2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
108 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
124 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
125 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
137 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
143 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
144 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
145 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
147 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
171 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
173 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
179 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
180 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
181 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
182 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
183 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
185 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
189 extern cvar_t v_glslgamma;
191 extern qboolean v_flipped_state;
193 static struct r_bloomstate_s
198 int bloomwidth, bloomheight;
200 int screentexturewidth, screentextureheight;
201 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203 int bloomtexturewidth, bloomtextureheight;
204 rtexture_t *texture_bloom;
206 // arrays for rendering the screen passes
207 float screentexcoord2f[8];
208 float bloomtexcoord2f[8];
209 float offsettexcoord2f[8];
211 r_viewport_t viewport;
215 r_waterstate_t r_waterstate;
217 /// shadow volume bsp struct with automatically growing nodes buffer
220 rtexture_t *r_texture_blanknormalmap;
221 rtexture_t *r_texture_white;
222 rtexture_t *r_texture_grey128;
223 rtexture_t *r_texture_black;
224 rtexture_t *r_texture_notexture;
225 rtexture_t *r_texture_whitecube;
226 rtexture_t *r_texture_normalizationcube;
227 rtexture_t *r_texture_fogattenuation;
228 rtexture_t *r_texture_fogheighttexture;
229 rtexture_t *r_texture_gammaramps;
230 unsigned int r_texture_gammaramps_serial;
231 //rtexture_t *r_texture_fogintensity;
232 rtexture_t *r_texture_reflectcube;
234 // TODO: hash lookups?
235 typedef struct cubemapinfo_s
242 int r_texture_numcubemaps;
243 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
246 unsigned int r_numqueries;
247 unsigned int r_maxqueries;
249 typedef struct r_qwskincache_s
251 char name[MAX_QPATH];
252 skinframe_t *skinframe;
256 static r_qwskincache_t *r_qwskincache;
257 static int r_qwskincache_size;
259 /// vertex coordinates for a quad that covers the screen exactly
260 extern const float r_screenvertex3f[12];
261 extern const float r_d3dscreenvertex3f[12];
262 const float r_screenvertex3f[12] =
269 const float r_d3dscreenvertex3f[12] =
277 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
280 for (i = 0;i < verts;i++)
291 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
294 for (i = 0;i < verts;i++)
304 // FIXME: move this to client?
307 if (gamemode == GAME_NEHAHRA)
309 Cvar_Set("gl_fogenable", "0");
310 Cvar_Set("gl_fogdensity", "0.2");
311 Cvar_Set("gl_fogred", "0.3");
312 Cvar_Set("gl_foggreen", "0.3");
313 Cvar_Set("gl_fogblue", "0.3");
315 r_refdef.fog_density = 0;
316 r_refdef.fog_red = 0;
317 r_refdef.fog_green = 0;
318 r_refdef.fog_blue = 0;
319 r_refdef.fog_alpha = 1;
320 r_refdef.fog_start = 0;
321 r_refdef.fog_end = 16384;
322 r_refdef.fog_height = 1<<30;
323 r_refdef.fog_fadedepth = 128;
324 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
327 static void R_BuildBlankTextures(void)
329 unsigned char data[4];
330 data[2] = 128; // normal X
331 data[1] = 128; // normal Y
332 data[0] = 255; // normal Z
333 data[3] = 128; // height
334 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
352 static void R_BuildNoTexture(void)
355 unsigned char pix[16][16][4];
356 // this makes a light grey/dark grey checkerboard texture
357 for (y = 0;y < 16;y++)
359 for (x = 0;x < 16;x++)
361 if ((y < 8) ^ (x < 8))
377 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
380 static void R_BuildWhiteCube(void)
382 unsigned char data[6*1*1*4];
383 memset(data, 255, sizeof(data));
384 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
387 static void R_BuildNormalizationCube(void)
391 vec_t s, t, intensity;
394 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
395 for (side = 0;side < 6;side++)
397 for (y = 0;y < NORMSIZE;y++)
399 for (x = 0;x < NORMSIZE;x++)
401 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
402 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
437 intensity = 127.0f / sqrt(DotProduct(v, v));
438 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
439 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
440 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
441 data[((side*64+y)*64+x)*4+3] = 255;
445 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildFogTexture(void)
453 unsigned char data1[FOGWIDTH][4];
454 //unsigned char data2[FOGWIDTH][4];
457 r_refdef.fogmasktable_start = r_refdef.fog_start;
458 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
459 r_refdef.fogmasktable_range = r_refdef.fogrange;
460 r_refdef.fogmasktable_density = r_refdef.fog_density;
462 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
463 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
465 d = (x * r - r_refdef.fogmasktable_start);
466 if(developer_extra.integer)
467 Con_DPrintf("%f ", d);
469 if (r_fog_exp2.integer)
470 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
472 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
473 if(developer_extra.integer)
474 Con_DPrintf(" : %f ", alpha);
475 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
476 if(developer_extra.integer)
477 Con_DPrintf(" = %f\n", alpha);
478 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
481 for (x = 0;x < FOGWIDTH;x++)
483 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
488 //data2[x][0] = 255 - b;
489 //data2[x][1] = 255 - b;
490 //data2[x][2] = 255 - b;
493 if (r_texture_fogattenuation)
495 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
496 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
500 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
501 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
505 static void R_BuildFogHeightTexture(void)
507 unsigned char *inpixels;
515 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
516 if (r_refdef.fogheighttexturename[0])
517 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
520 r_refdef.fog_height_tablesize = 0;
521 if (r_texture_fogheighttexture)
522 R_FreeTexture(r_texture_fogheighttexture);
523 r_texture_fogheighttexture = NULL;
524 if (r_refdef.fog_height_table2d)
525 Mem_Free(r_refdef.fog_height_table2d);
526 r_refdef.fog_height_table2d = NULL;
527 if (r_refdef.fog_height_table1d)
528 Mem_Free(r_refdef.fog_height_table1d);
529 r_refdef.fog_height_table1d = NULL;
533 r_refdef.fog_height_tablesize = size;
534 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
535 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
536 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
538 // LordHavoc: now the magic - what is that table2d for? it is a cooked
539 // average fog color table accounting for every fog layer between a point
540 // and the camera. (Note: attenuation is handled separately!)
541 for (y = 0;y < size;y++)
543 for (x = 0;x < size;x++)
549 for (j = x;j <= y;j++)
551 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
557 for (j = x;j >= y;j--)
559 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
564 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
565 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
566 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
567 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
570 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
573 //=======================================================================================================================================================
575 static const char *builtinshaderstring =
576 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
577 "// written by Forest 'LordHavoc' Hale\n"
578 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
580 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
583 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
584 "#define USELIGHTMAP\n"
586 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
587 "#define USEEYEVECTOR\n"
590 "#ifdef USESHADOWMAP2D\n"
591 "# ifdef GL_EXT_gpu_shader4\n"
592 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "# ifdef GL_ARB_texture_gather\n"
595 "# extension GL_ARB_texture_gather : enable\n"
597 "# ifdef GL_AMD_texture_texture4\n"
598 "# extension GL_AMD_texture_texture4 : enable\n"
603 "//#ifdef USESHADOWSAMPLER\n"
604 "//# extension GL_ARB_shadow : enable\n"
607 "//#ifdef __GLSL_CG_DATA_TYPES\n"
608 "//# define myhalf half\n"
609 "//# define myhalf2 half2\n"
610 "//# define myhalf3 half3\n"
611 "//# define myhalf4 half4\n"
613 "# define myhalf float\n"
614 "# define myhalf2 vec2\n"
615 "# define myhalf3 vec3\n"
616 "# define myhalf4 vec4\n"
619 "#ifdef VERTEX_SHADER\n"
620 "uniform mat4 ModelViewProjectionMatrix;\n"
623 "#ifdef MODE_DEPTH_OR_SHADOW\n"
624 "#ifdef VERTEX_SHADER\n"
627 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
630 "#else // !MODE_DEPTH_ORSHADOW\n"
635 "#ifdef MODE_SHOWDEPTH\n"
636 "#ifdef VERTEX_SHADER\n"
639 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
640 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
644 "#ifdef FRAGMENT_SHADER\n"
647 " gl_FragColor = gl_Color;\n"
650 "#else // !MODE_SHOWDEPTH\n"
655 "#ifdef MODE_POSTPROCESS\n"
656 "varying vec2 TexCoord1;\n"
657 "varying vec2 TexCoord2;\n"
659 "#ifdef VERTEX_SHADER\n"
662 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
665 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "uniform sampler2D Texture_First;\n"
673 "uniform sampler2D Texture_Second;\n"
674 "uniform vec4 BloomColorSubtract;\n"
676 "#ifdef USEGAMMARAMPS\n"
677 "uniform sampler2D Texture_GammaRamps;\n"
679 "#ifdef USESATURATION\n"
680 "uniform float Saturation;\n"
682 "#ifdef USEVIEWTINT\n"
683 "uniform vec4 ViewTintColor;\n"
685 "//uncomment these if you want to use them:\n"
686 "uniform vec4 UserVec1;\n"
687 "uniform vec4 UserVec2;\n"
688 "// uniform vec4 UserVec3;\n"
689 "// uniform vec4 UserVec4;\n"
690 "// uniform float ClientTime;\n"
691 "uniform vec2 PixelSize;\n"
694 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
696 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
698 "#ifdef USEVIEWTINT\n"
699 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
702 "#ifdef USEPOSTPROCESSING\n"
703 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
704 "// 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"
705 " float sobel = 1.0;\n"
706 " // vec2 ts = textureSize(Texture_First, 0);\n"
707 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
708 " vec2 px = PixelSize;\n"
709 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
710 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
711 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
714 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
717 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
718 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
719 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
720 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
721 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
722 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
723 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
724 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
725 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
726 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
727 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
728 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
729 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
730 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
731 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
732 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
733 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
734 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
735 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
736 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
737 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
738 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
739 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
740 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
743 "#ifdef USESATURATION\n"
744 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
745 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
746 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
747 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
750 "#ifdef USEGAMMARAMPS\n"
751 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
752 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
753 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
757 "#else // !MODE_POSTPROCESS\n"
762 "#ifdef MODE_GENERIC\n"
763 "#ifdef USEDIFFUSE\n"
764 "varying vec2 TexCoord1;\n"
766 "#ifdef USESPECULAR\n"
767 "varying vec2 TexCoord2;\n"
769 "#ifdef VERTEX_SHADER\n"
772 " gl_FrontColor = gl_Color;\n"
773 "#ifdef USEDIFFUSE\n"
774 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
776 "#ifdef USESPECULAR\n"
777 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
779 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
783 "#ifdef FRAGMENT_SHADER\n"
784 "#ifdef USEDIFFUSE\n"
785 "uniform sampler2D Texture_First;\n"
787 "#ifdef USESPECULAR\n"
788 "uniform sampler2D Texture_Second;\n"
793 " gl_FragColor = gl_Color;\n"
794 "#ifdef USEDIFFUSE\n"
795 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
798 "#ifdef USESPECULAR\n"
799 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
800 "# ifdef USECOLORMAPPING\n"
801 " gl_FragColor *= tex2;\n"
804 " gl_FragColor += tex2;\n"
806 "# ifdef USEVERTEXTEXTUREBLEND\n"
807 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
812 "#else // !MODE_GENERIC\n"
817 "#ifdef MODE_BLOOMBLUR\n"
818 "varying TexCoord;\n"
819 "#ifdef VERTEX_SHADER\n"
822 " gl_FrontColor = gl_Color;\n"
823 " TexCoord = gl_MultiTexCoord0.xy;\n"
824 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
828 "#ifdef FRAGMENT_SHADER\n"
829 "uniform sampler2D Texture_First;\n"
830 "uniform vec4 BloomBlur_Parameters;\n"
835 " vec2 tc = TexCoord;\n"
836 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
837 " tc += BloomBlur_Parameters.xy;\n"
838 " for (i = 1;i < SAMPLES;i++)\n"
840 " color += texture2D(Texture_First, tc).rgb;\n"
841 " tc += BloomBlur_Parameters.xy;\n"
843 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
846 "#else // !MODE_BLOOMBLUR\n"
847 "#ifdef MODE_REFRACTION\n"
848 "varying vec2 TexCoord;\n"
849 "varying vec4 ModelViewProjectionPosition;\n"
850 "uniform mat4 TexMatrix;\n"
851 "#ifdef VERTEX_SHADER\n"
855 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
856 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
857 " ModelViewProjectionPosition = gl_Position;\n"
861 "#ifdef FRAGMENT_SHADER\n"
862 "uniform sampler2D Texture_Normal;\n"
863 "uniform sampler2D Texture_Refraction;\n"
864 "uniform sampler2D Texture_Reflection;\n"
866 "uniform vec4 DistortScaleRefractReflect;\n"
867 "uniform vec4 ScreenScaleRefractReflect;\n"
868 "uniform vec4 ScreenCenterRefractReflect;\n"
869 "uniform vec4 RefractColor;\n"
870 "uniform vec4 ReflectColor;\n"
871 "uniform float ReflectFactor;\n"
872 "uniform float ReflectOffset;\n"
876 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
877 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
879 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
880 " // FIXME temporary hack to detect the case that the reflection\n"
881 " // gets blackened at edges due to leaving the area that contains actual\n"
883 " // Remove this 'ack once we have a better way to stop this thing from\n"
885 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
886 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
887 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
888 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
889 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
890 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
893 "#else // !MODE_REFRACTION\n"
898 "#ifdef MODE_WATER\n"
899 "varying vec2 TexCoord;\n"
900 "varying vec3 EyeVector;\n"
901 "varying vec4 ModelViewProjectionPosition;\n"
902 "#ifdef VERTEX_SHADER\n"
903 "uniform vec3 EyePosition;\n"
904 "uniform mat4 TexMatrix;\n"
908 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
909 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
910 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
911 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
912 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
913 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
914 " ModelViewProjectionPosition = gl_Position;\n"
918 "#ifdef FRAGMENT_SHADER\n"
919 "uniform sampler2D Texture_Normal;\n"
920 "uniform sampler2D Texture_Refraction;\n"
921 "uniform sampler2D Texture_Reflection;\n"
923 "uniform vec4 DistortScaleRefractReflect;\n"
924 "uniform vec4 ScreenScaleRefractReflect;\n"
925 "uniform vec4 ScreenCenterRefractReflect;\n"
926 "uniform vec4 RefractColor;\n"
927 "uniform vec4 ReflectColor;\n"
928 "uniform float ReflectFactor;\n"
929 "uniform float ReflectOffset;\n"
933 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
934 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
936 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
937 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
938 " // FIXME temporary hack to detect the case that the reflection\n"
939 " // gets blackened at edges due to leaving the area that contains actual\n"
941 " // Remove this 'ack once we have a better way to stop this thing from\n"
943 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
944 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
945 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
946 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
947 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
948 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
953 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
954 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
957 "#else // !MODE_WATER\n"
962 "// common definitions between vertex shader and fragment shader:\n"
964 "varying vec2 TexCoord;\n"
965 "#ifdef USEVERTEXTEXTUREBLEND\n"
966 "varying vec2 TexCoord2;\n"
968 "#ifdef USELIGHTMAP\n"
969 "varying vec2 TexCoordLightmap;\n"
972 "#ifdef MODE_LIGHTSOURCE\n"
973 "varying vec3 CubeVector;\n"
976 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
977 "varying vec3 LightVector;\n"
980 "#ifdef USEEYEVECTOR\n"
981 "varying vec3 EyeVector;\n"
984 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
987 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
988 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
989 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
990 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
993 "#ifdef USEREFLECTION\n"
994 "varying vec4 ModelViewProjectionPosition;\n"
996 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
997 "uniform vec3 LightPosition;\n"
998 "varying vec4 ModelViewPosition;\n"
1001 "#ifdef MODE_LIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1004 "uniform vec3 EyePosition;\n"
1005 "#ifdef MODE_LIGHTDIRECTION\n"
1006 "uniform vec3 LightDir;\n"
1008 "uniform vec4 FogPlane;\n"
1010 "#ifdef USESHADOWMAPORTHO\n"
1011 "varying vec3 ShadowMapTC;\n"
1018 "// 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"
1020 "// fragment shader specific:\n"
1021 "#ifdef FRAGMENT_SHADER\n"
1023 "uniform sampler2D Texture_Normal;\n"
1024 "uniform sampler2D Texture_Color;\n"
1025 "uniform sampler2D Texture_Gloss;\n"
1027 "uniform sampler2D Texture_Glow;\n"
1029 "#ifdef USEVERTEXTEXTUREBLEND\n"
1030 "uniform sampler2D Texture_SecondaryNormal;\n"
1031 "uniform sampler2D Texture_SecondaryColor;\n"
1032 "uniform sampler2D Texture_SecondaryGloss;\n"
1034 "uniform sampler2D Texture_SecondaryGlow;\n"
1037 "#ifdef USECOLORMAPPING\n"
1038 "uniform sampler2D Texture_Pants;\n"
1039 "uniform sampler2D Texture_Shirt;\n"
1042 "#ifdef USEFOGHEIGHTTEXTURE\n"
1043 "uniform sampler2D Texture_FogHeightTexture;\n"
1045 "uniform sampler2D Texture_FogMask;\n"
1047 "#ifdef USELIGHTMAP\n"
1048 "uniform sampler2D Texture_Lightmap;\n"
1050 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1051 "uniform sampler2D Texture_Deluxemap;\n"
1053 "#ifdef USEREFLECTION\n"
1054 "uniform sampler2D Texture_Reflection;\n"
1057 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1058 "uniform sampler2D Texture_ScreenDepth;\n"
1059 "uniform sampler2D Texture_ScreenNormalMap;\n"
1061 "#ifdef USEDEFERREDLIGHTMAP\n"
1062 "uniform sampler2D Texture_ScreenDiffuse;\n"
1063 "uniform sampler2D Texture_ScreenSpecular;\n"
1066 "uniform myhalf3 Color_Pants;\n"
1067 "uniform myhalf3 Color_Shirt;\n"
1068 "uniform myhalf3 FogColor;\n"
1071 "uniform float FogRangeRecip;\n"
1072 "uniform float FogPlaneViewDist;\n"
1073 "uniform float FogHeightFade;\n"
1074 "vec3 FogVertex(vec3 surfacecolor)\n"
1076 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1077 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1079 "#ifdef USEFOGHEIGHTTEXTURE\n"
1080 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1081 " fogfrac = fogheightpixel.a;\n"
1082 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "# ifdef USEFOGOUTSIDE\n"
1085 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1087 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1089 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1094 "#ifdef USEOFFSETMAPPING\n"
1095 "uniform float OffsetMapping_Scale;\n"
1096 "vec2 OffsetMapping(vec2 TexCoord)\n"
1098 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1099 " // 14 sample relief mapping: linear search and then binary search\n"
1100 " // this basically steps forward a small amount repeatedly until it finds\n"
1101 " // itself inside solid, then jitters forward and back using decreasing\n"
1102 " // amounts to find the impact\n"
1103 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1104 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1106 " vec3 RT = vec3(TexCoord, 1);\n"
1107 " OffsetVector *= 0.1;\n"
1108 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1113 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1118 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1119 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1120 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1121 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1124 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1125 " // this basically moves forward the full distance, and then backs up based\n"
1126 " // on height of samples\n"
1127 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1128 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1130 " TexCoord += OffsetVector;\n"
1131 " OffsetVector *= 0.333;\n"
1132 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1135 " return TexCoord;\n"
1138 "#endif // USEOFFSETMAPPING\n"
1140 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1141 "uniform sampler2D Texture_Attenuation;\n"
1142 "uniform samplerCube Texture_Cube;\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#if defined(USESHADOWMAP2D)\n"
1160 "uniform vec2 ShadowMap_TextureScale;\n"
1161 "uniform vec4 ShadowMap_Parameters;\n"
1164 "#if defined(USESHADOWMAP2D)\n"
1165 "# ifdef USESHADOWMAPORTHO\n"
1166 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1168 "# ifdef USESHADOWMAPVSDCT\n"
1169 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1171 " vec3 adir = abs(dir);\n"
1172 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1173 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1174 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 " vec3 adir = abs(dir);\n"
1180 " float ma = adir.z;\n"
1181 " vec4 proj = vec4(dir, 2.5);\n"
1182 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1183 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1184 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1185 " 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"
1189 "#endif // defined(USESHADOWMAP2D)\n"
1191 "# ifdef USESHADOWMAP2D\n"
1192 "float ShadowMapCompare(vec3 dir)\n"
1194 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1197 "# ifdef USESHADOWSAMPLER\n"
1198 "# ifdef USESHADOWMAPPCF\n"
1199 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1200 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1201 " 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"
1203 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1206 "# ifdef USESHADOWMAPPCF\n"
1207 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1208 "# ifdef GL_ARB_texture_gather\n"
1209 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1211 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1213 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1214 "# if USESHADOWMAPPCF > 1\n"
1215 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1216 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1217 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1218 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1219 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1220 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1221 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1222 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1223 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1224 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1225 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1226 " locols.yz += group2.ab;\n"
1227 " hicols.yz += group8.rg;\n"
1228 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1229 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1230 " mix(locols, hicols, offset.y);\n"
1231 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1232 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1233 " f = dot(cols, vec4(1.0/25.0));\n"
1235 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1236 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1237 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1238 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1239 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1240 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1241 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1244 "# ifdef GL_EXT_gpu_shader4\n"
