLIGHTMAP\n"
2878 "float2 Pixel : WPOS,\n"
2880 "float4 gl_FrontColor : COLOR,\n"
2881 "float4 TexCoordBoth : TEXCOORD0,\n"
2882 "#ifdef USELIGHTMAP\n"
2883 "float2 TexCoordLightmap : TEXCOORD1,\n"
2885 "#ifdef USEEYEVECTOR\n"
2886 "float3 EyeVector : TEXCOORD2,\n"
2888 "#ifdef USEREFLECTION\n"
2889 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2892 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2895 "float3 LightVector : TEXCOORD1,\n"
2897 "#ifdef MODE_LIGHTSOURCE\n"
2898 "float3 CubeVector : TEXCOORD3,\n"
2900 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2901 "float4 ModelViewPosition : TEXCOORD0,\n"
2903 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2904 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2905 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2906 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2908 "#ifdef USESHADOWMAPORTHO\n"
2909 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2912 "uniform sampler2D Texture_Normal,\n"
2913 "uniform sampler2D Texture_Color,\n"
2914 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2915 "uniform sampler2D Texture_Gloss,\n"
2918 "uniform sampler2D Texture_Glow,\n"
2920 "#ifdef USEVERTEXTEXTUREBLEND\n"
2921 "uniform sampler2D Texture_SecondaryNormal,\n"
2922 "uniform sampler2D Texture_SecondaryColor,\n"
2923 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2924 "uniform sampler2D Texture_SecondaryGloss,\n"
2927 "uniform sampler2D Texture_SecondaryGlow,\n"
2930 "#ifdef USECOLORMAPPING\n"
2931 "uniform sampler2D Texture_Pants,\n"
2932 "uniform sampler2D Texture_Shirt,\n"
2935 "uniform sampler2D Texture_FogHeightTexture,\n"
2936 "uniform sampler2D Texture_FogMask,\n"
2938 "#ifdef USELIGHTMAP\n"
2939 "uniform sampler2D Texture_Lightmap,\n"
2941 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2942 "uniform sampler2D Texture_Deluxemap,\n"
2944 "#ifdef USEREFLECTION\n"
2945 "uniform sampler2D Texture_Reflection,\n"
2948 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2949 "uniform sampler2D Texture_ScreenDepth,\n"
2950 "uniform sampler2D Texture_ScreenNormalMap,\n"
2952 "#ifdef USEDEFERREDLIGHTMAP\n"
2953 "uniform sampler2D Texture_ScreenDiffuse,\n"
2954 "uniform sampler2D Texture_ScreenSpecular,\n"
2957 "#ifdef USECOLORMAPPING\n"
2958 "uniform half3 Color_Pants,\n"
2959 "uniform half3 Color_Shirt,\n"
2962 "uniform float3 FogColor,\n"
2963 "uniform float FogRangeRecip,\n"
2964 "uniform float FogPlaneViewDist,\n"
2965 "uniform float FogHeightFade,\n"
2968 "#ifdef USEOFFSETMAPPING\n"
2969 "uniform float OffsetMapping_Scale,\n"
2972 "#ifdef USEDEFERREDLIGHTMAP\n"
2973 "uniform half2 PixelToScreenTexCoord,\n"
2974 "uniform half3 DeferredMod_Diffuse,\n"
2975 "uniform half3 DeferredMod_Specular,\n"
2977 "uniform half3 Color_Ambient,\n"
2978 "uniform half3 Color_Diffuse,\n"
2979 "uniform half3 Color_Specular,\n"
2980 "uniform half SpecularPower,\n"
2982 "uniform half3 Color_Glow,\n"
2984 "uniform half Alpha,\n"
2985 "#ifdef USEREFLECTION\n"
2986 "uniform float4 DistortScaleRefractReflect,\n"
2987 "uniform float4 ScreenScaleRefractReflect,\n"
2988 "uniform float4 ScreenCenterRefractReflect,\n"
2989 "uniform half4 ReflectColor,\n"
2991 "#ifdef USEREFLECTCUBE\n"
2992 "uniform float4x4 ModelToReflectCube,\n"
2993 "uniform sampler2D Texture_ReflectMask,\n"
2994 "uniform samplerCUBE Texture_ReflectCube,\n"
2996 "#ifdef MODE_LIGHTDIRECTION\n"
2997 "uniform half3 LightColor,\n"
2999 "#ifdef MODE_LIGHTSOURCE\n"
3000 "uniform half3 LightColor,\n"
3003 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3004 "uniform sampler2D Texture_Attenuation,\n"
3005 "uniform samplerCUBE Texture_Cube,\n"
3008 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3010 "#ifdef USESHADOWMAPRECT\n"
3011 "# ifdef USESHADOWSAMPLER\n"
3012 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3014 "uniform samplerRECT Texture_ShadowMapRect,\n"
3018 "#ifdef USESHADOWMAP2D\n"
3019 "# ifdef USESHADOWSAMPLER\n"
3020 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3022 "uniform sampler2D Texture_ShadowMap2D,\n"
3026 "#ifdef USESHADOWMAPVSDCT\n"
3027 "uniform samplerCUBE Texture_CubeProjection,\n"
3030 "#ifdef USESHADOWMAPCUBE\n"
3031 "# ifdef USESHADOWSAMPLER\n"
3032 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3034 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3038 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3039 "uniform float2 ShadowMap_TextureScale,\n"
3040 "uniform float4 ShadowMap_Parameters,\n"
3042 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3044 "out float4 gl_FragColor : COLOR\n"
3047 " float2 TexCoord = TexCoordBoth.xy;\n"
3048 "#ifdef USEVERTEXTEXTUREBLEND\n"
3049 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3051 "#ifdef USEOFFSETMAPPING\n"
3052 " // apply offsetmapping\n"
3053 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3054 "#define TexCoord TexCoordOffset\n"
3057 " // combine the diffuse textures (base, pants, shirt)\n"
3058 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3059 "#ifdef USEALPHAKILL\n"
3060 " if (color.a < 0.5)\n"
3063 " color.a *= Alpha;\n"
3064 "#ifdef USECOLORMAPPING\n"
3065 " color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3067 "#ifdef USEVERTEXTEXTUREBLEND\n"
3068 " float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3069 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3070 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3071 " color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3073 " //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3076 " // get the surface normal\n"
3077 "#ifdef USEVERTEXTEXTUREBLEND\n"
3078 " half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3080 " half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3083 " // get the material colors\n"
3084 " half3 diffusetex = color.rgb;\n"
3085 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3086 "# ifdef USEVERTEXTEXTUREBLEND\n"
3087 " half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3089 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3093 "#ifdef USEREFLECTCUBE\n"
3094 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3095 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3096 " float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3097 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3103 "#ifdef MODE_LIGHTSOURCE\n"
3104 " // light source\n"
3105 "#ifdef USEDIFFUSE\n"
3106 " half3 lightnormal = half3(normalize(LightVector));\n"
3107 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3108 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3109 "#ifdef USESPECULAR\n"
3110 "#ifdef USEEXACTSPECULARMATH\n"
3111 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3113 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3114 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3116 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3119 " color.rgb = diffusetex * Color_Ambient;\n"
3121 " color.rgb *= LightColor;\n"
3122 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3123 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3124 " color.rgb *= ShadowMapCompare(CubeVector,\n"
3125 "# if defined(USESHADOWMAP2D)\n"
3126 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3128 "# if defined(USESHADOWMAPRECT)\n"
3129 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3131 "# if defined(USESHADOWMAPCUBE)\n"
3132 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3135 "#ifdef USESHADOWMAPVSDCT\n"
3136 ", Texture_CubeProjection\n"
3141 "# ifdef USECUBEFILTER\n"
3142 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3144 "#endif // MODE_LIGHTSOURCE\n"
3149 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "#ifdef USEDIFFUSE\n"
3152 " half3 lightnormal = half3(normalize(LightVector));\n"
3154 "#define lightcolor LightColor\n"
3155 "#endif // MODE_LIGHTDIRECTION\n"
3156 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3158 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3159 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3160 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3161 " // convert modelspace light vector to tangentspace\n"
3162 " half3 lightnormal;\n"
3163 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3164 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3165 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3166 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3167 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3168 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3169 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3170 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3171 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3172 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3173 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3174 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3175 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3176 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3177 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3179 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3180 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3181 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3187 "#ifdef MODE_LIGHTMAP\n"
3188 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3189 "#endif // MODE_LIGHTMAP\n"
3190 "#ifdef MODE_VERTEXCOLOR\n"
3191 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3192 "#endif // MODE_VERTEXCOLOR\n"
3193 "#ifdef MODE_FLATCOLOR\n"
3194 " color.rgb = diffusetex * Color_Ambient;\n"
3195 "#endif // MODE_FLATCOLOR\n"
3201 "# ifdef USEDIFFUSE\n"
3202 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3203 "# ifdef USESPECULAR\n"
3204 "# ifdef USEEXACTSPECULARMATH\n"
3205 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3207 " half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3208 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3210 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3212 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3215 " color.rgb = diffusetex * Color_Ambient;\n"
3219 "#ifdef USESHADOWMAPORTHO\n"
3220 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3221 "# if defined(USESHADOWMAP2D)\n"
3222 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3224 "# if defined(USESHADOWMAPRECT)\n"
3225 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3230 "#ifdef USEDEFERREDLIGHTMAP\n"
3231 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3232 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3233 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3237 "#ifdef USEVERTEXTEXTUREBLEND\n"
3238 " color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3240 " color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3245 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3248 " // 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"
3249 "#ifdef USEREFLECTION\n"
3250 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3251 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3252 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3253 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3254 " // FIXME temporary hack to detect the case that the reflection\n"
3255 " // gets blackened at edges due to leaving the area that contains actual\n"
3257 " // Remove this 'ack once we have a better way to stop this thing from\n"
3259 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3260 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3261 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3262 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3263 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3264 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3267 " gl_FragColor = float4(color);\n"
3269 "#endif // FRAGMENT_SHADER\n"
3271 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3272 "#endif // !MODE_DEFERREDGEOMETRY\n"
3273 "#endif // !MODE_WATER\n"
3274 "#endif // !MODE_REFRACTION\n"
3275 "#endif // !MODE_BLOOMBLUR\n"
3276 "#endif // !MODE_GENERIC\n"
3277 "#endif // !MODE_POSTPROCESS\n"
3278 "#endif // !MODE_SHOWDEPTH\n"
3279 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3282 char *glslshaderstring = NULL;
3283 char *cgshaderstring = NULL;
3285 //=======================================================================================================================================================
3287 typedef struct shaderpermutationinfo_s
3289 const char *pretext;
3292 shaderpermutationinfo_t;
3294 typedef struct shadermodeinfo_s
3296 const char *vertexfilename;
3297 const char *geometryfilename;
3298 const char *fragmentfilename;
3299 const char *pretext;
3304 typedef enum shaderpermutation_e
3306 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3307 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3308 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3309 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3310 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3311 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3312 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3313 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3314 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3315 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3316 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3317 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3318 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3319 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3320 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3321 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3322 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3323 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3324 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3325 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3326 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3327 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3328 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3329 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3330 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3331 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3332 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3333 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3334 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3335 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3336 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3338 shaderpermutation_t;
3340 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3341 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3343 {"#define USEDIFFUSE\n", " diffuse"},
3344 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3345 {"#define USEVIEWTINT\n", " viewtint"},
3346 {"#define USECOLORMAPPING\n", " colormapping"},
3347 {"#define USESATURATION\n", " saturation"},
3348 {"#define USEFOGINSIDE\n", " foginside"},
3349 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3350 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3351 {"#define USEGAMMARAMPS\n", " gammaramps"},
3352 {"#define USECUBEFILTER\n", " cubefilter"},
3353 {"#define USEGLOW\n", " glow"},
3354 {"#define USEBLOOM\n", " bloom"},
3355 {"#define USESPECULAR\n", " specular"},
3356 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3357 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3358 {"#define USEREFLECTION\n", " reflection"},
3359 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3360 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3361 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3362 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3363 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3364 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3365 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3366 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3367 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3368 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3369 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3370 {"#define USEALPHAKILL\n", " alphakill"},
3371 {"#define USEREFLECTCUBE\n", " reflectcube"},
3374 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3375 typedef enum shadermode_e
3377 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3378 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3379 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3380 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3381 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3382 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3383 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3384 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3385 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3386 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3387 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3388 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3389 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3390 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3391 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3396 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3397 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3399 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3400 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3401 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3402 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3403 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3404 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3405 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3406 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3407 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3408 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3409 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3410 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3411 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3412 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3413 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3417 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3419 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3420 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3421 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3422 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3423 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3424 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3425 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3426 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3427 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3428 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3429 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3430 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3431 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3432 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3433 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3437 struct r_glsl_permutation_s;
3438 typedef struct r_glsl_permutation_s
3440 /// hash lookup data
3441 struct r_glsl_permutation_s *hashnext;
3443 unsigned int permutation;
3445 /// indicates if we have tried compiling this permutation already
3447 /// 0 if compilation failed
3449 /// locations of detected uniforms in program object, or -1 if not found
3450 int loc_Texture_First;
3451 int loc_Texture_Second;
3452 int loc_Texture_GammaRamps;
3453 int loc_Texture_Normal;
3454 int loc_Texture_Color;
3455 int loc_Texture_Gloss;
3456 int loc_Texture_Glow;
3457 int loc_Texture_SecondaryNormal;
3458 int loc_Texture_SecondaryColor;
3459 int loc_Texture_SecondaryGloss;
3460 int loc_Texture_SecondaryGlow;
3461 int loc_Texture_Pants;
3462 int loc_Texture_Shirt;
3463 int loc_Texture_FogHeightTexture;
3464 int loc_Texture_FogMask;
3465 int loc_Texture_Lightmap;
3466 int loc_Texture_Deluxemap;
3467 int loc_Texture_Attenuation;
3468 int loc_Texture_Cube;
3469 int loc_Texture_Refraction;
3470 int loc_Texture_Reflection;
3471 int loc_Texture_ShadowMapRect;
3472 int loc_Texture_ShadowMapCube;
3473 int loc_Texture_ShadowMap2D;
3474 int loc_Texture_CubeProjection;
3475 int loc_Texture_ScreenDepth;
3476 int loc_Texture_ScreenNormalMap;
3477 int loc_Texture_ScreenDiffuse;
3478 int loc_Texture_ScreenSpecular;
3479 int loc_Texture_ReflectMask;
3480 int loc_Texture_ReflectCube;
3482 int loc_BloomBlur_Parameters;
3484 int loc_Color_Ambient;
3485 int loc_Color_Diffuse;
3486 int loc_Color_Specular;
3488 int loc_Color_Pants;
3489 int loc_Color_Shirt;
3490 int loc_DeferredColor_Ambient;
3491 int loc_DeferredColor_Diffuse;
3492 int loc_DeferredColor_Specular;
3493 int loc_DeferredMod_Diffuse;
3494 int loc_DeferredMod_Specular;
3495 int loc_DistortScaleRefractReflect;
3496 int loc_EyePosition;
3498 int loc_FogHeightFade;
3500 int loc_FogPlaneViewDist;
3501 int loc_FogRangeRecip;
3504 int loc_LightPosition;
3505 int loc_OffsetMapping_Scale;
3507 int loc_ReflectColor;
3508 int loc_ReflectFactor;
3509 int loc_ReflectOffset;
3510 int loc_RefractColor;
3512 int loc_ScreenCenterRefractReflect;
3513 int loc_ScreenScaleRefractReflect;
3514 int loc_ScreenToDepth;
3515 int loc_ShadowMap_Parameters;
3516 int loc_ShadowMap_TextureScale;
3517 int loc_SpecularPower;
3522 int loc_ViewTintColor;
3523 int loc_ViewToLight;
3524 int loc_ModelToLight;
3526 int loc_BackgroundTexMatrix;
3527 int loc_ModelViewProjectionMatrix;
3528 int loc_ModelViewMatrix;
3529 int loc_PixelToScreenTexCoord;
3530 int loc_ModelToReflectCube;
3531 int loc_ShadowMapMatrix;
3533 r_glsl_permutation_t;
3535 #define SHADERPERMUTATION_HASHSIZE 256
3537 /// information about each possible shader permutation
3538 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3539 /// currently selected permutation
3540 r_glsl_permutation_t *r_glsl_permutation;
3541 /// storage for permutations linked in the hash table
3542 memexpandablearray_t r_glsl_permutationarray;
3544 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3546 //unsigned int hashdepth = 0;
3547 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3548 r_glsl_permutation_t *p;
3549 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3551 if (p->mode == mode && p->permutation == permutation)
3553 //if (hashdepth > 10)
3554 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3559 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3561 p->permutation = permutation;
3562 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3563 r_glsl_permutationhash[mode][hashindex] = p;
3564 //if (hashdepth > 10)
3565 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3569 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3572 if (!filename || !filename[0])
3574 if (!strcmp(filename, "glsl/default.glsl"))
3576 if (!glslshaderstring)
3578 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3579 if (glslshaderstring)
3580 Con_DPrintf("Loading shaders from file %s...\n", filename);
3582 glslshaderstring = (char *)builtinshaderstring;
3584 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3585 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3586 return shaderstring;
3588 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3591 if (printfromdisknotice)
3592 Con_DPrintf("from disk %s... ", filename);
3593 return shaderstring;
3595 return shaderstring;
3598 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3601 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3602 int vertstrings_count = 0;
3603 int geomstrings_count = 0;
3604 int fragstrings_count = 0;
3605 char *vertexstring, *geometrystring, *fragmentstring;
3606 const char *vertstrings_list[32+3];
3607 const char *geomstrings_list[32+3];
3608 const char *fragstrings_list[32+3];
3609 char permutationname[256];
3616 permutationname[0] = 0;
3617 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3618 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3619 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3621 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3623 // the first pretext is which type of shader to compile as
3624 // (later these will all be bound together as a program object)
3625 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3626 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3627 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3629 // the second pretext is the mode (for example a light source)
3630 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3631 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3632 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3633 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3635 // now add all the permutation pretexts
3636 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3638 if (permutation & (1<<i))
3640 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3641 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3642 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3643 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3647 // keep line numbers correct
3648 vertstrings_list[vertstrings_count++] = "\n";
3649 geomstrings_list[geomstrings_count++] = "\n";
3650 fragstrings_list[fragstrings_count++] = "\n";
3654 // now append the shader text itself
3655 vertstrings_list[vertstrings_count++] = vertexstring;
3656 geomstrings_list[geomstrings_count++] = geometrystring;
3657 fragstrings_list[fragstrings_count++] = fragmentstring;
3659 // if any sources were NULL, clear the respective list
3661 vertstrings_count = 0;
3662 if (!geometrystring)
3663 geomstrings_count = 0;
3664 if (!fragmentstring)
3665 fragstrings_count = 0;
3667 // compile the shader program
3668 if (vertstrings_count + geomstrings_count + fragstrings_count)
3669 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3673 qglUseProgramObjectARB(p->program);CHECKGLERROR
3674 // look up all the uniform variable names we care about, so we don't
3675 // have to look them up every time we set them
3677 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3678 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3679 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3680 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3681 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3682 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3683 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3684 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3685 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3686 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3687 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3688 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3689 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3690 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3691 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3692 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3693 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3694 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3695 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3696 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3697 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3698 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3699 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3700 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3701 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3702 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3703 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3704 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3705 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3706 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3707 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3708 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3709 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3710 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3711 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3712 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3713 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3714 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3715 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3716 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3717 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3718 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3719 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3720 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3721 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3722 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3723 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3724 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3725 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3726 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3727 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3728 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3729 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3730 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3731 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3732 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3733 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3734 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3735 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3736 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3737 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3738 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3739 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3740 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3741 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3742 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3743 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3744 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3745 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3746 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3747 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3748 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3749 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3750 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3751 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3752 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3753 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3754 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3755 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3756 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3757 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3758 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3759 // initialize the samplers to refer to the texture units we use
3760 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3761 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3762 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3763 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3764 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3765 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3766 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3767 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3768 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3769 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3770 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3771 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3772 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3773 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3774 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3775 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3776 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3777 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3778 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3779 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3780 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3781 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3782 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3783 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3784 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3785 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3786 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3787 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3788 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3789 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3790 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3792 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3795 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3799 Mem_Free(vertexstring);
3801 Mem_Free(geometrystring);
3803 Mem_Free(fragmentstring);
3806 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3808 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3809 if (r_glsl_permutation != perm)
3811 r_glsl_permutation = perm;
3812 if (!r_glsl_permutation->program)
3814 if (!r_glsl_permutation->compiled)
3815 R_GLSL_CompilePermutation(perm, mode, permutation);
3816 if (!r_glsl_permutation->program)
3818 // remove features until we find a valid permutation
3820 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3822 // reduce i more quickly whenever it would not remove any bits
3823 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3824 if (!(permutation & j))
3827 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3828 if (!r_glsl_permutation->compiled)
3829 R_GLSL_CompilePermutation(perm, mode, permutation);
3830 if (r_glsl_permutation->program)
3833 if (i >= SHADERPERMUTATION_COUNT)
3835 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3836 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3837 qglUseProgramObjectARB(0);CHECKGLERROR
3838 return; // no bit left to clear, entire mode is broken
3843 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3845 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3846 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3847 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3851 #include <Cg/cgGL.h>
3852 struct r_cg_permutation_s;
3853 typedef struct r_cg_permutation_s
3855 /// hash lookup data
3856 struct r_cg_permutation_s *hashnext;
3858 unsigned int permutation;
3860 /// indicates if we have tried compiling this permutation already
3862 /// 0 if compilation failed
3865 /// locations of detected parameters in programs, or NULL if not found
3866 CGparameter vp_EyePosition;
3867 CGparameter vp_FogPlane;
3868 CGparameter vp_LightDir;
3869 CGparameter vp_LightPosition;
3870 CGparameter vp_ModelToLight;
3871 CGparameter vp_TexMatrix;
3872 CGparameter vp_BackgroundTexMatrix;
3873 CGparameter vp_ModelViewProjectionMatrix;
3874 CGparameter vp_ModelViewMatrix;
3875 CGparameter vp_ShadowMapMatrix;
3877 CGparameter fp_Texture_First;
3878 CGparameter fp_Texture_Second;
3879 CGparameter fp_Texture_GammaRamps;
3880 CGparameter fp_Texture_Normal;
3881 CGparameter fp_Texture_Color;
3882 CGparameter fp_Texture_Gloss;
3883 CGparameter fp_Texture_Glow;
3884 CGparameter fp_Texture_SecondaryNormal;
3885 CGparameter fp_Texture_SecondaryColor;
3886 CGparameter fp_Texture_SecondaryGloss;
3887 CGparameter fp_Texture_SecondaryGlow;
3888 CGparameter fp_Texture_Pants;
3889 CGparameter fp_Texture_Shirt;
3890 CGparameter fp_Texture_FogHeightTexture;
3891 CGparameter fp_Texture_FogMask;
3892 CGparameter fp_Texture_Lightmap;
3893 CGparameter fp_Texture_Deluxemap;
3894 CGparameter fp_Texture_Attenuation;
3895 CGparameter fp_Texture_Cube;
3896 CGparameter fp_Texture_Refraction;
3897 CGparameter fp_Texture_Reflection;
3898 CGparameter fp_Texture_ShadowMapRect;
3899 CGparameter fp_Texture_ShadowMapCube;
3900 CGparameter fp_Texture_ShadowMap2D;
3901 CGparameter fp_Texture_CubeProjection;
3902 CGparameter fp_Texture_ScreenDepth;
3903 CGparameter fp_Texture_ScreenNormalMap;
3904 CGparameter fp_Texture_ScreenDiffuse;
3905 CGparameter fp_Texture_ScreenSpecular;
3906 CGparameter fp_Texture_ReflectMask;
3907 CGparameter fp_Texture_ReflectCube;
3908 CGparameter fp_Alpha;
3909 CGparameter fp_BloomBlur_Parameters;
3910 CGparameter fp_ClientTime;
3911 CGparameter fp_Color_Ambient;
3912 CGparameter fp_Color_Diffuse;
3913 CGparameter fp_Color_Specular;
3914 CGparameter fp_Color_Glow;
3915 CGparameter fp_Color_Pants;
3916 CGparameter fp_Color_Shirt;
3917 CGparameter fp_DeferredColor_Ambient;
3918 CGparameter fp_DeferredColor_Diffuse;
3919 CGparameter fp_DeferredColor_Specular;
3920 CGparameter fp_DeferredMod_Diffuse;
3921 CGparameter fp_DeferredMod_Specular;
3922 CGparameter fp_DistortScaleRefractReflect;
3923 CGparameter fp_EyePosition;
3924 CGparameter fp_FogColor;
3925 CGparameter fp_FogHeightFade;
3926 CGparameter fp_FogPlane;
3927 CGparameter fp_FogPlaneViewDist;
3928 CGparameter fp_FogRangeRecip;
3929 CGparameter fp_LightColor;
3930 CGparameter fp_LightDir;
3931 CGparameter fp_LightPosition;
3932 CGparameter fp_OffsetMapping_Scale;
3933 CGparameter fp_PixelSize;
3934 CGparameter fp_ReflectColor;
3935 CGparameter fp_ReflectFactor;
3936 CGparameter fp_ReflectOffset;
3937 CGparameter fp_RefractColor;
3938 CGparameter fp_Saturation;
3939 CGparameter fp_ScreenCenterRefractReflect;
3940 CGparameter fp_ScreenScaleRefractReflect;
3941 CGparameter fp_ScreenToDepth;
3942 CGparameter fp_ShadowMap_Parameters;
3943 CGparameter fp_ShadowMap_TextureScale;
3944 CGparameter fp_SpecularPower;
3945 CGparameter fp_UserVec1;
3946 CGparameter fp_UserVec2;
3947 CGparameter fp_UserVec3;
3948 CGparameter fp_UserVec4;
3949 CGparameter fp_ViewTintColor;
3950 CGparameter fp_ViewToLight;
3951 CGparameter fp_PixelToScreenTexCoord;
3952 CGparameter fp_ModelToReflectCube;
3956 /// information about each possible shader permutation
3957 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3958 /// currently selected permutation
3959 r_cg_permutation_t *r_cg_permutation;
3960 /// storage for permutations linked in the hash table
3961 memexpandablearray_t r_cg_permutationarray;
3963 #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));}}
3965 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3967 //unsigned int hashdepth = 0;
3968 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3969 r_cg_permutation_t *p;
3970 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3972 if (p->mode == mode && p->permutation == permutation)
3974 //if (hashdepth > 10)
3975 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3980 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3982 p->permutation = permutation;
3983 p->hashnext = r_cg_permutationhash[mode][hashindex];
3984 r_cg_permutationhash[mode][hashindex] = p;
3985 //if (hashdepth > 10)
3986 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3990 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3993 if (!filename || !filename[0])
3995 if (!strcmp(filename, "cg/default.cg"))
3997 if (!cgshaderstring)
3999 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4001 Con_DPrintf("Loading shaders from file %s...\n", filename);
4003 cgshaderstring = (char *)builtincgshaderstring;
4005 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4006 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4007 return shaderstring;
4009 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4012 if (printfromdisknotice)
4013 Con_DPrintf("from disk %s... ", filename);
4014 return shaderstring;
4016 return shaderstring;
4019 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4021 // TODO: load or create .fp and .vp shader files
4024 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4027 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4028 int vertstrings_count = 0, vertstring_length = 0;
4029 int geomstrings_count = 0, geomstring_length = 0;
4030 int fragstrings_count = 0, fragstring_length = 0;
4032 char *vertexstring, *geometrystring, *fragmentstring;
4033 char *vertstring, *geomstring, *fragstring;
4034 const char *vertstrings_list[32+3];
4035 const char *geomstrings_list[32+3];
4036 const char *fragstrings_list[32+3];
4037 char permutationname[256];
4038 char cachename[256];
4039 CGprofile vertexProfile;
4040 CGprofile fragmentProfile;
4048 permutationname[0] = 0;
4050 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4051 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4052 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4054 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4055 strlcat(cachename, "cg/", sizeof(cachename));
4057 // the first pretext is which type of shader to compile as
4058 // (later these will all be bound together as a program object)
4059 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4060 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4061 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4063 // the second pretext is the mode (for example a light source)
4064 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4065 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4066 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4067 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4068 strlcat(cachename, modeinfo->name, sizeof(cachename));
4070 // now add all the permutation pretexts
4071 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4073 if (permutation & (1<<i))
4075 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4076 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4077 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4078 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4079 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4083 // keep line numbers correct
4084 vertstrings_list[vertstrings_count++] = "\n";
4085 geomstrings_list[geomstrings_count++] = "\n";
4086 fragstrings_list[fragstrings_count++] = "\n";
4090 // replace spaces in the cachename with _ characters
4091 for (i = 0;cachename[i];i++)
4092 if (cachename[i] == ' ')
4095 // now append the shader text itself
4096 vertstrings_list[vertstrings_count++] = vertexstring;
4097 geomstrings_list[geomstrings_count++] = geometrystring;
4098 fragstrings_list[fragstrings_count++] = fragmentstring;
4100 // if any sources were NULL, clear the respective list
4102 vertstrings_count = 0;
4103 if (!geometrystring)
4104 geomstrings_count = 0;
4105 if (!fragmentstring)
4106 fragstrings_count = 0;
4108 vertstring_length = 0;
4109 for (i = 0;i < vertstrings_count;i++)
4110 vertstring_length += strlen(vertstrings_list[i]);