1245 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1247 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1249 "# if USESHADOWMAPPCF > 1\n"
1250 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1251 " center *= ShadowMap_TextureScale;\n"
1252 " 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"
1253 " 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"
1254 " 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"
1255 " 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"
1256 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1257 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1259 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1260 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1261 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1262 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1263 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1264 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1268 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1271 "# ifdef USESHADOWMAPORTHO\n"
1272 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1278 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1279 "#endif // FRAGMENT_SHADER\n"
1284 "#ifdef MODE_DEFERREDGEOMETRY\n"
1285 "#ifdef VERTEX_SHADER\n"
1286 "uniform mat4 TexMatrix;\n"
1287 "#ifdef USEVERTEXTEXTUREBLEND\n"
1288 "uniform mat4 BackgroundTexMatrix;\n"
1290 "uniform mat4 ModelViewMatrix;\n"
1293 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1294 "#ifdef USEVERTEXTEXTUREBLEND\n"
1295 " gl_FrontColor = gl_Color;\n"
1296 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1299 " // transform unnormalized eye direction into tangent space\n"
1300 "#ifdef USEOFFSETMAPPING\n"
1301 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1302 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1303 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1304 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1307 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1308 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1309 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1310 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1312 "#endif // VERTEX_SHADER\n"
1314 "#ifdef FRAGMENT_SHADER\n"
1317 "#ifdef USEOFFSETMAPPING\n"
1318 " // apply offsetmapping\n"
1319 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1320 "#define TexCoord TexCoordOffset\n"
1323 "#ifdef USEALPHAKILL\n"
1324 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1328 "#ifdef USEVERTEXTEXTUREBLEND\n"
1329 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1330 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1331 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1332 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1335 "#ifdef USEVERTEXTEXTUREBLEND\n"
1336 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1337 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1339 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1340 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1343 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1345 "#endif // FRAGMENT_SHADER\n"
1346 "#else // !MODE_DEFERREDGEOMETRY\n"
1351 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1352 "#ifdef VERTEX_SHADER\n"
1353 "uniform mat4 ModelViewMatrix;\n"
1356 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1357 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1359 "#endif // VERTEX_SHADER\n"
1361 "#ifdef FRAGMENT_SHADER\n"
1362 "uniform mat4 ViewToLight;\n"
1363 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1364 "uniform vec2 ScreenToDepth;\n"
1365 "uniform myhalf3 DeferredColor_Ambient;\n"
1366 "uniform myhalf3 DeferredColor_Diffuse;\n"
1367 "#ifdef USESPECULAR\n"
1368 "uniform myhalf3 DeferredColor_Specular;\n"
1369 "uniform myhalf SpecularPower;\n"
1371 "uniform myhalf2 PixelToScreenTexCoord;\n"
1374 " // calculate viewspace pixel position\n"
1375 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1377 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1378 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1379 " // decode viewspace pixel normal\n"
1380 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1381 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1382 " // surfacenormal = pixel normal in viewspace\n"
1383 " // LightVector = pixel to light in viewspace\n"
1384 " // CubeVector = position in lightspace\n"
1385 " // eyevector = pixel to view in viewspace\n"
1386 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1387 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1388 "#ifdef USEDIFFUSE\n"
1389 " // calculate diffuse shading\n"
1390 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1391 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1393 "#ifdef USESPECULAR\n"
1394 " // calculate directional shading\n"
1395 " vec3 eyevector = position * -1.0;\n"
1396 "# ifdef USEEXACTSPECULARMATH\n"
1397 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1399 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1400 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1404 "#if defined(USESHADOWMAP2D)\n"
1405 " fade *= ShadowMapCompare(CubeVector);\n"
1408 "#ifdef USEDIFFUSE\n"
1409 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1411 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1413 "#ifdef USESPECULAR\n"
1414 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1416 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1419 "# ifdef USECUBEFILTER\n"
1420 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1421 " gl_FragData[0].rgb *= cubecolor;\n"
1422 " gl_FragData[1].rgb *= cubecolor;\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 TexMatrix;\n"
1433 "#ifdef USEVERTEXTEXTUREBLEND\n"
1434 "uniform mat4 BackgroundTexMatrix;\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 "uniform mat4 ModelToLight;\n"
1439 "#ifdef USESHADOWMAPORTHO\n"
1440 "uniform mat4 ShadowMapMatrix;\n"
1444 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1445 " gl_FrontColor = gl_Color;\n"
1447 " // copy the surface texcoord\n"
1448 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1449 "#ifdef USEVERTEXTEXTUREBLEND\n"
1450 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1452 "#ifdef USELIGHTMAP\n"
1453 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1456 "#ifdef MODE_LIGHTSOURCE\n"
1457 " // transform vertex position into light attenuation/cubemap space\n"
1458 " // (-1 to +1 across the light box)\n"
1459 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1461 "# ifdef USEDIFFUSE\n"
1462 " // transform unnormalized light direction into tangent space\n"
1463 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1464 " // normalize it per pixel)\n"
1465 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1466 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1467 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1468 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1472 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1473 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1474 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1475 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1478 " // transform unnormalized eye direction into tangent space\n"
1479 "#ifdef USEEYEVECTOR\n"
1480 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1481 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1482 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1483 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1487 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1488 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1491 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1492 " VectorS = gl_MultiTexCoord1.xyz;\n"
1493 " VectorT = gl_MultiTexCoord2.xyz;\n"
1494 " VectorR = gl_MultiTexCoord3.xyz;\n"
1497 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1498 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1500 "#ifdef USESHADOWMAPORTHO\n"
1501 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1504 "#ifdef USEREFLECTION\n"
1505 " ModelViewProjectionPosition = gl_Position;\n"
1508 "#endif // VERTEX_SHADER\n"
1513 "#ifdef FRAGMENT_SHADER\n"
1514 "#ifdef USEDEFERREDLIGHTMAP\n"
1515 "uniform myhalf2 PixelToScreenTexCoord;\n"
1516 "uniform myhalf3 DeferredMod_Diffuse;\n"
1517 "uniform myhalf3 DeferredMod_Specular;\n"
1519 "uniform myhalf3 Color_Ambient;\n"
1520 "uniform myhalf3 Color_Diffuse;\n"
1521 "uniform myhalf3 Color_Specular;\n"
1522 "uniform myhalf SpecularPower;\n"
1524 "uniform myhalf3 Color_Glow;\n"
1526 "uniform myhalf Alpha;\n"
1527 "#ifdef USEREFLECTION\n"
1528 "uniform vec4 DistortScaleRefractReflect;\n"
1529 "uniform vec4 ScreenScaleRefractReflect;\n"
1530 "uniform vec4 ScreenCenterRefractReflect;\n"
1531 "uniform myhalf4 ReflectColor;\n"
1533 "#ifdef USEREFLECTCUBE\n"
1534 "uniform mat4 ModelToReflectCube;\n"
1535 "uniform sampler2D Texture_ReflectMask;\n"
1536 "uniform samplerCube Texture_ReflectCube;\n"
1538 "#ifdef MODE_LIGHTDIRECTION\n"
1539 "uniform myhalf3 LightColor;\n"
1541 "#ifdef MODE_LIGHTSOURCE\n"
1542 "uniform myhalf3 LightColor;\n"
1546 "#ifdef USEOFFSETMAPPING\n"
1547 " // apply offsetmapping\n"
1548 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1549 "#define TexCoord TexCoordOffset\n"
1552 " // combine the diffuse textures (base, pants, shirt)\n"
1553 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1554 "#ifdef USEALPHAKILL\n"
1555 " if (color.a < 0.5)\n"
1558 " color.a *= Alpha;\n"
1559 "#ifdef USECOLORMAPPING\n"
1560 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1562 "#ifdef USEVERTEXTEXTUREBLEND\n"
1563 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1564 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1565 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1566 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1568 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1571 " // get the surface normal\n"
1572 "#ifdef USEVERTEXTEXTUREBLEND\n"
1573 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1575 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1578 " // get the material colors\n"
1579 " myhalf3 diffusetex = color.rgb;\n"
1580 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1581 "# ifdef USEVERTEXTEXTUREBLEND\n"
1582 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1584 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1588 "#ifdef USEREFLECTCUBE\n"
1589 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1590 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1591 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1592 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1598 "#ifdef MODE_LIGHTSOURCE\n"
1599 " // light source\n"
1600 "#ifdef USEDIFFUSE\n"
1601 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1602 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1603 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1604 "#ifdef USESPECULAR\n"
1605 "#ifdef USEEXACTSPECULARMATH\n"
1606 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1608 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1609 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1611 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1614 " color.rgb = diffusetex * Color_Ambient;\n"
1616 " color.rgb *= LightColor;\n"
1617 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1618 "#if defined(USESHADOWMAP2D)\n"
1619 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1621 "# ifdef USECUBEFILTER\n"
1622 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1624 "#endif // MODE_LIGHTSOURCE\n"
1629 "#ifdef MODE_LIGHTDIRECTION\n"
1631 "#ifdef USEDIFFUSE\n"
1632 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1634 "#define lightcolor LightColor\n"
1635 "#endif // MODE_LIGHTDIRECTION\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1638 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1639 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1641 " // convert modelspace light vector to tangentspace\n"
1642 " myhalf3 lightnormal;\n"
1643 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1644 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1645 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1646 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1647 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1648 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1649 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1650 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1651 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1652 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1653 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1654 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1655 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1656 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1657 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1659 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1660 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1661 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1667 "#ifdef MODE_LIGHTMAP\n"
1668 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1669 "#endif // MODE_LIGHTMAP\n"
1670 "#ifdef MODE_VERTEXCOLOR\n"
1671 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1672 "#endif // MODE_VERTEXCOLOR\n"
1673 "#ifdef MODE_FLATCOLOR\n"
1674 " color.rgb = diffusetex * Color_Ambient;\n"
1675 "#endif // MODE_FLATCOLOR\n"
1681 "# ifdef USEDIFFUSE\n"
1682 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "# ifdef USESPECULAR\n"
1684 "# ifdef USEEXACTSPECULARMATH\n"
1685 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1692 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1695 " color.rgb = diffusetex * Color_Ambient;\n"
1699 "#ifdef USESHADOWMAPORTHO\n"
1700 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1703 "#ifdef USEDEFERREDLIGHTMAP\n"
1704 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1705 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1706 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1710 "#ifdef USEVERTEXTEXTUREBLEND\n"
1711 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1713 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1718 " color.rgb = FogVertex(color.rgb);\n"
1721 " // 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"
1722 "#ifdef USEREFLECTION\n"
1723 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1724 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1725 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1726 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1727 " // FIXME temporary hack to detect the case that the reflection\n"
1728 " // gets blackened at edges due to leaving the area that contains actual\n"
1730 " // Remove this 'ack once we have a better way to stop this thing from\n"
1732 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1733 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1734 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1735 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1736 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1737 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1740 " gl_FragColor = vec4(color);\n"
1742 "#endif // FRAGMENT_SHADER\n"
1744 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1745 "#endif // !MODE_DEFERREDGEOMETRY\n"
1746 "#endif // !MODE_WATER\n"
1747 "#endif // !MODE_REFRACTION\n"
1748 "#endif // !MODE_BLOOMBLUR\n"
1749 "#endif // !MODE_GENERIC\n"
1750 "#endif // !MODE_POSTPROCESS\n"
1751 "#endif // !MODE_SHOWDEPTH\n"
1752 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1756 =========================================================================================================================================================
1760 =========================================================================================================================================================
1764 =========================================================================================================================================================
1768 =========================================================================================================================================================
1772 =========================================================================================================================================================
1776 =========================================================================================================================================================
1780 =========================================================================================================================================================
1783 const char *builtincgshaderstring =
1784 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1785 "// written by Forest 'LordHavoc' Hale\n"
1786 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1788 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1789 "#if defined(USEREFLECTION)\n"
1790 "#undef USESHADOWMAPORTHO\n"
1793 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1796 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1797 "#define USELIGHTMAP\n"
1799 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1800 "#define USEEYEVECTOR\n"
1803 "#ifdef FRAGMENT_SHADER\n"
1805 "//#undef USESHADOWMAPPCF\n"
1806 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1807 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1809 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1813 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1814 "#ifdef VERTEX_SHADER\n"
1817 "float4 gl_Vertex : POSITION,\n"
1818 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1819 "out float4 gl_Position : POSITION,\n"
1820 "out float Depth : TEXCOORD0\n"
1823 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1824 " Depth = gl_Position.z;\n"
1828 "#ifdef FRAGMENT_SHADER\n"
1831 "float Depth : TEXCOORD0,\n"
1832 "out float4 gl_FragColor : COLOR\n"
1835 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1836 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1837 " temp.yz -= floor(temp.yz);\n"
1838 " gl_FragColor = temp;\n"
1839 "// gl_FragColor = float4(Depth,0,0,0);\n"
1842 "#else // !MODE_DEPTH_ORSHADOW\n"
1847 "#ifdef MODE_SHOWDEPTH\n"
1848 "#ifdef VERTEX_SHADER\n"
1851 "float4 gl_Vertex : POSITION,\n"
1852 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1853 "out float4 gl_Position : POSITION,\n"
1854 "out float4 gl_FrontColor : COLOR0\n"
1857 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1858 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1862 "#ifdef FRAGMENT_SHADER\n"
1865 "float4 gl_FrontColor : COLOR0,\n"
1866 "out float4 gl_FragColor : COLOR\n"
1869 " gl_FragColor = gl_FrontColor;\n"
1872 "#else // !MODE_SHOWDEPTH\n"
1877 "#ifdef MODE_POSTPROCESS\n"
1879 "#ifdef VERTEX_SHADER\n"
1882 "float4 gl_Vertex : POSITION,\n"
1883 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1884 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1885 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1886 "out float4 gl_Position : POSITION,\n"
1887 "out float2 TexCoord1 : TEXCOORD0,\n"
1888 "out float2 TexCoord2 : TEXCOORD1\n"
1891 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1892 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1894 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1899 "#ifdef FRAGMENT_SHADER\n"
1902 "float2 TexCoord1 : TEXCOORD0,\n"
1903 "float2 TexCoord2 : TEXCOORD1,\n"
1904 "uniform sampler Texture_First : register(s0),\n"
1906 "uniform sampler Texture_Second : register(s1),\n"
1908 "#ifdef USEGAMMARAMPS\n"
1909 "uniform sampler Texture_GammaRamps : register(s2),\n"
1911 "#ifdef USESATURATION\n"
1912 "uniform float Saturation : register(c30),\n"
1914 "#ifdef USEVIEWTINT\n"
1915 "uniform float4 ViewTintColor : register(c41),\n"
1917 "uniform float4 UserVec1 : register(c37),\n"
1918 "uniform float4 UserVec2 : register(c38),\n"
1919 "uniform float4 UserVec3 : register(c39),\n"
1920 "uniform float4 UserVec4 : register(c40),\n"
1921 "uniform float ClientTime : register(c2),\n"
1922 "uniform float2 PixelSize : register(c25),\n"
1923 "uniform float4 BloomColorSubtract : register(c43),\n"
1924 "out float4 gl_FragColor : COLOR\n"
1927 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1929 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1931 "#ifdef USEVIEWTINT\n"
1932 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1935 "#ifdef USEPOSTPROCESSING\n"
1936 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1937 "// 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"
1938 " float sobel = 1.0;\n"
1939 " // float2 ts = textureSize(Texture_First, 0);\n"
1940 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1941 " float2 px = PixelSize;\n"
1942 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1943 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1944 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1945 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1946 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1947 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1948 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1949 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1950 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1951 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1952 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1953 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1954 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1955 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1956 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1957 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1958 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1959 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1960 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1961 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1962 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1963 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1964 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1965 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1966 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1967 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1968 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1969 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1970 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1971 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1972 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1973 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1976 "#ifdef USESATURATION\n"
1977 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1978 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1979 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1980 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1983 "#ifdef USEGAMMARAMPS\n"
1984 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1985 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1986 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1990 "#else // !MODE_POSTPROCESS\n"
1995 "#ifdef MODE_GENERIC\n"
1996 "#ifdef VERTEX_SHADER\n"
1999 "float4 gl_Vertex : POSITION,\n"
2000 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2001 "float4 gl_Color : COLOR0,\n"
2002 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2003 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2004 "out float4 gl_Position : POSITION,\n"
2005 "#ifdef USEDIFFUSE\n"
2006 "out float2 TexCoord1 : TEXCOORD0,\n"
2008 "#ifdef USESPECULAR\n"
2009 "out float2 TexCoord2 : TEXCOORD1,\n"
2011 "out float4 gl_FrontColor : COLOR\n"
2015 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2017 " gl_FrontColor = gl_Color; // Cg is forward\n"
2019 "#ifdef USEDIFFUSE\n"
2020 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2022 "#ifdef USESPECULAR\n"
2023 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2025 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2029 "#ifdef FRAGMENT_SHADER\n"
2033 "float4 gl_FrontColor : COLOR0,\n"
2034 "float2 TexCoord1 : TEXCOORD0,\n"
2035 "float2 TexCoord2 : TEXCOORD1,\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "uniform sampler Texture_First : register(s0),\n"
2039 "#ifdef USESPECULAR\n"
2040 "uniform sampler Texture_Second : register(s1),\n"
2042 "out float4 gl_FragColor : COLOR\n"
2045 " gl_FragColor = gl_FrontColor;\n"
2046 "#ifdef USEDIFFUSE\n"
2047 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2050 "#ifdef USESPECULAR\n"
2051 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2052 "# ifdef USECOLORMAPPING\n"
2053 " gl_FragColor *= tex2;\n"
2056 " gl_FragColor += tex2;\n"
2058 "# ifdef USEVERTEXTEXTUREBLEND\n"
2059 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2064 "#else // !MODE_GENERIC\n"
2069 "#ifdef MODE_BLOOMBLUR\n"
2070 "#ifdef VERTEX_SHADER\n"
2073 "float4 gl_Vertex : POSITION,\n"
2074 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2075 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2076 "out float4 gl_Position : POSITION,\n"
2077 "out float2 TexCoord : TEXCOORD0\n"
2080 " TexCoord = gl_MultiTexCoord0.xy;\n"
2081 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2085 "#ifdef FRAGMENT_SHADER\n"
2089 "float2 TexCoord : TEXCOORD0,\n"
2090 "uniform sampler Texture_First : register(s0),\n"
2091 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2092 "out float4 gl_FragColor : COLOR\n"
2096 " float2 tc = TexCoord;\n"
2097 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2098 " tc += BloomBlur_Parameters.xy;\n"
2099 " for (i = 1;i < SAMPLES;i++)\n"
2101 " color += tex2D(Texture_First, tc).rgb;\n"
2102 " tc += BloomBlur_Parameters.xy;\n"
2104 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2107 "#else // !MODE_BLOOMBLUR\n"
2108 "#ifdef MODE_REFRACTION\n"
2109 "#ifdef VERTEX_SHADER\n"
2112 "float4 gl_Vertex : POSITION,\n"
2113 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2114 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2115 "uniform float4x4 TexMatrix : register(c0),\n"
2116 "uniform float3 EyePosition : register(c24),\n"
2117 "out float4 gl_Position : POSITION,\n"
2118 "out float2 TexCoord : TEXCOORD0,\n"
2119 "out float3 EyeVector : TEXCOORD1,\n"
2120 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2123 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2124 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2125 " ModelViewProjectionPosition = gl_Position;\n"
2129 "#ifdef FRAGMENT_SHADER\n"
2132 "float2 TexCoord : TEXCOORD0,\n"
2133 "float3 EyeVector : TEXCOORD1,\n"
2134 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2135 "uniform sampler Texture_Normal : register(s0),\n"
2136 "uniform sampler Texture_Refraction : register(s3),\n"
2137 "uniform sampler Texture_Reflection : register(s7),\n"
2138 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2139 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2140 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2141 "uniform float4 RefractColor : register(c29),\n"
2142 "out float4 gl_FragColor : COLOR\n"
2145 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2146 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2147 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2148 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2149 " // FIXME temporary hack to detect the case that the reflection\n"
2150 " // gets blackened at edges due to leaving the area that contains actual\n"
2152 " // Remove this 'ack once we have a better way to stop this thing from\n"
2154 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2155 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2156 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2157 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2158 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2159 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2162 "#else // !MODE_REFRACTION\n"
2167 "#ifdef MODE_WATER\n"
2168 "#ifdef VERTEX_SHADER\n"
2172 "float4 gl_Vertex : POSITION,\n"
2173 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2174 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2175 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2176 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2177 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2178 "uniform float4x4 TexMatrix : register(c0),\n"
2179 "uniform float3 EyePosition : register(c24),\n"
2180 "out float4 gl_Position : POSITION,\n"
2181 "out float2 TexCoord : TEXCOORD0,\n"
2182 "out float3 EyeVector : TEXCOORD1,\n"
2183 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2186 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2187 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2188 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2189 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2190 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2191 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2192 " ModelViewProjectionPosition = gl_Position;\n"
2196 "#ifdef FRAGMENT_SHADER\n"
2199 "float2 TexCoord : TEXCOORD0,\n"
2200 "float3 EyeVector : TEXCOORD1,\n"
2201 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2202 "uniform sampler Texture_Normal : register(s0),\n"
2203 "uniform sampler Texture_Refraction : register(s3),\n"
2204 "uniform sampler Texture_Reflection : register(s7),\n"
2205 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2206 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2207 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2208 "uniform float4 RefractColor : register(c29),\n"
2209 "uniform float4 ReflectColor : register(c26),\n"
2210 "uniform float ReflectFactor : register(c27),\n"
2211 "uniform float ReflectOffset : register(c28),\n"
2212 "out float4 gl_FragColor : COLOR\n"
2215 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2216 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2217 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2218 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2219 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2220 " // FIXME temporary hack to detect the case that the reflection\n"
2221 " // gets blackened at edges due to leaving the area that contains actual\n"
2223 " // Remove this 'ack once we have a better way to stop this thing from\n"
2225 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2226 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2227 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2228 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2229 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2230 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2231 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2232 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2233 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2234 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2235 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2236 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2239 "#else // !MODE_WATER\n"
2244 "// 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"
2246 "// fragment shader specific:\n"
2247 "#ifdef FRAGMENT_SHADER\n"
2250 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2253 "#ifdef USEFOGHEIGHTTEXTURE\n"
2254 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2255 " fogfrac = fogheightpixel.a;\n"
2256 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2258 "# ifdef USEFOGOUTSIDE\n"
2259 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2261 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2263 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2268 "#ifdef USEOFFSETMAPPING\n"
2269 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2271 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2272 " // 14 sample relief mapping: linear search and then binary search\n"
2273 " // this basically steps forward a small amount repeatedly until it finds\n"
2274 " // itself inside solid, then jitters forward and back using decreasing\n"
2275 " // amounts to find the impact\n"
2276 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2277 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2278 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2279 " float3 RT = float3(TexCoord, 1);\n"
2280 " OffsetVector *= 0.1;\n"
2281 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2282 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2283 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2284 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2285 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2286 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2287 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2288 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2289 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2290 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2291 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2292 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2293 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2294 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2297 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2298 " // this basically moves forward the full distance, and then backs up based\n"
2299 " // on height of samples\n"
2300 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2301 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2302 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2303 " TexCoord += OffsetVector;\n"
2304 " OffsetVector *= 0.333;\n"
2305 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2306 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2307 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2308 " return TexCoord;\n"
2311 "#endif // USEOFFSETMAPPING\n"
2313 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2314 "#if defined(USESHADOWMAP2D)\n"
2315 "# ifdef USESHADOWMAPORTHO\n"
2316 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2318 "# ifdef USESHADOWMAPVSDCT\n"
2319 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2321 " float3 adir = abs(dir);\n"
2322 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2323 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2324 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2327 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2329 " float3 adir = abs(dir);\n"
2330 " float ma = adir.z;\n"
2331 " float4 proj = float4(dir, 2.5);\n"
2332 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2333 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2335 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2337 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2338 " 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"
2343 "#endif // defined(USESHADOWMAP2D)\n"
2345 "# ifdef USESHADOWMAP2D\n"
2346 "#ifdef USESHADOWMAPVSDCT\n"
2347 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2349 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2352 "#ifdef USESHADOWMAPVSDCT\n"
2353 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2355 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2359 "# ifdef USESHADOWSAMPLER\n"
2360 "# ifdef USESHADOWMAPPCF\n"
2361 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2362 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2363 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2365 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2368 "# ifdef USESHADOWMAPPCF\n"
2369 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2370 "# ifdef GL_ARB_texture_gather\n"
2371 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2373 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2375 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2376 "# if USESHADOWMAPPCF > 1\n"
2377 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2378 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2379 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2380 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2381 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2382 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2383 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2384 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2385 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2386 " float4 locols = float4(group1.ab, group3.ab);\n"
2387 " float4 hicols = float4(group7.rg, group9.rg);\n"
2388 " locols.yz += group2.ab;\n"
2389 " hicols.yz += group8.rg;\n"
2390 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2391 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2392 " lerp(locols, hicols, offset.y);\n"
2393 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2394 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2395 " f = dot(cols, float4(1.0/25.0));\n"
2397 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2398 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2399 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2400 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2401 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2402 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2403 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2406 "# ifdef GL_EXT_gpu_shader4\n"
2407 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2409 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2411 "# if USESHADOWMAPPCF > 1\n"
2412 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2413 " center *= ShadowMap_TextureScale;\n"
2414 " 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"
2415 " 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"
2416 " 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"
2417 " 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"
2418 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2419 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2421 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2422 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2423 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2424 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2425 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2426 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2430 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2433 "# ifdef USESHADOWMAPORTHO\n"
2434 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2440 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2441 "#endif // FRAGMENT_SHADER\n"
2446 "#ifdef MODE_DEFERREDGEOMETRY\n"
2447 "#ifdef VERTEX_SHADER\n"
2450 "float4 gl_Vertex : POSITION,\n"
2451 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2452 "#ifdef USEVERTEXTEXTUREBLEND\n"
2453 "float4 gl_Color : COLOR0,\n"
2455 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2456 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2457 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2458 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2459 "uniform float4x4 TexMatrix : register(c0),\n"
2460 "#ifdef USEVERTEXTEXTUREBLEND\n"
2461 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2463 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2464 "#ifdef USEOFFSETMAPPING\n"
2465 "uniform float3 EyePosition : register(c24),\n"
2467 "out float4 gl_Position : POSITION,\n"
2468 "#ifdef USEVERTEXTEXTUREBLEND\n"
2469 "out float4 gl_FrontColor : COLOR,\n"
2471 "out float4 TexCoordBoth : TEXCOORD0,\n"
2472 "#ifdef USEOFFSETMAPPING\n"
2473 "out float3 EyeVector : TEXCOORD2,\n"
2475 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2476 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2477 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2480 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2481 "#ifdef USEVERTEXTEXTUREBLEND\n"
2483 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2485 " gl_FrontColor = gl_Color; // Cg is forward\n"
2487 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2490 " // transform unnormalized eye direction into tangent space\n"
2491 "#ifdef USEOFFSETMAPPING\n"
2492 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2493 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2494 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2495 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2498 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2499 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2500 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2501 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2502 " VectorR.w = gl_Position.z;\n"
2504 "#endif // VERTEX_SHADER\n"
2506 "#ifdef FRAGMENT_SHADER\n"
2509 "float4 TexCoordBoth : TEXCOORD0,\n"
2510 "float3 EyeVector : TEXCOORD2,\n"
2511 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2512 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2513 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2514 "uniform sampler Texture_Normal : register(s0),\n"
2515 "#ifdef USEALPHAKILL\n"
2516 "uniform sampler Texture_Color : register(s1),\n"
2518 "uniform sampler Texture_Gloss : register(s2),\n"
2519 "#ifdef USEVERTEXTEXTUREBLEND\n"
2520 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2521 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2523 "#ifdef USEOFFSETMAPPING\n"
2524 "uniform float OffsetMapping_Scale : register(c24),\n"
2526 "uniform half SpecularPower : register(c36),\n"
2528 "out float4 gl_FragData0 : COLOR0,\n"
2529 "out float4 gl_FragData1 : COLOR1\n"
2531 "out float4 gl_FragColor : COLOR\n"
2535 " float2 TexCoord = TexCoordBoth.xy;\n"
2536 "#ifdef USEOFFSETMAPPING\n"
2537 " // apply offsetmapping\n"
2538 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2539 "#define TexCoord TexCoordOffset\n"
2542 "#ifdef USEALPHAKILL\n"
2543 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2547 "#ifdef USEVERTEXTEXTUREBLEND\n"
2548 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2549 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2550 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2551 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2554 "#ifdef USEVERTEXTEXTUREBLEND\n"
2555 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2556 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2558 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2559 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2563 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2564 " float Depth = VectorR.w / 256.0;\n"
2565 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2566 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2567 " depthcolor.yz -= floor(depthcolor.yz);\n"
2568 " gl_FragData1 = depthcolor;\n"
2570 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2573 "#endif // FRAGMENT_SHADER\n"
2574 "#else // !MODE_DEFERREDGEOMETRY\n"
2579 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2580 "#ifdef VERTEX_SHADER\n"
2583 "float4 gl_Vertex : POSITION,\n"
2584 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2585 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2586 "out float4 gl_Position : POSITION,\n"
2587 "out float4 ModelViewPosition : TEXCOORD0\n"
2590 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2591 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2593 "#endif // VERTEX_SHADER\n"
2595 "#ifdef FRAGMENT_SHADER\n"
2599 "float2 Pixel : VPOS,\n"
2601 "float2 Pixel : WPOS,\n"
2603 "float4 ModelViewPosition : TEXCOORD0,\n"
2604 "uniform float4x4 ViewToLight : register(c44),\n"
2605 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2606 "uniform float3 LightPosition : register(c23),\n"
2607 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2608 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2609 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2610 "#ifdef USESPECULAR\n"
2611 "uniform half3 DeferredColor_Specular : register(c11),\n"
2612 "uniform half SpecularPower : register(c36),\n"
2614 "uniform sampler Texture_Attenuation : register(s9),\n"
2615 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2616 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2618 "#ifdef USECUBEFILTER\n"
2619 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2622 "#ifdef USESHADOWMAP2D\n"
2623 "# ifdef USESHADOWSAMPLER\n"
2624 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2626 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2630 "#ifdef USESHADOWMAPVSDCT\n"
2631 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2634 "#if defined(USESHADOWMAP2D)\n"
2635 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2636 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2639 "out float4 gl_FragData0 : COLOR0,\n"
2640 "out float4 gl_FragData1 : COLOR1\n"
2643 " // calculate viewspace pixel position\n"
2644 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2645 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2646 " float3 position;\n"
2648 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2650 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2652 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2653 " // decode viewspace pixel normal\n"
2654 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2655 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2656 " // surfacenormal = pixel normal in viewspace\n"
2657 " // LightVector = pixel to light in viewspace\n"
2658 " // CubeVector = position in lightspace\n"
2659 " // eyevector = pixel to view in viewspace\n"
2660 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2661 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2662 "#ifdef USEDIFFUSE\n"
2663 " // calculate diffuse shading\n"
2664 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2665 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2667 "#ifdef USESPECULAR\n"
2668 " // calculate directional shading\n"
2669 " float3 eyevector = position * -1.0;\n"
2670 "# ifdef USEEXACTSPECULARMATH\n"
2671 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2673 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2674 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2678 "#if defined(USESHADOWMAP2D)\n"
2679 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2680 "#ifdef USESHADOWMAPVSDCT\n"
2681 ", Texture_CubeProjection\n"
2686 "#ifdef USEDIFFUSE\n"
2687 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2689 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2691 "#ifdef USESPECULAR\n"
2692 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2694 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2697 "# ifdef USECUBEFILTER\n"
2698 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2699 " gl_FragData0.rgb *= cubecolor;\n"
2700 " gl_FragData1.rgb *= cubecolor;\n"
2703 "#endif // FRAGMENT_SHADER\n"
2704 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2709 "#ifdef VERTEX_SHADER\n"
2712 "float4 gl_Vertex : POSITION,\n"
2713 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2714 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2715 "float4 gl_Color : COLOR0,\n"
2717 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2718 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2719 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2720 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2721 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2723 "uniform float3 EyePosition : register(c24),\n"
2724 "uniform float4x4 TexMatrix : register(c0),\n"
2725 "#ifdef USEVERTEXTEXTUREBLEND\n"
2726 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2728 "#ifdef MODE_LIGHTSOURCE\n"
2729 "uniform float4x4 ModelToLight : register(c20),\n"
2731 "#ifdef MODE_LIGHTSOURCE\n"
2732 "uniform float3 LightPosition : register(c27),\n"
2734 "#ifdef MODE_LIGHTDIRECTION\n"
2735 "uniform float3 LightDir : register(c26),\n"
2737 "uniform float4 FogPlane : register(c25),\n"
2738 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2739 "uniform float3 LightPosition : register(c27),\n"
2741 "#ifdef USESHADOWMAPORTHO\n"
2742 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2744 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2745 "out float4 gl_FrontColor : COLOR,\n"
2747 "out float4 TexCoordBoth : TEXCOORD0,\n"
2748 "#ifdef USELIGHTMAP\n"
2749 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2751 "#ifdef USEEYEVECTOR\n"
2752 "out float3 EyeVector : TEXCOORD2,\n"
2754 "#ifdef USEREFLECTION\n"
2755 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2758 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2760 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2761 "out float3 LightVector : TEXCOORD1,\n"
2763 "#ifdef MODE_LIGHTSOURCE\n"
2764 "out float3 CubeVector : TEXCOORD3,\n"
2766 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2767 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2768 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2769 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2771 "#ifdef USESHADOWMAPORTHO\n"
2772 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2774 "out float4 gl_Position : POSITION\n"
2777 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2779 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2781 " gl_FrontColor = gl_Color; // Cg is forward\n"
2784 " // copy the surface texcoord\n"
2785 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2789 "#ifdef USELIGHTMAP\n"
2790 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 " // transform vertex position into light attenuation/cubemap space\n"
2795 " // (-1 to +1 across the light box)\n"
2796 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2798 "# ifdef USEDIFFUSE\n"
2799 " // transform unnormalized light direction into tangent space\n"
2800 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2801 " // normalize it per pixel)\n"
2802 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2803 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2804 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2805 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2809 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2810 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2811 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2812 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2815 " // transform unnormalized eye direction into tangent space\n"
2816 "#ifdef USEEYEVECTOR\n"
2817 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2818 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2819 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2820 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2824 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2825 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2828 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2829 " VectorS = gl_MultiTexCoord1.xyz;\n"
2830 " VectorT = gl_MultiTexCoord2.xyz;\n"
2831 " VectorR = gl_MultiTexCoord3.xyz;\n"
2834 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2835 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2837 "#ifdef USESHADOWMAPORTHO\n"
2838 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2841 "#ifdef USEREFLECTION\n"
2842 " ModelViewProjectionPosition = gl_Position;\n"
2845 "#endif // VERTEX_SHADER\n"
2850 "#ifdef FRAGMENT_SHADER\n"
2853 "#ifdef USEDEFERREDLIGHTMAP\n"
2855 "float2 Pixel : VPOS,\n"
2857 "float2 Pixel : WPOS,\n"
2860 "float4 gl_FrontColor : COLOR,\n"
2861 "float4 TexCoordBoth : TEXCOORD0,\n"
2862 "#ifdef USELIGHTMAP\n"
2863 "float2 TexCoordLightmap : TEXCOORD1,\n"
2865 "#ifdef USEEYEVECTOR\n"
2866 "float3 EyeVector : TEXCOORD2,\n"
2868 "#ifdef USEREFLECTION\n"
2869 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2872 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2874 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2875 "float3 LightVector : TEXCOORD1,\n"
2877 "#ifdef MODE_LIGHTSOURCE\n"
2878 "float3 CubeVector : TEXCOORD3,\n"
2880 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2881 "float4 ModelViewPosition : TEXCOORD0,\n"
2883 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2884 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2885 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2886 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2888 "#ifdef USESHADOWMAPORTHO\n"
2889 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2892 "uniform sampler Texture_Normal : register(s0),\n"
2893 "uniform sampler Texture_Color : register(s1),\n"
2894 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2895 "uniform sampler Texture_Gloss : register(s2),\n"
2898 "uniform sampler Texture_Glow : register(s3),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2902 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2903 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2904 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2907 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2910 "#ifdef USECOLORMAPPING\n"
2911 "uniform sampler Texture_Pants : register(s4),\n"
2912 "uniform sampler Texture_Shirt : register(s7),\n"
2915 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2916 "uniform sampler Texture_FogMask : register(s8),\n"