4111 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4112 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4113 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4115 geomstring_length = 0;
4116 for (i = 0;i < geomstrings_count;i++)
4117 geomstring_length += strlen(geomstrings_list[i]);
4118 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4119 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4120 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4122 fragstring_length = 0;
4123 for (i = 0;i < fragstrings_count;i++)
4124 fragstring_length += strlen(fragstrings_list[i]);
4125 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4126 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4127 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4131 //vertexProfile = CG_PROFILE_ARBVP1;
4132 //fragmentProfile = CG_PROFILE_ARBFP1;
4133 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4134 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4135 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4136 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4137 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4140 // try to load the cached shader, or generate one
4141 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4143 // if caching failed, do a dynamic compile for now
4145 if (vertstring[0] && !p->vprogram)
4146 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4148 if (fragstring[0] && !p->fprogram)
4149 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4152 // look up all the uniform variable names we care about, so we don't
4153 // have to look them up every time we set them
4157 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4158 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4159 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4160 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4161 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4162 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4163 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4164 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4165 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4166 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4167 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4168 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4174 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4175 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4176 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4177 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4178 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4179 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4180 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4181 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4182 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4183 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4184 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4185 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4186 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4187 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4188 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4189 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4190 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4191 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4192 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4193 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4194 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4195 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4196 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4197 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4198 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4199 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4200 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4201 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4202 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4203 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4204 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4205 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4206 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4207 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4208 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4209 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4210 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4211 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4212 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4213 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4214 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4215 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4216 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4217 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4218 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4219 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4220 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4221 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4222 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4223 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4224 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4225 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4226 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4227 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4228 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4229 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4230 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4231 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4232 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4233 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4234 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4235 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4236 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4237 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4238 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4239 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4240 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4241 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4242 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4243 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4244 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4245 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4246 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4247 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4248 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4249 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4250 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4251 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4255 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4256 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4258 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4262 Mem_Free(vertstring);
4264 Mem_Free(geomstring);
4266 Mem_Free(fragstring);
4268 Mem_Free(vertexstring);
4270 Mem_Free(geometrystring);
4272 Mem_Free(fragmentstring);
4275 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4277 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4280 if (r_cg_permutation != perm)
4282 r_cg_permutation = perm;
4283 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4285 if (!r_cg_permutation->compiled)
4286 R_CG_CompilePermutation(perm, mode, permutation);
4287 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4289 // remove features until we find a valid permutation
4291 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4293 // reduce i more quickly whenever it would not remove any bits
4294 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4295 if (!(permutation & j))
4298 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4299 if (!r_cg_permutation->compiled)
4300 R_CG_CompilePermutation(perm, mode, permutation);
4301 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4304 if (i >= SHADERPERMUTATION_COUNT)
4306 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4307 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4308 return; // no bit left to clear, entire mode is broken
4314 if (r_cg_permutation->vprogram)
4316 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4317 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4318 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4322 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4323 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4325 if (r_cg_permutation->fprogram)
4327 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4328 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4329 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4334 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4338 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4339 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4340 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4343 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4345 cgGLSetTextureParameter(param, R_GetTexture(tex));
4346 cgGLEnableTextureParameter(param);
4350 void R_GLSL_Restart_f(void)
4352 unsigned int i, limit;
4353 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4354 Mem_Free(glslshaderstring);
4355 glslshaderstring = NULL;
4356 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4357 Mem_Free(cgshaderstring);
4358 cgshaderstring = NULL;
4359 switch(vid.renderpath)
4361 case RENDERPATH_GL20:
4363 r_glsl_permutation_t *p;
4364 r_glsl_permutation = NULL;
4365 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4366 for (i = 0;i < limit;i++)
4368 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4370 GL_Backend_FreeProgram(p->program);
4371 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4374 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4377 case RENDERPATH_CGGL:
4380 r_cg_permutation_t *p;
4381 r_cg_permutation = NULL;
4382 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4383 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4384 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4385 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4386 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4387 for (i = 0;i < limit;i++)
4389 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4392 cgDestroyProgram(p->vprogram);
4394 cgDestroyProgram(p->fprogram);
4395 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4398 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4402 case RENDERPATH_GL13:
4403 case RENDERPATH_GL11:
4408 void R_GLSL_DumpShader_f(void)
4413 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4416 FS_Print(file, "/* The engine may define the following macros:\n");
4417 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4418 for (i = 0;i < SHADERMODE_COUNT;i++)
4419 FS_Print(file, glslshadermodeinfo[i].pretext);
4420 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4421 FS_Print(file, shaderpermutationinfo[i].pretext);
4422 FS_Print(file, "*/\n");
4423 FS_Print(file, builtinshaderstring);
4425 Con_Printf("glsl/default.glsl written\n");
4428 Con_Printf("failed to write to glsl/default.glsl\n");
4431 file = FS_OpenRealFile("cg/default.cg", "w", false);
4434 FS_Print(file, "/* The engine may define the following macros:\n");
4435 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4436 for (i = 0;i < SHADERMODE_COUNT;i++)
4437 FS_Print(file, cgshadermodeinfo[i].pretext);
4438 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4439 FS_Print(file, shaderpermutationinfo[i].pretext);
4440 FS_Print(file, "*/\n");
4441 FS_Print(file, builtincgshaderstring);
4443 Con_Printf("cg/default.cg written\n");
4446 Con_Printf("failed to write to cg/default.cg\n");
4450 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4453 texturemode = GL_MODULATE;
4454 switch (vid.renderpath)
4456 case RENDERPATH_GL20:
4457 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))));
4458 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4459 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4461 case RENDERPATH_CGGL:
4464 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))));
4465 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4466 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4469 case RENDERPATH_GL13:
4470 R_Mesh_TexBind(0, first );
4471 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4472 R_Mesh_TexBind(1, second);
4474 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4476 case RENDERPATH_GL11:
4477 R_Mesh_TexBind(0, first );
4482 void R_SetupShader_DepthOrShadow(void)
4484 switch (vid.renderpath)
4486 case RENDERPATH_GL20:
4487 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4489 case RENDERPATH_CGGL:
4491 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4494 case RENDERPATH_GL13:
4495 R_Mesh_TexBind(0, 0);
4496 R_Mesh_TexBind(1, 0);
4498 case RENDERPATH_GL11:
4499 R_Mesh_TexBind(0, 0);
4504 void R_SetupShader_ShowDepth(void)
4506 switch (vid.renderpath)
4508 case RENDERPATH_GL20:
4509 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4511 case RENDERPATH_CGGL:
4513 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4516 case RENDERPATH_GL13:
4518 case RENDERPATH_GL11:
4523 extern qboolean r_shadow_usingdeferredprepass;
4524 extern cvar_t r_shadow_deferred_8bitrange;
4525 extern rtexture_t *r_shadow_attenuationgradienttexture;
4526 extern rtexture_t *r_shadow_attenuation2dtexture;
4527 extern rtexture_t *r_shadow_attenuation3dtexture;
4528 extern qboolean r_shadow_usingshadowmaprect;
4529 extern qboolean r_shadow_usingshadowmapcube;
4530 extern qboolean r_shadow_usingshadowmap2d;
4531 extern qboolean r_shadow_usingshadowmaportho;
4532 extern float r_shadow_shadowmap_texturescale[2];
4533 extern float r_shadow_shadowmap_parameters[4];
4534 extern qboolean r_shadow_shadowmapvsdct;
4535 extern qboolean r_shadow_shadowmapsampler;
4536 extern int r_shadow_shadowmappcf;
4537 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4538 extern rtexture_t *r_shadow_shadowmap2dtexture;
4539 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4540 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4541 extern matrix4x4_t r_shadow_shadowmapmatrix;
4542 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4543 extern int r_shadow_prepass_width;
4544 extern int r_shadow_prepass_height;
4545 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4546 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4547 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4548 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4549 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4551 // select a permutation of the lighting shader appropriate to this
4552 // combination of texture, entity, light source, and fogging, only use the
4553 // minimum features necessary to avoid wasting rendering time in the
4554 // fragment shader on features that are not being used
4555 unsigned int permutation = 0;
4556 unsigned int mode = 0;
4558 if (rsurfacepass == RSURFPASS_BACKGROUND)
4560 // distorted background
4561 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4562 mode = SHADERMODE_WATER;
4563 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4564 mode = SHADERMODE_REFRACTION;
4567 mode = SHADERMODE_GENERIC;
4568 permutation |= SHADERPERMUTATION_DIFFUSE;
4570 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4571 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4572 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4573 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4574 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4575 R_Mesh_ColorPointer(NULL, 0, 0);
4576 GL_AlphaTest(false);
4577 GL_BlendFunc(GL_ONE, GL_ZERO);
4579 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4581 if (r_glsl_offsetmapping.integer)
4583 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4584 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4585 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4586 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4587 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4589 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4590 if (r_glsl_offsetmapping_reliefmapping.integer)
4591 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4594 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4595 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4596 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4597 permutation |= SHADERPERMUTATION_ALPHAKILL;
4598 // normalmap (deferred prepass), may use alpha test on diffuse
4599 mode = SHADERMODE_DEFERREDGEOMETRY;
4600 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4601 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4602 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4603 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4604 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4605 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4606 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4607 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4608 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4610 R_Mesh_ColorPointer(NULL, 0, 0);
4611 GL_AlphaTest(false);
4612 GL_BlendFunc(GL_ONE, GL_ZERO);
4614 else if (rsurfacepass == RSURFPASS_RTLIGHT)
4616 if (r_glsl_offsetmapping.integer)
4618 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4619 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4620 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4621 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4622 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4624 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4625 if (r_glsl_offsetmapping_reliefmapping.integer)
4626 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4629 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4630 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4632 mode = SHADERMODE_LIGHTSOURCE;
4633 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4634 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4635 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4636 permutation |= SHADERPERMUTATION_CUBEFILTER;
4637 if (diffusescale > 0)
4638 permutation |= SHADERPERMUTATION_DIFFUSE;
4639 if (specularscale > 0)
4641 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4642 if (r_shadow_glossexact.integer)
4643 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4645 if (r_refdef.fogenabled)
4646 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4647 if (rsurface.texture->colormapping)
4648 permutation |= SHADERPERMUTATION_COLORMAPPING;
4649 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4651 if (r_shadow_usingshadowmaprect)
4652 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4653 if (r_shadow_usingshadowmap2d)
4654 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4655 if (r_shadow_usingshadowmapcube)
4656 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4657 else if(r_shadow_shadowmapvsdct)
4658 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4660 if (r_shadow_shadowmapsampler)
4661 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4662 if (r_shadow_shadowmappcf > 1)
4663 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4664 else if (r_shadow_shadowmappcf)
4665 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4667 if (rsurface.texture->reflectmasktexture)
4668 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4669 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4670 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4672 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4673 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4674 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4678 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4679 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4680 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4682 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4683 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4684 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4686 R_Mesh_ColorPointer(NULL, 0, 0);
4687 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4690 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4692 if (r_glsl_offsetmapping.integer)
4694 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4695 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4696 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4697 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4698 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4700 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4701 if (r_glsl_offsetmapping_reliefmapping.integer)
4702 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4705 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4706 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4707 // unshaded geometry (fullbright or ambient model lighting)
4708 mode = SHADERMODE_FLATCOLOR;
4709 ambientscale = diffusescale = specularscale = 0;
4710 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4711 permutation |= SHADERPERMUTATION_GLOW;
4712 if (r_refdef.fogenabled)
4713 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4714 if (rsurface.texture->colormapping)
4715 permutation |= SHADERPERMUTATION_COLORMAPPING;
4716 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4718 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4719 if (r_shadow_usingshadowmaprect)
4720 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4721 if (r_shadow_usingshadowmap2d)
4722 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4724 if (r_shadow_shadowmapsampler)
4725 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4726 if (r_shadow_shadowmappcf > 1)
4727 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4728 else if (r_shadow_shadowmappcf)
4729 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4731 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4732 permutation |= SHADERPERMUTATION_REFLECTION;
4733 if (rsurface.texture->reflectmasktexture)
4734 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4735 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4736 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4738 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4739 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4740 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4744 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4745 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4746 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4748 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4749 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4750 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4752 R_Mesh_ColorPointer(NULL, 0, 0);
4753 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4754 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4756 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4758 if (r_glsl_offsetmapping.integer)
4760 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4761 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4762 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4763 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4764 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4766 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4767 if (r_glsl_offsetmapping_reliefmapping.integer)
4768 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4771 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4772 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4773 // directional model lighting
4774 mode = SHADERMODE_LIGHTDIRECTION;
4775 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4776 permutation |= SHADERPERMUTATION_GLOW;
4777 permutation |= SHADERPERMUTATION_DIFFUSE;
4778 if (specularscale > 0)
4780 permutation |= SHADERPERMUTATION_SPECULAR;
4781 if (r_shadow_glossexact.integer)
4782 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4784 if (r_refdef.fogenabled)
4785 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4786 if (rsurface.texture->colormapping)
4787 permutation |= SHADERPERMUTATION_COLORMAPPING;
4788 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4790 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4791 if (r_shadow_usingshadowmaprect)
4792 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4793 if (r_shadow_usingshadowmap2d)
4794 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4796 if (r_shadow_shadowmapsampler)
4797 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4798 if (r_shadow_shadowmappcf > 1)
4799 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4800 else if (r_shadow_shadowmappcf)
4801 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4803 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4804 permutation |= SHADERPERMUTATION_REFLECTION;
4805 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4806 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4807 if (rsurface.texture->reflectmasktexture)
4808 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4809 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4810 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4812 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4813 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4814 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4818 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4819 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4820 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4822 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4823 R_Mesh_ColorPointer(NULL, 0, 0);
4824 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4825 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4827 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4829 if (r_glsl_offsetmapping.integer)
4831 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4832 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4833 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4834 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4835 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4837 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4838 if (r_glsl_offsetmapping_reliefmapping.integer)
4839 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4842 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4843 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4844 // ambient model lighting
4845 mode = SHADERMODE_LIGHTDIRECTION;
4846 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4847 permutation |= SHADERPERMUTATION_GLOW;
4848 if (r_refdef.fogenabled)
4849 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4850 if (rsurface.texture->colormapping)
4851 permutation |= SHADERPERMUTATION_COLORMAPPING;
4852 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4854 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4855 if (r_shadow_usingshadowmaprect)
4856 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4857 if (r_shadow_usingshadowmap2d)
4858 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4860 if (r_shadow_shadowmapsampler)
4861 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4862 if (r_shadow_shadowmappcf > 1)
4863 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4864 else if (r_shadow_shadowmappcf)
4865 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4867 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4868 permutation |= SHADERPERMUTATION_REFLECTION;
4869 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4870 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4871 if (rsurface.texture->reflectmasktexture)
4872 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4873 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4874 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4876 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4877 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4878 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4882 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4883 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4884 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4886 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4887 R_Mesh_ColorPointer(NULL, 0, 0);
4888 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4889 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4893 if (r_glsl_offsetmapping.integer)
4895 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4896 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4897 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4898 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4899 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4901 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4902 if (r_glsl_offsetmapping_reliefmapping.integer)
4903 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4906 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4907 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4909 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4910 permutation |= SHADERPERMUTATION_GLOW;
4911 if (r_refdef.fogenabled)
4912 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4913 if (rsurface.texture->colormapping)
4914 permutation |= SHADERPERMUTATION_COLORMAPPING;
4915 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4917 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4918 if (r_shadow_usingshadowmaprect)
4919 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4920 if (r_shadow_usingshadowmap2d)
4921 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4923 if (r_shadow_shadowmapsampler)
4924 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4925 if (r_shadow_shadowmappcf > 1)
4926 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4927 else if (r_shadow_shadowmappcf)
4928 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4930 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4931 permutation |= SHADERPERMUTATION_REFLECTION;
4932 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4933 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4934 if (rsurface.texture->reflectmasktexture)
4935 permutation |= SHADERPERMUTATION_REFLECTCUBE;
4936 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4938 // deluxemapping (light direction texture)
4939 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4940 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4942 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4943 permutation |= SHADERPERMUTATION_DIFFUSE;
4944 if (specularscale > 0)
4946 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4947 if (r_shadow_glossexact.integer)
4948 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4950 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4951 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4952 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4954 R_Mesh_ColorPointer(NULL, 0, 0);
4956 else if (r_glsl_deluxemapping.integer >= 2)
4958 // fake deluxemapping (uniform light direction in tangentspace)
4959 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4960 permutation |= SHADERPERMUTATION_DIFFUSE;
4961 if (specularscale > 0)
4963 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4964 if (r_shadow_glossexact.integer)
4965 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4967 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4968 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4969 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4971 R_Mesh_ColorPointer(NULL, 0, 0);
4973 else if (rsurface.uselightmaptexture)
4975 // ordinary lightmapping (q1bsp, q3bsp)
4976 mode = SHADERMODE_LIGHTMAP;
4977 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4978 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4979 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4981 R_Mesh_ColorPointer(NULL, 0, 0);
4985 // ordinary vertex coloring (q3bsp)
4986 mode = SHADERMODE_VERTEXCOLOR;
4987 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4988 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4990 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4991 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4993 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4994 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4995 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4999 R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5000 R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5001 R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5003 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5004 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5006 switch(vid.renderpath)
5008 case RENDERPATH_GL20:
5009 R_SetupShader_SetPermutationGLSL(mode, permutation);
5010 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5011 if (mode == SHADERMODE_LIGHTSOURCE)
5013 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5014 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5015 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5016 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);
5017 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);
5018 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);
5020 // additive passes are only darkened by fog, not tinted
5021 if (r_glsl_permutation->loc_FogColor >= 0)
5022 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5023 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5027 if (mode == SHADERMODE_FLATCOLOR)
5029 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5031 else if (mode == SHADERMODE_LIGHTDIRECTION)
5033 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]);
5034 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]);
5035 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);
5036 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);
5037 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);
5038 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]);
5039 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]);
5043 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]);
5044 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]);
5045 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);
5046 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);
5047 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);
5049 // additive passes are only darkened by fog, not tinted
5050 if (r_glsl_permutation->loc_FogColor >= 0)
5052 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5053 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5055 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5057 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);
5058 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]);
5059 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]);
5060 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5061 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5062 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5063 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5064 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5066 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5067 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5068 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5069 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]);
5070 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]);
5072 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5073 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5074 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5075 if (r_glsl_permutation->loc_Color_Pants >= 0)
5077 if (rsurface.texture->pantstexture)
5078 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5080 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5082 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5084 if (rsurface.texture->shirttexture)
5085 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5087 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5089 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]);
5090 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5091 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5092 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5093 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5094 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]);
5095 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5097 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5098 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5099 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5100 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5101 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5102 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5103 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5104 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5105 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5106 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5107 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5108 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5109 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5110 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5111 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5112 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5113 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5114 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white );
5115 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_blanknormalmap );
5116 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5117 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white );
5118 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white );
5119 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5120 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5121 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5122 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5123 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5125 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5126 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
5127 if (rsurface.rtlight)
5129 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5130 if (r_shadow_usingshadowmapcube)
5131 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5132 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5137 case RENDERPATH_CGGL:
5139 R_SetupShader_SetPermutationCG(mode, permutation);
5140 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5141 if (mode == SHADERMODE_LIGHTSOURCE)
5143 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5144 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5148 if (mode == SHADERMODE_LIGHTDIRECTION)
5150 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
5153 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5154 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5155 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5156 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5157 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
5160 if (mode == SHADERMODE_LIGHTSOURCE)
5162 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5163 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5164 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
5165 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
5166 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
5168 // additive passes are only darkened by fog, not tinted
5169 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5170 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5174 if (mode == SHADERMODE_FLATCOLOR)
5176 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5178 else if (mode == SHADERMODE_LIGHTDIRECTION)
5180 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
5181 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
5182 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
5183 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
5184 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
5185 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
5186 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
5190 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
5191 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
5192 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
5193 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
5194 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
5196 // additive passes are only darkened by fog, not tinted
5197 if (r_cg_permutation->fp_FogColor)
5199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5200 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5202 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5205 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
5206 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
5207 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
5208 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5209 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5210 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5211 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5212 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5214 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
5215 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
5216 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5217 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5218 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5219 if (r_cg_permutation->fp_Color_Pants)
5221 if (rsurface.texture->pantstexture)
5222 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5224 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5227 if (r_cg_permutation->fp_Color_Shirt)
5229 if (rsurface.texture->shirttexture)
5230 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5232 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5235 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
5236 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5237 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5238 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5239 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5240 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
5241 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5243 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5244 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5245 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5246 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5247 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5248 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5249 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5250 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5251 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5252 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5253 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5254 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5255 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5256 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5257 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
5258 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5259 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5260 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR
5261 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR
5262 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5263 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR
5264 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR
5265 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5266 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5267 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5268 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5269 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5271 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5272 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5273 if (rsurface.rtlight)
5275 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5276 if (r_shadow_usingshadowmapcube)
5277 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5278 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5285 case RENDERPATH_GL13:
5286 case RENDERPATH_GL11:
5291 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5293 // select a permutation of the lighting shader appropriate to this
5294 // combination of texture, entity, light source, and fogging, only use the
5295 // minimum features necessary to avoid wasting rendering time in the
5296 // fragment shader on features that are not being used
5297 unsigned int permutation = 0;
5298 unsigned int mode = 0;
5299 const float *lightcolorbase = rtlight->currentcolor;
5300 float ambientscale = rtlight->ambientscale;
5301 float diffusescale = rtlight->diffusescale;
5302 float specularscale = rtlight->specularscale;
5303 // this is the location of the light in view space
5304 vec3_t viewlightorigin;
5305 // this transforms from view space (camera) to light space (cubemap)
5306 matrix4x4_t viewtolight;
5307 matrix4x4_t lighttoview;
5308 float viewtolight16f[16];
5309 float range = 1.0f / r_shadow_deferred_8bitrange.value;
5311 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5312 if (rtlight->currentcubemap != r_texture_whitecube)
5313 permutation |= SHADERPERMUTATION_CUBEFILTER;
5314 if (diffusescale > 0)
5315 permutation |= SHADERPERMUTATION_DIFFUSE;
5316 if (specularscale > 0)
5318 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5319 if (r_shadow_glossexact.integer)
5320 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5322 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5324 if (r_shadow_usingshadowmaprect)
5325 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5326 if (r_shadow_usingshadowmap2d)
5327 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5328 if (r_shadow_usingshadowmapcube)
5329 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5330 else if(r_shadow_shadowmapvsdct)
5331 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5333 if (r_shadow_shadowmapsampler)
5334 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5335 if (r_shadow_shadowmappcf > 1)
5336 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5337 else if (r_shadow_shadowmappcf)
5338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5340 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5341 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5342 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5343 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5344 switch(vid.renderpath)
5346 case RENDERPATH_GL20:
5347 R_SetupShader_SetPermutationGLSL(mode, permutation);
5348 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5349 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
5350 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);
5351 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);
5352 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);
5353 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]);
5354 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]);
5355 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));
5356 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]);
5357 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5359 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5360 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5361 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5362 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5363 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
5364 if (r_shadow_usingshadowmapcube)
5365 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5366 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
5367 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5369 case RENDERPATH_CGGL:
5371 R_SetupShader_SetPermutationCG(mode, permutation);
5372 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5373 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5374 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
5375 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
5376 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
5377 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
5378 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
5379 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
5380 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
5381 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5383 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5384 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5385 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5386 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
5387 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
5388 if (r_shadow_usingshadowmapcube)
5389 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5390 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5391 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
5394 case RENDERPATH_GL13:
5395 case RENDERPATH_GL11:
5400 #define SKINFRAME_HASH 1024
5404 int loadsequence; // incremented each level change
5405 memexpandablearray_t array;
5406 skinframe_t *hash[SKINFRAME_HASH];
5409 r_skinframe_t r_skinframe;
5411 void R_SkinFrame_PrepareForPurge(void)
5413 r_skinframe.loadsequence++;
5414 // wrap it without hitting zero
5415 if (r_skinframe.loadsequence >= 200)
5416 r_skinframe.loadsequence = 1;
5419 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5423 // mark the skinframe as used for the purging code
5424 skinframe->loadsequence = r_skinframe.loadsequence;
5427 void R_SkinFrame_Purge(void)
5431 for (i = 0;i < SKINFRAME_HASH;i++)
5433 for (s = r_skinframe.hash[i];s;s = s->next)
5435 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5437 if (s->merged == s->base)
5439 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5440 R_PurgeTexture(s->stain );s->stain = NULL;
5441 R_PurgeTexture(s->merged);s->merged = NULL;
5442 R_PurgeTexture(s->base );s->base = NULL;
5443 R_PurgeTexture(s->pants );s->pants = NULL;
5444 R_PurgeTexture(s->shirt );s->shirt = NULL;
5445 R_PurgeTexture(s->nmap );s->nmap = NULL;
5446 R_PurgeTexture(s->gloss );s->gloss = NULL;
5447 R_PurgeTexture(s->glow );s->glow = NULL;
5448 R_PurgeTexture(s->fog );s->fog = NULL;
5449 R_PurgeTexture(s->reflect);s->reflect = NULL;
5450 s->loadsequence = 0;
5456 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5458 char basename[MAX_QPATH];
5460 Image_StripImageExtension(name, basename, sizeof(basename));
5462 if( last == NULL ) {
5464 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5465 item = r_skinframe.hash[hashindex];
5470 // linearly search through the hash bucket
5471 for( ; item ; item = item->next ) {
5472 if( !strcmp( item->basename, basename ) ) {
5479 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5483 char basename[MAX_QPATH];
5485 Image_StripImageExtension(name, basename, sizeof(basename));
5487 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5488 for (item = r_skinframe.hash[hashindex];item;item = item->next)
5489 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5493 rtexture_t *dyntexture;
5494 // check whether its a dynamic texture
5495 dyntexture = CL_GetDynTexture( basename );
5496 if (!add && !dyntexture)
5498 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5499 memset(item, 0, sizeof(*item));
5500 strlcpy(item->basename, basename, sizeof(item->basename));
5501 item->base = dyntexture; // either NULL or dyntexture handle
5502 item->textureflags = textureflags;
5503 item->comparewidth = comparewidth;
5504 item->compareheight = compareheight;
5505 item->comparecrc = comparecrc;
5506 item->next = r_skinframe.hash[hashindex];
5507 r_skinframe.hash[hashindex] = item;
5509 else if( item->base == NULL )
5511 rtexture_t *dyntexture;
5512 // check whether its a dynamic texture
5513 // 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]
5514 dyntexture = CL_GetDynTexture( basename );
5515 item->base = dyntexture; // either NULL or dyntexture handle
5518 R_SkinFrame_MarkUsed(item);
5522 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5524 unsigned long long avgcolor[5], wsum; \
5532 for(pix = 0; pix < cnt; ++pix) \
5535 for(comp = 0; comp < 3; ++comp) \
5537 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5540 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5542 for(comp = 0; comp < 3; ++comp) \
5543 avgcolor[comp] += getpixel * w; \
5546 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5547 avgcolor[4] += getpixel; \
5549 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5551 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5552 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5553 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5554 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5557 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5560 unsigned char *pixels;
5561 unsigned char *bumppixels;
5562 unsigned char *basepixels = NULL;
5563 int basepixels_width = 0;
5564 int basepixels_height = 0;
5565 skinframe_t *skinframe;
5566 rtexture_t *ddsbase = NULL;
5567 qboolean ddshasalpha = false;
5568 float ddsavgcolor[4];
5569 char basename[MAX_QPATH];
5571 if (cls.state == ca_dedicated)
5574 // return an existing skinframe if already loaded
5575 // if loading of the first image fails, don't make a new skinframe as it
5576 // would cause all future lookups of this to be missing
5577 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5578 if (skinframe && skinframe->base)
5581 Image_StripImageExtension(name, basename, sizeof(basename));
5583 // check for DDS texture file first
5584 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5586 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5587 if (basepixels == NULL)
5591 if (developer_loading.integer)
5592 Con_Printf("loading skin \"%s\"\n", name);
5594 // we've got some pixels to store, so really allocate this new texture now
5596 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5597 skinframe->stain = NULL;
5598 skinframe->merged = NULL;
5599 skinframe->base = NULL;
5600 skinframe->pants = NULL;
5601 skinframe->shirt = NULL;
5602 skinframe->nmap = NULL;
5603 skinframe->gloss = NULL;
5604 skinframe->glow = NULL;
5605 skinframe->fog = NULL;
5606 skinframe->reflect = NULL;
5607 skinframe->hasalpha = false;
5611 skinframe->base = ddsbase;
5612 skinframe->hasalpha = ddshasalpha;
5613 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5614 if (r_loadfog && skinframe->hasalpha)
5615 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5616 //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]);
5620 basepixels_width = image_width;
5621 basepixels_height = image_height;
5622 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);
5623 if (textureflags & TEXF_ALPHA)
5625 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5627 if (basepixels[j] < 255)
5629 skinframe->hasalpha = true;
5633 if (r_loadfog && skinframe->hasalpha)
5635 // has transparent pixels
5636 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5637 for (j = 0;j < image_width * image_height * 4;j += 4)
5642 pixels[j+3] = basepixels[j+3];
5644 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);
5648 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5649 //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]);
5650 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5651 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5652 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5653 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5658 if (r_loadnormalmap)
5659 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5660 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5662 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5663 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5664 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5665 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5668 // _norm is the name used by tenebrae and has been adopted as standard
5669 if (r_loadnormalmap && skinframe->nmap == NULL)
5671 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5673 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);
5677 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5679 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5680 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5681 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);
5683 Mem_Free(bumppixels);
5685 else if (r_shadow_bumpscale_basetexture.value > 0)
5687 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5688 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5689 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);
5692 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5693 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5696 // _luma is supported only for tenebrae compatibility
5697 // _glow is the preferred name
5698 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))))
5700 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);
5701 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5702 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5703 Mem_Free(pixels);pixels = NULL;
5706 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5708 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);
5709 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5710 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5715 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5717 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);
5718 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5719 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5724 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5726 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);
5727 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5728 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5733 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5735 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);
5736 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5737 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5743 Mem_Free(basepixels);
5748 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5749 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5752 unsigned char *temp1, *temp2;
5753 skinframe_t *skinframe;
5755 if (cls.state == ca_dedicated)
5758 // if already loaded just return it, otherwise make a new skinframe
5759 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5760 if (skinframe && skinframe->base)
5763 skinframe->stain = NULL;
5764 skinframe->merged = NULL;
5765 skinframe->base = NULL;
5766 skinframe->pants = NULL;
5767 skinframe->shirt = NULL;
5768 skinframe->nmap = NULL;
5769 skinframe->gloss = NULL;
5770 skinframe->glow = NULL;
5771 skinframe->fog = NULL;
5772 skinframe->reflect = NULL;
5773 skinframe->hasalpha = false;
5775 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5779 if (developer_loading.integer)
5780 Con_Printf("loading 32bit skin \"%s\"\n", name);
5782 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5784 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5785 temp2 = temp1 + width * height * 4;
5786 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5787 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5790 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5791 if (textureflags & TEXF_ALPHA)
5793 for (i = 3;i < width * height * 4;i += 4)
5795 if (skindata[i] < 255)
5797 skinframe->hasalpha = true;
5801 if (r_loadfog && skinframe->hasalpha)
5803 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5804 memcpy(fogpixels, skindata, width * height * 4);
5805 for (i = 0;i < width * height * 4;i += 4)
5806 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5807 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5808 Mem_Free(fogpixels);
5812 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5813 //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]);
5818 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5822 skinframe_t *skinframe;
5824 if (cls.state == ca_dedicated)
5827 // if already loaded just return it, otherwise make a new skinframe
5828 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5829 if (skinframe && skinframe->base)
5832 skinframe->stain = NULL;
5833 skinframe->merged = NULL;
5834 skinframe->base = NULL;
5835 skinframe->pants = NULL;
5836 skinframe->shirt = NULL;
5837 skinframe->nmap = NULL;
5838 skinframe->gloss = NULL;
5839 skinframe->glow = NULL;
5840 skinframe->fog = NULL;
5841 skinframe->reflect = NULL;
5842 skinframe->hasalpha = false;
5844 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5848 if (developer_loading.integer)
5849 Con_Printf("loading quake skin \"%s\"\n", name);
5851 // 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)
5852 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5853 memcpy(skinframe->qpixels, skindata, width*height);
5854 skinframe->qwidth = width;
5855 skinframe->qheight = height;
5858 for (i = 0;i < width * height;i++)
5859 featuresmask |= palette_featureflags[skindata[i]];
5861 skinframe->hasalpha = false;
5862 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5863 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5864 skinframe->qgeneratemerged = true;
5865 skinframe->qgeneratebase = skinframe->qhascolormapping;
5866 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5868 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5869 //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]);
5874 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5878 unsigned char *skindata;
5880 if (!skinframe->qpixels)
5883 if (!skinframe->qhascolormapping)
5884 colormapped = false;
5888 if (!skinframe->qgeneratebase)
5893 if (!skinframe->qgeneratemerged)
5897 width = skinframe->qwidth;
5898 height = skinframe->qheight;
5899 skindata = skinframe->qpixels;
5901 if (skinframe->qgeneratenmap)
5903 unsigned char *temp1, *temp2;
5904 skinframe->qgeneratenmap = false;
5905 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5906 temp2 = temp1 + width * height * 4;
5907 // use either a custom palette or the quake palette
5908 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5909 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5910 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5914 if (skinframe->qgenerateglow)
5916 skinframe->qgenerateglow = false;
5917 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5922 skinframe->qgeneratebase = false;
5923 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);
5924 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5925 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5929 skinframe->qgeneratemerged = false;
5930 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5933 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5935 Mem_Free(skinframe->qpixels);
5936 skinframe->qpixels = NULL;
5940 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)
5943 skinframe_t *skinframe;
5945 if (cls.state == ca_dedicated)
5948 // if already loaded just return it, otherwise make a new skinframe
5949 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5950 if (skinframe && skinframe->base)
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 // if no data was provided, then clearly the caller wanted to get a blank skinframe
5969 if (developer_loading.integer)
5970 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5972 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5973 if (textureflags & TEXF_ALPHA)
5975 for (i = 0;i < width * height;i++)
5977 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5979 skinframe->hasalpha = true;
5983 if (r_loadfog && skinframe->hasalpha)
5984 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5987 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5988 //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]);
5993 skinframe_t *R_SkinFrame_LoadMissing(void)
5995 skinframe_t *skinframe;
5997 if (cls.state == ca_dedicated)
6000 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6001 skinframe->stain = NULL;
6002 skinframe->merged = NULL;
6003 skinframe->base = NULL;
6004 skinframe->pants = NULL;
6005 skinframe->shirt = NULL;
6006 skinframe->nmap = NULL;
6007 skinframe->gloss = NULL;
6008 skinframe->glow = NULL;
6009 skinframe->fog = NULL;
6010 skinframe->reflect = NULL;
6011 skinframe->hasalpha = false;
6013 skinframe->avgcolor[0] = rand() / RAND_MAX;
6014 skinframe->avgcolor[1] = rand() / RAND_MAX;
6015 skinframe->avgcolor[2] = rand() / RAND_MAX;
6016 skinframe->avgcolor[3] = 1;
6021 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6022 typedef struct suffixinfo_s
6025 qboolean flipx, flipy, flipdiagonal;
6028 static suffixinfo_t suffix[3][6] =
6031 {"px", false, false, false},
6032 {"nx", false, false, false},
6033 {"py", false, false, false},
6034 {"ny", false, false, false},
6035 {"pz", false, false, false},
6036 {"nz", false, false, false}
6039 {"posx", false, false, false},
6040 {"negx", false, false, false},
6041 {"posy", false, false, false},
6042 {"negy", false, false, false},
6043 {"posz", false, false, false},
6044 {"negz", false, false, false}
6047 {"rt", true, false, true},
6048 {"lf", false, true, true},
6049 {"ft", true, true, false},
6050 {"bk", false, false, false},
6051 {"up", true, false, true},
6052 {"dn", true, false, true}
6056 static int componentorder[4] = {0, 1, 2, 3};
6058 rtexture_t *R_LoadCubemap(const char *basename)
6060 int i, j, cubemapsize;
6061 unsigned char *cubemappixels, *image_buffer;
6062 rtexture_t *cubemaptexture;
6064 // must start 0 so the first loadimagepixels has no requested width/height
6066 cubemappixels = NULL;
6067 cubemaptexture = NULL;
6068 // keep trying different suffix groups (posx, px, rt) until one loads
6069 for (j = 0;j < 3 && !cubemappixels;j++)
6071 // load the 6 images in the suffix group
6072 for (i = 0;i < 6;i++)
6074 // generate an image name based on the base and and suffix
6075 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6077 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6079 // an image loaded, make sure width and height are equal
6080 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6082 // if this is the first image to load successfully, allocate the cubemap memory
6083 if (!cubemappixels && image_width >= 1)
6085 cubemapsize = image_width;
6086 // note this clears to black, so unavailable sides are black
6087 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6089 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6091 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);
6094 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6096 Mem_Free(image_buffer);
6100 // if a cubemap loaded, upload it
6103 if (developer_loading.integer)
6104 Con_Printf("loading cubemap \"%s\"\n", basename);
6106 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6107 Mem_Free(cubemappixels);
6111 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6112 if (developer_loading.integer)
6114 Con_Printf("(tried tried images ");
6115 for (j = 0;j < 3;j++)
6116 for (i = 0;i < 6;i++)
6117 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6118 Con_Print(" and was unable to find any of them).\n");
6121 return cubemaptexture;
6124 rtexture_t *R_GetCubemap(const char *basename)
6127 for (i = 0;i < r_texture_numcubemaps;i++)
6128 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6129 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6130 if (i >= MAX_CUBEMAPS)
6131 return r_texture_whitecube;
6132 r_texture_numcubemaps++;
6133 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6134 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6135 return r_texture_cubemaps[i].texture;
6138 void R_FreeCubemaps(void)
6141 for (i = 0;i < r_texture_numcubemaps;i++)
6143 if (developer_loading.integer)
6144 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6145 if (r_texture_cubemaps[i].texture)
6146 R_FreeTexture(r_texture_cubemaps[i].texture);
6148 r_texture_numcubemaps = 0;
6151 void R_Main_FreeViewCache(void)
6153 if (r_refdef.viewcache.entityvisible)
6154 Mem_Free(r_refdef.viewcache.entityvisible);
6155 if (r_refdef.viewcache.world_pvsbits)
6156 Mem_Free(r_refdef.viewcache.world_pvsbits);
6157 if (r_refdef.viewcache.world_leafvisible)
6158 Mem_Free(r_refdef.viewcache.world_leafvisible);
6159 if (r_refdef.viewcache.world_surfacevisible)
6160 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6161 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6164 void R_Main_ResizeViewCache(void)
6166 int numentities = r_refdef.scene.numentities;
6167 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6168 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6169 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6170 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6171 if (r_refdef.viewcache.maxentities < numentities)
6173 r_refdef.viewcache.maxentities = numentities;
6174 if (r_refdef.viewcache.entityvisible)
6175 Mem_Free(r_refdef.viewcache.entityvisible);
6176 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6178 if (r_refdef.viewcache.world_numclusters != numclusters)
6180 r_refdef.viewcache.world_numclusters = numclusters;
6181 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6182 if (r_refdef.viewcache.world_pvsbits)
6183 Mem_Free(r_refdef.viewcache.world_pvsbits);
6184 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6186 if (r_refdef.viewcache.world_numleafs != numleafs)
6188 r_refdef.viewcache.world_numleafs = numleafs;
6189 if (r_refdef.viewcache.world_leafvisible)
6190 Mem_Free(r_refdef.viewcache.world_leafvisible);
6191 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6193 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6195 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6196 if (r_refdef.viewcache.world_surfacevisible)
6197 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6198 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6202 extern rtexture_t *loadingscreentexture;
6203 void gl_main_start(void)
6205 loadingscreentexture = NULL;
6206 r_texture_blanknormalmap = NULL;
6207 r_texture_white = NULL;
6208 r_texture_grey128 = NULL;
6209 r_texture_black = NULL;
6210 r_texture_whitecube = NULL;
6211 r_texture_normalizationcube = NULL;
6212 r_texture_fogattenuation = NULL;
6213 r_texture_fogheighttexture = NULL;
6214 r_texture_gammaramps = NULL;
6215 r_texture_numcubemaps = 0;
6217 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6218 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6220 switch(vid.renderpath)
6222 case RENDERPATH_GL20:
6223 case RENDERPATH_CGGL:
6224 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6225 Cvar_SetValueQuick(&gl_combine, 1);
6226 Cvar_SetValueQuick(&r_glsl, 1);
6227 r_loadnormalmap = true;
6231 case RENDERPATH_GL13:
6232 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6233 Cvar_SetValueQuick(&gl_combine, 1);
6234 Cvar_SetValueQuick(&r_glsl, 0);
6235 r_loadnormalmap = false;
6236 r_loadgloss = false;
6239 case RENDERPATH_GL11:
6240 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6241 Cvar_SetValueQuick(&gl_combine, 0);
6242 Cvar_SetValueQuick(&r_glsl, 0);
6243 r_loadnormalmap = false;
6244 r_loadgloss = false;
6250 R_FrameData_Reset();
6254 memset(r_queries, 0, sizeof(r_queries));
6256 r_qwskincache = NULL;
6257 r_qwskincache_size = 0;
6259 // set up r_skinframe loading system for textures
6260 memset(&r_skinframe, 0, sizeof(r_skinframe));
6261 r_skinframe.loadsequence = 1;
6262 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6264 r_main_texturepool = R_AllocTexturePool();
6265 R_BuildBlankTextures();
6267 if (vid.support.arb_texture_cube_map)
6270 R_BuildNormalizationCube();
6272 r_texture_fogattenuation = NULL;
6273 r_texture_fogheighttexture = NULL;
6274 r_texture_gammaramps = NULL;
6275 //r_texture_fogintensity = NULL;
6276 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6277 memset(&r_waterstate, 0, sizeof(r_waterstate));
6278 r_glsl_permutation = NULL;
6279 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6280 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6281 glslshaderstring = NULL;
6283 r_cg_permutation = NULL;
6284 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6285 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6286 cgshaderstring = NULL;
6288 memset(&r_svbsp, 0, sizeof (r_svbsp));
6290 r_refdef.fogmasktable_density = 0;
6293 void gl_main_shutdown(void)
6296 R_FrameData_Reset();
6298 R_Main_FreeViewCache();
6301 qglDeleteQueriesARB(r_maxqueries, r_queries);
6305 memset(r_queries, 0, sizeof(r_queries));
6307 r_qwskincache = NULL;
6308 r_qwskincache_size = 0;
6310 // clear out the r_skinframe state
6311 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6312 memset(&r_skinframe, 0, sizeof(r_skinframe));
6315 Mem_Free(r_svbsp.nodes);
6316 memset(&r_svbsp, 0, sizeof (r_svbsp));
6317 R_FreeTexturePool(&r_main_texturepool);
6318 loadingscreentexture = NULL;
6319 r_texture_blanknormalmap = NULL;
6320 r_texture_white = NULL;
6321 r_texture_grey128 = NULL;
6322 r_texture_black = NULL;
6323 r_texture_whitecube = NULL;
6324 r_texture_normalizationcube = NULL;
6325 r_texture_fogattenuation = NULL;
6326 r_texture_fogheighttexture = NULL;
6327 r_texture_gammaramps = NULL;
6328 r_texture_numcubemaps = 0;
6329 //r_texture_fogintensity = NULL;
6330 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6331 memset(&r_waterstate, 0, sizeof(r_waterstate));
6332 r_glsl_permutation = NULL;
6333 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6334 glslshaderstring = NULL;
6336 r_cg_permutation = NULL;
6337 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6338 cgshaderstring = NULL;
6343 extern void CL_ParseEntityLump(char *entitystring);
6344 void gl_main_newmap(void)
6346 // FIXME: move this code to client
6348 char *entities, entname[MAX_QPATH];
6350 Mem_Free(r_qwskincache);
6351 r_qwskincache = NULL;
6352 r_qwskincache_size = 0;
6355 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6356 l = (int)strlen(entname) - 4;
6357 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6359 memcpy(entname + l, ".ent", 5);
6360 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6362 CL_ParseEntityLump(entities);
6367 if (cl.worldmodel->brush.entities)
6368 CL_ParseEntityLump(cl.worldmodel->brush.entities);
6370 R_Main_FreeViewCache();
6372 R_FrameData_Reset();
6375 void GL_Main_Init(void)
6377 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6379 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6380 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6381 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6382 if (gamemode == GAME_NEHAHRA)
6384 Cvar_RegisterVariable (&gl_fogenable);
6385 Cvar_RegisterVariable (&gl_fogdensity);
6386 Cvar_RegisterVariable (&gl_fogred);
6387 Cvar_RegisterVariable (&gl_foggreen);
6388 Cvar_RegisterVariable (&gl_fogblue);
6389 Cvar_RegisterVariable (&gl_fogstart);
6390 Cvar_RegisterVariable (&gl_fogend);
6391 Cvar_RegisterVariable (&gl_skyclip);
6393 Cvar_RegisterVariable(&r_motionblur);
6394 Cvar_RegisterVariable(&r_motionblur_maxblur);
6395 Cvar_RegisterVariable(&r_motionblur_bmin);
6396 Cvar_RegisterVariable(&r_motionblur_vmin);
6397 Cvar_RegisterVariable(&r_motionblur_vmax);
6398 Cvar_RegisterVariable(&r_motionblur_vcoeff);
6399 Cvar_RegisterVariable(&r_motionblur_randomize);
6400 Cvar_RegisterVariable(&r_damageblur);
6401 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6402 Cvar_RegisterVariable(&r_equalize_entities_minambient);
6403 Cvar_RegisterVariable(&r_equalize_entities_by);
6404 Cvar_RegisterVariable(&r_equalize_entities_to);
6405 Cvar_RegisterVariable(&r_depthfirst);
6406 Cvar_RegisterVariable(&r_useinfinitefarclip);
6407 Cvar_RegisterVariable(&r_farclip_base);
6408 Cvar_RegisterVariable(&r_farclip_world);
6409 Cvar_RegisterVariable(&r_nearclip);
6410 Cvar_RegisterVariable(&r_showbboxes);
6411 Cvar_RegisterVariable(&r_showsurfaces);
6412 Cvar_RegisterVariable(&r_showtris);
6413 Cvar_RegisterVariable(&r_shownormals);
6414 Cvar_RegisterVariable(&r_showlighting);
6415 Cvar_RegisterVariable(&r_showshadowvolumes);
6416 Cvar_RegisterVariable(&r_showcollisionbrushes);
6417 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6418 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6419 Cvar_RegisterVariable(&r_showdisabledepthtest);
6420 Cvar_RegisterVariable(&r_drawportals);
6421 Cvar_RegisterVariable(&r_drawentities);
6422 Cvar_RegisterVariable(&r_cullentities_trace);
6423 Cvar_RegisterVariable(&r_cullentities_trace_samples);
6424 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6425 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6426 Cvar_RegisterVariable(&r_cullentities_trace_delay);
6427 Cvar_RegisterVariable(&r_drawviewmodel);
6428 Cvar_RegisterVariable(&r_drawexteriormodel);
6429 Cvar_RegisterVariable(&r_speeds);
6430 Cvar_RegisterVariable(&r_fullbrights);
6431 Cvar_RegisterVariable(&r_wateralpha);
6432 Cvar_RegisterVariable(&r_dynamic);
6433 Cvar_RegisterVariable(&r_fullbright);
6434 Cvar_RegisterVariable(&r_shadows);
6435 Cvar_RegisterVariable(&r_shadows_darken);
6436 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6437 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6438 Cvar_RegisterVariable(&r_shadows_throwdistance);
6439 Cvar_RegisterVariable(&r_shadows_throwdirection);
6440 Cvar_RegisterVariable(&r_shadows_focus);
6441 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6442 Cvar_RegisterVariable(&r_q1bsp_skymasking);
6443 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6444 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6445 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6446 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6447 Cvar_RegisterVariable(&r_fog_exp2);
6448 Cvar_RegisterVariable(&r_drawfog);
6449 Cvar_RegisterVariable(&r_transparentdepthmasking);
6450 Cvar_RegisterVariable(&r_texture_dds_load);
6451 Cvar_RegisterVariable(&r_texture_dds_save);
6452 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6453 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6454 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6455 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6456 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6457 Cvar_RegisterVariable(&r_textureunits);
6458 Cvar_RegisterVariable(&gl_combine);
6459 Cvar_RegisterVariable(&r_glsl);
6460 Cvar_RegisterVariable(&r_glsl_deluxemapping);
6461 Cvar_RegisterVariable(&r_glsl_offsetmapping);
6462 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6463 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6464 Cvar_RegisterVariable(&r_glsl_postprocess);
6465 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6466 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6467 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6468 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6469 Cvar_RegisterVariable(&r_water);
6470 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6471 Cvar_RegisterVariable(&r_water_clippingplanebias);
6472 Cvar_RegisterVariable(&r_water_refractdistort);
6473 Cvar_RegisterVariable(&r_water_reflectdistort);
6474 Cvar_RegisterVariable(&r_lerpsprites);
6475 Cvar_RegisterVariable(&r_lerpmodels);
6476 Cvar_RegisterVariable(&r_lerplightstyles);
6477 Cvar_RegisterVariable(&r_waterscroll);
6478 Cvar_RegisterVariable(&r_bloom);
6479 Cvar_RegisterVariable(&r_bloom_colorscale);
6480 Cvar_RegisterVariable(&r_bloom_brighten);
6481 Cvar_RegisterVariable(&r_bloom_blur);
6482 Cvar_RegisterVariable(&r_bloom_resolution);
6483 Cvar_RegisterVariable(&r_bloom_colorexponent);
6484 Cvar_RegisterVariable(&r_bloom_colorsubtract);
6485 Cvar_RegisterVariable(&r_hdr);
6486 Cvar_RegisterVariable(&r_hdr_scenebrightness);
6487 Cvar_RegisterVariable(&r_hdr_glowintensity);
6488 Cvar_RegisterVariable(&r_hdr_range);
6489 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6490 Cvar_RegisterVariable(&developer_texturelogging);
6491 Cvar_RegisterVariable(&gl_lightmaps);
6492 Cvar_RegisterVariable(&r_test);
6493 Cvar_RegisterVariable(&r_batchmode);
6494 Cvar_RegisterVariable(&r_glsl_saturation);
6495 Cvar_RegisterVariable(&r_framedatasize);
6496 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6497 Cvar_SetValue("r_fullbrights", 0);
6498 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6500 Cvar_RegisterVariable(&r_track_sprites);
6501 Cvar_RegisterVariable(&r_track_sprites_flags);
6502 Cvar_RegisterVariable(&r_track_sprites_scalew);
6503 Cvar_RegisterVariable(&r_track_sprites_scaleh);
6504 Cvar_RegisterVariable(&r_overheadsprites_perspective);
6505 Cvar_RegisterVariable(&r_overheadsprites_pushback);
6508 extern void R_Textures_Init(void);
6509 extern void GL_Draw_Init(void);
6510 extern void GL_Main_Init(void);
6511 extern void R_Shadow_Init(void);
6512 extern void R_Sky_Init(void);
6513 extern void GL_Surf_Init(void);
6514 extern void R_Particles_Init(void);
6515 extern void R_Explosion_Init(void);
6516 extern void gl_backend_init(void);
6517 extern void Sbar_Init(void);
6518 extern void R_LightningBeams_Init(void);
6519 extern void Mod_RenderInit(void);
6520 extern void Font_Init(void);
6522 void Render_Init(void)
6535 R_LightningBeams_Init();
6544 extern char *ENGINE_EXTENSIONS;
6547 gl_renderer = (const char *)qglGetString(GL_RENDERER);
6548 gl_vendor = (const char *)qglGetString(GL_VENDOR);
6549 gl_version = (const char *)qglGetString(GL_VERSION);
6550 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6554 if (!gl_platformextensions)
6555 gl_platformextensions = "";
6557 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6558 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6559 Con_Printf("GL_VERSION: %s\n", gl_version);
6560 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6561 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6563 VID_CheckExtensions();
6565 // LordHavoc: report supported extensions
6566 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6568 // clear to black (loading plaque will be seen over this)
6570 qglClearColor(0,0,0,1);CHECKGLERROR
6571 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6574 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6578 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6580 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6583 p = r_refdef.view.frustum + i;
6588 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6592 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6596 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6600 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6604 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6608 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6612 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6616 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6624 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6628 for (i = 0;i < numplanes;i++)
6635 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6639 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6643 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6647 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6651 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6655 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6659 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6663 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6671 //==================================================================================
6673 // LordHavoc: this stores temporary data used within the same frame
6675 qboolean r_framedata_failed;
6676 static size_t r_framedata_size;
6677 static size_t r_framedata_current;
6678 static void *r_framedata_base;
6680 void R_FrameData_Reset(void)
6682 if (r_framedata_base)
6683 Mem_Free(r_framedata_base);
6684 r_framedata_base = NULL;
6685 r_framedata_size = 0;
6686 r_framedata_current = 0;
6687 r_framedata_failed = false;
6690 void R_FrameData_NewFrame(void)
6693 if (r_framedata_failed)
6694 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6695 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6696 wantedsize = bound(65536, wantedsize, 128*1024*1024);
6697 if (r_framedata_size != wantedsize)
6699 r_framedata_size = wantedsize;
6700 if (r_framedata_base)
6701 Mem_Free(r_framedata_base);
6702 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6704 r_framedata_current = 0;
6705 r_framedata_failed = false;
6708 void *R_FrameData_Alloc(size_t size)
6712 // align to 16 byte boundary
6713 size = (size + 15) & ~15;
6714 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6715 r_framedata_current += size;
6718 if (r_framedata_current > r_framedata_size)
6719 r_framedata_failed = true;
6721 // return NULL on everything after a failure
6722 if (r_framedata_failed)
6728 void *R_FrameData_Store(size_t size, void *data)
6730 void *d = R_FrameData_Alloc(size);
6732 memcpy(d, data, size);
6736 //==================================================================================
6738 // LordHavoc: animcache originally written by Echon, rewritten since then
6741 * Animation cache prevents re-generating mesh data for an animated model
6742 * multiple times in one frame for lighting, shadowing, reflections, etc.