2918 "#ifdef USELIGHTMAP\n"
2919 "uniform sampler Texture_Lightmap : register(s9),\n"
2921 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2922 "uniform sampler Texture_Deluxemap : register(s10),\n"
2924 "#ifdef USEREFLECTION\n"
2925 "uniform sampler Texture_Reflection : register(s7),\n"
2928 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2929 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2930 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2932 "#ifdef USEDEFERREDLIGHTMAP\n"
2933 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2934 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2935 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2936 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2939 "#ifdef USECOLORMAPPING\n"
2940 "uniform half3 Color_Pants : register(c7),\n"
2941 "uniform half3 Color_Shirt : register(c8),\n"
2944 "uniform float3 FogColor : register(c16),\n"
2945 "uniform float FogRangeRecip : register(c20),\n"
2946 "uniform float FogPlaneViewDist : register(c19),\n"
2947 "uniform float FogHeightFade : register(c17),\n"
2950 "#ifdef USEOFFSETMAPPING\n"
2951 "uniform float OffsetMapping_Scale : register(c24),\n"
2954 "#ifdef USEDEFERREDLIGHTMAP\n"
2955 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2956 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2957 "uniform half3 DeferredMod_Specular : register(c13),\n"
2959 "uniform half3 Color_Ambient : register(c3),\n"
2960 "uniform half3 Color_Diffuse : register(c4),\n"
2961 "uniform half3 Color_Specular : register(c5),\n"
2962 "uniform half SpecularPower : register(c36),\n"
2964 "uniform half3 Color_Glow : register(c6),\n"
2966 "uniform half Alpha : register(c0),\n"
2967 "#ifdef USEREFLECTION\n"
2968 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2969 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2970 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2971 "uniform half4 ReflectColor : register(c26),\n"
2973 "#ifdef USEREFLECTCUBE\n"
2974 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2975 "uniform sampler Texture_ReflectMask : register(s5),\n"
2976 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2978 "#ifdef MODE_LIGHTDIRECTION\n"
2979 "uniform half3 LightColor : register(c21),\n"
2981 "#ifdef MODE_LIGHTSOURCE\n"
2982 "uniform half3 LightColor : register(c21),\n"
2985 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2986 "uniform sampler Texture_Attenuation : register(s9),\n"
2987 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2990 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2992 "#ifdef USESHADOWMAP2D\n"
2993 "# ifdef USESHADOWSAMPLER\n"
2994 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2996 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3000 "#ifdef USESHADOWMAPVSDCT\n"
3001 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3004 "#if defined(USESHADOWMAP2D)\n"
3005 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3006 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3008 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3010 "out float4 gl_FragColor : COLOR\n"
3013 " float2 TexCoord = TexCoordBoth.xy;\n"
3014 "#ifdef USEVERTEXTEXTUREBLEND\n"
3015 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3017 "#ifdef USEOFFSETMAPPING\n"
3018 " // apply offsetmapping\n"
3019 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3020 "#define TexCoord TexCoordOffset\n"
3023 " // combine the diffuse textures (base, pants, shirt)\n"
3024 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3025 "#ifdef USEALPHAKILL\n"
3026 " if (color.a < 0.5)\n"
3029 " color.a *= Alpha;\n"
3030 "#ifdef USECOLORMAPPING\n"
3031 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3033 "#ifdef USEVERTEXTEXTUREBLEND\n"
3034 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3035 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3036 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3037 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3039 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3042 " // get the surface normal\n"
3043 "#ifdef USEVERTEXTEXTUREBLEND\n"
3044 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3046 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3049 " // get the material colors\n"
3050 " half3 diffusetex = color.rgb;\n"
3051 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3052 "# ifdef USEVERTEXTEXTUREBLEND\n"
3053 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3055 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3059 "#ifdef USEREFLECTCUBE\n"
3060 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3061 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3062 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3063 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3069 "#ifdef MODE_LIGHTSOURCE\n"
3070 " // light source\n"
3071 "#ifdef USEDIFFUSE\n"
3072 " half3 lightnormal = half3(normalize(LightVector));\n"
3073 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3074 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3075 "#ifdef USESPECULAR\n"
3076 "#ifdef USEEXACTSPECULARMATH\n"
3077 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3079 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3080 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3082 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3085 " color.rgb = diffusetex * Color_Ambient;\n"
3087 " color.rgb *= LightColor;\n"
3088 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3089 "#if defined(USESHADOWMAP2D)\n"
3090 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3091 "#ifdef USESHADOWMAPVSDCT\n"
3092 ", Texture_CubeProjection\n"
3097 "# ifdef USECUBEFILTER\n"
3098 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3101 "#ifdef USESHADOWMAP2D\n"
3102 "#ifdef USESHADOWMAPVSDCT\n"
3103 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3105 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3107 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3108 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3109 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3110 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3111 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3112 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3113 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3114 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3115 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3116 "// color.r = half(shadowmaptc.z);\n"
3117 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3118 "// color.r = half(shadowmaptc.z);\n"
3120 "// color.rgb = abs(CubeVector);\n"
3122 "// color.rgb = half3(1,1,1);\n"
3123 "#endif // MODE_LIGHTSOURCE\n"
3128 "#ifdef MODE_LIGHTDIRECTION\n"
3130 "#ifdef USEDIFFUSE\n"
3131 " half3 lightnormal = half3(normalize(LightVector));\n"
3133 "#define lightcolor LightColor\n"
3134 "#endif // MODE_LIGHTDIRECTION\n"
3135 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3137 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3138 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3139 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3140 " // convert modelspace light vector to tangentspace\n"
3141 " half3 lightnormal;\n"
3142 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3143 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3144 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3145 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3146 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3147 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3148 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3149 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3150 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3151 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3152 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3153 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3154 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3155 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3156 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3158 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3159 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3160 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3166 "#ifdef MODE_LIGHTMAP\n"
3167 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3168 "#endif // MODE_LIGHTMAP\n"
3169 "#ifdef MODE_VERTEXCOLOR\n"
3170 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3171 "#endif // MODE_VERTEXCOLOR\n"
3172 "#ifdef MODE_FLATCOLOR\n"
3173 " color.rgb = diffusetex * Color_Ambient;\n"
3174 "#endif // MODE_FLATCOLOR\n"
3180 "# ifdef USEDIFFUSE\n"
3181 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3182 "# ifdef USESPECULAR\n"
3183 "# ifdef USEEXACTSPECULARMATH\n"
3184 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3186 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3187 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3189 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3191 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3194 " color.rgb = diffusetex * Color_Ambient;\n"
3198 "#ifdef USESHADOWMAPORTHO\n"
3199 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3202 "#ifdef USEDEFERREDLIGHTMAP\n"
3203 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3204 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3205 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3206 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3207 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3211 "#ifdef USEVERTEXTEXTUREBLEND\n"
3212 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3214 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3219 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3222 " // 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"
3223 "#ifdef USEREFLECTION\n"
3224 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3225 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3226 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3227 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3228 " // FIXME temporary hack to detect the case that the reflection\n"
3229 " // gets blackened at edges due to leaving the area that contains actual\n"
3231 " // Remove this 'ack once we have a better way to stop this thing from\n"
3233 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3234 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3235 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3236 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3237 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3238 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3241 " gl_FragColor = float4(color);\n"
3243 "#endif // FRAGMENT_SHADER\n"
3245 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3246 "#endif // !MODE_DEFERREDGEOMETRY\n"
3247 "#endif // !MODE_WATER\n"
3248 "#endif // !MODE_REFRACTION\n"
3249 "#endif // !MODE_BLOOMBLUR\n"
3250 "#endif // !MODE_GENERIC\n"
3251 "#endif // !MODE_POSTPROCESS\n"
3252 "#endif // !MODE_SHOWDEPTH\n"
3253 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3256 char *glslshaderstring = NULL;
3257 char *cgshaderstring = NULL;
3258 char *hlslshaderstring = NULL;
3260 //=======================================================================================================================================================
3262 typedef struct shaderpermutationinfo_s
3264 const char *pretext;
3267 shaderpermutationinfo_t;
3269 typedef struct shadermodeinfo_s
3271 const char *vertexfilename;
3272 const char *geometryfilename;
3273 const char *fragmentfilename;
3274 const char *pretext;
3279 typedef enum shaderpermutation_e
3281 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3282 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3283 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3284 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3285 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3286 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3287 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3288 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3289 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3290 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3291 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3292 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3293 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3294 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3295 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3296 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3297 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3298 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3299 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3300 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3301 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3302 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3303 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3304 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3305 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3306 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3307 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3308 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3309 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3311 shaderpermutation_t;
3313 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3314 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3316 {"#define USEDIFFUSE\n", " diffuse"},
3317 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3318 {"#define USEVIEWTINT\n", " viewtint"},
3319 {"#define USECOLORMAPPING\n", " colormapping"},
3320 {"#define USESATURATION\n", " saturation"},
3321 {"#define USEFOGINSIDE\n", " foginside"},
3322 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3323 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3324 {"#define USEGAMMARAMPS\n", " gammaramps"},
3325 {"#define USECUBEFILTER\n", " cubefilter"},
3326 {"#define USEGLOW\n", " glow"},
3327 {"#define USEBLOOM\n", " bloom"},
3328 {"#define USESPECULAR\n", " specular"},
3329 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3330 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3331 {"#define USEREFLECTION\n", " reflection"},
3332 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3333 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3334 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3335 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3336 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3337 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3338 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3339 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3340 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3341 {"#define USEALPHAKILL\n", " alphakill"},
3342 {"#define USEREFLECTCUBE\n", " reflectcube"},
3345 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3346 typedef enum shadermode_e
3348 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3349 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3350 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3351 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3352 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3353 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3354 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3355 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3356 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3357 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3358 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3359 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3360 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3361 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3362 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3367 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3368 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3370 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3371 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3372 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3373 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3374 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3375 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3376 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3377 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3378 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3379 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3380 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3381 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3382 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3383 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3384 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3388 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3390 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3391 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3392 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3393 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3394 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3395 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3396 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3397 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3398 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3399 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3400 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3401 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3402 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3403 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3404 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3409 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3411 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3412 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3413 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3414 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3415 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3416 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3417 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3418 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3419 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3420 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3421 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3422 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3423 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3424 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3425 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3429 struct r_glsl_permutation_s;
3430 typedef struct r_glsl_permutation_s
3432 /// hash lookup data
3433 struct r_glsl_permutation_s *hashnext;
3435 unsigned int permutation;
3437 /// indicates if we have tried compiling this permutation already
3439 /// 0 if compilation failed
3441 /// locations of detected uniforms in program object, or -1 if not found
3442 int loc_Texture_First;
3443 int loc_Texture_Second;
3444 int loc_Texture_GammaRamps;
3445 int loc_Texture_Normal;
3446 int loc_Texture_Color;
3447 int loc_Texture_Gloss;
3448 int loc_Texture_Glow;
3449 int loc_Texture_SecondaryNormal;
3450 int loc_Texture_SecondaryColor;
3451 int loc_Texture_SecondaryGloss;
3452 int loc_Texture_SecondaryGlow;
3453 int loc_Texture_Pants;
3454 int loc_Texture_Shirt;
3455 int loc_Texture_FogHeightTexture;
3456 int loc_Texture_FogMask;
3457 int loc_Texture_Lightmap;
3458 int loc_Texture_Deluxemap;
3459 int loc_Texture_Attenuation;
3460 int loc_Texture_Cube;
3461 int loc_Texture_Refraction;
3462 int loc_Texture_Reflection;
3463 int loc_Texture_ShadowMap2D;
3464 int loc_Texture_CubeProjection;
3465 int loc_Texture_ScreenDepth;
3466 int loc_Texture_ScreenNormalMap;
3467 int loc_Texture_ScreenDiffuse;
3468 int loc_Texture_ScreenSpecular;
3469 int loc_Texture_ReflectMask;
3470 int loc_Texture_ReflectCube;
3472 int loc_BloomBlur_Parameters;
3474 int loc_Color_Ambient;
3475 int loc_Color_Diffuse;
3476 int loc_Color_Specular;
3478 int loc_Color_Pants;
3479 int loc_Color_Shirt;
3480 int loc_DeferredColor_Ambient;
3481 int loc_DeferredColor_Diffuse;
3482 int loc_DeferredColor_Specular;
3483 int loc_DeferredMod_Diffuse;
3484 int loc_DeferredMod_Specular;
3485 int loc_DistortScaleRefractReflect;
3486 int loc_EyePosition;
3488 int loc_FogHeightFade;
3490 int loc_FogPlaneViewDist;
3491 int loc_FogRangeRecip;
3494 int loc_LightPosition;
3495 int loc_OffsetMapping_Scale;
3497 int loc_ReflectColor;
3498 int loc_ReflectFactor;
3499 int loc_ReflectOffset;
3500 int loc_RefractColor;
3502 int loc_ScreenCenterRefractReflect;
3503 int loc_ScreenScaleRefractReflect;
3504 int loc_ScreenToDepth;
3505 int loc_ShadowMap_Parameters;
3506 int loc_ShadowMap_TextureScale;
3507 int loc_SpecularPower;
3512 int loc_ViewTintColor;
3513 int loc_ViewToLight;
3514 int loc_ModelToLight;
3516 int loc_BackgroundTexMatrix;
3517 int loc_ModelViewProjectionMatrix;
3518 int loc_ModelViewMatrix;
3519 int loc_PixelToScreenTexCoord;
3520 int loc_ModelToReflectCube;
3521 int loc_ShadowMapMatrix;
3522 int loc_BloomColorSubtract;
3524 r_glsl_permutation_t;
3526 #define SHADERPERMUTATION_HASHSIZE 256
3528 /// information about each possible shader permutation
3529 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3530 /// currently selected permutation
3531 r_glsl_permutation_t *r_glsl_permutation;
3532 /// storage for permutations linked in the hash table
3533 memexpandablearray_t r_glsl_permutationarray;
3535 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3537 //unsigned int hashdepth = 0;
3538 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3539 r_glsl_permutation_t *p;
3540 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3542 if (p->mode == mode && p->permutation == permutation)
3544 //if (hashdepth > 10)
3545 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3550 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3552 p->permutation = permutation;
3553 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3554 r_glsl_permutationhash[mode][hashindex] = p;
3555 //if (hashdepth > 10)
3556 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3560 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3563 if (!filename || !filename[0])
3565 if (!strcmp(filename, "glsl/default.glsl"))
3567 if (!glslshaderstring)
3569 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3570 if (glslshaderstring)
3571 Con_DPrintf("Loading shaders from file %s...\n", filename);
3573 glslshaderstring = (char *)builtinshaderstring;
3575 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3576 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3577 return shaderstring;
3579 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3582 if (printfromdisknotice)
3583 Con_DPrintf("from disk %s... ", filename);
3584 return shaderstring;
3586 return shaderstring;
3589 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3592 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3593 int vertstrings_count = 0;
3594 int geomstrings_count = 0;
3595 int fragstrings_count = 0;
3596 char *vertexstring, *geometrystring, *fragmentstring;
3597 const char *vertstrings_list[32+3];
3598 const char *geomstrings_list[32+3];
3599 const char *fragstrings_list[32+3];
3600 char permutationname[256];
3607 permutationname[0] = 0;
3608 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3609 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3610 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3612 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3614 // the first pretext is which type of shader to compile as
3615 // (later these will all be bound together as a program object)
3616 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3617 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3618 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3620 // the second pretext is the mode (for example a light source)
3621 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3622 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3623 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3624 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3626 // now add all the permutation pretexts
3627 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3629 if (permutation & (1<<i))
3631 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3632 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3633 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3634 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3638 // keep line numbers correct
3639 vertstrings_list[vertstrings_count++] = "\n";
3640 geomstrings_list[geomstrings_count++] = "\n";
3641 fragstrings_list[fragstrings_count++] = "\n";
3645 // now append the shader text itself
3646 vertstrings_list[vertstrings_count++] = vertexstring;
3647 geomstrings_list[geomstrings_count++] = geometrystring;
3648 fragstrings_list[fragstrings_count++] = fragmentstring;
3650 // if any sources were NULL, clear the respective list
3652 vertstrings_count = 0;
3653 if (!geometrystring)
3654 geomstrings_count = 0;
3655 if (!fragmentstring)
3656 fragstrings_count = 0;
3658 // compile the shader program
3659 if (vertstrings_count + geomstrings_count + fragstrings_count)
3660 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3664 qglUseProgramObjectARB(p->program);CHECKGLERROR
3665 // look up all the uniform variable names we care about, so we don't
3666 // have to look them up every time we set them