6745 void R_AnimCache_Free(void)
6749 void R_AnimCache_ClearCache(void)
6752 entity_render_t *ent;
6754 for (i = 0;i < r_refdef.scene.numentities;i++)
6756 ent = r_refdef.scene.entities[i];
6757 ent->animcache_vertex3f = NULL;
6758 ent->animcache_normal3f = NULL;
6759 ent->animcache_svector3f = NULL;
6760 ent->animcache_tvector3f = NULL;
6764 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6766 dp_model_t *model = ent->model;
6768 // see if it's already cached this frame
6769 if (ent->animcache_vertex3f)
6771 // add normals/tangents if needed
6772 if (wantnormals || wanttangents)
6774 if (ent->animcache_normal3f)
6775 wantnormals = false;
6776 if (ent->animcache_svector3f)
6777 wanttangents = false;
6778 if (wantnormals || wanttangents)
6780 numvertices = model->surfmesh.num_vertices;
6782 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6785 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6786 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6788 if (!r_framedata_failed)
6789 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6795 // see if this ent is worth caching
6796 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6798 // get some memory for this entity and generate mesh data
6799 numvertices = model->surfmesh.num_vertices;
6800 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6802 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6805 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6806 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6808 if (!r_framedata_failed)
6809 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6811 return !r_framedata_failed;
6814 void R_AnimCache_CacheVisibleEntities(void)
6817 qboolean wantnormals = !r_showsurfaces.integer;
6818 qboolean wanttangents = !r_showsurfaces.integer;
6820 switch(vid.renderpath)
6822 case RENDERPATH_GL20:
6823 case RENDERPATH_CGGL:
6825 case RENDERPATH_GL13:
6826 case RENDERPATH_GL11:
6827 wanttangents = false;
6831 // TODO: thread this
6832 // NOTE: R_PrepareRTLights() also caches entities
6834 for (i = 0;i < r_refdef.scene.numentities;i++)
6835 if (r_refdef.viewcache.entityvisible[i])
6836 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6839 //==================================================================================
6841 static void R_View_UpdateEntityLighting (void)
6844 entity_render_t *ent;
6845 vec3_t tempdiffusenormal, avg;
6846 vec_t f, fa, fd, fdd;
6847 qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6849 for (i = 0;i < r_refdef.scene.numentities;i++)
6851 ent = r_refdef.scene.entities[i];
6853 // skip unseen models
6854 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6858 if (ent->model && ent->model->brush.num_leafs)
6860 // TODO: use modellight for r_ambient settings on world?
6861 VectorSet(ent->modellight_ambient, 0, 0, 0);
6862 VectorSet(ent->modellight_diffuse, 0, 0, 0);
6863 VectorSet(ent->modellight_lightdir, 0, 0, 1);
6867 // fetch the lighting from the worldmodel data
6868 VectorClear(ent->modellight_ambient);
6869 VectorClear(ent->modellight_diffuse);
6870 VectorClear(tempdiffusenormal);
6871 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6874 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6875 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6876 if(ent->flags & RENDER_EQUALIZE)
6878 // first fix up ambient lighting...
6879 if(r_equalize_entities_minambient.value > 0)
6881 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6884 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6885 if(fa < r_equalize_entities_minambient.value * fd)
6888 // fa'/fd' = minambient
6889 // fa'+0.25*fd' = fa+0.25*fd
6891 // fa' = fd' * minambient
6892 // fd'*(0.25+minambient) = fa+0.25*fd
6894 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6895 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6897 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6898 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
6899 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6900 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6905 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6907 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6908 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6911 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6912 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6913 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6919 VectorSet(ent->modellight_ambient, 1, 1, 1);
6921 // move the light direction into modelspace coordinates for lighting code
6922 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6923 if(VectorLength2(ent->modellight_lightdir) == 0)
6924 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6925 VectorNormalize(ent->modellight_lightdir);
6929 #define MAX_LINEOFSIGHTTRACES 64
6931 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6934 vec3_t boxmins, boxmaxs;
6937 dp_model_t *model = r_refdef.scene.worldmodel;
6939 if (!model || !model->brush.TraceLineOfSight)
6942 // expand the box a little
6943 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6944 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6945 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6946 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6947 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6948 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6950 // return true if eye is inside enlarged box
6951 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6955 VectorCopy(eye, start);
6956 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6957 if (model->brush.TraceLineOfSight(model, start, end))
6960 // try various random positions
6961 for (i = 0;i < numsamples;i++)
6963 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6964 if (model->brush.TraceLineOfSight(model, start, end))
6972 static void R_View_UpdateEntityVisible (void)
6977 entity_render_t *ent;
6979 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6980 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6981 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
6982 : RENDER_EXTERIORMODEL;
6983 if (!r_drawviewmodel.integer)
6984 renderimask |= RENDER_VIEWMODEL;
6985 if (!r_drawexteriormodel.integer)
6986 renderimask |= RENDER_EXTERIORMODEL;
6987 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6989 // worldmodel can check visibility
6990 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6991 for (i = 0;i < r_refdef.scene.numentities;i++)
6993 ent = r_refdef.scene.entities[i];
6994 if (!(ent->flags & renderimask))
6995 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)))
6996 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))
6997 r_refdef.viewcache.entityvisible[i] = true;
6999 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7000 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7002 for (i = 0;i < r_refdef.scene.numentities;i++)
7004 ent = r_refdef.scene.entities[i];
7005 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7007 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7009 continue; // temp entities do pvs only
7010 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7011 ent->last_trace_visibility = realtime;
7012 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7013 r_refdef.viewcache.entityvisible[i] = 0;
7020 // no worldmodel or it can't check visibility
7021 for (i = 0;i < r_refdef.scene.numentities;i++)
7023 ent = r_refdef.scene.entities[i];
7024 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));
7029 /// only used if skyrendermasked, and normally returns false
7030 int R_DrawBrushModelsSky (void)
7033 entity_render_t *ent;
7036 for (i = 0;i < r_refdef.scene.numentities;i++)
7038 if (!r_refdef.viewcache.entityvisible[i])
7040 ent = r_refdef.scene.entities[i];
7041 if (!ent->model || !ent->model->DrawSky)
7043 ent->model->DrawSky(ent);
7049 static void R_DrawNoModel(entity_render_t *ent);
7050 static void R_DrawModels(void)
7053 entity_render_t *ent;
7055 for (i = 0;i < r_refdef.scene.numentities;i++)
7057 if (!r_refdef.viewcache.entityvisible[i])
7059 ent = r_refdef.scene.entities[i];
7060 r_refdef.stats.entities++;
7061 if (ent->model && ent->model->Draw != NULL)
7062 ent->model->Draw(ent);
7068 static void R_DrawModelsDepth(void)
7071 entity_render_t *ent;
7073 for (i = 0;i < r_refdef.scene.numentities;i++)
7075 if (!r_refdef.viewcache.entityvisible[i])
7077 ent = r_refdef.scene.entities[i];
7078 if (ent->model && ent->model->DrawDepth != NULL)
7079 ent->model->DrawDepth(ent);
7083 static void R_DrawModelsDebug(void)
7086 entity_render_t *ent;
7088 for (i = 0;i < r_refdef.scene.numentities;i++)
7090 if (!r_refdef.viewcache.entityvisible[i])
7092 ent = r_refdef.scene.entities[i];
7093 if (ent->model && ent->model->DrawDebug != NULL)
7094 ent->model->DrawDebug(ent);
7098 static void R_DrawModelsAddWaterPlanes(void)
7101 entity_render_t *ent;
7103 for (i = 0;i < r_refdef.scene.numentities;i++)
7105 if (!r_refdef.viewcache.entityvisible[i])
7107 ent = r_refdef.scene.entities[i];
7108 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7109 ent->model->DrawAddWaterPlanes(ent);
7113 static void R_View_SetFrustum(void)
7116 double slopex, slopey;
7117 vec3_t forward, left, up, origin;
7119 // we can't trust r_refdef.view.forward and friends in reflected scenes
7120 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7123 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7124 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7125 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7126 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7127 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7128 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7129 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7130 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7131 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7132 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7133 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7134 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7138 zNear = r_refdef.nearclip;
7139 nudge = 1.0 - 1.0 / (1<<23);
7140 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7141 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7142 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7143 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7144 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7145 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7146 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7147 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7153 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7154 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7155 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7156 r_refdef.view.frustum[0].dist = m[15] - m[12];
7158 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7159 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7160 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7161 r_refdef.view.frustum[1].dist = m[15] + m[12];
7163 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7164 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7165 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7166 r_refdef.view.frustum[2].dist = m[15] - m[13];
7168 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7169 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7170 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7171 r_refdef.view.frustum[3].dist = m[15] + m[13];
7173 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7174 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7175 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7176 r_refdef.view.frustum[4].dist = m[15] - m[14];
7178 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7179 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7180 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7181 r_refdef.view.frustum[5].dist = m[15] + m[14];
7184 if (r_refdef.view.useperspective)
7186 slopex = 1.0 / r_refdef.view.frustum_x;
7187 slopey = 1.0 / r_refdef.view.frustum_y;
7188 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7189 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
7190 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
7191 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
7192 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7194 // Leaving those out was a mistake, those were in the old code, and they
7195 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7196 // I couldn't reproduce it after adding those normalizations. --blub
7197 VectorNormalize(r_refdef.view.frustum[0].normal);
7198 VectorNormalize(r_refdef.view.frustum[1].normal);
7199 VectorNormalize(r_refdef.view.frustum[2].normal);
7200 VectorNormalize(r_refdef.view.frustum[3].normal);
7202 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7203 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]);
7204 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]);
7205 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]);
7206 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]);
7208 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7209 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7210 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7211 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7212 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7216 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7217 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7218 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7219 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7220 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7221 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7222 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7223 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7224 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7225 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7227 r_refdef.view.numfrustumplanes = 5;
7229 if (r_refdef.view.useclipplane)
7231 r_refdef.view.numfrustumplanes = 6;
7232 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7235 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7236 PlaneClassify(r_refdef.view.frustum + i);
7238 // LordHavoc: note to all quake engine coders, Quake had a special case
7239 // for 90 degrees which assumed a square view (wrong), so I removed it,
7240 // Quake2 has it disabled as well.
7242 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7243 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7244 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7245 //PlaneClassify(&frustum[0]);
7247 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7248 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7249 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7250 //PlaneClassify(&frustum[1]);
7252 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7253 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7254 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7255 //PlaneClassify(&frustum[2]);
7257 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7258 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7259 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7260 //PlaneClassify(&frustum[3]);
7263 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7264 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7265 //PlaneClassify(&frustum[4]);
7268 void R_View_Update(void)
7270 R_Main_ResizeViewCache();
7271 R_View_SetFrustum();
7272 R_View_WorldVisibility(r_refdef.view.useclipplane);
7273 R_View_UpdateEntityVisible();
7274 R_View_UpdateEntityLighting();
7277 void R_SetupView(qboolean allowwaterclippingplane)
7279 const float *customclipplane = NULL;
7281 if (r_refdef.view.useclipplane && allowwaterclippingplane)
7283 // LordHavoc: couldn't figure out how to make this approach the
7284 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7285 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7286 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7287 dist = r_refdef.view.clipplane.dist;
7288 plane[0] = r_refdef.view.clipplane.normal[0];
7289 plane[1] = r_refdef.view.clipplane.normal[1];
7290 plane[2] = r_refdef.view.clipplane.normal[2];
7292 customclipplane = plane;
7295 if (!r_refdef.view.useperspective)
7296 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);
7297 else if (vid.stencil && r_useinfinitefarclip.integer)
7298 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);
7300 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);
7301 R_SetViewport(&r_refdef.view.viewport);
7304 void R_EntityMatrix(const matrix4x4_t *matrix)
7306 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7308 gl_modelmatrixchanged = false;
7309 gl_modelmatrix = *matrix;
7310 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7311 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7312 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7313 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7315 switch(vid.renderpath)
7317 case RENDERPATH_GL20:
7318 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7319 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7320 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7322 case RENDERPATH_CGGL:
7325 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7326 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7327 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7330 case RENDERPATH_GL13:
7331 case RENDERPATH_GL11:
7332 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7338 void R_ResetViewRendering2D(void)
7340 r_viewport_t viewport;
7343 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7344 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);
7345 R_SetViewport(&viewport);
7346 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7347 GL_Color(1, 1, 1, 1);
7348 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7349 GL_BlendFunc(GL_ONE, GL_ZERO);
7350 GL_AlphaTest(false);
7351 GL_ScissorTest(false);
7352 GL_DepthMask(false);
7353 GL_DepthRange(0, 1);
7354 GL_DepthTest(false);
7355 R_EntityMatrix(&identitymatrix);
7356 R_Mesh_ResetTextureState();
7357 GL_PolygonOffset(0, 0);
7358 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7359 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7360 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7361 qglStencilMask(~0);CHECKGLERROR
7362 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7363 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7364 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7367 void R_ResetViewRendering3D(void)
7372 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7373 GL_Color(1, 1, 1, 1);
7374 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7375 GL_BlendFunc(GL_ONE, GL_ZERO);
7376 GL_AlphaTest(false);
7377 GL_ScissorTest(true);
7379 GL_DepthRange(0, 1);
7381 R_EntityMatrix(&identitymatrix);
7382 R_Mesh_ResetTextureState();
7383 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7384 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7385 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7386 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7387 qglStencilMask(~0);CHECKGLERROR
7388 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7389 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7390 GL_CullFace(r_refdef.view.cullface_back);
7395 R_RenderView_UpdateViewVectors
7398 static void R_RenderView_UpdateViewVectors(void)
7400 // break apart the view matrix into vectors for various purposes
7401 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7402 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7403 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7404 VectorNegate(r_refdef.view.left, r_refdef.view.right);
7405 // make an inverted copy of the view matrix for tracking sprites
7406 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7409 void R_RenderScene(void);
7410 void R_RenderWaterPlanes(void);
7412 static void R_Water_StartFrame(void)
7415 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7416 r_waterstate_waterplane_t *p;
7418 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7421 switch(vid.renderpath)
7423 case RENDERPATH_GL20:
7424 case RENDERPATH_CGGL:
7426 case RENDERPATH_GL13:
7427 case RENDERPATH_GL11:
7431 // set waterwidth and waterheight to the water resolution that will be
7432 // used (often less than the screen resolution for faster rendering)
7433 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7434 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7436 // calculate desired texture sizes
7437 // can't use water if the card does not support the texture size
7438 if (!r_water.integer || r_showsurfaces.integer)
7439 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7440 else if (vid.support.arb_texture_non_power_of_two)
7442 texturewidth = waterwidth;
7443 textureheight = waterheight;
7444 camerawidth = waterwidth;
7445 cameraheight = waterheight;
7449 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
7450 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
7451 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
7452 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
7455 // allocate textures as needed
7456 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7458 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7459 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7461 if (p->texture_refraction)
7462 R_FreeTexture(p->texture_refraction);
7463 p->texture_refraction = NULL;
7464 if (p->texture_reflection)
7465 R_FreeTexture(p->texture_reflection);
7466 p->texture_reflection = NULL;
7467 if (p->texture_camera)
7468 R_FreeTexture(p->texture_camera);
7469 p->texture_camera = NULL;
7471 memset(&r_waterstate, 0, sizeof(r_waterstate));
7472 r_waterstate.texturewidth = texturewidth;
7473 r_waterstate.textureheight = textureheight;
7474 r_waterstate.camerawidth = camerawidth;
7475 r_waterstate.cameraheight = cameraheight;
7478 if (r_waterstate.texturewidth)
7480 r_waterstate.enabled = true;
7482 // when doing a reduced render (HDR) we want to use a smaller area
7483 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7484 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7486 // set up variables that will be used in shader setup
7487 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7488 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7489 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7490 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7493 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7494 r_waterstate.numwaterplanes = 0;
7497 void R_Water_AddWaterPlane(msurface_t *surface)
7499 int triangleindex, planeindex;
7506 r_waterstate_waterplane_t *p;
7507 texture_t *t = R_GetCurrentTexture(surface->texture);
7508 cam_ent = t->camera_entity;
7509 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7512 // just use the first triangle with a valid normal for any decisions
7513 VectorClear(normal);
7514 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7516 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7517 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7518 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7519 TriangleNormal(vert[0], vert[1], vert[2], normal);
7520 if (VectorLength2(normal) >= 0.001)
7524 VectorCopy(normal, plane.normal);
7525 VectorNormalize(plane.normal);
7526 plane.dist = DotProduct(vert[0], plane.normal);
7527 PlaneClassify(&plane);
7528 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7530 // skip backfaces (except if nocullface is set)
7531 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7533 VectorNegate(plane.normal, plane.normal);
7535 PlaneClassify(&plane);
7539 // find a matching plane if there is one
7540 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7541 if(p->camera_entity == t->camera_entity)
7542 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7544 if (planeindex >= r_waterstate.maxwaterplanes)
7545 return; // nothing we can do, out of planes
7547 // if this triangle does not fit any known plane rendered this frame, add one
7548 if (planeindex >= r_waterstate.numwaterplanes)
7550 // store the new plane
7551 r_waterstate.numwaterplanes++;
7553 // clear materialflags and pvs
7554 p->materialflags = 0;
7555 p->pvsvalid = false;
7556 p->camera_entity = t->camera_entity;
7558 // merge this surface's materialflags into the waterplane
7559 p->materialflags |= t->currentmaterialflags;
7560 if(!(p->materialflags & MATERIALFLAG_CAMERA))
7562 // merge this surface's PVS into the waterplane
7563 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7564 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7565 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7567 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7573 static void R_Water_ProcessPlanes(void)
7575 r_refdef_view_t originalview;
7576 r_refdef_view_t myview;
7578 r_waterstate_waterplane_t *p;
7581 originalview = r_refdef.view;
7583 // make sure enough textures are allocated
7584 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7586 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7588 if (!p->texture_refraction)
7589 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);
7590 if (!p->texture_refraction)
7593 else if (p->materialflags & MATERIALFLAG_CAMERA)
7595 if (!p->texture_camera)
7596 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);
7597 if (!p->texture_camera)
7601 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7603 if (!p->texture_reflection)
7604 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);
7605 if (!p->texture_reflection)
7611 r_refdef.view = originalview;
7612 r_refdef.view.showdebug = false;
7613 r_refdef.view.width = r_waterstate.waterwidth;
7614 r_refdef.view.height = r_waterstate.waterheight;
7615 r_refdef.view.useclipplane = true;
7616 myview = r_refdef.view;
7617 r_waterstate.renderingscene = true;
7618 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7620 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7622 r_refdef.view = myview;
7623 // render reflected scene and copy into texture
7624 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7625 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7626 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7627 r_refdef.view.clipplane = p->plane;
7628 // reverse the cullface settings for this render
7629 r_refdef.view.cullface_front = GL_FRONT;
7630 r_refdef.view.cullface_back = GL_BACK;
7631 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7633 r_refdef.view.usecustompvs = true;
7635 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7637 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7640 R_ResetViewRendering3D();
7641 R_ClearScreen(r_refdef.fogenabled);
7645 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);
7648 // render the normal view scene and copy into texture
7649 // (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)
7650 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7652 r_waterstate.renderingrefraction = true;
7653 r_refdef.view = myview;
7655 r_refdef.view.clipplane = p->plane;
7656 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7657 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7659 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7661 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7662 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7663 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7664 R_RenderView_UpdateViewVectors();
7665 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);
7668 PlaneClassify(&r_refdef.view.clipplane);
7670 R_ResetViewRendering3D();
7671 R_ClearScreen(r_refdef.fogenabled);
7675 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);
7676 r_waterstate.renderingrefraction = false;
7678 else if (p->materialflags & MATERIALFLAG_CAMERA)
7680 r_refdef.view = myview;
7682 r_refdef.view.clipplane = p->plane;
7683 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7684 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7686 r_refdef.view.width = r_waterstate.camerawidth;
7687 r_refdef.view.height = r_waterstate.cameraheight;
7688 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7689 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7691 if(p->camera_entity)
7693 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7694 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7697 // reverse the cullface settings for this render
7698 r_refdef.view.cullface_front = GL_FRONT;
7699 r_refdef.view.cullface_back = GL_BACK;
7700 // also reverse the view matrix
7701 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7702 R_RenderView_UpdateViewVectors();
7703 if(p->camera_entity)
7704 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);
7706 // camera needs no clipplane
7707 r_refdef.view.useclipplane = false;
7709 PlaneClassify(&r_refdef.view.clipplane);
7711 R_ResetViewRendering3D();
7712 R_ClearScreen(r_refdef.fogenabled);
7716 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);
7717 r_waterstate.renderingrefraction = false;
7721 r_waterstate.renderingscene = false;
7722 r_refdef.view = originalview;
7723 R_ResetViewRendering3D();
7724 R_ClearScreen(r_refdef.fogenabled);
7728 r_refdef.view = originalview;
7729 r_waterstate.renderingscene = false;
7730 Cvar_SetValueQuick(&r_water, 0);
7731 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
7735 void R_Bloom_StartFrame(void)
7737 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7739 switch(vid.renderpath)
7741 case RENDERPATH_GL20:
7742 case RENDERPATH_CGGL:
7744 case RENDERPATH_GL13:
7745 case RENDERPATH_GL11:
7749 // set bloomwidth and bloomheight to the bloom resolution that will be
7750 // used (often less than the screen resolution for faster rendering)
7751 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7752 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7753 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7754 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7755 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7757 // calculate desired texture sizes
7758 if (vid.support.arb_texture_non_power_of_two)
7760 screentexturewidth = r_refdef.view.width;
7761 screentextureheight = r_refdef.view.height;
7762 bloomtexturewidth = r_bloomstate.bloomwidth;
7763 bloomtextureheight = r_bloomstate.bloomheight;
7767 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
7768 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
7769 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
7770 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
7773 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))
7775 Cvar_SetValueQuick(&r_hdr, 0);
7776 Cvar_SetValueQuick(&r_bloom, 0);
7777 Cvar_SetValueQuick(&r_motionblur, 0);
7778 Cvar_SetValueQuick(&r_damageblur, 0);
7781 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)))
7782 screentexturewidth = screentextureheight = 0;
7783 if (!r_hdr.integer && !r_bloom.integer)
7784 bloomtexturewidth = bloomtextureheight = 0;
7786 // allocate textures as needed
7787 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7789 if (r_bloomstate.texture_screen)
7790 R_FreeTexture(r_bloomstate.texture_screen);
7791 r_bloomstate.texture_screen = NULL;
7792 r_bloomstate.screentexturewidth = screentexturewidth;
7793 r_bloomstate.screentextureheight = screentextureheight;
7794 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7795 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7797 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7799 if (r_bloomstate.texture_bloom)
7800 R_FreeTexture(r_bloomstate.texture_bloom);
7801 r_bloomstate.texture_bloom = NULL;
7802 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7803 r_bloomstate.bloomtextureheight = bloomtextureheight;
7804 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7805 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7808 // when doing a reduced render (HDR) we want to use a smaller area
7809 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7810 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7811 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7812 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7813 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7815 // set up a texcoord array for the full resolution screen image
7816 // (we have to keep this around to copy back during final render)
7817 r_bloomstate.screentexcoord2f[0] = 0;
7818 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7819 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7820 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
7821 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
7822 r_bloomstate.screentexcoord2f[5] = 0;
7823 r_bloomstate.screentexcoord2f[6] = 0;
7824 r_bloomstate.screentexcoord2f[7] = 0;
7826 // set up a texcoord array for the reduced resolution bloom image
7827 // (which will be additive blended over the screen image)
7828 r_bloomstate.bloomtexcoord2f[0] = 0;
7829 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7830 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7831 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7832 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7833 r_bloomstate.bloomtexcoord2f[5] = 0;
7834 r_bloomstate.bloomtexcoord2f[6] = 0;
7835 r_bloomstate.bloomtexcoord2f[7] = 0;
7837 if (r_hdr.integer || r_bloom.integer)
7839 r_bloomstate.enabled = true;
7840 r_bloomstate.hdr = r_hdr.integer != 0;
7843 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);
7846 void R_Bloom_CopyBloomTexture(float colorscale)
7848 r_refdef.stats.bloom++;
7850 // scale down screen texture to the bloom texture size
7852 R_SetViewport(&r_bloomstate.viewport);
7853 GL_BlendFunc(GL_ONE, GL_ZERO);
7854 GL_Color(colorscale, colorscale, colorscale, 1);
7855 // TODO: optimize with multitexture or GLSL
7856 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7857 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7858 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7859 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7861 // we now have a bloom image in the framebuffer
7862 // copy it into the bloom image texture for later processing
7863 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);
7864 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7867 void R_Bloom_CopyHDRTexture(void)
7869 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);
7870 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7873 void R_Bloom_MakeTexture(void)
7876 float xoffset, yoffset, r, brighten;
7878 r_refdef.stats.bloom++;
7880 R_ResetViewRendering2D();
7881 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7882 R_Mesh_ColorPointer(NULL, 0, 0);
7884 // we have a bloom image in the framebuffer
7886 R_SetViewport(&r_bloomstate.viewport);
7888 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7891 r = bound(0, r_bloom_colorexponent.value / x, 1);
7892 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7893 GL_Color(r, r, r, 1);
7894 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7895 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7896 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7897 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7899 // copy the vertically blurred bloom view to a texture
7900 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);
7901 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7904 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7905 brighten = r_bloom_brighten.value;
7907 brighten *= r_hdr_range.value;
7908 brighten = sqrt(brighten);
7910 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7911 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7912 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7914 for (dir = 0;dir < 2;dir++)
7916 // blend on at multiple vertical offsets to achieve a vertical blur
7917 // TODO: do offset blends using GLSL
7918 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7919 GL_BlendFunc(GL_ONE, GL_ZERO);
7920 for (x = -range;x <= range;x++)
7922 if (!dir){xoffset = 0;yoffset = x;}
7923 else {xoffset = x;yoffset = 0;}
7924 xoffset /= (float)r_bloomstate.bloomtexturewidth;
7925 yoffset /= (float)r_bloomstate.bloomtextureheight;
7926 // compute a texcoord array with the specified x and y offset
7927 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7928 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7929 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7930 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7931 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7932 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7933 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7934 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7935 // this r value looks like a 'dot' particle, fading sharply to
7936 // black at the edges
7937 // (probably not realistic but looks good enough)
7938 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7939 //r = brighten/(range*2+1);
7940 r = brighten / (range * 2 + 1);
7942 r *= (1 - x*x/(float)(range*range));
7943 GL_Color(r, r, r, 1);
7944 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7945 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7946 GL_BlendFunc(GL_ONE, GL_ONE);
7949 // copy the vertically blurred bloom view to a texture
7950 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);
7951 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7954 // apply subtract last
7955 // (just like it would be in a GLSL shader)
7956 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7958 GL_BlendFunc(GL_ONE, GL_ZERO);
7959 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7960 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7961 GL_Color(1, 1, 1, 1);
7962 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7963 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7965 GL_BlendFunc(GL_ONE, GL_ONE);
7966 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7967 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7968 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7969 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7970 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7971 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7972 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7974 // copy the darkened bloom view to a texture
7975 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);
7976 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7980 void R_HDR_RenderBloomTexture(void)
7982 int oldwidth, oldheight;
7983 float oldcolorscale;
7985 oldcolorscale = r_refdef.view.colorscale;
7986 oldwidth = r_refdef.view.width;
7987 oldheight = r_refdef.view.height;
7988 r_refdef.view.width = r_bloomstate.bloomwidth;
7989 r_refdef.view.height = r_bloomstate.bloomheight;
7991 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
7992 // TODO: add exposure compensation features
7993 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7995 r_refdef.view.showdebug = false;
7996 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7998 R_ResetViewRendering3D();
8000 R_ClearScreen(r_refdef.fogenabled);
8001 if (r_timereport_active)
8002 R_TimeReport("HDRclear");
8005 if (r_timereport_active)
8006 R_TimeReport("visibility");
8008 // only do secondary renders with HDR if r_hdr is 2 or higher
8009 r_waterstate.numwaterplanes = 0;
8010 if (r_waterstate.enabled && r_hdr.integer >= 2)
8011 R_RenderWaterPlanes();
8013 r_refdef.view.showdebug = true;
8015 r_waterstate.numwaterplanes = 0;
8017 R_ResetViewRendering2D();
8019 R_Bloom_CopyHDRTexture();
8020 R_Bloom_MakeTexture();
8022 // restore the view settings
8023 r_refdef.view.width = oldwidth;
8024 r_refdef.view.height = oldheight;
8025 r_refdef.view.colorscale = oldcolorscale;
8027 R_ResetViewRendering3D();
8029 R_ClearScreen(r_refdef.fogenabled);
8030 if (r_timereport_active)
8031 R_TimeReport("viewclear");
8034 static void R_BlendView(void)
8036 unsigned int permutation;
8037 float uservecs[4][4];
8039 switch (vid.renderpath)
8041 case RENDERPATH_GL20:
8042 case RENDERPATH_CGGL:
8044 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8045 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8046 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8047 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8048 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8050 if (r_bloomstate.texture_screen)
8052 // make sure the buffer is available
8053 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8055 R_ResetViewRendering2D();
8056 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8057 R_Mesh_ColorPointer(NULL, 0, 0);
8059 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8061 // declare variables
8063 static float avgspeed;
8065 speed = VectorLength(cl.movement_velocity);
8067 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8068 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8070 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8071 speed = bound(0, speed, 1);
8072 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8074 // calculate values into a standard alpha
8075 cl.motionbluralpha = 1 - exp(-
8077 (r_motionblur.value * speed / 80)
8079 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8082 max(0.0001, cl.time - cl.oldtime) // fps independent
8085 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8086 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8088 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8090 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8091 GL_Color(1, 1, 1, cl.motionbluralpha);
8092 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8093 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8094 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8095 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8099 // copy view into the screen texture
8100 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);
8101 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8103 else if (!r_bloomstate.texture_bloom)
8105 // we may still have to do view tint...
8106 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8108 // apply a color tint to the whole view
8109 R_ResetViewRendering2D();
8110 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8111 R_Mesh_ColorPointer(NULL, 0, 0);
8112 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8113 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8114 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8115 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8117 break; // no screen processing, no bloom, skip it
8120 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8122 // render simple bloom effect
8123 // copy the screen and shrink it and darken it for the bloom process
8124 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8125 // make the bloom texture
8126 R_Bloom_MakeTexture();
8129 #if _MSC_VER >= 1400
8130 #define sscanf sscanf_s
8132 memset(uservecs, 0, sizeof(uservecs));
8133 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8134 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8135 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8136 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8138 R_ResetViewRendering2D();
8139 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8140 R_Mesh_ColorPointer(NULL, 0, 0);
8141 GL_Color(1, 1, 1, 1);
8142 GL_BlendFunc(GL_ONE, GL_ZERO);
8143 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8144 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8146 switch(vid.renderpath)
8148 case RENDERPATH_GL20:
8149 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8150 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
8151 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
8152 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
8153 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]);
8154 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8155 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]);
8156 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]);
8157 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]);
8158 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]);
8159 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
8160 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8162 case RENDERPATH_CGGL:
8164 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8165 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
8166 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
8167 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
8168 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
8169 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8170 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
8171 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
8172 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
8173 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
8174 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
8175 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8181 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8182 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8184 case RENDERPATH_GL13:
8185 case RENDERPATH_GL11:
8186 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8188 // apply a color tint to the whole view
8189 R_ResetViewRendering2D();
8190 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8191 R_Mesh_ColorPointer(NULL, 0, 0);
8192 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8193 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8194 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8195 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8201 matrix4x4_t r_waterscrollmatrix;
8203 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8205 if (r_refdef.fog_density)
8207 r_refdef.fogcolor[0] = r_refdef.fog_red;
8208 r_refdef.fogcolor[1] = r_refdef.fog_green;
8209 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8211 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8212 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8213 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8214 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8218 VectorCopy(r_refdef.fogcolor, fogvec);
8219 // color.rgb *= ContrastBoost * SceneBrightness;
8220 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8221 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8222 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8223 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8228 void R_UpdateVariables(void)
8232 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8234 r_refdef.farclip = r_farclip_base.value;
8235 if (r_refdef.scene.worldmodel)
8236 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8237 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8239 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8240 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8241 r_refdef.polygonfactor = 0;
8242 r_refdef.polygonoffset = 0;
8243 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8244 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8246 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8247 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8248 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8249 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8250 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8251 if (r_showsurfaces.integer)
8253 r_refdef.scene.rtworld = false;
8254 r_refdef.scene.rtworldshadows = false;
8255 r_refdef.scene.rtdlight = false;
8256 r_refdef.scene.rtdlightshadows = false;
8257 r_refdef.lightmapintensity = 0;
8260 if (gamemode == GAME_NEHAHRA)
8262 if (gl_fogenable.integer)
8264 r_refdef.oldgl_fogenable = true;
8265 r_refdef.fog_density = gl_fogdensity.value;
8266 r_refdef.fog_red = gl_fogred.value;
8267 r_refdef.fog_green = gl_foggreen.value;
8268 r_refdef.fog_blue = gl_fogblue.value;
8269 r_refdef.fog_alpha = 1;
8270 r_refdef.fog_start = 0;
8271 r_refdef.fog_end = gl_skyclip.value;
8272 r_refdef.fog_height = 1<<30;
8273 r_refdef.fog_fadedepth = 128;
8275 else if (r_refdef.oldgl_fogenable)
8277 r_refdef.oldgl_fogenable = false;
8278 r_refdef.fog_density = 0;
8279 r_refdef.fog_red = 0;
8280 r_refdef.fog_green = 0;
8281 r_refdef.fog_blue = 0;
8282 r_refdef.fog_alpha = 0;
8283 r_refdef.fog_start = 0;
8284 r_refdef.fog_end = 0;
8285 r_refdef.fog_height = 1<<30;
8286 r_refdef.fog_fadedepth = 128;
8290 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8291 r_refdef.fog_start = max(0, r_refdef.fog_start);
8292 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8294 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8296 if (r_refdef.fog_density && r_drawfog.integer)
8298 r_refdef.fogenabled = true;
8299 // this is the point where the fog reaches 0.9986 alpha, which we
8300 // consider a good enough cutoff point for the texture
8301 // (0.9986 * 256 == 255.6)
8302 if (r_fog_exp2.integer)
8303 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8305 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8306 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8307 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8308 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8309 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8310 R_BuildFogHeightTexture();
8311 // fog color was already set
8312 // update the fog texture
8313 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)
8314 R_BuildFogTexture();
8315 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8316 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8319 r_refdef.fogenabled = false;
8321 switch(vid.renderpath)
8323 case RENDERPATH_GL20:
8324 case RENDERPATH_CGGL:
8325 if(v_glslgamma.integer && !vid_gammatables_trivial)
8327 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8329 // build GLSL gamma texture
8330 #define RAMPWIDTH 256
8331 unsigned short ramp[RAMPWIDTH * 3];
8332 unsigned char rampbgr[RAMPWIDTH][4];
8335 r_texture_gammaramps_serial = vid_gammatables_serial;
8337 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8338 for(i = 0; i < RAMPWIDTH; ++i)
8340 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8341 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8342 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8345 if (r_texture_gammaramps)
8347 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8351 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);
8357 // remove GLSL gamma texture
8360 case RENDERPATH_GL13:
8361 case RENDERPATH_GL11:
8366 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8367 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8373 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8374 if( scenetype != r_currentscenetype ) {
8375 // store the old scenetype
8376 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8377 r_currentscenetype = scenetype;
8378 // move in the new scene
8379 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8388 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8390 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8391 if( scenetype == r_currentscenetype ) {
8392 return &r_refdef.scene;
8394 return &r_scenes_store[ scenetype ];
8403 void R_RenderView(void)
8405 if (r_timereport_active)
8406 R_TimeReport("start");
8407 r_textureframe++; // used only by R_GetCurrentTexture
8408 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8410 if (!r_drawentities.integer)
8411 r_refdef.scene.numentities = 0;
8413 R_AnimCache_ClearCache();
8414 R_FrameData_NewFrame();
8416 if (r_refdef.view.isoverlay)
8418 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8419 GL_Clear( GL_DEPTH_BUFFER_BIT );
8420 R_TimeReport("depthclear");
8422 r_refdef.view.showdebug = false;
8424 r_waterstate.enabled = false;
8425 r_waterstate.numwaterplanes = 0;
8433 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8434 return; //Host_Error ("R_RenderView: NULL worldmodel");
8436 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8438 R_RenderView_UpdateViewVectors();
8440 R_Shadow_UpdateWorldLightSelection();
8442 R_Bloom_StartFrame();
8443 R_Water_StartFrame();
8446 if (r_timereport_active)
8447 R_TimeReport("viewsetup");
8449 R_ResetViewRendering3D();
8451 if (r_refdef.view.clear || r_refdef.fogenabled)
8453 R_ClearScreen(r_refdef.fogenabled);
8454 if (r_timereport_active)
8455 R_TimeReport("viewclear");
8457 r_refdef.view.clear = true;
8459 // this produces a bloom texture to be used in R_BlendView() later
8460 if (r_hdr.integer && r_bloomstate.bloomwidth)
8462 R_HDR_RenderBloomTexture();
8463 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8464 r_textureframe++; // used only by R_GetCurrentTexture
8467 r_refdef.view.showdebug = true;
8470 if (r_timereport_active)
8471 R_TimeReport("visibility");
8473 r_waterstate.numwaterplanes = 0;
8474 if (r_waterstate.enabled)
8475 R_RenderWaterPlanes();
8478 r_waterstate.numwaterplanes = 0;
8481 if (r_timereport_active)
8482 R_TimeReport("blendview");
8484 GL_Scissor(0, 0, vid.width, vid.height);
8485 GL_ScissorTest(false);
8489 void R_RenderWaterPlanes(void)
8491 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8493 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8494 if (r_timereport_active)
8495 R_TimeReport("waterworld");
8498 // don't let sound skip if going slow
8499 if (r_refdef.scene.extraupdate)
8502 R_DrawModelsAddWaterPlanes();
8503 if (r_timereport_active)
8504 R_TimeReport("watermodels");
8506 if (r_waterstate.numwaterplanes)
8508 R_Water_ProcessPlanes();
8509 if (r_timereport_active)
8510 R_TimeReport("waterscenes");
8514 extern void R_DrawLightningBeams (void);
8515 extern void VM_CL_AddPolygonsToMeshQueue (void);
8516 extern void R_DrawPortals (void);
8517 extern cvar_t cl_locs_show;
8518 static void R_DrawLocs(void);
8519 static void R_DrawEntityBBoxes(void);
8520 static void R_DrawModelDecals(void);
8521 extern void R_DrawModelShadows(void);
8522 extern void R_DrawModelShadowMaps(void);
8523 extern cvar_t cl_decals_newsystem;
8524 extern qboolean r_shadow_usingdeferredprepass;
8525 void R_RenderScene(void)
8527 qboolean shadowmapping = false;
8529 if (r_timereport_active)
8530 R_TimeReport("beginscene");
8532 r_refdef.stats.renders++;
8536 // don't let sound skip if going slow
8537 if (r_refdef.scene.extraupdate)
8540 R_MeshQueue_BeginScene();
8544 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);
8546 if (r_timereport_active)
8547 R_TimeReport("skystartframe");
8549 if (cl.csqc_vidvars.drawworld)
8551 // don't let sound skip if going slow
8552 if (r_refdef.scene.extraupdate)
8555 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8557 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8558 if (r_timereport_active)
8559 R_TimeReport("worldsky");
8562 if (R_DrawBrushModelsSky() && r_timereport_active)
8563 R_TimeReport("bmodelsky");
8565 if (skyrendermasked && skyrenderlater)
8567 // we have to force off the water clipping plane while rendering sky
8571 if (r_timereport_active)
8572 R_TimeReport("sky");
8576 R_AnimCache_CacheVisibleEntities();
8577 if (r_timereport_active)
8578 R_TimeReport("animation");
8580 R_Shadow_PrepareLights();
8581 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8582 R_Shadow_PrepareModelShadows();
8583 if (r_timereport_active)
8584 R_TimeReport("preparelights");
8586 if (R_Shadow_ShadowMappingEnabled())
8587 shadowmapping = true;
8589 if (r_shadow_usingdeferredprepass)
8590 R_Shadow_DrawPrepass();
8592 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8594 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8595 if (r_timereport_active)
8596 R_TimeReport("worlddepth");
8598 if (r_depthfirst.integer >= 2)
8600 R_DrawModelsDepth();
8601 if (r_timereport_active)
8602 R_TimeReport("modeldepth");
8605 if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8607 R_DrawModelShadowMaps();
8608 R_ResetViewRendering3D();
8609 // don't let sound skip if going slow
8610 if (r_refdef.scene.extraupdate)
8614 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8616 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8617 if (r_timereport_active)
8618 R_TimeReport("world");
8621 // don't let sound skip if going slow
8622 if (r_refdef.scene.extraupdate)
8626 if (r_timereport_active)
8627 R_TimeReport("models");
8629 // don't let sound skip if going slow
8630 if (r_refdef.scene.extraupdate)
8633 if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8635 R_DrawModelShadows();
8636 R_ResetViewRendering3D();
8637 // don't let sound skip if going slow
8638 if (r_refdef.scene.extraupdate)
8642 if (!r_shadow_usingdeferredprepass)
8644 R_Shadow_DrawLights();
8645 if (r_timereport_active)
8646 R_TimeReport("rtlights");
8649 // don't let sound skip if going slow
8650 if (r_refdef.scene.extraupdate)
8653 if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8655 R_DrawModelShadows();
8656 R_ResetViewRendering3D();
8657 // don't let sound skip if going slow
8658 if (r_refdef.scene.extraupdate)
8662 if (cl.csqc_vidvars.drawworld)
8664 if (cl_decals_newsystem.integer)
8666 R_DrawModelDecals();
8667 if (r_timereport_active)
8668 R_TimeReport("modeldecals");
8673 if (r_timereport_active)
8674 R_TimeReport("decals");
8678 if (r_timereport_active)
8679 R_TimeReport("particles");
8682 if (r_timereport_active)
8683 R_TimeReport("explosions");
8685 R_DrawLightningBeams();
8686 if (r_timereport_active)
8687 R_TimeReport("lightning");
8690 VM_CL_AddPolygonsToMeshQueue();
8692 if (r_refdef.view.showdebug)
8694 if (cl_locs_show.integer)
8697 if (r_timereport_active)
8698 R_TimeReport("showlocs");
8701 if (r_drawportals.integer)
8704 if (r_timereport_active)
8705 R_TimeReport("portals");
8708 if (r_showbboxes.value > 0)
8710 R_DrawEntityBBoxes();
8711 if (r_timereport_active)
8712 R_TimeReport("bboxes");
8716 R_MeshQueue_RenderTransparent();
8717 if (r_timereport_active)
8718 R_TimeReport("drawtrans");
8720 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))
8722 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8723 if (r_timereport_active)
8724 R_TimeReport("worlddebug");
8725 R_DrawModelsDebug();
8726 if (r_timereport_active)
8727 R_TimeReport("modeldebug");
8730 if (cl.csqc_vidvars.drawworld)
8732 R_Shadow_DrawCoronas();
8733 if (r_timereport_active)
8734 R_TimeReport("coronas");
8737 // don't let sound skip if going slow
8738 if (r_refdef.scene.extraupdate)
8741 R_ResetViewRendering2D();
8744 static const unsigned short bboxelements[36] =
8754 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8757 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8759 RSurf_ActiveWorldEntity();
8761 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8762 GL_DepthMask(false);
8763 GL_DepthRange(0, 1);
8764 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8765 R_Mesh_ResetTextureState();
8767 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8768 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8769 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8770 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8771 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8772 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8773 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8774 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8775 R_FillColors(color4f, 8, cr, cg, cb, ca);
8776 if (r_refdef.fogenabled)
8778 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8780 f1 = RSurf_FogVertex(v);
8782 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8783 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8784 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8787 R_Mesh_VertexPointer(vertex3f, 0, 0);
8788 R_Mesh_ColorPointer(color4f, 0, 0);
8789 R_Mesh_ResetTextureState();
8790 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8791 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8794 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8798 prvm_edict_t *edict;
8799 prvm_prog_t *prog_save = prog;
8801 // this function draws bounding boxes of server entities
8805 GL_CullFace(GL_NONE);
8806 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8810 for (i = 0;i < numsurfaces;i++)
8812 edict = PRVM_EDICT_NUM(surfacelist[i]);
8813 switch ((int)edict->fields.server->solid)
8815 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
8816 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
8817 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
8818 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8819 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
8820 default: Vector4Set(color, 0, 0, 0, 0.50);break;
8822 color[3] *= r_showbboxes.value;
8823 color[3] = bound(0, color[3], 1);
8824 GL_DepthTest(!r_showdisabledepthtest.integer);
8825 GL_CullFace(r_refdef.view.cullface_front);
8826 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8832 static void R_DrawEntityBBoxes(void)
8835 prvm_edict_t *edict;
8837 prvm_prog_t *prog_save = prog;
8839 // this function draws bounding boxes of server entities
8845 for (i = 0;i < prog->num_edicts;i++)
8847 edict = PRVM_EDICT_NUM(i);
8848 if (edict->priv.server->free)
8850 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8851 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8853 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8855 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8856 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8862 static const int nomodelelement3i[24] =
8874 static const unsigned short nomodelelement3s[24] =
8886 static const float nomodelvertex3f[6*3] =
8896 static const float nomodelcolor4f[6*4] =
8898 0.0f, 0.0f, 0.5f, 1.0f,
8899 0.0f, 0.0f, 0.5f, 1.0f,
8900 0.0f, 0.5f, 0.0f, 1.0f,
8901 0.0f, 0.5f, 0.0f, 1.0f,
8902 0.5f, 0.0f, 0.0f, 1.0f,
8903 0.5f, 0.0f, 0.0f, 1.0f
8906 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8912 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);
8914 // this is only called once per entity so numsurfaces is always 1, and
8915 // surfacelist is always {0}, so this code does not handle batches
8917 if (rsurface.ent_flags & RENDER_ADDITIVE)
8919 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8920 GL_DepthMask(false);
8922 else if (rsurface.colormod[3] < 1)
8924 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8925 GL_DepthMask(false);
8929 GL_BlendFunc(GL_ONE, GL_ZERO);
8932 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8933 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8934 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8935 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8936 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8937 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8938 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8939 R_Mesh_ColorPointer(color4f, 0, 0);
8940 for (i = 0, c = color4f;i < 6;i++, c += 4)
8942 c[0] *= rsurface.colormod[0];
8943 c[1] *= rsurface.colormod[1];
8944 c[2] *= rsurface.colormod[2];
8945 c[3] *= rsurface.colormod[3];
8947 if (r_refdef.fogenabled)
8949 for (i = 0, c = color4f;i < 6;i++, c += 4)
8951 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8953 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8954 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8955 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8958 R_Mesh_ResetTextureState();
8959 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8962 void R_DrawNoModel(entity_render_t *ent)
8965 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8966 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8967 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8969 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8972 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8974 vec3_t right1, right2, diff, normal;
8976 VectorSubtract (org2, org1, normal);
8978 // calculate 'right' vector for start
8979 VectorSubtract (r_refdef.view.origin, org1, diff);
8980 CrossProduct (normal, diff, right1);
8981 VectorNormalize (right1);
8983 // calculate 'right' vector for end
8984 VectorSubtract (r_refdef.view.origin, org2, diff);
8985 CrossProduct (normal, diff, right2);
8986 VectorNormalize (right2);
8988 vert[ 0] = org1[0] + width * right1[0];
8989 vert[ 1] = org1[1] + width * right1[1];
8990 vert[ 2] = org1[2] + width * right1[2];
8991 vert[ 3] = org1[0] - width * right1[0];
8992 vert[ 4] = org1[1] - width * right1[1];
8993 vert[ 5] = org1[2] - width * right1[2];
8994 vert[ 6] = org2[0] - width * right2[0];
8995 vert[ 7] = org2[1] - width * right2[1];
8996 vert[ 8] = org2[2] - width * right2[2];
8997 vert[ 9] = org2[0] + width * right2[0];
8998 vert[10] = org2[1] + width * right2[1];
8999 vert[11] = org2[2] + width * right2[2];
9002 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)
9004 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9005 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9006 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9007 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9008 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9009 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9010 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9011 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9012 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9013 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9014 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9015 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9018 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9023 VectorSet(v, x, y, z);
9024 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9025 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9027 if (i == mesh->numvertices)
9029 if (mesh->numvertices < mesh->maxvertices)
9031 VectorCopy(v, vertex3f);
9032 mesh->numvertices++;
9034 return mesh->numvertices;
9040 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9044 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9045 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9046 e = mesh->element3i + mesh->numtriangles * 3;
9047 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9049 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9050 if (mesh->numtriangles < mesh->maxtriangles)
9055 mesh->numtriangles++;
9057 element[1] = element[2];
9061 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9065 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9066 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9067 e = mesh->element3i + mesh->numtriangles * 3;
9068 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9070 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9071 if (mesh->numtriangles < mesh->maxtriangles)
9076 mesh->numtriangles++;
9078 element[1] = element[2];
9082 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9083 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9085 int planenum, planenum2;
9088 mplane_t *plane, *plane2;
9090 double temppoints[2][256*3];
9091 // figure out how large a bounding box we need to properly compute this brush
9093 for (w = 0;w < numplanes;w++)
9094 maxdist = max(maxdist, fabs(planes[w].dist));
9095 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9096 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9097 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9101 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9102 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9104 if (planenum2 == planenum)
9106 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);
9109 if (tempnumpoints < 3)
9111 // generate elements forming a triangle fan for this polygon
9112 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9116 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)
9118 texturelayer_t *layer;
9119 layer = t->currentlayers + t->currentnumlayers++;
9121 layer->depthmask = depthmask;
9122 layer->blendfunc1 = blendfunc1;
9123 layer->blendfunc2 = blendfunc2;
9124 layer->texture = texture;
9125 layer->texmatrix = *matrix;
9126 layer->color[0] = r;
9127 layer->color[1] = g;
9128 layer->color[2] = b;
9129 layer->color[3] = a;
9132 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9135 index = parms[2] + r_refdef.scene.time * parms[3];
9136 index -= floor(index);
9140 case Q3WAVEFUNC_NONE:
9141 case Q3WAVEFUNC_NOISE:
9142 case Q3WAVEFUNC_COUNT:
9145 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9146 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9147 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9148 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9149 case Q3WAVEFUNC_TRIANGLE:
9151 f = index - floor(index);
9162 return (float)(parms[0] + parms[1] * f);
9165 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9170 matrix4x4_t matrix, temp;
9171 switch(tcmod->tcmod)
9175 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9176 matrix = r_waterscrollmatrix;
9178 matrix = identitymatrix;
9180 case Q3TCMOD_ENTITYTRANSLATE:
9181 // this is used in Q3 to allow the gamecode to control texcoord
9182 // scrolling on the entity, which is not supported in darkplaces yet.