3668 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3669 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3670 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3671 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3672 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3673 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3674 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3675 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3676 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3677 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3678 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3679 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3680 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3681 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3682 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3683 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3684 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3685 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3686 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3687 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3688 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3689 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3690 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3691 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3692 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3693 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3694 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3695 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3696 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3697 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3698 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3699 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3700 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3701 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3702 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3703 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3704 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3705 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3706 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3707 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3708 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3709 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3710 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3711 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3712 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3713 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3714 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3715 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3716 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3717 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3718 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3719 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3720 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3721 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3722 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3723 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3724 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3725 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3726 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3727 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3728 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3729 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3730 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3731 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3732 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3733 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3734 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3735 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3736 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3737 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3738 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3739 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3740 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3741 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3742 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3743 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3744 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3745 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3746 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3747 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3748 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3749 // initialize the samplers to refer to the texture units we use
3750 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3751 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3752 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3753 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3754 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3755 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3756 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3757 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3758 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3759 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3760 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3761 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3762 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3763 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3764 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3765 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3766 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3767 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3768 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3769 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3770 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3771 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3772 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3773 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3774 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3775 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3776 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3777 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3778 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3780 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3783 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3787 Mem_Free(vertexstring);
3789 Mem_Free(geometrystring);
3791 Mem_Free(fragmentstring);
3794 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3796 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3797 if (r_glsl_permutation != perm)
3799 r_glsl_permutation = perm;
3800 if (!r_glsl_permutation->program)
3802 if (!r_glsl_permutation->compiled)
3803 R_GLSL_CompilePermutation(perm, mode, permutation);
3804 if (!r_glsl_permutation->program)
3806 // remove features until we find a valid permutation
3808 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3810 // reduce i more quickly whenever it would not remove any bits
3811 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3812 if (!(permutation & j))
3815 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3816 if (!r_glsl_permutation->compiled)
3817 R_GLSL_CompilePermutation(perm, mode, permutation);
3818 if (r_glsl_permutation->program)
3821 if (i >= SHADERPERMUTATION_COUNT)
3823 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3824 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3825 qglUseProgramObjectARB(0);CHECKGLERROR
3826 return; // no bit left to clear, entire mode is broken
3831 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3833 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3834 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3835 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3839 #include <Cg/cgGL.h>
3840 struct r_cg_permutation_s;
3841 typedef struct r_cg_permutation_s
3843 /// hash lookup data
3844 struct r_cg_permutation_s *hashnext;
3846 unsigned int permutation;
3848 /// indicates if we have tried compiling this permutation already
3850 /// 0 if compilation failed
3853 /// locations of detected parameters in programs, or NULL if not found
3854 CGparameter vp_EyePosition;
3855 CGparameter vp_FogPlane;
3856 CGparameter vp_LightDir;
3857 CGparameter vp_LightPosition;
3858 CGparameter vp_ModelToLight;
3859 CGparameter vp_TexMatrix;
3860 CGparameter vp_BackgroundTexMatrix;
3861 CGparameter vp_ModelViewProjectionMatrix;
3862 CGparameter vp_ModelViewMatrix;
3863 CGparameter vp_ShadowMapMatrix;
3865 CGparameter fp_Texture_First;
3866 CGparameter fp_Texture_Second;
3867 CGparameter fp_Texture_GammaRamps;
3868 CGparameter fp_Texture_Normal;
3869 CGparameter fp_Texture_Color;
3870 CGparameter fp_Texture_Gloss;
3871 CGparameter fp_Texture_Glow;
3872 CGparameter fp_Texture_SecondaryNormal;
3873 CGparameter fp_Texture_SecondaryColor;
3874 CGparameter fp_Texture_SecondaryGloss;
3875 CGparameter fp_Texture_SecondaryGlow;
3876 CGparameter fp_Texture_Pants;
3877 CGparameter fp_Texture_Shirt;
3878 CGparameter fp_Texture_FogHeightTexture;
3879 CGparameter fp_Texture_FogMask;
3880 CGparameter fp_Texture_Lightmap;
3881 CGparameter fp_Texture_Deluxemap;
3882 CGparameter fp_Texture_Attenuation;
3883 CGparameter fp_Texture_Cube;
3884 CGparameter fp_Texture_Refraction;
3885 CGparameter fp_Texture_Reflection;
3886 CGparameter fp_Texture_ShadowMap2D;
3887 CGparameter fp_Texture_CubeProjection;
3888 CGparameter fp_Texture_ScreenDepth;
3889 CGparameter fp_Texture_ScreenNormalMap;
3890 CGparameter fp_Texture_ScreenDiffuse;
3891 CGparameter fp_Texture_ScreenSpecular;
3892 CGparameter fp_Texture_ReflectMask;
3893 CGparameter fp_Texture_ReflectCube;
3894 CGparameter fp_Alpha;
3895 CGparameter fp_BloomBlur_Parameters;
3896 CGparameter fp_ClientTime;
3897 CGparameter fp_Color_Ambient;
3898 CGparameter fp_Color_Diffuse;
3899 CGparameter fp_Color_Specular;
3900 CGparameter fp_Color_Glow;
3901 CGparameter fp_Color_Pants;
3902 CGparameter fp_Color_Shirt;
3903 CGparameter fp_DeferredColor_Ambient;
3904 CGparameter fp_DeferredColor_Diffuse;
3905 CGparameter fp_DeferredColor_Specular;
3906 CGparameter fp_DeferredMod_Diffuse;
3907 CGparameter fp_DeferredMod_Specular;
3908 CGparameter fp_DistortScaleRefractReflect;
3909 CGparameter fp_EyePosition;
3910 CGparameter fp_FogColor;
3911 CGparameter fp_FogHeightFade;
3912 CGparameter fp_FogPlane;
3913 CGparameter fp_FogPlaneViewDist;
3914 CGparameter fp_FogRangeRecip;
3915 CGparameter fp_LightColor;
3916 CGparameter fp_LightDir;
3917 CGparameter fp_LightPosition;
3918 CGparameter fp_OffsetMapping_Scale;
3919 CGparameter fp_PixelSize;
3920 CGparameter fp_ReflectColor;
3921 CGparameter fp_ReflectFactor;
3922 CGparameter fp_ReflectOffset;
3923 CGparameter fp_RefractColor;
3924 CGparameter fp_Saturation;
3925 CGparameter fp_ScreenCenterRefractReflect;
3926 CGparameter fp_ScreenScaleRefractReflect;
3927 CGparameter fp_ScreenToDepth;
3928 CGparameter fp_ShadowMap_Parameters;
3929 CGparameter fp_ShadowMap_TextureScale;
3930 CGparameter fp_SpecularPower;
3931 CGparameter fp_UserVec1;
3932 CGparameter fp_UserVec2;
3933 CGparameter fp_UserVec3;
3934 CGparameter fp_UserVec4;
3935 CGparameter fp_ViewTintColor;
3936 CGparameter fp_ViewToLight;
3937 CGparameter fp_PixelToScreenTexCoord;
3938 CGparameter fp_ModelToReflectCube;
3939 CGparameter fp_BloomColorSubtract;
3943 /// information about each possible shader permutation
3944 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3945 /// currently selected permutation
3946 r_cg_permutation_t *r_cg_permutation;
3947 /// storage for permutations linked in the hash table
3948 memexpandablearray_t r_cg_permutationarray;
3950 #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));}}
3952 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3954 //unsigned int hashdepth = 0;
3955 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3956 r_cg_permutation_t *p;
3957 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3959 if (p->mode == mode && p->permutation == permutation)
3961 //if (hashdepth > 10)
3962 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3967 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3969 p->permutation = permutation;
3970 p->hashnext = r_cg_permutationhash[mode][hashindex];
3971 r_cg_permutationhash[mode][hashindex] = p;
3972 //if (hashdepth > 10)
3973 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3977 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3980 if (!filename || !filename[0])
3982 if (!strcmp(filename, "cg/default.cg"))
3984 if (!cgshaderstring)
3986 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3988 Con_DPrintf("Loading shaders from file %s...\n", filename);
3990 cgshaderstring = (char *)builtincgshaderstring;
3992 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3993 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3994 return shaderstring;
3996 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3999 if (printfromdisknotice)
4000 Con_DPrintf("from disk %s... ", filename);
4001 return shaderstring;
4003 return shaderstring;
4006 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4008 // TODO: load or create .fp and .vp shader files
4011 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4014 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4015 int vertstrings_count = 0, vertstring_length = 0;
4016 int geomstrings_count = 0, geomstring_length = 0;
4017 int fragstrings_count = 0, fragstring_length = 0;
4019 char *vertexstring, *geometrystring, *fragmentstring;
4020 char *vertstring, *geomstring, *fragstring;
4021 const char *vertstrings_list[32+3];
4022 const char *geomstrings_list[32+3];
4023 const char *fragstrings_list[32+3];
4024 char permutationname[256];
4025 char cachename[256];
4026 CGprofile vertexProfile;
4027 CGprofile fragmentProfile;
4035 permutationname[0] = 0;
4037 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4038 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4039 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4041 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4042 strlcat(cachename, "cg/", sizeof(cachename));
4044 // the first pretext is which type of shader to compile as
4045 // (later these will all be bound together as a program object)
4046 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4047 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4048 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4050 // the second pretext is the mode (for example a light source)
4051 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4052 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4053 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4054 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4055 strlcat(cachename, modeinfo->name, sizeof(cachename));
4057 // now add all the permutation pretexts
4058 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4060 if (permutation & (1<<i))
4062 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4063 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4064 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4065 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4066 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4070 // keep line numbers correct
4071 vertstrings_list[vertstrings_count++] = "\n";
4072 geomstrings_list[geomstrings_count++] = "\n";
4073 fragstrings_list[fragstrings_count++] = "\n";
4077 // replace spaces in the cachename with _ characters
4078 for (i = 0;cachename[i];i++)
4079 if (cachename[i] == ' ')
4082 // now append the shader text itself
4083 vertstrings_list[vertstrings_count++] = vertexstring;
4084 geomstrings_list[geomstrings_count++] = geometrystring;
4085 fragstrings_list[fragstrings_count++] = fragmentstring;
4087 // if any sources were NULL, clear the respective list
4089 vertstrings_count = 0;
4090 if (!geometrystring)
4091 geomstrings_count = 0;
4092 if (!fragmentstring)
4093 fragstrings_count = 0;
4095 vertstring_length = 0;
4096 for (i = 0;i < vertstrings_count;i++)
4097 vertstring_length += strlen(vertstrings_list[i]);
4098 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4099 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4100 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4102 geomstring_length = 0;
4103 for (i = 0;i < geomstrings_count;i++)
4104 geomstring_length += strlen(geomstrings_list[i]);
4105 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4106 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4107 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4109 fragstring_length = 0;
4110 for (i = 0;i < fragstrings_count;i++)
4111 fragstring_length += strlen(fragstrings_list[i]);
4112 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4113 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4114 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4118 //vertexProfile = CG_PROFILE_ARBVP1;
4119 //fragmentProfile = CG_PROFILE_ARBFP1;
4120 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4121 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4122 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4123 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4124 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4127 // try to load the cached shader, or generate one
4128 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4130 // if caching failed, do a dynamic compile for now
4132 if (vertstring[0] && !p->vprogram)
4133 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4135 if (fragstring[0] && !p->fprogram)
4136 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4139 // look up all the uniform variable names we care about, so we don't
4140 // have to look them up every time we set them
4144 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4145 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4146 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4147 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4148 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4149 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4150 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4151 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4152 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4153 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4154 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4155 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4161 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4162 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4163 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4164 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4165 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4166 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4167 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4168 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4169 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4170 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4171 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4172 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4173 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4174 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4175 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4176 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4177 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4178 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4179 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4180 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4181 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4182 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4183 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4184 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4185 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4186 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4187 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4188 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4189 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4190 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4191 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4192 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4193 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4194 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4195 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4196 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4197 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4198 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4199 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4200 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4201 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4202 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4203 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4204 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4205 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4206 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4207 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4208 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4209 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4210 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4211 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4212 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4213 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4214 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4215 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4216 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4217 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4218 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4219 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4220 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4221 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4222 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4223 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4224 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4225 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4226 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4227 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4228 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4229 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4230 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4231 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4232 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4233 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4234 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4235 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4236 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4237 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4241 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4242 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4244 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4248 Mem_Free(vertstring);
4250 Mem_Free(geomstring);
4252 Mem_Free(fragstring);
4254 Mem_Free(vertexstring);
4256 Mem_Free(geometrystring);
4258 Mem_Free(fragmentstring);
4261 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4263 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4266 if (r_cg_permutation != perm)
4268 r_cg_permutation = perm;
4269 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4271 if (!r_cg_permutation->compiled)
4272 R_CG_CompilePermutation(perm, mode, permutation);
4273 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4275 // remove features until we find a valid permutation
4277 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4279 // reduce i more quickly whenever it would not remove any bits
4280 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4281 if (!(permutation & j))
4284 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4285 if (!r_cg_permutation->compiled)
4286 R_CG_CompilePermutation(perm, mode, permutation);
4287 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4290 if (i >= SHADERPERMUTATION_COUNT)
4292 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4293 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4294 return; // no bit left to clear, entire mode is broken
4300 if (r_cg_permutation->vprogram)
4302 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4303 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4304 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4308 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4309 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4311 if (r_cg_permutation->fprogram)
4313 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4314 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4315 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4319 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4320 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4324 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4325 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4326 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4329 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4331 cgGLSetTextureParameter(param, R_GetTexture(tex));
4332 cgGLEnableTextureParameter(param);
4340 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4341 extern D3DCAPS9 vid_d3d9caps;
4344 struct r_hlsl_permutation_s;
4345 typedef struct r_hlsl_permutation_s
4347 /// hash lookup data
4348 struct r_hlsl_permutation_s *hashnext;
4350 unsigned int permutation;
4352 /// indicates if we have tried compiling this permutation already
4354 /// NULL if compilation failed
4355 IDirect3DVertexShader9 *vertexshader;
4356 IDirect3DPixelShader9 *pixelshader;
4358 r_hlsl_permutation_t;
4360 typedef enum D3DVSREGISTER_e
4362 D3DVSREGISTER_TexMatrix = 0, // float4x4
4363 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4364 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4365 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4366 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4367 D3DVSREGISTER_ModelToLight = 20, // float4x4
4368 D3DVSREGISTER_EyePosition = 24,
4369 D3DVSREGISTER_FogPlane = 25,
4370 D3DVSREGISTER_LightDir = 26,
4371 D3DVSREGISTER_LightPosition = 27,
4375 typedef enum D3DPSREGISTER_e
4377 D3DPSREGISTER_Alpha = 0,
4378 D3DPSREGISTER_BloomBlur_Parameters = 1,
4379 D3DPSREGISTER_ClientTime = 2,
4380 D3DPSREGISTER_Color_Ambient = 3,
4381 D3DPSREGISTER_Color_Diffuse = 4,
4382 D3DPSREGISTER_Color_Specular = 5,
4383 D3DPSREGISTER_Color_Glow = 6,
4384 D3DPSREGISTER_Color_Pants = 7,
4385 D3DPSREGISTER_Color_Shirt = 8,
4386 D3DPSREGISTER_DeferredColor_Ambient = 9,
4387 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4388 D3DPSREGISTER_DeferredColor_Specular = 11,
4389 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4390 D3DPSREGISTER_DeferredMod_Specular = 13,
4391 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4392 D3DPSREGISTER_EyePosition = 15, // unused
4393 D3DPSREGISTER_FogColor = 16,
4394 D3DPSREGISTER_FogHeightFade = 17,
4395 D3DPSREGISTER_FogPlane = 18,
4396 D3DPSREGISTER_FogPlaneViewDist = 19,
4397 D3DPSREGISTER_FogRangeRecip = 20,
4398 D3DPSREGISTER_LightColor = 21,