9183 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9185 case Q3TCMOD_ROTATE:
9186 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9187 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9188 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9191 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9193 case Q3TCMOD_SCROLL:
9194 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9196 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9197 w = (int) tcmod->parms[0];
9198 h = (int) tcmod->parms[1];
9199 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9201 idx = (int) floor(f * w * h);
9202 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9204 case Q3TCMOD_STRETCH:
9205 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9206 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9208 case Q3TCMOD_TRANSFORM:
9209 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
9210 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
9211 VectorSet(tcmat + 6, 0 , 0 , 1);
9212 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
9213 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9215 case Q3TCMOD_TURBULENT:
9216 // this is handled in the RSurf_PrepareVertices function
9217 matrix = identitymatrix;
9221 Matrix4x4_Concat(texmatrix, &matrix, &temp);
9224 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9226 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9227 char name[MAX_QPATH];
9228 skinframe_t *skinframe;
9229 unsigned char pixels[296*194];
9230 strlcpy(cache->name, skinname, sizeof(cache->name));
9231 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9232 if (developer_loading.integer)
9233 Con_Printf("loading %s\n", name);
9234 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9235 if (!skinframe || !skinframe->base)
9238 fs_offset_t filesize;
9240 f = FS_LoadFile(name, tempmempool, true, &filesize);
9243 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9244 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9248 cache->skinframe = skinframe;
9251 texture_t *R_GetCurrentTexture(texture_t *t)
9254 const entity_render_t *ent = rsurface.entity;
9255 dp_model_t *model = ent->model;
9256 q3shaderinfo_layer_tcmod_t *tcmod;
9258 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9259 return t->currentframe;
9260 t->update_lastrenderframe = r_textureframe;
9261 t->update_lastrenderentity = (void *)ent;
9263 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9264 t->camera_entity = ent->entitynumber;
9266 t->camera_entity = 0;
9268 // switch to an alternate material if this is a q1bsp animated material
9270 texture_t *texture = t;
9271 int s = rsurface.ent_skinnum;
9272 if ((unsigned int)s >= (unsigned int)model->numskins)
9274 if (model->skinscenes)
9276 if (model->skinscenes[s].framecount > 1)
9277 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9279 s = model->skinscenes[s].firstframe;
9282 t = t + s * model->num_surfaces;
9285 // use an alternate animation if the entity's frame is not 0,
9286 // and only if the texture has an alternate animation
9287 if (rsurface.ent_alttextures && t->anim_total[1])
9288 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9290 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9292 texture->currentframe = t;
9295 // update currentskinframe to be a qw skin or animation frame
9296 if (rsurface.ent_qwskin >= 0)
9298 i = rsurface.ent_qwskin;
9299 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9301 r_qwskincache_size = cl.maxclients;
9303 Mem_Free(r_qwskincache);
9304 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9306 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9307 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9308 t->currentskinframe = r_qwskincache[i].skinframe;
9309 if (t->currentskinframe == NULL)
9310 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9312 else if (t->numskinframes >= 2)
9313 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9314 if (t->backgroundnumskinframes >= 2)
9315 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9317 t->currentmaterialflags = t->basematerialflags;
9318 t->currentalpha = rsurface.colormod[3];
9319 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9320 t->currentalpha *= r_wateralpha.value;
9321 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9322 t->currentalpha *= t->r_water_wateralpha;
9323 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9324 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9325 if (!(rsurface.ent_flags & RENDER_LIGHT))
9326 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9327 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9329 // pick a model lighting mode
9330 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9331 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9333 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9335 if (rsurface.ent_flags & RENDER_ADDITIVE)
9336 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9337 else if (t->currentalpha < 1)
9338 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9339 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9340 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9341 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9342 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9343 if (t->backgroundnumskinframes)
9344 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9345 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9347 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9348 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9351 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9352 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9353 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9355 // there is no tcmod
9356 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9358 t->currenttexmatrix = r_waterscrollmatrix;
9359 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9361 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9363 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9364 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9367 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9368 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9369 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9370 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9372 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9373 if (t->currentskinframe->qpixels)
9374 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9375 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9376 if (!t->basetexture)
9377 t->basetexture = r_texture_notexture;
9378 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9379 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9380 t->nmaptexture = t->currentskinframe->nmap;
9381 if (!t->nmaptexture)
9382 t->nmaptexture = r_texture_blanknormalmap;
9383 t->glosstexture = r_texture_black;
9384 t->glowtexture = t->currentskinframe->glow;
9385 t->fogtexture = t->currentskinframe->fog;
9386 t->reflectmasktexture = t->currentskinframe->reflect;
9387 if (t->backgroundnumskinframes)
9389 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9390 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9391 t->backgroundglosstexture = r_texture_black;
9392 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9393 if (!t->backgroundnmaptexture)
9394 t->backgroundnmaptexture = r_texture_blanknormalmap;
9398 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9399 t->backgroundnmaptexture = r_texture_blanknormalmap;
9400 t->backgroundglosstexture = r_texture_black;
9401 t->backgroundglowtexture = NULL;
9403 t->specularpower = r_shadow_glossexponent.value;
9404 // TODO: store reference values for these in the texture?
9405 t->specularscale = 0;
9406 if (r_shadow_gloss.integer > 0)
9408 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9410 if (r_shadow_glossintensity.value > 0)
9412 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9413 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9414 t->specularscale = r_shadow_glossintensity.value;
9417 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9419 t->glosstexture = r_texture_white;
9420 t->backgroundglosstexture = r_texture_white;
9421 t->specularscale = r_shadow_gloss2intensity.value;
9422 t->specularpower = r_shadow_gloss2exponent.value;
9425 t->specularscale *= t->specularscalemod;
9426 t->specularpower *= t->specularpowermod;
9428 // lightmaps mode looks bad with dlights using actual texturing, so turn
9429 // off the colormap and glossmap, but leave the normalmap on as it still
9430 // accurately represents the shading involved
9431 if (gl_lightmaps.integer)
9433 t->basetexture = r_texture_grey128;
9434 t->pantstexture = r_texture_black;
9435 t->shirttexture = r_texture_black;
9436 t->nmaptexture = r_texture_blanknormalmap;
9437 t->glosstexture = r_texture_black;
9438 t->glowtexture = NULL;
9439 t->fogtexture = NULL;
9440 t->reflectmasktexture = NULL;
9441 t->backgroundbasetexture = NULL;
9442 t->backgroundnmaptexture = r_texture_blanknormalmap;
9443 t->backgroundglosstexture = r_texture_black;
9444 t->backgroundglowtexture = NULL;
9445 t->specularscale = 0;
9446 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9449 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9450 VectorClear(t->dlightcolor);
9451 t->currentnumlayers = 0;
9452 if (t->currentmaterialflags & MATERIALFLAG_WALL)
9454 int blendfunc1, blendfunc2;
9456 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9458 blendfunc1 = GL_SRC_ALPHA;
9459 blendfunc2 = GL_ONE;
9461 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9463 blendfunc1 = GL_SRC_ALPHA;
9464 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9466 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9468 blendfunc1 = t->customblendfunc[0];
9469 blendfunc2 = t->customblendfunc[1];
9473 blendfunc1 = GL_ONE;
9474 blendfunc2 = GL_ZERO;
9476 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9477 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9479 // fullbright is not affected by r_refdef.lightmapintensity
9480 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]);
9481 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9482 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]);
9483 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9484 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]);
9488 vec3_t ambientcolor;
9490 // set the color tint used for lights affecting this surface
9491 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9493 // q3bsp has no lightmap updates, so the lightstylevalue that
9494 // would normally be baked into the lightmap must be
9495 // applied to the color
9496 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9497 if (model->type == mod_brushq3)
9498 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9499 colorscale *= r_refdef.lightmapintensity;
9500 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9501 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9502 // basic lit geometry
9503 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]);
9504 // add pants/shirt if needed
9505 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9506 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]);
9507 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9508 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]);
9509 // now add ambient passes if needed
9510 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9512 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]);
9513 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9514 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]);
9515 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9516 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]);
9519 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9520 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]);
9521 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9523 // if this is opaque use alpha blend which will darken the earlier
9526 // if this is an alpha blended material, all the earlier passes
9527 // were darkened by fog already, so we only need to add the fog
9528 // color ontop through the fog mask texture
9530 // if this is an additive blended material, all the earlier passes
9531 // were darkened by fog already, and we should not add fog color
9532 // (because the background was not darkened, there is no fog color
9533 // that was lost behind it).
9534 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]);
9538 return t->currentframe;
9541 rsurfacestate_t rsurface;
9543 void R_Mesh_ResizeArrays(int newvertices)
9546 if (rsurface.array_size >= newvertices)
9548 if (rsurface.array_modelvertex3f)
9549 Mem_Free(rsurface.array_modelvertex3f);
9550 rsurface.array_size = (newvertices + 1023) & ~1023;
9551 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9552 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
9553 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
9554 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
9555 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
9556 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
9557 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9558 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9559 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
9560 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
9561 rsurface.array_color4f = base + rsurface.array_size * 27;
9562 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9565 void RSurf_ActiveWorldEntity(void)
9567 dp_model_t *model = r_refdef.scene.worldmodel;
9568 //if (rsurface.entity == r_refdef.scene.worldentity)
9570 rsurface.entity = r_refdef.scene.worldentity;
9571 rsurface.skeleton = NULL;
9572 rsurface.ent_skinnum = 0;
9573 rsurface.ent_qwskin = -1;
9574 rsurface.ent_shadertime = 0;
9575 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9576 if (rsurface.array_size < model->surfmesh.num_vertices)
9577 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9578 rsurface.matrix = identitymatrix;
9579 rsurface.inversematrix = identitymatrix;
9580 rsurface.matrixscale = 1;
9581 rsurface.inversematrixscale = 1;
9582 R_EntityMatrix(&identitymatrix);
9583 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9584 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9585 rsurface.fograngerecip = r_refdef.fograngerecip;
9586 rsurface.fogheightfade = r_refdef.fogheightfade;
9587 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9588 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9589 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9590 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9591 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9592 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9593 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9594 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9595 rsurface.colormod[3] = 1;
9596 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);
9597 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9598 rsurface.frameblend[0].lerp = 1;
9599 rsurface.ent_alttextures = false;
9600 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9601 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9602 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9603 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9604 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9605 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9606 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9607 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9608 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9609 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9610 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9611 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9612 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9613 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9614 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9615 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9616 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9617 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9618 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9619 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9620 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9621 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9622 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9623 rsurface.modelelement3i = model->surfmesh.data_element3i;
9624 rsurface.modelelement3s = model->surfmesh.data_element3s;
9625 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9626 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9627 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9628 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9629 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9630 rsurface.modelsurfaces = model->data_surfaces;
9631 rsurface.generatedvertex = false;
9632 rsurface.vertex3f = rsurface.modelvertex3f;
9633 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9634 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9635 rsurface.svector3f = rsurface.modelsvector3f;
9636 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9637 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9638 rsurface.tvector3f = rsurface.modeltvector3f;
9639 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9640 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9641 rsurface.normal3f = rsurface.modelnormal3f;
9642 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9643 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9644 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9647 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9649 dp_model_t *model = ent->model;
9650 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9652 rsurface.entity = (entity_render_t *)ent;
9653 rsurface.skeleton = ent->skeleton;
9654 rsurface.ent_skinnum = ent->skinnum;
9655 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;
9656 rsurface.ent_shadertime = ent->shadertime;
9657 rsurface.ent_flags = ent->flags;
9658 if (rsurface.array_size < model->surfmesh.num_vertices)
9659 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9660 rsurface.matrix = ent->matrix;
9661 rsurface.inversematrix = ent->inversematrix;
9662 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9663 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9664 R_EntityMatrix(&rsurface.matrix);
9665 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9666 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9667 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9668 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9669 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9670 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9671 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9672 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9673 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9674 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9675 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9676 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9677 rsurface.colormod[3] = ent->alpha;
9678 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9679 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9680 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9681 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9682 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9683 if (ent->model->brush.submodel && !prepass)
9685 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9686 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9688 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9690 if (ent->animcache_vertex3f && !r_framedata_failed)
9692 rsurface.modelvertex3f = ent->animcache_vertex3f;
9693 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9694 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9695 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9697 else if (wanttangents)
9699 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9700 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9701 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9702 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9703 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9705 else if (wantnormals)
9707 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9708 rsurface.modelsvector3f = NULL;
9709 rsurface.modeltvector3f = NULL;
9710 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9711 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9715 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9716 rsurface.modelsvector3f = NULL;
9717 rsurface.modeltvector3f = NULL;
9718 rsurface.modelnormal3f = NULL;
9719 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9721 rsurface.modelvertex3f_bufferobject = 0;
9722 rsurface.modelvertex3f_bufferoffset = 0;
9723 rsurface.modelsvector3f_bufferobject = 0;
9724 rsurface.modelsvector3f_bufferoffset = 0;
9725 rsurface.modeltvector3f_bufferobject = 0;
9726 rsurface.modeltvector3f_bufferoffset = 0;
9727 rsurface.modelnormal3f_bufferobject = 0;
9728 rsurface.modelnormal3f_bufferoffset = 0;
9729 rsurface.generatedvertex = true;
9733 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
9734 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9735 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9736 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9737 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9738 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9739 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9740 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9741 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9742 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
9743 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9744 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9745 rsurface.generatedvertex = false;
9747 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
9748 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9749 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9750 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
9751 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9752 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9753 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
9754 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9755 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9756 rsurface.modelelement3i = model->surfmesh.data_element3i;
9757 rsurface.modelelement3s = model->surfmesh.data_element3s;
9758 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9759 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9760 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9761 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9762 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9763 rsurface.modelsurfaces = model->data_surfaces;
9764 rsurface.vertex3f = rsurface.modelvertex3f;
9765 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9766 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9767 rsurface.svector3f = rsurface.modelsvector3f;
9768 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9769 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9770 rsurface.tvector3f = rsurface.modeltvector3f;
9771 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9772 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9773 rsurface.normal3f = rsurface.modelnormal3f;
9774 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9775 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9776 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9779 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)
9781 rsurface.entity = r_refdef.scene.worldentity;
9782 rsurface.skeleton = NULL;
9783 rsurface.ent_skinnum = 0;
9784 rsurface.ent_qwskin = -1;
9785 rsurface.ent_shadertime = shadertime;
9786 rsurface.ent_flags = entflags;
9787 rsurface.modelnum_vertices = numvertices;
9788 rsurface.modelnum_triangles = numtriangles;
9789 if (rsurface.array_size < rsurface.modelnum_vertices)
9790 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9791 rsurface.matrix = *matrix;
9792 rsurface.inversematrix = *inversematrix;
9793 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9794 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9795 R_EntityMatrix(&rsurface.matrix);
9796 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9797 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9798 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9799 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9800 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9801 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9802 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9803 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9804 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9805 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9806 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9807 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9808 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);
9809 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9810 rsurface.frameblend[0].lerp = 1;
9811 rsurface.ent_alttextures = false;
9812 rsurface.basepolygonfactor = r_refdef.polygonfactor;
9813 rsurface.basepolygonoffset = r_refdef.polygonoffset;
9816 rsurface.modelvertex3f = vertex3f;
9817 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9818 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9819 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9821 else if (wantnormals)
9823 rsurface.modelvertex3f = vertex3f;
9824 rsurface.modelsvector3f = NULL;
9825 rsurface.modeltvector3f = NULL;
9826 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9830 rsurface.modelvertex3f = vertex3f;
9831 rsurface.modelsvector3f = NULL;
9832 rsurface.modeltvector3f = NULL;
9833 rsurface.modelnormal3f = NULL;
9835 rsurface.modelvertex3f_bufferobject = 0;
9836 rsurface.modelvertex3f_bufferoffset = 0;
9837 rsurface.modelsvector3f_bufferobject = 0;
9838 rsurface.modelsvector3f_bufferoffset = 0;
9839 rsurface.modeltvector3f_bufferobject = 0;
9840 rsurface.modeltvector3f_bufferoffset = 0;
9841 rsurface.modelnormal3f_bufferobject = 0;
9842 rsurface.modelnormal3f_bufferoffset = 0;
9843 rsurface.generatedvertex = true;
9844 rsurface.modellightmapcolor4f = color4f;
9845 rsurface.modellightmapcolor4f_bufferobject = 0;
9846 rsurface.modellightmapcolor4f_bufferoffset = 0;
9847 rsurface.modeltexcoordtexture2f = texcoord2f;
9848 rsurface.modeltexcoordtexture2f_bufferobject = 0;
9849 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9850 rsurface.modeltexcoordlightmap2f = NULL;
9851 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9852 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9853 rsurface.modelelement3i = element3i;
9854 rsurface.modelelement3s = element3s;
9855 rsurface.modelelement3i_bufferobject = 0;
9856 rsurface.modelelement3s_bufferobject = 0;
9857 rsurface.modellightmapoffsets = NULL;
9858 rsurface.modelsurfaces = NULL;
9859 rsurface.vertex3f = rsurface.modelvertex3f;
9860 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9861 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9862 rsurface.svector3f = rsurface.modelsvector3f;
9863 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9864 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9865 rsurface.tvector3f = rsurface.modeltvector3f;
9866 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9867 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9868 rsurface.normal3f = rsurface.modelnormal3f;
9869 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9870 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9871 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9873 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9875 if ((wantnormals || wanttangents) && !normal3f)
9876 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9877 if (wanttangents && !svector3f)
9878 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9882 float RSurf_FogPoint(const float *v)
9884 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9885 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9886 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9887 float FogHeightFade = r_refdef.fogheightfade;
9889 unsigned int fogmasktableindex;
9890 if (r_refdef.fogplaneviewabove)
9891 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9893 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9894 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9895 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9898 float RSurf_FogVertex(const float *v)
9900 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9901 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9902 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9903 float FogHeightFade = rsurface.fogheightfade;
9905 unsigned int fogmasktableindex;
9906 if (r_refdef.fogplaneviewabove)
9907 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9909 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9910 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9911 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9914 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9915 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9918 int texturesurfaceindex;
9923 const float *v1, *in_tc;
9925 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9927 q3shaderinfo_deform_t *deform;
9928 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9929 if (rsurface.generatedvertex)
9931 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9932 generatenormals = true;
9933 for (i = 0;i < Q3MAXDEFORMS;i++)
9935 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9937 generatetangents = true;
9938 generatenormals = true;
9940 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9941 generatenormals = true;
9943 if (generatenormals && !rsurface.modelnormal3f)
9945 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9946 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9947 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9948 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9950 if (generatetangents && !rsurface.modelsvector3f)
9952 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9953 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9954 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9955 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9956 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9957 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9958 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9961 rsurface.vertex3f = rsurface.modelvertex3f;
9962 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9963 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9964 rsurface.svector3f = rsurface.modelsvector3f;
9965 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9966 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9967 rsurface.tvector3f = rsurface.modeltvector3f;
9968 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9969 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9970 rsurface.normal3f = rsurface.modelnormal3f;
9971 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9972 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9973 // if vertices are deformed (sprite flares and things in maps, possibly
9974 // water waves, bulges and other deformations), generate them into
9975 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9976 // (may be static model data or generated data for an animated model, or
9977 // the previous deform pass)
9978 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9980 switch (deform->deform)
9983 case Q3DEFORM_PROJECTIONSHADOW:
9984 case Q3DEFORM_TEXT0:
9985 case Q3DEFORM_TEXT1:
9986 case Q3DEFORM_TEXT2:
9987 case Q3DEFORM_TEXT3:
9988 case Q3DEFORM_TEXT4:
9989 case Q3DEFORM_TEXT5:
9990 case Q3DEFORM_TEXT6:
9991 case Q3DEFORM_TEXT7:
9994 case Q3DEFORM_AUTOSPRITE:
9995 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9996 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9997 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9998 VectorNormalize(newforward);
9999 VectorNormalize(newright);
10000 VectorNormalize(newup);
10001 // make deformed versions of only the model vertices used by the specified surfaces
10002 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10004 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10005 // a single autosprite surface can contain multiple sprites...
10006 for (j = 0;j < surface->num_vertices - 3;j += 4)
10008 VectorClear(center);
10009 for (i = 0;i < 4;i++)
10010 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10011 VectorScale(center, 0.25f, center);
10012 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
10013 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10014 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10015 for (i = 0;i < 4;i++)
10017 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10018 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10021 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10022 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10024 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10025 rsurface.vertex3f_bufferobject = 0;
10026 rsurface.vertex3f_bufferoffset = 0;
10027 rsurface.svector3f = rsurface.array_deformedsvector3f;
10028 rsurface.svector3f_bufferobject = 0;
10029 rsurface.svector3f_bufferoffset = 0;
10030 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10031 rsurface.tvector3f_bufferobject = 0;
10032 rsurface.tvector3f_bufferoffset = 0;
10033 rsurface.normal3f = rsurface.array_deformednormal3f;
10034 rsurface.normal3f_bufferobject = 0;
10035 rsurface.normal3f_bufferoffset = 0;
10037 case Q3DEFORM_AUTOSPRITE2:
10038 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10039 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10040 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10041 VectorNormalize(newforward);
10042 VectorNormalize(newright);
10043 VectorNormalize(newup);
10044 // make deformed versions of only the model vertices used by the specified surfaces
10045 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10047 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10048 const float *v1, *v2;
10058 memset(shortest, 0, sizeof(shortest));
10059 // a single autosprite surface can contain multiple sprites...
10060 for (j = 0;j < surface->num_vertices - 3;j += 4)
10062 VectorClear(center);
10063 for (i = 0;i < 4;i++)
10064 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10065 VectorScale(center, 0.25f, center);
10066 // find the two shortest edges, then use them to define the
10067 // axis vectors for rotating around the central axis
10068 for (i = 0;i < 6;i++)
10070 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10071 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10073 Debug_PolygonBegin(NULL, 0);
10074 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10075 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10076 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10077 Debug_PolygonEnd();
10079 l = VectorDistance2(v1, v2);
10080 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10081 if (v1[2] != v2[2])
10082 l += (1.0f / 1024.0f);
10083 if (shortest[0].length2 > l || i == 0)
10085 shortest[1] = shortest[0];
10086 shortest[0].length2 = l;
10087 shortest[0].v1 = v1;
10088 shortest[0].v2 = v2;
10090 else if (shortest[1].length2 > l || i == 1)
10092 shortest[1].length2 = l;
10093 shortest[1].v1 = v1;
10094 shortest[1].v2 = v2;
10097 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10098 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10100 Debug_PolygonBegin(NULL, 0);
10101 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10102 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10103 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10104 Debug_PolygonEnd();
10106 // this calculates the right vector from the shortest edge
10107 // and the up vector from the edge midpoints
10108 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10109 VectorNormalize(right);
10110 VectorSubtract(end, start, up);
10111 VectorNormalize(up);
10112 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10113 VectorSubtract(rsurface.localvieworigin, center, forward);
10114 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10115 VectorNegate(forward, forward);
10116 VectorReflect(forward, 0, up, forward);
10117 VectorNormalize(forward);
10118 CrossProduct(up, forward, newright);
10119 VectorNormalize(newright);
10121 Debug_PolygonBegin(NULL, 0);
10122 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10123 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10124 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10125 Debug_PolygonEnd();
10128 Debug_PolygonBegin(NULL, 0);
10129 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10130 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10131 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
10132 Debug_PolygonEnd();
10134 // rotate the quad around the up axis vector, this is made
10135 // especially easy by the fact we know the quad is flat,
10136 // so we only have to subtract the center position and
10137 // measure distance along the right vector, and then
10138 // multiply that by the newright vector and add back the
10140 // we also need to subtract the old position to undo the
10141 // displacement from the center, which we do with a
10142 // DotProduct, the subtraction/addition of center is also
10143 // optimized into DotProducts here
10144 l = DotProduct(right, center);
10145 for (i = 0;i < 4;i++)
10147 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10148 f = DotProduct(right, v1) - l;
10149 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10152 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10153 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10155 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10156 rsurface.vertex3f_bufferobject = 0;
10157 rsurface.vertex3f_bufferoffset = 0;
10158 rsurface.svector3f = rsurface.array_deformedsvector3f;
10159 rsurface.svector3f_bufferobject = 0;
10160 rsurface.svector3f_bufferoffset = 0;
10161 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10162 rsurface.tvector3f_bufferobject = 0;
10163 rsurface.tvector3f_bufferoffset = 0;
10164 rsurface.normal3f = rsurface.array_deformednormal3f;
10165 rsurface.normal3f_bufferobject = 0;
10166 rsurface.normal3f_bufferoffset = 0;
10168 case Q3DEFORM_NORMAL:
10169 // deform the normals to make reflections wavey
10170 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10172 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10173 for (j = 0;j < surface->num_vertices;j++)
10176 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
10177 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10178 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
10179 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10180 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10181 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10182 VectorNormalize(normal);
10184 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10186 rsurface.svector3f = rsurface.array_deformedsvector3f;
10187 rsurface.svector3f_bufferobject = 0;
10188 rsurface.svector3f_bufferoffset = 0;
10189 rsurface.tvector3f = rsurface.array_deformedtvector3f;
10190 rsurface.tvector3f_bufferobject = 0;
10191 rsurface.tvector3f_bufferoffset = 0;
10192 rsurface.normal3f = rsurface.array_deformednormal3f;
10193 rsurface.normal3f_bufferobject = 0;
10194 rsurface.normal3f_bufferoffset = 0;
10196 case Q3DEFORM_WAVE:
10197 // deform vertex array to make wavey water and flags and such
10198 waveparms[0] = deform->waveparms[0];
10199 waveparms[1] = deform->waveparms[1];
10200 waveparms[2] = deform->waveparms[2];
10201 waveparms[3] = deform->waveparms[3];
10202 // this is how a divisor of vertex influence on deformation
10203 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10204 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10205 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10207 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10208 for (j = 0;j < surface->num_vertices;j++)
10210 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
10211 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
10212 // if the wavefunc depends on time, evaluate it per-vertex
10215 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10216 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10218 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
10221 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10222 rsurface.vertex3f_bufferobject = 0;
10223 rsurface.vertex3f_bufferoffset = 0;
10225 case Q3DEFORM_BULGE:
10226 // deform vertex array to make the surface have moving bulges
10227 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10230 for (j = 0;j < surface->num_vertices;j++)
10232 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10233 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10236 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10237 rsurface.vertex3f_bufferobject = 0;
10238 rsurface.vertex3f_bufferoffset = 0;
10240 case Q3DEFORM_MOVE:
10241 // deform vertex array
10242 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10243 VectorScale(deform->parms, scale, waveparms);
10244 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10246 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10247 for (j = 0;j < surface->num_vertices;j++)
10248 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10250 rsurface.vertex3f = rsurface.array_deformedvertex3f;
10251 rsurface.vertex3f_bufferobject = 0;
10252 rsurface.vertex3f_bufferoffset = 0;
10256 // generate texcoords based on the chosen texcoord source
10257 switch(rsurface.texture->tcgen.tcgen)
10260 case Q3TCGEN_TEXTURE:
10261 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10262 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
10263 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
10265 case Q3TCGEN_LIGHTMAP:
10266 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
10267 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10268 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10270 case Q3TCGEN_VECTOR:
10271 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10273 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10274 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10276 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10277 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10280 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10281 rsurface.texcoordtexture2f_bufferobject = 0;
10282 rsurface.texcoordtexture2f_bufferoffset = 0;
10284 case Q3TCGEN_ENVIRONMENT:
10285 // make environment reflections using a spheremap
10286 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10288 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10289 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10290 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10291 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10292 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10294 // identical to Q3A's method, but executed in worldspace so
10295 // carried models can be shiny too
10297 float viewer[3], d, reflected[3], worldreflected[3];
10299 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10300 // VectorNormalize(viewer);
10302 d = DotProduct(normal, viewer);
10304 reflected[0] = normal[0]*2*d - viewer[0];
10305 reflected[1] = normal[1]*2*d - viewer[1];
10306 reflected[2] = normal[2]*2*d - viewer[2];
10307 // note: this is proportinal to viewer, so we can normalize later
10309 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10310 VectorNormalize(worldreflected);
10312 // note: this sphere map only uses world x and z!
10313 // so positive and negative y will LOOK THE SAME.
10314 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10315 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10318 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10319 rsurface.texcoordtexture2f_bufferobject = 0;
10320 rsurface.texcoordtexture2f_bufferoffset = 0;
10323 // the only tcmod that needs software vertex processing is turbulent, so
10324 // check for it here and apply the changes if needed
10325 // and we only support that as the first one
10326 // (handling a mixture of turbulent and other tcmods would be problematic
10327 // without punting it entirely to a software path)
10328 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10330 amplitude = rsurface.texture->tcmods[0].parms[1];
10331 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10332 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10334 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10335 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10337 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10338 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10341 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
10342 rsurface.texcoordtexture2f_bufferobject = 0;
10343 rsurface.texcoordtexture2f_bufferoffset = 0;
10345 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10346 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10347 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10348 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10351 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10354 const msurface_t *surface = texturesurfacelist[0];
10355 const msurface_t *surface2;
10360 // TODO: lock all array ranges before render, rather than on each surface
10361 if (texturenumsurfaces == 1)
10362 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10363 else if (r_batchmode.integer == 2)
10365 #define MAXBATCHTRIANGLES 65536
10366 int batchtriangles = 0;
10367 static int batchelements[MAXBATCHTRIANGLES*3];
10368 for (i = 0;i < texturenumsurfaces;i = j)
10370 surface = texturesurfacelist[i];
10372 if (surface->num_triangles > MAXBATCHTRIANGLES)
10374 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10377 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10378 batchtriangles = surface->num_triangles;
10379 firstvertex = surface->num_firstvertex;
10380 endvertex = surface->num_firstvertex + surface->num_vertices;
10381 for (;j < texturenumsurfaces;j++)
10383 surface2 = texturesurfacelist[j];
10384 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10386 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10387 batchtriangles += surface2->num_triangles;
10388 firstvertex = min(firstvertex, surface2->num_firstvertex);
10389 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10391 surface2 = texturesurfacelist[j-1];
10392 numvertices = endvertex - firstvertex;
10393 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10396 else if (r_batchmode.integer == 1)
10398 for (i = 0;i < texturenumsurfaces;i = j)
10400 surface = texturesurfacelist[i];
10401 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10402 if (texturesurfacelist[j] != surface2)
10404 surface2 = texturesurfacelist[j-1];
10405 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10406 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10407 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10412 for (i = 0;i < texturenumsurfaces;i++)
10414 surface = texturesurfacelist[i];
10415 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10420 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10422 switch(vid.renderpath)
10424 case RENDERPATH_CGGL:
10426 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10427 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10430 case RENDERPATH_GL20:
10431 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10432 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10434 case RENDERPATH_GL13:
10435 case RENDERPATH_GL11:
10436 R_Mesh_TexBind(0, surface->lightmaptexture);
10441 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10443 // pick the closest matching water plane and bind textures
10444 int planeindex, vertexindex;
10448 r_waterstate_waterplane_t *p, *bestp;
10451 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10453 if(p->camera_entity != rsurface.texture->camera_entity)
10456 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10458 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10459 d += fabs(PlaneDiff(vert, &p->plane));
10461 if (bestd > d || !bestp)
10467 switch(vid.renderpath)
10469 case RENDERPATH_CGGL:
10471 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10472 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10473 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10476 case RENDERPATH_GL20:
10477 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10478 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10479 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10481 case RENDERPATH_GL13:
10482 case RENDERPATH_GL11:
10487 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10490 const msurface_t *surface;
10491 if (r_waterstate.renderingscene)
10493 for (i = 0;i < texturenumsurfaces;i++)
10495 surface = texturesurfacelist[i];
10496 RSurf_BindLightmapForSurface(surface);
10497 RSurf_BindReflectionForSurface(surface);
10498 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10502 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10506 const msurface_t *surface = texturesurfacelist[0];
10507 const msurface_t *surface2;
10512 if (texturenumsurfaces == 1)
10514 RSurf_BindLightmapForSurface(surface);
10515 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10517 else if (r_batchmode.integer == 2)
10519 int batchtriangles = 0;
10520 static int batchelements[MAXBATCHTRIANGLES*3];
10521 for (i = 0;i < texturenumsurfaces;i = j)
10523 surface = texturesurfacelist[i];
10524 RSurf_BindLightmapForSurface(surface);
10526 if (surface->num_triangles > MAXBATCHTRIANGLES)
10528 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10531 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10532 batchtriangles = surface->num_triangles;
10533 firstvertex = surface->num_firstvertex;
10534 endvertex = surface->num_firstvertex + surface->num_vertices;
10535 for (;j < texturenumsurfaces;j++)
10537 surface2 = texturesurfacelist[j];
10538 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10540 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10541 batchtriangles += surface2->num_triangles;
10542 firstvertex = min(firstvertex, surface2->num_firstvertex);
10543 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10545 surface2 = texturesurfacelist[j-1];
10546 numvertices = endvertex - firstvertex;
10547 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10550 else if (r_batchmode.integer == 1)
10553 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10554 for (i = 0;i < texturenumsurfaces;i = j)
10556 surface = texturesurfacelist[i];
10557 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10558 if (texturesurfacelist[j] != surface2)
10560 Con_Printf(" %i", j - i);
10563 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10565 for (i = 0;i < texturenumsurfaces;i = j)
10567 surface = texturesurfacelist[i];
10568 RSurf_BindLightmapForSurface(surface);
10569 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10570 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10573 Con_Printf(" %i", j - i);
10575 surface2 = texturesurfacelist[j-1];
10576 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10577 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10578 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10586 for (i = 0;i < texturenumsurfaces;i++)
10588 surface = texturesurfacelist[i];
10589 RSurf_BindLightmapForSurface(surface);
10590 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10595 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10598 int texturesurfaceindex;
10599 if (r_showsurfaces.integer == 2)
10601 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10603 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10604 for (j = 0;j < surface->num_triangles;j++)
10606 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10607 GL_Color(f, f, f, 1);
10608 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10614 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10616 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10617 int k = (int)(((size_t)surface) / sizeof(msurface_t));
10618 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10619 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10624 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10626 int texturesurfaceindex;
10630 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10632 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10633 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10641 rsurface.lightmapcolor4f = rsurface.array_color4f;
10642 rsurface.lightmapcolor4f_bufferobject = 0;
10643 rsurface.lightmapcolor4f_bufferoffset = 0;
10646 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10648 int texturesurfaceindex;
10654 if (rsurface.lightmapcolor4f)
10656 // generate color arrays for the surfaces in this list
10657 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10659 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10660 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10662 f = RSurf_FogVertex(v);
10672 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10674 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10675 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10677 f = RSurf_FogVertex(v);
10685 rsurface.lightmapcolor4f = rsurface.array_color4f;
10686 rsurface.lightmapcolor4f_bufferobject = 0;
10687 rsurface.lightmapcolor4f_bufferoffset = 0;
10690 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10692 int texturesurfaceindex;
10698 if (!rsurface.lightmapcolor4f)
10700 // generate color arrays for the surfaces in this list
10701 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10703 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10704 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10706 f = RSurf_FogVertex(v);
10707 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10708 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10709 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10713 rsurface.lightmapcolor4f = rsurface.array_color4f;
10714 rsurface.lightmapcolor4f_bufferobject = 0;
10715 rsurface.lightmapcolor4f_bufferoffset = 0;
10718 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10720 int texturesurfaceindex;
10724 if (!rsurface.lightmapcolor4f)
10726 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10728 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10729 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10737 rsurface.lightmapcolor4f = rsurface.array_color4f;
10738 rsurface.lightmapcolor4f_bufferobject = 0;
10739 rsurface.lightmapcolor4f_bufferoffset = 0;
10742 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10744 int texturesurfaceindex;
10748 if (!rsurface.lightmapcolor4f)
10750 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10752 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10753 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10755 c2[0] = c[0] + r_refdef.scene.ambient;
10756 c2[1] = c[1] + r_refdef.scene.ambient;
10757 c2[2] = c[2] + r_refdef.scene.ambient;
10761 rsurface.lightmapcolor4f = rsurface.array_color4f;
10762 rsurface.lightmapcolor4f_bufferobject = 0;
10763 rsurface.lightmapcolor4f_bufferoffset = 0;
10766 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10769 rsurface.lightmapcolor4f = NULL;
10770 rsurface.lightmapcolor4f_bufferobject = 0;
10771 rsurface.lightmapcolor4f_bufferoffset = 0;
10772 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10773 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10774 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10775 GL_Color(r, g, b, a);
10776 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10779 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10781 // TODO: optimize applyfog && applycolor case
10782 // just apply fog if necessary, and tint the fog color array if necessary
10783 rsurface.lightmapcolor4f = NULL;
10784 rsurface.lightmapcolor4f_bufferobject = 0;
10785 rsurface.lightmapcolor4f_bufferoffset = 0;
10786 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10787 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10788 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10789 GL_Color(r, g, b, a);
10790 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10793 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10795 int texturesurfaceindex;
10799 if (texturesurfacelist[0]->lightmapinfo)
10801 // generate color arrays for the surfaces in this list
10802 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10804 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10805 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10807 if (surface->lightmapinfo->samples)
10809 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10810 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10811 VectorScale(lm, scale, c);
10812 if (surface->lightmapinfo->styles[1] != 255)
10814 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10816 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10817 VectorMA(c, scale, lm, c);
10818 if (surface->lightmapinfo->styles[2] != 255)
10821 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10822 VectorMA(c, scale, lm, c);
10823 if (surface->lightmapinfo->styles[3] != 255)
10826 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10827 VectorMA(c, scale, lm, c);
10837 rsurface.lightmapcolor4f = rsurface.array_color4f;
10838 rsurface.lightmapcolor4f_bufferobject = 0;
10839 rsurface.lightmapcolor4f_bufferoffset = 0;
10843 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10844 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10845 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10847 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10848 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10849 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10850 GL_Color(r, g, b, a);
10851 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10854 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10856 int texturesurfaceindex;
10863 vec3_t ambientcolor;
10864 vec3_t diffusecolor;
10868 VectorCopy(rsurface.modellight_lightdir, lightdir);
10869 f = 0.5f * r_refdef.lightmapintensity;
10870 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10871 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10872 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10873 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10874 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10875 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10877 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10879 // generate color arrays for the surfaces in this list
10880 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10882 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10883 int numverts = surface->num_vertices;
10884 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10885 n = rsurface.normal3f + 3 * surface->num_firstvertex;
10886 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10887 // q3-style directional shading
10888 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10890 if ((f = DotProduct(n, lightdir)) > 0)
10891 VectorMA(ambientcolor, f, diffusecolor, c);
10893 VectorCopy(ambientcolor, c);
10901 rsurface.lightmapcolor4f = rsurface.array_color4f;
10902 rsurface.lightmapcolor4f_bufferobject = 0;
10903 rsurface.lightmapcolor4f_bufferoffset = 0;
10904 *applycolor = false;
10908 *r = ambientcolor[0];
10909 *g = ambientcolor[1];
10910 *b = ambientcolor[2];
10911 rsurface.lightmapcolor4f = NULL;
10912 rsurface.lightmapcolor4f_bufferobject = 0;
10913 rsurface.lightmapcolor4f_bufferoffset = 0;
10917 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10919 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10920 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10921 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10922 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10923 GL_Color(r, g, b, a);
10924 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10927 void RSurf_SetupDepthAndCulling(void)
10929 // submodels are biased to avoid z-fighting with world surfaces that they
10930 // may be exactly overlapping (avoids z-fighting artifacts on certain
10931 // doors and things in Quake maps)
10932 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10933 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10934 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10935 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10938 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10940 // transparent sky would be ridiculous
10941 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10943 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10944 skyrenderlater = true;
10945 RSurf_SetupDepthAndCulling();
10946 GL_DepthMask(true);
10947 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10948 // skymasking on them, and Quake3 never did sky masking (unlike
10949 // software Quake and software Quake2), so disable the sky masking
10950 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10951 // and skymasking also looks very bad when noclipping outside the
10952 // level, so don't use it then either.
10953 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10955 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10956 R_Mesh_ColorPointer(NULL, 0, 0);
10957 R_Mesh_ResetTextureState();
10958 if (skyrendermasked)
10960 R_SetupShader_DepthOrShadow();
10961 // depth-only (masking)
10962 GL_ColorMask(0,0,0,0);
10963 // just to make sure that braindead drivers don't draw
10964 // anything despite that colormask...
10965 GL_BlendFunc(GL_ZERO, GL_ONE);
10969 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10971 GL_BlendFunc(GL_ONE, GL_ZERO);
10973 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10974 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10975 if (skyrendermasked)
10976 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10978 R_Mesh_ResetTextureState();
10979 GL_Color(1, 1, 1, 1);
10982 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10983 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10984 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10986 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10988 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10991 // render screenspace normalmap to texture
10992 GL_DepthMask(true);
10993 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10994 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10996 else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
10998 // render water or distortion background, then blend surface on top
10999 GL_DepthMask(true);
11000 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11001 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11002 GL_DepthMask(false);
11003 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11004 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11005 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11007 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11011 // render surface normally
11012 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11013 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11014 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11015 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11016 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11017 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11019 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11023 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11025 // OpenGL 1.3 path - anything not completely ancient
11026 int texturesurfaceindex;
11027 qboolean applycolor;
11030 const texturelayer_t *layer;
11031 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11033 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11036 int layertexrgbscale;
11037 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11039 if (layerindex == 0)
11040 GL_AlphaTest(true);
11043 GL_AlphaTest(false);
11044 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11047 GL_DepthMask(layer->depthmask && writedepth);
11048 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11049 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11051 layertexrgbscale = 4;
11052 VectorScale(layer->color, 0.25f, layercolor);
11054 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11056 layertexrgbscale = 2;
11057 VectorScale(layer->color, 0.5f, layercolor);
11061 layertexrgbscale = 1;
11062 VectorScale(layer->color, 1.0f, layercolor);
11064 layercolor[3] = layer->color[3];
11065 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11066 R_Mesh_ColorPointer(NULL, 0, 0);
11067 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11068 switch (layer->type)
11070 case TEXTURELAYERTYPE_LITTEXTURE:
11071 // single-pass lightmapped texture with 2x rgbscale
11072 R_Mesh_TexBind(0, r_texture_white);
11073 R_Mesh_TexMatrix(0, NULL);
11074 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11075 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11076 R_Mesh_TexBind(1, layer->texture);
11077 R_Mesh_TexMatrix(1, &layer->texmatrix);
11078 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11079 R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11080 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11081 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11082 else if (rsurface.uselightmaptexture)
11083 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11085 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11087 case TEXTURELAYERTYPE_TEXTURE:
11088 // singletexture unlit texture with transparency support
11089 R_Mesh_TexBind(0, layer->texture);
11090 R_Mesh_TexMatrix(0, &layer->texmatrix);
11091 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11092 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11093 R_Mesh_TexBind(1, 0);
11094 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11095 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11097 case TEXTURELAYERTYPE_FOG:
11098 // singletexture fogging
11099 if (layer->texture)
11101 R_Mesh_TexBind(0, layer->texture);
11102 R_Mesh_TexMatrix(0, &layer->texmatrix);
11103 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11104 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11108 R_Mesh_TexBind(0, 0);
11109 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11111 R_Mesh_TexBind(1, 0);
11112 R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11113 // generate a color array for the fog pass
11114 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11115 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11121 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11122 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11124 f = 1 - RSurf_FogVertex(v);
11125 c[0] = layercolor[0];
11126 c[1] = layercolor[1];
11127 c[2] = layercolor[2];
11128 c[3] = f * layercolor[3];
11131 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11134 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11138 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11140 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11141 GL_AlphaTest(false);
11145 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11147 // OpenGL 1.1 - crusty old voodoo path
11148 int texturesurfaceindex;
11151 const texturelayer_t *layer;
11152 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11154 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11156 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11158 if (layerindex == 0)
11159 GL_AlphaTest(true);
11162 GL_AlphaTest(false);
11163 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11166 GL_DepthMask(layer->depthmask && writedepth);
11167 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11168 R_Mesh_ColorPointer(NULL, 0, 0);
11169 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11170 switch (layer->type)
11172 case TEXTURELAYERTYPE_LITTEXTURE:
11173 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11175 // two-pass lit texture with 2x rgbscale
11176 // first the lightmap pass
11177 R_Mesh_TexBind(0, r_texture_white);
11178 R_Mesh_TexMatrix(0, NULL);
11179 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11180 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11181 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11182 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11183 else if (rsurface.uselightmaptexture)
11184 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11186 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11187 // then apply the texture to it
11188 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11189 R_Mesh_TexBind(0, layer->texture);
11190 R_Mesh_TexMatrix(0, &layer->texmatrix);
11191 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11192 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11193 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11197 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11198 R_Mesh_TexBind(0, layer->texture);
11199 R_Mesh_TexMatrix(0, &layer->texmatrix);
11200 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11201 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11203 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11205 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11208 case TEXTURELAYERTYPE_TEXTURE:
11209 // singletexture unlit texture with transparency support
11210 R_Mesh_TexBind(0, layer->texture);
11211 R_Mesh_TexMatrix(0, &layer->texmatrix);
11212 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11213 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11214 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11216 case TEXTURELAYERTYPE_FOG:
11217 // singletexture fogging
11218 if (layer->texture)
11220 R_Mesh_TexBind(0, layer->texture);
11221 R_Mesh_TexMatrix(0, &layer->texmatrix);
11222 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11223 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11227 R_Mesh_TexBind(0, 0);
11228 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11230 // generate a color array for the fog pass
11231 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11232 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11238 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11239 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11241 f = 1 - RSurf_FogVertex(v);
11242 c[0] = layer->color[0];
11243 c[1] = layer->color[1];
11244 c[2] = layer->color[2];
11245 c[3] = f * layer->color[3];
11248 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11251 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11255 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11257 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11258 GL_AlphaTest(false);
11262 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11266 GL_AlphaTest(false);
11267 R_Mesh_ColorPointer(NULL, 0, 0);
11268 R_Mesh_ResetTextureState();
11269 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11271 if(rsurface.texture && rsurface.texture->currentskinframe)
11273 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11274 c[3] *= rsurface.texture->currentalpha;
11284 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11286 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11287 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11288 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11291 // brighten it up (as texture value 127 means "unlit")
11292 c[0] *= 2 * r_refdef.view.colorscale;
11293 c[1] *= 2 * r_refdef.view.colorscale;
11294 c[2] *= 2 * r_refdef.view.colorscale;
11296 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11297 c[3] *= r_wateralpha.value;
11299 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11301 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11302 GL_DepthMask(false);
11304 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11306 GL_BlendFunc(GL_ONE, GL_ONE);
11307 GL_DepthMask(false);
11309 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11311 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11312 GL_DepthMask(false);
11314 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11316 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11317 GL_DepthMask(false);
11321 GL_BlendFunc(GL_ONE, GL_ZERO);
11322 GL_DepthMask(writedepth);
11325 rsurface.lightmapcolor4f = NULL;
11327 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11329 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11331 rsurface.lightmapcolor4f = NULL;
11332 rsurface.lightmapcolor4f_bufferobject = 0;
11333 rsurface.lightmapcolor4f_bufferoffset = 0;
11335 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11337 qboolean applycolor = true;
11340 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11342 r_refdef.lightmapintensity = 1;
11343 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11344 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11348 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11350 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11351 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11352 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11355 if(!rsurface.lightmapcolor4f)
11356 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11358 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11359 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11360 if(r_refdef.fogenabled)
11361 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11363 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11364 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11367 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11370 RSurf_SetupDepthAndCulling();
11371 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11373 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11376 switch (vid.renderpath)
11378 case RENDERPATH_GL20:
11379 case RENDERPATH_CGGL:
11380 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11382 case RENDERPATH_GL13:
11383 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11385 case RENDERPATH_GL11:
11386 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11392 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11395 RSurf_SetupDepthAndCulling();
11396 if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11398 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11401 switch (vid.renderpath)
11403 case RENDERPATH_GL20:
11404 case RENDERPATH_CGGL:
11405 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11407 case RENDERPATH_GL13:
11408 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11410 case RENDERPATH_GL11:
11411 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11417 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11420 int texturenumsurfaces, endsurface;
11421 texture_t *texture;
11422 const msurface_t *surface;
11423 #define MAXBATCH_TRANSPARENTSURFACES 256
11424 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11426 // if the model is static it doesn't matter what value we give for
11427 // wantnormals and wanttangents, so this logic uses only rules applicable
11428 // to a model, knowing that they are meaningless otherwise
11429 if (ent == r_refdef.scene.worldentity)
11430 RSurf_ActiveWorldEntity();
11431 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11432 RSurf_ActiveModelEntity(ent, false, false, false);
11435 switch (vid.renderpath)
11437 case RENDERPATH_GL20:
11438 case RENDERPATH_CGGL:
11439 RSurf_ActiveModelEntity(ent, true, true, false);
11441 case RENDERPATH_GL13:
11442 case RENDERPATH_GL11:
11443 RSurf_ActiveModelEntity(ent, true, false, false);
11448 if (r_transparentdepthmasking.integer)
11450 qboolean setup = false;
11451 for (i = 0;i < numsurfaces;i = j)
11454 surface = rsurface.modelsurfaces + surfacelist[i];
11455 texture = surface->texture;
11456 rsurface.texture = R_GetCurrentTexture(texture);
11457 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11458 // scan ahead until we find a different texture
11459 endsurface = min(i + 1024, numsurfaces);
11460 texturenumsurfaces = 0;
11461 texturesurfacelist[texturenumsurfaces++] = surface;
11462 for (;j < endsurface;j++)
11464 surface = rsurface.modelsurfaces + surfacelist[j];
11465 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11467 texturesurfacelist[texturenumsurfaces++] = surface;
11469 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11471 // render the range of surfaces as depth
11475 GL_ColorMask(0,0,0,0);
11477 GL_DepthTest(true);
11478 GL_BlendFunc(GL_ONE, GL_ZERO);
11479 GL_DepthMask(true);
11480 GL_AlphaTest(false);
11481 R_Mesh_ColorPointer(NULL, 0, 0);
11482 R_Mesh_ResetTextureState();
11483 R_SetupShader_DepthOrShadow();
11485 RSurf_SetupDepthAndCulling();
11486 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11487 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11490 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11493 for (i = 0;i < numsurfaces;i = j)
11496 surface = rsurface.modelsurfaces + surfacelist[i];
11497 texture = surface->texture;
11498 rsurface.texture = R_GetCurrentTexture(texture);
11499 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11500 // scan ahead until we find a different texture
11501 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11502 texturenumsurfaces = 0;
11503 texturesurfacelist[texturenumsurfaces++] = surface;
11504 for (;j < endsurface;j++)
11506 surface = rsurface.modelsurfaces + surfacelist[j];
11507 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11509 texturesurfacelist[texturenumsurfaces++] = surface;
11511 // render the range of surfaces
11512 if (ent == r_refdef.scene.worldentity)
11513 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11515 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11517 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11518 GL_AlphaTest(false);
11521 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11523 // transparent surfaces get pushed off into the transparent queue
11524 int surfacelistindex;
11525 const msurface_t *surface;
11526 vec3_t tempcenter, center;
11527 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11529 surface = texturesurfacelist[surfacelistindex];
11530 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11531 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11532 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11533 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11534 if (queueentity->transparent_offset) // transparent offset
11536 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11537 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11538 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11540 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11544 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11546 const entity_render_t *queueentity = r_refdef.scene.worldentity;
11550 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11552 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11554 RSurf_SetupDepthAndCulling();
11555 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11556 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11560 if (!rsurface.texture->currentnumlayers)
11562 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11563 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11565 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11567 else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11569 RSurf_SetupDepthAndCulling();
11570 GL_AlphaTest(false);
11571 R_Mesh_ColorPointer(NULL, 0, 0);
11572 R_Mesh_ResetTextureState();
11573 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11574 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11575 GL_DepthMask(true);
11576 GL_BlendFunc(GL_ONE, GL_ZERO);
11577 GL_Color(0, 0, 0, 1);
11578 GL_DepthTest(writedepth);
11579 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11581 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11583 RSurf_SetupDepthAndCulling();
11584 GL_AlphaTest(false);
11585 R_Mesh_ColorPointer(NULL, 0, 0);
11586 R_Mesh_ResetTextureState();