4399 D3DPSREGISTER_LightDir = 22, // unused
4400 D3DPSREGISTER_LightPosition = 23,
4401 D3DPSREGISTER_OffsetMapping_Scale = 24,
4402 D3DPSREGISTER_PixelSize = 25,
4403 D3DPSREGISTER_ReflectColor = 26,
4404 D3DPSREGISTER_ReflectFactor = 27,
4405 D3DPSREGISTER_ReflectOffset = 28,
4406 D3DPSREGISTER_RefractColor = 29,
4407 D3DPSREGISTER_Saturation = 30,
4408 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4409 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4410 D3DPSREGISTER_ScreenToDepth = 33,
4411 D3DPSREGISTER_ShadowMap_Parameters = 34,
4412 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4413 D3DPSREGISTER_SpecularPower = 36,
4414 D3DPSREGISTER_UserVec1 = 37,
4415 D3DPSREGISTER_UserVec2 = 38,
4416 D3DPSREGISTER_UserVec3 = 39,
4417 D3DPSREGISTER_UserVec4 = 40,
4418 D3DPSREGISTER_ViewTintColor = 41,
4419 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4420 D3DPSREGISTER_BloomColorSubtract = 43,
4421 D3DPSREGISTER_ViewToLight = 44, // float4x4
4422 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4427 /// information about each possible shader permutation
4428 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4429 /// currently selected permutation
4430 r_hlsl_permutation_t *r_hlsl_permutation;
4431 /// storage for permutations linked in the hash table
4432 memexpandablearray_t r_hlsl_permutationarray;
4434 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4436 //unsigned int hashdepth = 0;
4437 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4438 r_hlsl_permutation_t *p;
4439 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4441 if (p->mode == mode && p->permutation == permutation)
4443 //if (hashdepth > 10)
4444 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4449 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4451 p->permutation = permutation;
4452 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4453 r_hlsl_permutationhash[mode][hashindex] = p;
4454 //if (hashdepth > 10)
4455 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4459 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4462 if (!filename || !filename[0])
4464 if (!strcmp(filename, "hlsl/default.hlsl"))
4466 if (!hlslshaderstring)
4468 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4469 if (hlslshaderstring)
4470 Con_DPrintf("Loading shaders from file %s...\n", filename);
4472 hlslshaderstring = (char *)builtincgshaderstring;
4474 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4475 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4476 return shaderstring;
4478 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4481 if (printfromdisknotice)
4482 Con_DPrintf("from disk %s... ", filename);
4483 return shaderstring;
4485 return shaderstring;
4489 //#include <d3dx9shader.h>
4490 //#include <d3dx9mesh.h>
4492 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4494 DWORD *vsbin = NULL;
4495 DWORD *psbin = NULL;
4496 fs_offset_t vsbinsize;
4497 fs_offset_t psbinsize;
4498 // IDirect3DVertexShader9 *vs = NULL;
4499 // IDirect3DPixelShader9 *ps = NULL;
4500 ID3DXBuffer *vslog = NULL;
4501 ID3DXBuffer *vsbuffer = NULL;
4502 ID3DXConstantTable *vsconstanttable = NULL;
4503 ID3DXBuffer *pslog = NULL;
4504 ID3DXBuffer *psbuffer = NULL;
4505 ID3DXConstantTable *psconstanttable = NULL;
4508 char temp[MAX_INPUTLINE];
4509 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4510 qboolean debugshader = gl_paranoid.integer != 0;
4511 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4512 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4515 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4516 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4518 if ((!vsbin && vertstring) || (!psbin && fragstring))
4520 const char* dllnames_d3dx9 [] =
4544 dllhandle_t d3dx9_dll = NULL;
4545 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4546 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4547 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4548 dllfunction_t d3dx9_dllfuncs[] =
4550 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4551 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4552 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4555 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4557 DWORD shaderflags = 0;
4559 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4560 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4561 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4562 if (vertstring && vertstring[0])
4566 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4567 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4568 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4569 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4572 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4575 vsbinsize = vsbuffer->GetBufferSize();
4576 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4577 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4578 vsbuffer->Release();
4582 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4583 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4587 if (fragstring && fragstring[0])
4591 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4592 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4593 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4594 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4597 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4600 psbinsize = psbuffer->GetBufferSize();
4601 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4602 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4603 psbuffer->Release();
4607 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4608 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4612 Sys_UnloadLibrary(&d3dx9_dll);
4615 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4619 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4620 if (FAILED(vsresult))
4621 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4622 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4623 if (FAILED(psresult))
4624 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4626 // free the shader data
4627 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4628 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4631 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4634 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4635 int vertstrings_count = 0, vertstring_length = 0;
4636 int geomstrings_count = 0, geomstring_length = 0;
4637 int fragstrings_count = 0, fragstring_length = 0;
4639 char *vertexstring, *geometrystring, *fragmentstring;
4640 char *vertstring, *geomstring, *fragstring;
4641 const char *vertstrings_list[32+3];
4642 const char *geomstrings_list[32+3];
4643 const char *fragstrings_list[32+3];
4644 char permutationname[256];
4645 char cachename[256];
4650 p->vertexshader = NULL;
4651 p->pixelshader = NULL;
4653 permutationname[0] = 0;
4655 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4656 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4657 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4659 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4660 strlcat(cachename, "hlsl/", sizeof(cachename));
4662 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4663 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4664 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4665 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4667 // the first pretext is which type of shader to compile as
4668 // (later these will all be bound together as a program object)
4669 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4670 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4671 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4673 // the second pretext is the mode (for example a light source)
4674 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4675 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4676 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4677 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4678 strlcat(cachename, modeinfo->name, sizeof(cachename));
4680 // now add all the permutation pretexts
4681 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4683 if (permutation & (1<<i))
4685 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4686 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4687 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4688 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4689 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4693 // keep line numbers correct
4694 vertstrings_list[vertstrings_count++] = "\n";
4695 geomstrings_list[geomstrings_count++] = "\n";
4696 fragstrings_list[fragstrings_count++] = "\n";
4700 // replace spaces in the cachename with _ characters
4701 for (i = 0;cachename[i];i++)
4702 if (cachename[i] == ' ')
4705 // now append the shader text itself
4706 vertstrings_list[vertstrings_count++] = vertexstring;
4707 geomstrings_list[geomstrings_count++] = geometrystring;
4708 fragstrings_list[fragstrings_count++] = fragmentstring;
4710 // if any sources were NULL, clear the respective list
4712 vertstrings_count = 0;
4713 if (!geometrystring)
4714 geomstrings_count = 0;
4715 if (!fragmentstring)
4716 fragstrings_count = 0;
4718 vertstring_length = 0;
4719 for (i = 0;i < vertstrings_count;i++)
4720 vertstring_length += strlen(vertstrings_list[i]);
4721 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4722 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4723 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4725 geomstring_length = 0;
4726 for (i = 0;i < geomstrings_count;i++)
4727 geomstring_length += strlen(geomstrings_list[i]);
4728 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4729 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4730 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4732 fragstring_length = 0;
4733 for (i = 0;i < fragstrings_count;i++)
4734 fragstring_length += strlen(fragstrings_list[i]);
4735 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4736 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4737 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4739 // try to load the cached shader, or generate one
4740 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4742 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4743 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4745 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4749 Mem_Free(vertstring);
4751 Mem_Free(geomstring);
4753 Mem_Free(fragstring);
4755 Mem_Free(vertexstring);
4757 Mem_Free(geometrystring);
4759 Mem_Free(fragmentstring);
4762 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4763 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4764 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4765 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4766 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4767 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4769 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4770 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4771 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4772 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4773 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4774 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4776 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4778 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4779 if (r_hlsl_permutation != perm)
4781 r_hlsl_permutation = perm;
4782 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4784 if (!r_hlsl_permutation->compiled)
4785 R_HLSL_CompilePermutation(perm, mode, permutation);
4786 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4788 // remove features until we find a valid permutation
4790 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4792 // reduce i more quickly whenever it would not remove any bits
4793 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4794 if (!(permutation & j))
4797 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4798 if (!r_hlsl_permutation->compiled)
4799 R_HLSL_CompilePermutation(perm, mode, permutation);
4800 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4803 if (i >= SHADERPERMUTATION_COUNT)
4805 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4806 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4807 return; // no bit left to clear, entire mode is broken
4811 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4812 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4814 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4815 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4816 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4820 void R_GLSL_Restart_f(void)
4822 unsigned int i, limit;
4823 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4824 Mem_Free(glslshaderstring);
4825 glslshaderstring = NULL;
4826 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4827 Mem_Free(cgshaderstring);
4828 cgshaderstring = NULL;
4829 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4830 Mem_Free(hlslshaderstring);
4831 hlslshaderstring = NULL;
4832 switch(vid.renderpath)
4834 case RENDERPATH_D3D9:
4837 r_hlsl_permutation_t *p;
4838 r_hlsl_permutation = NULL;
4839 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4840 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4841 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4842 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4843 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4844 for (i = 0;i < limit;i++)
4846 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4848 if (p->vertexshader)
4849 IDirect3DVertexShader9_Release(p->vertexshader);
4851 IDirect3DPixelShader9_Release(p->pixelshader);
4852 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4855 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4859 case RENDERPATH_D3D10:
4860 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4862 case RENDERPATH_D3D11:
4863 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4865 case RENDERPATH_GL20:
4867 r_glsl_permutation_t *p;
4868 r_glsl_permutation = NULL;
4869 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4870 for (i = 0;i < limit;i++)
4872 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4874 GL_Backend_FreeProgram(p->program);
4875 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4878 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4881 case RENDERPATH_CGGL:
4884 r_cg_permutation_t *p;
4885 r_cg_permutation = NULL;
4886 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4887 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4888 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4889 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4890 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4891 for (i = 0;i < limit;i++)
4893 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4896 cgDestroyProgram(p->vprogram);
4898 cgDestroyProgram(p->fprogram);
4899 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4902 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4906 case RENDERPATH_GL13:
4907 case RENDERPATH_GL11:
4912 void R_GLSL_DumpShader_f(void)
4917 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4920 FS_Print(file, "/* The engine may define the following macros:\n");
4921 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4922 for (i = 0;i < SHADERMODE_COUNT;i++)
4923 FS_Print(file, glslshadermodeinfo[i].pretext);
4924 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4925 FS_Print(file, shaderpermutationinfo[i].pretext);
4926 FS_Print(file, "*/\n");
4927 FS_Print(file, builtinshaderstring);
4929 Con_Printf("glsl/default.glsl written\n");
4932 Con_Printf("failed to write to glsl/default.glsl\n");
4935 file = FS_OpenRealFile("cg/default.cg", "w", false);
4938 FS_Print(file, "/* The engine may define the following macros:\n");
4939 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4940 for (i = 0;i < SHADERMODE_COUNT;i++)
4941 FS_Print(file, cgshadermodeinfo[i].pretext);
4942 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4943 FS_Print(file, shaderpermutationinfo[i].pretext);
4944 FS_Print(file, "*/\n");
4945 FS_Print(file, builtincgshaderstring);
4947 Con_Printf("cg/default.cg written\n");
4950 Con_Printf("failed to write to cg/default.cg\n");
4954 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4957 FS_Print(file, "/* The engine may define the following macros:\n");
4958 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4959 for (i = 0;i < SHADERMODE_COUNT;i++)
4960 FS_Print(file, hlslshadermodeinfo[i].pretext);
4961 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4962 FS_Print(file, shaderpermutationinfo[i].pretext);
4963 FS_Print(file, "*/\n");
4964 FS_Print(file, builtincgshaderstring);
4966 Con_Printf("hlsl/default.hlsl written\n");
4969 Con_Printf("failed to write to hlsl/default.hlsl\n");
4973 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4976 texturemode = GL_MODULATE;
4977 switch (vid.renderpath)
4979 case RENDERPATH_D3D9:
4981 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4982 R_Mesh_TexBind(GL20TU_FIRST , first );
4983 R_Mesh_TexBind(GL20TU_SECOND, second);
4986 case RENDERPATH_D3D10:
4987 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4989 case RENDERPATH_D3D11:
4990 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4992 case RENDERPATH_GL20:
4993 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))));
4994 R_Mesh_TexBind(GL20TU_FIRST , first );
4995 R_Mesh_TexBind(GL20TU_SECOND, second);
4997 case RENDERPATH_CGGL:
5000 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))));
5001 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5002 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5005 case RENDERPATH_GL13:
5006 R_Mesh_TexBind(0, first );
5007 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5008 R_Mesh_TexBind(1, second);
5010 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5012 case RENDERPATH_GL11:
5013 R_Mesh_TexBind(0, first );
5018 void R_SetupShader_DepthOrShadow(void)
5020 switch (vid.renderpath)
5022 case RENDERPATH_D3D9:
5024 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5027 case RENDERPATH_D3D10:
5028 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5030 case RENDERPATH_D3D11:
5031 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5033 case RENDERPATH_GL20:
5034 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5036 case RENDERPATH_CGGL:
5038 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5041 case RENDERPATH_GL13:
5042 R_Mesh_TexBind(0, 0);
5043 R_Mesh_TexBind(1, 0);
5045 case RENDERPATH_GL11:
5046 R_Mesh_TexBind(0, 0);
5051 void R_SetupShader_ShowDepth(void)
5053 switch (vid.renderpath)
5055 case RENDERPATH_D3D9:
5057 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5060 case RENDERPATH_D3D10:
5061 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5063 case RENDERPATH_D3D11:
5064 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5066 case RENDERPATH_GL20:
5067 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5069 case RENDERPATH_CGGL:
5071 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5074 case RENDERPATH_GL13:
5076 case RENDERPATH_GL11:
5081 extern qboolean r_shadow_usingdeferredprepass;
5082 extern cvar_t r_shadow_deferred_8bitrange;
5083 extern rtexture_t *r_shadow_attenuationgradienttexture;
5084 extern rtexture_t *r_shadow_attenuation2dtexture;
5085 extern rtexture_t *r_shadow_attenuation3dtexture;
5086 extern qboolean r_shadow_usingshadowmap2d;
5087 extern qboolean r_shadow_usingshadowmaportho;
5088 extern float r_shadow_shadowmap_texturescale[2];
5089 extern float r_shadow_shadowmap_parameters[4];
5090 extern qboolean r_shadow_shadowmapvsdct;
5091 extern qboolean r_shadow_shadowmapsampler;
5092 extern int r_shadow_shadowmappcf;
5093 extern rtexture_t *r_shadow_shadowmap2dtexture;
5094 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5095 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5096 extern matrix4x4_t r_shadow_shadowmapmatrix;
5097 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5098 extern int r_shadow_prepass_width;
5099 extern int r_shadow_prepass_height;
5100 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5101 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5102 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5103 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5104 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5105 extern cvar_t gl_mesh_separatearrays;
5106 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5108 // a blendfunc allows colormod if:
5109 // a) it can never keep the destination pixel invariant, or
5110 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5111 // this is to prevent unintended side effects from colormod
5114 // IF there is a (s, sa) for which for all (d, da),
5115 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5116 // THEN, for this (s, sa) and all (colormod, d, da):
5117 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5118 // OBVIOUSLY, this means that
5119 // s*colormod * src(s*colormod, d, sa, da) = 0
5120 // dst(s*colormod, d, sa, da) = 1
5122 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5124 // main condition to leave dst color invariant:
5125 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5127 // s * 0 + d * dst(s, d, sa, da) == d
5128 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5129 // => colormod is a problem for GL_SRC_COLOR only
5131 // s + d * dst(s, d, sa, da) == d
5133 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5134 // => colormod is never problematic for these
5135 // src == GL_SRC_COLOR:
5136 // s*s + d * dst(s, d, sa, da) == d
5138 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5139 // => colormod is never problematic for these
5140 // src == GL_ONE_MINUS_SRC_COLOR:
5141 // s*(1-s) + d * dst(s, d, sa, da) == d
5142 // => s == 0 or s == 1
5143 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5144 // => colormod is a problem for GL_SRC_COLOR only
5145 // src == GL_DST_COLOR
5146 // s*d + d * dst(s, d, sa, da) == d
5148 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5149 // => colormod is always a problem
5152 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5153 // => colormod is never problematic for these
5154 // => BUT, we do not know s! We must assume it is problematic
5155 // then... except in GL_ONE case, where we know all invariant
5157 // src == GL_ONE_MINUS_DST_COLOR
5158 // s*(1-d) + d * dst(s, d, sa, da) == d
5159 // => s == 0 (1-d is impossible to handle for our desired result)
5160 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5161 // => colormod is never problematic for these
5162 // src == GL_SRC_ALPHA
5163 // s*sa + d * dst(s, d, sa, da) == d
5164 // => s == 0, or sa == 0
5165 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5166 // => colormod breaks in the case GL_SRC_COLOR only
5167 // src == GL_ONE_MINUS_SRC_ALPHA
5168 // s*(1-sa) + d * dst(s, d, sa, da) == d
5169 // => s == 0, or sa == 1
5170 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5171 // => colormod breaks in the case GL_SRC_COLOR only
5172 // src == GL_DST_ALPHA
5173 // s*da + d * dst(s, d, sa, da) == d
5175 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5176 // => colormod is never problematic for these
5181 case GL_ONE_MINUS_SRC_COLOR:
5183 case GL_ONE_MINUS_SRC_ALPHA:
5184 if(dst == GL_SRC_COLOR)
5189 case GL_ONE_MINUS_DST_COLOR:
5191 case GL_ONE_MINUS_DST_ALPHA:
5201 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5203 // select a permutation of the lighting shader appropriate to this
5204 // combination of texture, entity, light source, and fogging, only use the
5205 // minimum features necessary to avoid wasting rendering time in the
5206 // fragment shader on features that are not being used
5207 unsigned int permutation = 0;
5208 unsigned int mode = 0;
5209 qboolean allow_colormod;
5210 static float dummy_colormod[3] = {1, 1, 1};
5211 float *colormod = rsurface.colormod;
5213 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5214 if (rsurfacepass == RSURFPASS_BACKGROUND)
5216 // distorted background
5217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5218 mode = SHADERMODE_WATER;
5219 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5220 mode = SHADERMODE_REFRACTION;
5223 mode = SHADERMODE_GENERIC;
5224 permutation |= SHADERPERMUTATION_DIFFUSE;
5226 GL_AlphaTest(false);
5227 GL_BlendFunc(GL_ONE, GL_ZERO);
5228 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5230 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5232 if (r_glsl_offsetmapping.integer)
5234 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5235 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5236 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5237 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5238 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5240 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5241 if (r_glsl_offsetmapping_reliefmapping.integer)
5242 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5246 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5247 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5248 permutation |= SHADERPERMUTATION_ALPHAKILL;
5249 // normalmap (deferred prepass), may use alpha test on diffuse
5250 mode = SHADERMODE_DEFERREDGEOMETRY;
5251 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5252 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5253 GL_AlphaTest(false);
5254 GL_BlendFunc(GL_ONE, GL_ZERO);
5255 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5257 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5259 if (r_glsl_offsetmapping.integer)
5261 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5262 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5263 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5264 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5265 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5267 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5268 if (r_glsl_offsetmapping_reliefmapping.integer)
5269 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5272 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5273 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5275 mode = SHADERMODE_LIGHTSOURCE;
5276 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5277 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5278 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5279 permutation |= SHADERPERMUTATION_CUBEFILTER;