11587 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11588 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11589 GL_DepthMask(true);
11590 GL_BlendFunc(GL_ONE, GL_ZERO);
11591 GL_DepthTest(true);
11592 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11594 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11595 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11596 else if (!rsurface.texture->currentnumlayers)
11598 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11600 // in the deferred case, transparent surfaces were queued during prepass
11601 if (!r_shadow_usingdeferredprepass)
11602 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11606 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11607 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11612 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11615 texture_t *texture;
11616 // break the surface list down into batches by texture and use of lightmapping
11617 for (i = 0;i < numsurfaces;i = j)
11620 // texture is the base texture pointer, rsurface.texture is the
11621 // current frame/skin the texture is directing us to use (for example
11622 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11623 // use skin 1 instead)
11624 texture = surfacelist[i]->texture;
11625 rsurface.texture = R_GetCurrentTexture(texture);
11626 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11627 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11629 // if this texture is not the kind we want, skip ahead to the next one
11630 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11634 // simply scan ahead until we find a different texture or lightmap state
11635 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11637 // render the range of surfaces
11638 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11642 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11647 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11649 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11651 RSurf_SetupDepthAndCulling();
11652 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11653 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11657 if (!rsurface.texture->currentnumlayers)
11659 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11660 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11662 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11664 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11666 RSurf_SetupDepthAndCulling();
11667 GL_AlphaTest(false);
11668 R_Mesh_ColorPointer(NULL, 0, 0);
11669 R_Mesh_ResetTextureState();
11670 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11671 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11672 GL_DepthMask(true);
11673 GL_BlendFunc(GL_ONE, GL_ZERO);
11674 GL_Color(0, 0, 0, 1);
11675 GL_DepthTest(writedepth);
11676 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11678 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11680 RSurf_SetupDepthAndCulling();
11681 GL_AlphaTest(false);
11682 R_Mesh_ColorPointer(NULL, 0, 0);
11683 R_Mesh_ResetTextureState();
11684 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11685 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11686 GL_DepthMask(true);
11687 GL_BlendFunc(GL_ONE, GL_ZERO);
11688 GL_DepthTest(true);
11689 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11691 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11692 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11693 else if (!rsurface.texture->currentnumlayers)
11695 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11697 // in the deferred case, transparent surfaces were queued during prepass
11698 if (!r_shadow_usingdeferredprepass)
11699 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11703 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11704 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11709 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11712 texture_t *texture;
11713 // break the surface list down into batches by texture and use of lightmapping
11714 for (i = 0;i < numsurfaces;i = j)
11717 // texture is the base texture pointer, rsurface.texture is the
11718 // current frame/skin the texture is directing us to use (for example
11719 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11720 // use skin 1 instead)
11721 texture = surfacelist[i]->texture;
11722 rsurface.texture = R_GetCurrentTexture(texture);
11723 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11724 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11726 // if this texture is not the kind we want, skip ahead to the next one
11727 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11731 // simply scan ahead until we find a different texture or lightmap state
11732 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11734 // render the range of surfaces
11735 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11739 float locboxvertex3f[6*4*3] =
11741 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11742 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11743 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11744 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11745 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11746 1,0,0, 0,0,0, 0,1,0, 1,1,0
11749 unsigned short locboxelements[6*2*3] =
11754 12,13,14, 12,14,15,
11755 16,17,18, 16,18,19,
11759 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11762 cl_locnode_t *loc = (cl_locnode_t *)ent;
11764 float vertex3f[6*4*3];
11766 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11767 GL_DepthMask(false);
11768 GL_DepthRange(0, 1);
11769 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11770 GL_DepthTest(true);
11771 GL_CullFace(GL_NONE);
11772 R_EntityMatrix(&identitymatrix);
11774 R_Mesh_VertexPointer(vertex3f, 0, 0);
11775 R_Mesh_ColorPointer(NULL, 0, 0);
11776 R_Mesh_ResetTextureState();
11777 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11779 i = surfacelist[0];
11780 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11781 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11782 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11783 surfacelist[0] < 0 ? 0.5f : 0.125f);
11785 if (VectorCompare(loc->mins, loc->maxs))
11787 VectorSet(size, 2, 2, 2);
11788 VectorMA(loc->mins, -0.5f, size, mins);
11792 VectorCopy(loc->mins, mins);
11793 VectorSubtract(loc->maxs, loc->mins, size);
11796 for (i = 0;i < 6*4*3;)
11797 for (j = 0;j < 3;j++, i++)
11798 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11800 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11803 void R_DrawLocs(void)
11806 cl_locnode_t *loc, *nearestloc;
11808 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11809 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11811 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11812 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11816 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11818 if (decalsystem->decals)
11819 Mem_Free(decalsystem->decals);
11820 memset(decalsystem, 0, sizeof(*decalsystem));
11823 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)
11826 tridecal_t *decals;
11829 // expand or initialize the system
11830 if (decalsystem->maxdecals <= decalsystem->numdecals)
11832 decalsystem_t old = *decalsystem;
11833 qboolean useshortelements;
11834 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11835 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11836 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)));
11837 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11838 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11839 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11840 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11841 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11842 if (decalsystem->numdecals)
11843 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11845 Mem_Free(old.decals);
11846 for (i = 0;i < decalsystem->maxdecals*3;i++)
11847 decalsystem->element3i[i] = i;
11848 if (useshortelements)
11849 for (i = 0;i < decalsystem->maxdecals*3;i++)
11850 decalsystem->element3s[i] = i;
11853 // grab a decal and search for another free slot for the next one
11854 decals = decalsystem->decals;
11855 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11856 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11858 decalsystem->freedecal = i;
11859 if (decalsystem->numdecals <= i)
11860 decalsystem->numdecals = i + 1;
11862 // initialize the decal
11864 decal->triangleindex = triangleindex;
11865 decal->surfaceindex = surfaceindex;
11866 decal->decalsequence = decalsequence;
11867 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11868 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11869 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11870 decal->color4ub[0][3] = 255;
11871 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11872 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11873 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11874 decal->color4ub[1][3] = 255;
11875 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11876 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11877 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11878 decal->color4ub[2][3] = 255;
11879 decal->vertex3f[0][0] = v0[0];
11880 decal->vertex3f[0][1] = v0[1];
11881 decal->vertex3f[0][2] = v0[2];
11882 decal->vertex3f[1][0] = v1[0];
11883 decal->vertex3f[1][1] = v1[1];
11884 decal->vertex3f[1][2] = v1[2];
11885 decal->vertex3f[2][0] = v2[0];
11886 decal->vertex3f[2][1] = v2[1];
11887 decal->vertex3f[2][2] = v2[2];
11888 decal->texcoord2f[0][0] = t0[0];
11889 decal->texcoord2f[0][1] = t0[1];
11890 decal->texcoord2f[1][0] = t1[0];
11891 decal->texcoord2f[1][1] = t1[1];
11892 decal->texcoord2f[2][0] = t2[0];
11893 decal->texcoord2f[2][1] = t2[1];
11896 extern cvar_t cl_decals_bias;
11897 extern cvar_t cl_decals_models;
11898 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11899 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)
11901 matrix4x4_t projection;
11902 decalsystem_t *decalsystem;
11905 const float *vertex3f;
11906 const msurface_t *surface;
11907 const msurface_t *surfaces;
11908 const int *surfacelist;
11909 const texture_t *texture;
11911 int numsurfacelist;
11912 int surfacelistindex;
11919 float localorigin[3];
11920 float localnormal[3];
11921 float localmins[3];
11922 float localmaxs[3];
11928 float planes[6][4];
11930 float points[2][9][3];
11934 decalsystem = &ent->decalsystem;
11935 model = ent->model;
11936 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11938 R_DecalSystem_Reset(&ent->decalsystem);
11942 if (!model->brush.data_nodes && !cl_decals_models.integer)
11944 if (decalsystem->model)
11945 R_DecalSystem_Reset(decalsystem);
11949 if (decalsystem->model != model)
11950 R_DecalSystem_Reset(decalsystem);
11951 decalsystem->model = model;
11953 RSurf_ActiveModelEntity(ent, false, false, false);
11955 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11956 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11957 VectorNormalize(localnormal);
11958 localsize = worldsize*rsurface.inversematrixscale;
11959 localmins[0] = localorigin[0] - localsize;
11960 localmins[1] = localorigin[1] - localsize;
11961 localmins[2] = localorigin[2] - localsize;
11962 localmaxs[0] = localorigin[0] + localsize;
11963 localmaxs[1] = localorigin[1] + localsize;
11964 localmaxs[2] = localorigin[2] + localsize;
11966 //VectorCopy(localnormal, planes[4]);
11967 //VectorVectors(planes[4], planes[2], planes[0]);
11968 AnglesFromVectors(angles, localnormal, NULL, false);
11969 AngleVectors(angles, planes[0], planes[2], planes[4]);
11970 VectorNegate(planes[0], planes[1]);
11971 VectorNegate(planes[2], planes[3]);
11972 VectorNegate(planes[4], planes[5]);
11973 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11974 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11975 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11976 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11977 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11978 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11983 matrix4x4_t forwardprojection;
11984 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11985 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11990 float projectionvector[4][3];
11991 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11992 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11993 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11994 projectionvector[0][0] = planes[0][0] * ilocalsize;
11995 projectionvector[0][1] = planes[1][0] * ilocalsize;
11996 projectionvector[0][2] = planes[2][0] * ilocalsize;
11997 projectionvector[1][0] = planes[0][1] * ilocalsize;
11998 projectionvector[1][1] = planes[1][1] * ilocalsize;
11999 projectionvector[1][2] = planes[2][1] * ilocalsize;
12000 projectionvector[2][0] = planes[0][2] * ilocalsize;
12001 projectionvector[2][1] = planes[1][2] * ilocalsize;
12002 projectionvector[2][2] = planes[2][2] * ilocalsize;
12003 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12004 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12005 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12006 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12010 dynamic = model->surfmesh.isanimated;
12011 vertex3f = rsurface.modelvertex3f;
12012 numsurfacelist = model->nummodelsurfaces;
12013 surfacelist = model->sortedmodelsurfaces;
12014 surfaces = model->data_surfaces;
12015 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12017 surfaceindex = surfacelist[surfacelistindex];
12018 surface = surfaces + surfaceindex;
12019 // check cull box first because it rejects more than any other check
12020 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12022 // skip transparent surfaces
12023 texture = surface->texture;
12024 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12026 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12028 numtriangles = surface->num_triangles;
12029 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12031 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12033 index = 3*e[cornerindex];
12034 VectorCopy(vertex3f + index, v[cornerindex]);
12037 //TriangleNormal(v[0], v[1], v[2], normal);
12038 //if (DotProduct(normal, localnormal) < 0.0f)
12040 // clip by each of the box planes formed from the projection matrix
12041 // if anything survives, we emit the decal
12042 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]);
12045 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]);
12048 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]);
12051 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]);
12054 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]);
12057 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]);
12060 // some part of the triangle survived, so we have to accept it...
12063 // dynamic always uses the original triangle
12065 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12067 index = 3*e[cornerindex];
12068 VectorCopy(vertex3f + index, v[cornerindex]);
12071 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12073 // convert vertex positions to texcoords
12074 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12075 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12076 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12077 // calculate distance fade from the projection origin
12078 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12079 f = bound(0.0f, f, 1.0f);
12080 c[cornerindex][0] = r * f;
12081 c[cornerindex][1] = g * f;
12082 c[cornerindex][2] = b * f;
12083 c[cornerindex][3] = 1.0f;
12084 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12087 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);
12089 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12090 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);
12095 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12096 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)
12098 int renderentityindex;
12099 float worldmins[3];
12100 float worldmaxs[3];
12101 entity_render_t *ent;
12103 if (!cl_decals_newsystem.integer)
12106 worldmins[0] = worldorigin[0] - worldsize;
12107 worldmins[1] = worldorigin[1] - worldsize;
12108 worldmins[2] = worldorigin[2] - worldsize;
12109 worldmaxs[0] = worldorigin[0] + worldsize;
12110 worldmaxs[1] = worldorigin[1] + worldsize;
12111 worldmaxs[2] = worldorigin[2] + worldsize;
12113 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12115 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12117 ent = r_refdef.scene.entities[renderentityindex];
12118 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12121 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12125 typedef struct r_decalsystem_splatqueue_s
12127 vec3_t worldorigin;
12128 vec3_t worldnormal;
12134 r_decalsystem_splatqueue_t;
12136 int r_decalsystem_numqueued = 0;
12137 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12139 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)
12141 r_decalsystem_splatqueue_t *queue;
12143 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12146 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12147 VectorCopy(worldorigin, queue->worldorigin);
12148 VectorCopy(worldnormal, queue->worldnormal);
12149 Vector4Set(queue->color, r, g, b, a);
12150 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12151 queue->worldsize = worldsize;
12152 queue->decalsequence = cl.decalsequence++;
12155 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12158 r_decalsystem_splatqueue_t *queue;
12160 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12161 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);
12162 r_decalsystem_numqueued = 0;
12165 extern cvar_t cl_decals_max;
12166 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12169 decalsystem_t *decalsystem = &ent->decalsystem;
12176 if (!decalsystem->numdecals)
12179 if (r_showsurfaces.integer)
12182 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12184 R_DecalSystem_Reset(decalsystem);
12188 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12189 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12191 if (decalsystem->lastupdatetime)
12192 frametime = (cl.time - decalsystem->lastupdatetime);
12195 decalsystem->lastupdatetime = cl.time;
12196 decal = decalsystem->decals;
12197 numdecals = decalsystem->numdecals;
12199 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12201 if (decal->color4ub[0][3])
12203 decal->lived += frametime;
12204 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12206 memset(decal, 0, sizeof(*decal));
12207 if (decalsystem->freedecal > i)
12208 decalsystem->freedecal = i;
12212 decal = decalsystem->decals;
12213 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12216 // collapse the array by shuffling the tail decals into the gaps
12219 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12220 decalsystem->freedecal++;
12221 if (decalsystem->freedecal == numdecals)
12223 decal[decalsystem->freedecal] = decal[--numdecals];
12226 decalsystem->numdecals = numdecals;
12228 if (numdecals <= 0)
12230 // if there are no decals left, reset decalsystem
12231 R_DecalSystem_Reset(decalsystem);
12235 extern skinframe_t *decalskinframe;
12236 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12239 decalsystem_t *decalsystem = &ent->decalsystem;
12248 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12251 numdecals = decalsystem->numdecals;
12255 if (r_showsurfaces.integer)
12258 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12260 R_DecalSystem_Reset(decalsystem);
12264 // if the model is static it doesn't matter what value we give for
12265 // wantnormals and wanttangents, so this logic uses only rules applicable
12266 // to a model, knowing that they are meaningless otherwise
12267 if (ent == r_refdef.scene.worldentity)
12268 RSurf_ActiveWorldEntity();
12270 RSurf_ActiveModelEntity(ent, false, false, false);
12272 decalsystem->lastupdatetime = cl.time;
12273 decal = decalsystem->decals;
12275 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12277 // update vertex positions for animated models
12278 v3f = decalsystem->vertex3f;
12279 c4f = decalsystem->color4f;
12280 t2f = decalsystem->texcoord2f;
12281 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12283 if (!decal->color4ub[0][3])
12286 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12289 // update color values for fading decals
12290 if (decal->lived >= cl_decals_time.value)
12292 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12293 alpha *= (1.0f/255.0f);
12296 alpha = 1.0f/255.0f;
12298 c4f[ 0] = decal->color4ub[0][0] * alpha;
12299 c4f[ 1] = decal->color4ub[0][1] * alpha;
12300 c4f[ 2] = decal->color4ub[0][2] * alpha;
12302 c4f[ 4] = decal->color4ub[1][0] * alpha;
12303 c4f[ 5] = decal->color4ub[1][1] * alpha;
12304 c4f[ 6] = decal->color4ub[1][2] * alpha;
12306 c4f[ 8] = decal->color4ub[2][0] * alpha;
12307 c4f[ 9] = decal->color4ub[2][1] * alpha;
12308 c4f[10] = decal->color4ub[2][2] * alpha;
12311 t2f[0] = decal->texcoord2f[0][0];
12312 t2f[1] = decal->texcoord2f[0][1];
12313 t2f[2] = decal->texcoord2f[1][0];
12314 t2f[3] = decal->texcoord2f[1][1];
12315 t2f[4] = decal->texcoord2f[2][0];
12316 t2f[5] = decal->texcoord2f[2][1];
12318 // update vertex positions for animated models
12319 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12321 e = rsurface.modelelement3i + 3*decal->triangleindex;
12322 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12323 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12324 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12328 VectorCopy(decal->vertex3f[0], v3f);
12329 VectorCopy(decal->vertex3f[1], v3f + 3);
12330 VectorCopy(decal->vertex3f[2], v3f + 6);
12333 if (r_refdef.fogenabled)
12335 alpha = RSurf_FogVertex(v3f);
12336 VectorScale(c4f, alpha, c4f);
12337 alpha = RSurf_FogVertex(v3f + 3);
12338 VectorScale(c4f + 4, alpha, c4f + 4);
12339 alpha = RSurf_FogVertex(v3f + 6);
12340 VectorScale(c4f + 8, alpha, c4f + 8);
12351 r_refdef.stats.drawndecals += numtris;
12353 // now render the decals all at once
12354 // (this assumes they all use one particle font texture!)
12355 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);
12356 R_Mesh_ResetTextureState();
12357 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12358 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12359 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12360 GL_DepthMask(false);
12361 GL_DepthRange(0, 1);
12362 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12363 GL_DepthTest(true);
12364 GL_CullFace(GL_NONE);
12365 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12366 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12367 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12371 static void R_DrawModelDecals(void)
12375 // fade faster when there are too many decals
12376 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12377 for (i = 0;i < r_refdef.scene.numentities;i++)
12378 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12380 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12381 for (i = 0;i < r_refdef.scene.numentities;i++)
12382 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12383 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12385 R_DecalSystem_ApplySplatEntitiesQueue();
12387 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12388 for (i = 0;i < r_refdef.scene.numentities;i++)
12389 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12391 r_refdef.stats.totaldecals += numdecals;
12393 if (r_showsurfaces.integer)
12396 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12398 for (i = 0;i < r_refdef.scene.numentities;i++)
12400 if (!r_refdef.viewcache.entityvisible[i])
12402 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12403 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12407 extern cvar_t mod_collision_bih;
12408 void R_DrawDebugModel(void)
12410 entity_render_t *ent = rsurface.entity;
12411 int i, j, k, l, flagsmask;
12412 const msurface_t *surface;
12413 dp_model_t *model = ent->model;
12416 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12418 R_Mesh_ColorPointer(NULL, 0, 0);
12419 R_Mesh_ResetTextureState();
12420 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12421 GL_DepthRange(0, 1);
12422 GL_DepthTest(!r_showdisabledepthtest.integer);
12423 GL_DepthMask(false);
12424 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12426 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12430 qboolean cullbox = ent == r_refdef.scene.worldentity;
12431 const q3mbrush_t *brush;
12432 const bih_t *bih = &model->collision_bih;
12433 const bih_leaf_t *bihleaf;
12434 float vertex3f[3][3];
12435 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12437 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12439 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12441 switch (bihleaf->type)
12444 brush = model->brush.data_brushes + bihleaf->itemindex;
12445 if (brush->colbrushf && brush->colbrushf->numtriangles)
12447 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12448 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);
12449 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12452 case BIH_COLLISIONTRIANGLE:
12453 triangleindex = bihleaf->itemindex;
12454 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12455 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12456 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12457 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12458 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);
12459 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12461 case BIH_RENDERTRIANGLE:
12462 triangleindex = bihleaf->itemindex;
12463 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12464 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12465 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12466 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12467 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);
12468 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12474 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12476 if (r_showtris.integer || r_shownormals.integer)
12478 if (r_showdisabledepthtest.integer)
12480 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12481 GL_DepthMask(false);
12485 GL_BlendFunc(GL_ONE, GL_ZERO);
12486 GL_DepthMask(true);
12488 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12490 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12492 rsurface.texture = R_GetCurrentTexture(surface->texture);
12493 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12495 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12496 if (r_showtris.value > 0)
12498 if (!rsurface.texture->currentlayers->depthmask)
12499 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12500 else if (ent == r_refdef.scene.worldentity)
12501 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12503 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12504 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12505 R_Mesh_ColorPointer(NULL, 0, 0);
12506 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12507 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12508 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12509 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12510 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12513 if (r_shownormals.value < 0)
12515 qglBegin(GL_LINES);
12516 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12518 VectorCopy(rsurface.vertex3f + l * 3, v);
12519 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12520 qglVertex3f(v[0], v[1], v[2]);
12521 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12522 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12523 qglVertex3f(v[0], v[1], v[2]);
12528 if (r_shownormals.value > 0)
12530 qglBegin(GL_LINES);
12531 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12533 VectorCopy(rsurface.vertex3f + l * 3, v);
12534 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12535 qglVertex3f(v[0], v[1], v[2]);
12536 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12537 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12538 qglVertex3f(v[0], v[1], v[2]);
12542 qglBegin(GL_LINES);
12543 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12545 VectorCopy(rsurface.vertex3f + l * 3, v);
12546 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12547 qglVertex3f(v[0], v[1], v[2]);
12548 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12549 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12550 qglVertex3f(v[0], v[1], v[2]);
12554 qglBegin(GL_LINES);
12555 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12557 VectorCopy(rsurface.vertex3f + l * 3, v);
12558 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12559 qglVertex3f(v[0], v[1], v[2]);
12560 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12561 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12562 qglVertex3f(v[0], v[1], v[2]);
12569 rsurface.texture = NULL;
12573 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12574 int r_maxsurfacelist = 0;
12575 const msurface_t **r_surfacelist = NULL;
12576 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12578 int i, j, endj, flagsmask;
12579 dp_model_t *model = r_refdef.scene.worldmodel;
12580 msurface_t *surfaces;
12581 unsigned char *update;
12582 int numsurfacelist = 0;
12586 if (r_maxsurfacelist < model->num_surfaces)
12588 r_maxsurfacelist = model->num_surfaces;
12590 Mem_Free((msurface_t**)r_surfacelist);
12591 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12594 RSurf_ActiveWorldEntity();
12596 surfaces = model->data_surfaces;
12597 update = model->brushq1.lightmapupdateflags;
12599 // update light styles on this submodel
12600 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12602 model_brush_lightstyleinfo_t *style;
12603 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12605 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12607 int *list = style->surfacelist;
12608 style->value = r_refdef.scene.lightstylevalue[style->style];
12609 for (j = 0;j < style->numsurfaces;j++)
12610 update[list[j]] = true;
12615 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12619 R_DrawDebugModel();
12620 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12624 rsurface.uselightmaptexture = false;
12625 rsurface.texture = NULL;
12626 rsurface.rtlight = NULL;
12627 numsurfacelist = 0;
12628 // add visible surfaces to draw list
12629 for (i = 0;i < model->nummodelsurfaces;i++)
12631 j = model->sortedmodelsurfaces[i];
12632 if (r_refdef.viewcache.world_surfacevisible[j])
12633 r_surfacelist[numsurfacelist++] = surfaces + j;
12635 // update lightmaps if needed
12636 if (model->brushq1.firstrender)
12638 model->brushq1.firstrender = false;
12639 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12641 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12645 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12646 if (r_refdef.viewcache.world_surfacevisible[j])
12648 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12650 // don't do anything if there were no surfaces
12651 if (!numsurfacelist)
12653 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12656 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12657 GL_AlphaTest(false);
12659 // add to stats if desired
12660 if (r_speeds.integer && !skysurfaces && !depthonly)
12662 r_refdef.stats.world_surfaces += numsurfacelist;
12663 for (j = 0;j < numsurfacelist;j++)
12664 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12667 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12670 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12672 int i, j, endj, flagsmask;
12673 dp_model_t *model = ent->model;
12674 msurface_t *surfaces;
12675 unsigned char *update;
12676 int numsurfacelist = 0;
12680 if (r_maxsurfacelist < model->num_surfaces)
12682 r_maxsurfacelist = model->num_surfaces;
12684 Mem_Free((msurface_t **)r_surfacelist);
12685 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12688 // if the model is static it doesn't matter what value we give for
12689 // wantnormals and wanttangents, so this logic uses only rules applicable
12690 // to a model, knowing that they are meaningless otherwise
12691 if (ent == r_refdef.scene.worldentity)
12692 RSurf_ActiveWorldEntity();
12693 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12694 RSurf_ActiveModelEntity(ent, false, false, false);
12696 RSurf_ActiveModelEntity(ent, true, true, true);
12697 else if (depthonly)
12699 switch (vid.renderpath)
12701 case RENDERPATH_GL20:
12702 case RENDERPATH_CGGL:
12703 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12705 case RENDERPATH_GL13:
12706 case RENDERPATH_GL11:
12707 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12713 switch (vid.renderpath)
12715 case RENDERPATH_GL20:
12716 case RENDERPATH_CGGL:
12717 RSurf_ActiveModelEntity(ent, true, true, false);
12719 case RENDERPATH_GL13:
12720 case RENDERPATH_GL11:
12721 RSurf_ActiveModelEntity(ent, true, false, false);
12726 surfaces = model->data_surfaces;
12727 update = model->brushq1.lightmapupdateflags;
12729 // update light styles
12730 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12732 model_brush_lightstyleinfo_t *style;
12733 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12735 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12737 int *list = style->surfacelist;
12738 style->value = r_refdef.scene.lightstylevalue[style->style];
12739 for (j = 0;j < style->numsurfaces;j++)
12740 update[list[j]] = true;
12745 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12749 R_DrawDebugModel();
12750 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12754 rsurface.uselightmaptexture = false;
12755 rsurface.texture = NULL;
12756 rsurface.rtlight = NULL;
12757 numsurfacelist = 0;
12758 // add visible surfaces to draw list
12759 for (i = 0;i < model->nummodelsurfaces;i++)
12760 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12761 // don't do anything if there were no surfaces
12762 if (!numsurfacelist)
12764 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12767 // update lightmaps if needed
12771 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12776 R_BuildLightMap(ent, surfaces + j);
12781 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12783 R_BuildLightMap(ent, surfaces + j);
12784 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12785 GL_AlphaTest(false);
12787 // add to stats if desired
12788 if (r_speeds.integer && !skysurfaces && !depthonly)
12790 r_refdef.stats.entities_surfaces += numsurfacelist;
12791 for (j = 0;j < numsurfacelist;j++)
12792 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12795 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12798 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12800 static texture_t texture;
12801 static msurface_t surface;
12802 const msurface_t *surfacelist = &surface;
12804 // fake enough texture and surface state to render this geometry
12806 texture.update_lastrenderframe = -1; // regenerate this texture
12807 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12808 texture.currentskinframe = skinframe;
12809 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12810 texture.offsetmapping = OFFSETMAPPING_OFF;
12811 texture.offsetscale = 1;
12812 texture.specularscalemod = 1;
12813 texture.specularpowermod = 1;
12815 surface.texture = &texture;
12816 surface.num_triangles = numtriangles;
12817 surface.num_firsttriangle = firsttriangle;
12818 surface.num_vertices = numvertices;
12819 surface.num_firstvertex = firstvertex;
12822 rsurface.texture = R_GetCurrentTexture(surface.texture);
12823 rsurface.uselightmaptexture = false;
12824 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12827 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)
12829 static msurface_t surface;
12830 const msurface_t *surfacelist = &surface;
12832 // fake enough texture and surface state to render this geometry
12834 surface.texture = texture;
12835 surface.num_triangles = numtriangles;
12836 surface.num_firsttriangle = firsttriangle;
12837 surface.num_vertices = numvertices;
12838 surface.num_firstvertex = firstvertex;
12841 rsurface.texture = R_GetCurrentTexture(surface.texture);
12842 rsurface.uselightmaptexture = false;
12843 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);