5280 if (diffusescale > 0)
5281 permutation |= SHADERPERMUTATION_DIFFUSE;
5282 if (specularscale > 0)
5284 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5285 if (r_shadow_glossexact.integer)
5286 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5288 if (r_refdef.fogenabled)
5289 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5290 if (rsurface.texture->colormapping)
5291 permutation |= SHADERPERMUTATION_COLORMAPPING;
5292 if (r_shadow_usingshadowmap2d)
5294 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5295 if(r_shadow_shadowmapvsdct)
5296 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5298 if (r_shadow_shadowmapsampler)
5299 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5300 if (r_shadow_shadowmappcf > 1)
5301 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5302 else if (r_shadow_shadowmappcf)
5303 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5305 if (rsurface.texture->reflectmasktexture)
5306 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5307 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5308 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5309 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5311 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5313 if (r_glsl_offsetmapping.integer)
5315 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5316 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5317 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5318 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5319 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5321 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5322 if (r_glsl_offsetmapping_reliefmapping.integer)
5323 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5326 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5327 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5328 // unshaded geometry (fullbright or ambient model lighting)
5329 mode = SHADERMODE_FLATCOLOR;
5330 ambientscale = diffusescale = specularscale = 0;
5331 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5332 permutation |= SHADERPERMUTATION_GLOW;
5333 if (r_refdef.fogenabled)
5334 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5335 if (rsurface.texture->colormapping)
5336 permutation |= SHADERPERMUTATION_COLORMAPPING;
5337 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5339 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5340 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5342 if (r_shadow_shadowmapsampler)
5343 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5344 if (r_shadow_shadowmappcf > 1)
5345 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5346 else if (r_shadow_shadowmappcf)
5347 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5349 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5350 permutation |= SHADERPERMUTATION_REFLECTION;
5351 if (rsurface.texture->reflectmasktexture)
5352 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5353 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5354 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5355 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5357 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5359 if (r_glsl_offsetmapping.integer)
5361 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5362 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5363 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5364 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5365 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5367 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5368 if (r_glsl_offsetmapping_reliefmapping.integer)
5369 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5372 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5373 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5374 // directional model lighting
5375 mode = SHADERMODE_LIGHTDIRECTION;
5376 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5377 permutation |= SHADERPERMUTATION_GLOW;
5378 permutation |= SHADERPERMUTATION_DIFFUSE;
5379 if (specularscale > 0)
5381 permutation |= SHADERPERMUTATION_SPECULAR;
5382 if (r_shadow_glossexact.integer)
5383 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5385 if (r_refdef.fogenabled)
5386 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5387 if (rsurface.texture->colormapping)
5388 permutation |= SHADERPERMUTATION_COLORMAPPING;
5389 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5391 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5392 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5394 if (r_shadow_shadowmapsampler)
5395 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5396 if (r_shadow_shadowmappcf > 1)
5397 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5398 else if (r_shadow_shadowmappcf)
5399 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5402 permutation |= SHADERPERMUTATION_REFLECTION;
5403 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5404 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5405 if (rsurface.texture->reflectmasktexture)
5406 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5407 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5408 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5409 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5411 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5413 if (r_glsl_offsetmapping.integer)
5415 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5416 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5417 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5418 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5419 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5421 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5422 if (r_glsl_offsetmapping_reliefmapping.integer)
5423 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5428 // ambient model lighting
5429 mode = SHADERMODE_LIGHTDIRECTION;
5430 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5431 permutation |= SHADERPERMUTATION_GLOW;
5432 if (r_refdef.fogenabled)
5433 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5434 if (rsurface.texture->colormapping)
5435 permutation |= SHADERPERMUTATION_COLORMAPPING;
5436 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5438 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5439 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5441 if (r_shadow_shadowmapsampler)
5442 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5443 if (r_shadow_shadowmappcf > 1)
5444 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5445 else if (r_shadow_shadowmappcf)
5446 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5449 permutation |= SHADERPERMUTATION_REFLECTION;
5450 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5451 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5452 if (rsurface.texture->reflectmasktexture)
5453 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5454 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5455 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5456 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5460 if (r_glsl_offsetmapping.integer)
5462 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5463 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5464 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5465 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5466 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5468 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5469 if (r_glsl_offsetmapping_reliefmapping.integer)
5470 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5473 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5474 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5476 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5477 permutation |= SHADERPERMUTATION_GLOW;
5478 if (r_refdef.fogenabled)
5479 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5480 if (rsurface.texture->colormapping)
5481 permutation |= SHADERPERMUTATION_COLORMAPPING;
5482 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5484 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5485 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5487 if (r_shadow_shadowmapsampler)
5488 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5489 if (r_shadow_shadowmappcf > 1)
5490 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5491 else if (r_shadow_shadowmappcf)
5492 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5494 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5495 permutation |= SHADERPERMUTATION_REFLECTION;
5496 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5497 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5498 if (rsurface.texture->reflectmasktexture)
5499 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5500 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5502 // deluxemapping (light direction texture)
5503 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5504 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5506 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5507 permutation |= SHADERPERMUTATION_DIFFUSE;
5508 if (specularscale > 0)
5510 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5511 if (r_shadow_glossexact.integer)
5512 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5515 else if (r_glsl_deluxemapping.integer >= 2)
5517 // fake deluxemapping (uniform light direction in tangentspace)
5518 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5519 permutation |= SHADERPERMUTATION_DIFFUSE;
5520 if (specularscale > 0)
5522 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5523 if (r_shadow_glossexact.integer)
5524 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5527 else if (rsurface.uselightmaptexture)
5529 // ordinary lightmapping (q1bsp, q3bsp)
5530 mode = SHADERMODE_LIGHTMAP;
5534 // ordinary vertex coloring (q3bsp)
5535 mode = SHADERMODE_VERTEXCOLOR;
5537 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5538 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5539 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5542 colormod = dummy_colormod;
5543 switch(vid.renderpath)
5545 case RENDERPATH_D3D9:
5547 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5548 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5549 R_SetupShader_SetPermutationHLSL(mode, permutation);
5550 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5551 if (mode == SHADERMODE_LIGHTSOURCE)
5553 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5554 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5558 if (mode == SHADERMODE_LIGHTDIRECTION)
5560 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5563 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5564 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5565 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5566 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5567 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5569 if (mode == SHADERMODE_LIGHTSOURCE)
5571 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5572 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5573 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5574 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5577 // additive passes are only darkened by fog, not tinted
5578 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5579 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5583 if (mode == SHADERMODE_FLATCOLOR)
5585 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5587 else if (mode == SHADERMODE_LIGHTDIRECTION)
5589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5592 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5594 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5595 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5602 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5603 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5605 // additive passes are only darkened by fog, not tinted
5606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5607 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5609 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5610 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
5611 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5612 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5613 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5614 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5615 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5616 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5617 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5619 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5620 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5622 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5623 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5624 if (rsurface.texture->pantstexture)
5625 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5627 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5628 if (rsurface.texture->shirttexture)
5629 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5631 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5632 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5633 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5634 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5635 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5636 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5637 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5638 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5640 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5641 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5642 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5643 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5647 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5649 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5651 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5652 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5653 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5654 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5655 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5656 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5657 if (rsurfacepass == RSURFPASS_BACKGROUND)
5659 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5660 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5661 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5665 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5668 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5670 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5671 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5673 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5674 if (rsurface.rtlight)
5676 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5677 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5682 case RENDERPATH_D3D10:
5683 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5685 case RENDERPATH_D3D11:
5686 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5688 case RENDERPATH_GL20:
5689 if (gl_mesh_separatearrays.integer)
5691 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5692 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5693 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5695 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5696 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5697 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5698 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5702 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5703 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5705 R_SetupShader_SetPermutationGLSL(mode, permutation);
5706 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5707 if (mode == SHADERMODE_LIGHTSOURCE)
5709 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5710 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5711 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5714 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);
5716 // additive passes are only darkened by fog, not tinted
5717 if (r_glsl_permutation->loc_FogColor >= 0)
5718 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5719 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5723 if (mode == SHADERMODE_FLATCOLOR)
5725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5727 else if (mode == SHADERMODE_LIGHTDIRECTION)
5729 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5730 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5731 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);
5732 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5733 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);
5734 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]);
5735 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]);
5739 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5740 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]);
5741 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);
5742 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5743 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);
5745 // additive passes are only darkened by fog, not tinted
5746 if (r_glsl_permutation->loc_FogColor >= 0)
5748 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5749 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5751 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5753 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);
5754 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]);
5755 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]);
5756 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5757 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5758 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5759 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5760 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5762 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5763 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5764 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5765 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]);
5766 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]);
5768 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5769 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5770 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5771 if (r_glsl_permutation->loc_Color_Pants >= 0)
5773 if (rsurface.texture->pantstexture)
5774 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5776 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5778 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5780 if (rsurface.texture->shirttexture)
5781 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5783 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5785 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]);
5786 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5787 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5788 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5789 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5790 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]);
5791 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5793 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5794 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5795 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5796 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5797 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5798 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5799 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5800 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5801 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5802 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5803 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5804 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5805 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5806 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5807 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5808 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5809 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5810 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5811 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5812 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5813 if (rsurfacepass == RSURFPASS_BACKGROUND)
5815 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5816 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5817 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5821 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5823 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5824 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5825 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5826 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5827 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5829 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5830 if (rsurface.rtlight)
5832 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5833 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5838 case RENDERPATH_CGGL:
5840 if (gl_mesh_separatearrays.integer)
5842 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5843 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5844 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5845 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5846 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5847 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5848 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5849 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5853 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5854 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5856 R_SetupShader_SetPermutationCG(mode, permutation);
5857 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5858 if (mode == SHADERMODE_LIGHTSOURCE)
5860 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5861 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5865 if (mode == SHADERMODE_LIGHTDIRECTION)
5867 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
5870 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5871 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5872 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5873 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5874 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
5877 if (mode == SHADERMODE_LIGHTSOURCE)
5879 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5880 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5881 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5882 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5883 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
5885 // additive passes are only darkened by fog, not tinted
5886 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5887 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5891 if (mode == SHADERMODE_FLATCOLOR)
5893 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5895 else if (mode == SHADERMODE_LIGHTDIRECTION)
5897 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5898 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5899 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
5900 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5901 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
5902 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
5903 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
5907 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5908 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
5909 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
5910 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5911 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
5913 // additive passes are only darkened by fog, not tinted
5914 if (r_cg_permutation->fp_FogColor)
5916 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5917 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5919 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5922 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
5923 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
5924 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
5925 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5926 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5927 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5928 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5929 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5931 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
5932 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
5933 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5934 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5935 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5936 if (r_cg_permutation->fp_Color_Pants)
5938 if (rsurface.texture->pantstexture)
5939 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5941 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5944 if (r_cg_permutation->fp_Color_Shirt)
5946 if (rsurface.texture->shirttexture)
5947 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5949 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5952 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
5953 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5954 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5955 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5956 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5957 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
5958 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5960 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
5961 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
5962 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
5963 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
5964 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
5965 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
5966 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
5967 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
5968 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
5969 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
5970 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
5971 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
5972 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
5973 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
5974 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
5975 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
5976 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
5977 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
5978 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
5979 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
5980 if (rsurfacepass == RSURFPASS_BACKGROUND)
5982 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
5983 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
5984 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
5988 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
5990 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
5991 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
5992 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
5993 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
5994 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5996 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
5997 if (rsurface.rtlight)
5999 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6000 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6007 case RENDERPATH_GL13:
6008 case RENDERPATH_GL11:
6013 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6015 // select a permutation of the lighting shader appropriate to this
6016 // combination of texture, entity, light source, and fogging, only use the
6017 // minimum features necessary to avoid wasting rendering time in the
6018 // fragment shader on features that are not being used
6019 unsigned int permutation = 0;
6020 unsigned int mode = 0;
6021 const float *lightcolorbase = rtlight->currentcolor;
6022 float ambientscale = rtlight->ambientscale;
6023 float diffusescale = rtlight->diffusescale;
6024 float specularscale = rtlight->specularscale;
6025 // this is the location of the light in view space
6026 vec3_t viewlightorigin;
6027 // this transforms from view space (camera) to light space (cubemap)
6028 matrix4x4_t viewtolight;
6029 matrix4x4_t lighttoview;
6030 float viewtolight16f[16];
6031 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6033 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6034 if (rtlight->currentcubemap != r_texture_whitecube)
6035 permutation |= SHADERPERMUTATION_CUBEFILTER;
6036 if (diffusescale > 0)
6037 permutation |= SHADERPERMUTATION_DIFFUSE;
6038 if (specularscale > 0)
6040 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6041 if (r_shadow_glossexact.integer)
6042 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6044 if (r_shadow_usingshadowmap2d)
6046 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6047 if (r_shadow_shadowmapvsdct)
6048 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6050 if (r_shadow_shadowmapsampler)
6051 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6052 if (r_shadow_shadowmappcf > 1)
6053 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6054 else if (r_shadow_shadowmappcf)
6055 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6057 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6058 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6059 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6060 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6061 switch(vid.renderpath)
6063 case RENDERPATH_D3D9:
6065 R_SetupShader_SetPermutationHLSL(mode, permutation);
6066 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6067 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6068 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6069 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6070 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6071 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6072 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6073 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6074 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6075 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6077 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6078 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6079 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6080 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6081 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6082 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6085 case RENDERPATH_D3D10:
6086 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6088 case RENDERPATH_D3D11:
6089 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6091 case RENDERPATH_GL20:
6092 R_SetupShader_SetPermutationGLSL(mode, permutation);
6093 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6094 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6095 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);
6096 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);
6097 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);
6098 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]);
6099 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]);
6100 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));
6101 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]);
6102 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6104 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6105 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6106 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6107 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6108 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6109 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6111 case RENDERPATH_CGGL:
6113 R_SetupShader_SetPermutationCG(mode, permutation);
6114 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6115 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6116 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
6117 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
6118 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
6119 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
6120 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
6121 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
6122 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
6123 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6125 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6126 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6127 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6128 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6129 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6130 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6133 case RENDERPATH_GL13:
6134 case RENDERPATH_GL11:
6139 #define SKINFRAME_HASH 1024
6143 int loadsequence; // incremented each level change
6144 memexpandablearray_t array;
6145 skinframe_t *hash[SKINFRAME_HASH];
6148 r_skinframe_t r_skinframe;
6150 void R_SkinFrame_PrepareForPurge(void)
6152 r_skinframe.loadsequence++;
6153 // wrap it without hitting zero
6154 if (r_skinframe.loadsequence >= 200)
6155 r_skinframe.loadsequence = 1;
6158 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6162 // mark the skinframe as used for the purging code
6163 skinframe->loadsequence = r_skinframe.loadsequence;
6166 void R_SkinFrame_Purge(void)
6170 for (i = 0;i < SKINFRAME_HASH;i++)
6172 for (s = r_skinframe.hash[i];s;s = s->next)
6174 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6176 if (s->merged == s->base)
6178 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6179 R_PurgeTexture(s->stain );s->stain = NULL;
6180 R_PurgeTexture(s->merged);s->merged = NULL;
6181 R_PurgeTexture(s->base );s->base = NULL;
6182 R_PurgeTexture(s->pants );s->pants = NULL;
6183 R_PurgeTexture(s->shirt );s->shirt = NULL;
6184 R_PurgeTexture(s->nmap );s->nmap = NULL;
6185 R_PurgeTexture(s->gloss );s->gloss = NULL;
6186 R_PurgeTexture(s->glow );s->glow = NULL;
6187 R_PurgeTexture(s->fog );s->fog = NULL;
6188 R_PurgeTexture(s->reflect);s->reflect = NULL;
6189 s->loadsequence = 0;
6195 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6197 char basename[MAX_QPATH];
6199 Image_StripImageExtension(name, basename, sizeof(basename));
6201 if( last == NULL ) {
6203 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6204 item = r_skinframe.hash[hashindex];
6209 // linearly search through the hash bucket
6210 for( ; item ; item = item->next ) {
6211 if( !strcmp( item->basename, basename ) ) {
6218 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6222 char basename[MAX_QPATH];
6224 Image_StripImageExtension(name, basename, sizeof(basename));
6226 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6227 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6228 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6232 rtexture_t *dyntexture;
6233 // check whether its a dynamic texture
6234 dyntexture = CL_GetDynTexture( basename );
6235 if (!add && !dyntexture)
6237 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6238 memset(item, 0, sizeof(*item));
6239 strlcpy(item->basename, basename, sizeof(item->basename));
6240 item->base = dyntexture; // either NULL or dyntexture handle
6241 item->textureflags = textureflags;
6242 item->comparewidth = comparewidth;
6243 item->compareheight = compareheight;
6244 item->comparecrc = comparecrc;
6245 item->next = r_skinframe.hash[hashindex];
6246 r_skinframe.hash[hashindex] = item;
6248 else if( item->base == NULL )
6250 rtexture_t *dyntexture;
6251 // check whether its a dynamic texture
6252 // 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]
6253 dyntexture = CL_GetDynTexture( basename );
6254 item->base = dyntexture; // either NULL or dyntexture handle
6257 R_SkinFrame_MarkUsed(item);
6261 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6263 unsigned long long avgcolor[5], wsum; \
6271 for(pix = 0; pix < cnt; ++pix) \
6274 for(comp = 0; comp < 3; ++comp) \
6276 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6279 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6281 for(comp = 0; comp < 3; ++comp) \
6282 avgcolor[comp] += getpixel * w; \
6285 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6286 avgcolor[4] += getpixel; \
6288 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6290 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6291 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6292 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6293 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6296 extern cvar_t gl_picmip;
6297 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6300 unsigned char *pixels;
6301 unsigned char *bumppixels;
6302 unsigned char *basepixels = NULL;
6303 int basepixels_width = 0;
6304 int basepixels_height = 0;
6305 skinframe_t *skinframe;
6306 rtexture_t *ddsbase = NULL;
6307 qboolean ddshasalpha = false;
6308 float ddsavgcolor[4];
6309 char basename[MAX_QPATH];
6310 int miplevel = R_PicmipForFlags(textureflags);
6311 int savemiplevel = miplevel;
6314 if (cls.state == ca_dedicated)
6317 // return an existing skinframe if already loaded
6318 // if loading of the first image fails, don't make a new skinframe as it
6319 // would cause all future lookups of this to be missing
6320 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6321 if (skinframe && skinframe->base)
6324 Image_StripImageExtension(name, basename, sizeof(basename));
6326 // check for DDS texture file first
6327 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6329 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6330 if (basepixels == NULL)
6334 // FIXME handle miplevel
6336 if (developer_loading.integer)
6337 Con_Printf("loading skin \"%s\"\n", name);
6339 // we've got some pixels to store, so really allocate this new texture now
6341 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6342 skinframe->stain = NULL;
6343 skinframe->merged = NULL;
6344 skinframe->base = NULL;
6345 skinframe->pants = NULL;
6346 skinframe->shirt = NULL;
6347 skinframe->nmap = NULL;
6348 skinframe->gloss = NULL;
6349 skinframe->glow = NULL;
6350 skinframe->fog = NULL;
6351 skinframe->reflect = NULL;
6352 skinframe->hasalpha = false;
6356 skinframe->base = ddsbase;
6357 skinframe->hasalpha = ddshasalpha;
6358 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6359 if (r_loadfog && skinframe->hasalpha)
6360 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6361 //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]);
6365 basepixels_width = image_width;
6366 basepixels_height = image_height;
6367 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6368 if (textureflags & TEXF_ALPHA)
6370 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6372 if (basepixels[j] < 255)
6374 skinframe->hasalpha = true;
6378 if (r_loadfog && skinframe->hasalpha)
6380 // has transparent pixels
6381 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6382 for (j = 0;j < image_width * image_height * 4;j += 4)
6387 pixels[j+3] = basepixels[j+3];
6389 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6393 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6394 //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]);
6395 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6396 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6397 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6398 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6403 mymiplevel = savemiplevel;
6404 if (r_loadnormalmap)
6405 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6406 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6408 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6409 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6410 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6411 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6414 // _norm is the name used by tenebrae and has been adopted as standard
6415 if (r_loadnormalmap && skinframe->nmap == NULL)
6417 mymiplevel = savemiplevel;
6418 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6420 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6424 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6426 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6427 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6428 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6430 Mem_Free(bumppixels);
6432 else if (r_shadow_bumpscale_basetexture.value > 0)
6434 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6435 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6436 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6439 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6440 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6443 // _luma is supported only for tenebrae compatibility
6444 // _glow is the preferred name
6445 mymiplevel = savemiplevel;
6446 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6448 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6449 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6450 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6451 Mem_Free(pixels);pixels = NULL;
6454 mymiplevel = savemiplevel;
6455 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6457 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6458 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6459 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6464 mymiplevel = savemiplevel;
6465 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6467 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6468 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6469 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6474 mymiplevel = savemiplevel;
6475 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6477 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6479 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6484 mymiplevel = savemiplevel;
6485 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6487 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6488 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6489 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6495 Mem_Free(basepixels);
6500 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6501 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6504 unsigned char *temp1, *temp2;
6505 skinframe_t *skinframe;
6507 if (cls.state == ca_dedicated)
6510 // if already loaded just return it, otherwise make a new skinframe
6511 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6512 if (skinframe && skinframe->base)
6515 skinframe->stain = NULL;
6516 skinframe->merged = NULL;
6517 skinframe->base = NULL;
6518 skinframe->pants = NULL;
6519 skinframe->shirt = NULL;
6520 skinframe->nmap = NULL;
6521 skinframe->gloss = NULL;
6522 skinframe->glow = NULL;
6523 skinframe->fog = NULL;
6524 skinframe->reflect = NULL;
6525 skinframe->hasalpha = false;
6527 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6531 if (developer_loading.integer)
6532 Con_Printf("loading 32bit skin \"%s\"\n", name);
6534 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6536 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6537 temp2 = temp1 + width * height * 4;
6538 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6539 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6542 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6543 if (textureflags & TEXF_ALPHA)
6545 for (i = 3;i < width * height * 4;i += 4)
6547 if (skindata[i] < 255)
6549 skinframe->hasalpha = true;
6553 if (r_loadfog && skinframe->hasalpha)
6555 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6556 memcpy(fogpixels, skindata, width * height * 4);
6557 for (i = 0;i < width * height * 4;i += 4)
6558 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6559 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6560 Mem_Free(fogpixels);
6564 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6565 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6570 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6574 skinframe_t *skinframe;
6576 if (cls.state == ca_dedicated)
6579 // if already loaded just return it, otherwise make a new skinframe
6580 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6581 if (skinframe && skinframe->base)
6584 skinframe->stain = NULL;
6585 skinframe->merged = NULL;
6586 skinframe->base = NULL;
6587 skinframe->pants = NULL;
6588 skinframe->shirt = NULL;
6589 skinframe->nmap = NULL;
6590 skinframe->gloss = NULL;
6591 skinframe->glow = NULL;
6592 skinframe->fog = NULL;
6593 skinframe->reflect = NULL;
6594 skinframe->hasalpha = false;
6596 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6600 if (developer_loading.integer)
6601 Con_Printf("loading quake skin \"%s\"\n", name);
6603 // 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)
6604 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6605 memcpy(skinframe->qpixels, skindata, width*height);
6606 skinframe->qwidth = width;
6607 skinframe->qheight = height;
6610 for (i = 0;i < width * height;i++)
6611 featuresmask |= palette_featureflags[skindata[i]];
6613 skinframe->hasalpha = false;
6614 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6615 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6616 skinframe->qgeneratemerged = true;
6617 skinframe->qgeneratebase = skinframe->qhascolormapping;
6618 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6620 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6621 //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]);
6626 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6630 unsigned char *skindata;
6632 if (!skinframe->qpixels)
6635 if (!skinframe->qhascolormapping)
6636 colormapped = false;
6640 if (!skinframe->qgeneratebase)
6645 if (!skinframe->qgeneratemerged)
6649 width = skinframe->qwidth;
6650 height = skinframe->qheight;
6651 skindata = skinframe->qpixels;
6653 if (skinframe->qgeneratenmap)
6655 unsigned char *temp1, *temp2;
6656 skinframe->qgeneratenmap = false;
6657 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6658 temp2 = temp1 + width * height * 4;
6659 // use either a custom palette or the quake palette
6660 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6661 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6662 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6666 if (skinframe->qgenerateglow)
6668 skinframe->qgenerateglow = false;
6669 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6674 skinframe->qgeneratebase = false;
6675 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6676 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6677 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6681 skinframe->qgeneratemerged = false;
6682 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6685 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6687 Mem_Free(skinframe->qpixels);
6688 skinframe->qpixels = NULL;
6692 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)
6695 skinframe_t *skinframe;
6697 if (cls.state == ca_dedicated)
6700 // if already loaded just return it, otherwise make a new skinframe
6701 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6702 if (skinframe && skinframe->base)
6705 skinframe->stain = NULL;
6706 skinframe->merged = NULL;
6707 skinframe->base = NULL;
6708 skinframe->pants = NULL;
6709 skinframe->shirt = NULL;
6710 skinframe->nmap = NULL;
6711 skinframe->gloss = NULL;
6712 skinframe->glow = NULL;
6713 skinframe->fog = NULL;
6714 skinframe->reflect = NULL;
6715 skinframe->hasalpha = false;
6717 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6721 if (developer_loading.integer)
6722 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6724 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6725 if (textureflags & TEXF_ALPHA)
6727 for (i = 0;i < width * height;i++)
6729 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6731 skinframe->hasalpha = true;
6735 if (r_loadfog && skinframe->hasalpha)
6736 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6739 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6740 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6745 skinframe_t *R_SkinFrame_LoadMissing(void)
6747 skinframe_t *skinframe;
6749 if (cls.state == ca_dedicated)
6752 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6753 skinframe->stain = NULL;
6754 skinframe->merged = NULL;
6755 skinframe->base = NULL;
6756 skinframe->pants = NULL;
6757 skinframe->shirt = NULL;
6758 skinframe->nmap = NULL;
6759 skinframe->gloss = NULL;
6760 skinframe->glow = NULL;
6761 skinframe->fog = NULL;
6762 skinframe->reflect = NULL;
6763 skinframe->hasalpha = false;
6765 skinframe->avgcolor[0] = rand() / RAND_MAX;
6766 skinframe->avgcolor[1] = rand() / RAND_MAX;
6767 skinframe->avgcolor[2] = rand() / RAND_MAX;
6768 skinframe->avgcolor[3] = 1;
6773 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6774 typedef struct suffixinfo_s
6777 qboolean flipx, flipy, flipdiagonal;
6780 static suffixinfo_t suffix[3][6] =
6783 {"px", false, false, false},
6784 {"nx", false, false, false},
6785 {"py", false, false, false},
6786 {"ny", false, false, false},
6787 {"pz", false, false, false},
6788 {"nz", false, false, false}
6791 {"posx", false, false, false},
6792 {"negx", false, false, false},
6793 {"posy", false, false, false},
6794 {"negy", false, false, false},
6795 {"posz", false, false, false},
6796 {"negz", false, false, false}
6799 {"rt", true, false, true},
6800 {"lf", false, true, true},
6801 {"ft", true, true, false},
6802 {"bk", false, false, false},
6803 {"up", true, false, true},
6804 {"dn", true, false, true}
6808 static int componentorder[4] = {0, 1, 2, 3};
6810 rtexture_t *R_LoadCubemap(const char *basename)
6812 int i, j, cubemapsize;
6813 unsigned char *cubemappixels, *image_buffer;
6814 rtexture_t *cubemaptexture;
6816 // must start 0 so the first loadimagepixels has no requested width/height
6818 cubemappixels = NULL;
6819 cubemaptexture = NULL;
6820 // keep trying different suffix groups (posx, px, rt) until one loads
6821 for (j = 0;j < 3 && !cubemappixels;j++)
6823 // load the 6 images in the suffix group
6824 for (i = 0;i < 6;i++)
6826 // generate an image name based on the base and and suffix
6827 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6829 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6831 // an image loaded, make sure width and height are equal
6832 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6834 // if this is the first image to load successfully, allocate the cubemap memory
6835 if (!cubemappixels && image_width >= 1)
6837 cubemapsize = image_width;
6838 // note this clears to black, so unavailable sides are black
6839 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6841 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6843 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);
6846 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6848 Mem_Free(image_buffer);
6852 // if a cubemap loaded, upload it
6855 if (developer_loading.integer)
6856 Con_Printf("loading cubemap \"%s\"\n", basename);
6858 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6859 Mem_Free(cubemappixels);
6863 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6864 if (developer_loading.integer)
6866 Con_Printf("(tried tried images ");
6867 for (j = 0;j < 3;j++)
6868 for (i = 0;i < 6;i++)
6869 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6870 Con_Print(" and was unable to find any of them).\n");
6873 return cubemaptexture;
6876 rtexture_t *R_GetCubemap(const char *basename)
6879 for (i = 0;i < r_texture_numcubemaps;i++)
6880 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6881 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6882 if (i >= MAX_CUBEMAPS)
6883 return r_texture_whitecube;
6884 r_texture_numcubemaps++;
6885 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6886 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6887 return r_texture_cubemaps[i].texture;
6890 void R_FreeCubemaps(void)
6893 for (i = 0;i < r_texture_numcubemaps;i++)
6895 if (developer_loading.integer)
6896 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6897 if (r_texture_cubemaps[i].texture)
6898 R_FreeTexture(r_texture_cubemaps[i].texture);
6900 r_texture_numcubemaps = 0;
6903 void R_Main_FreeViewCache(void)
6905 if (r_refdef.viewcache.entityvisible)
6906 Mem_Free(r_refdef.viewcache.entityvisible);
6907 if (r_refdef.viewcache.world_pvsbits)
6908 Mem_Free(r_refdef.viewcache.world_pvsbits);
6909 if (r_refdef.viewcache.world_leafvisible)
6910 Mem_Free(r_refdef.viewcache.world_leafvisible);
6911 if (r_refdef.viewcache.world_surfacevisible)
6912 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6913 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6916 void R_Main_ResizeViewCache(void)
6918 int numentities = r_refdef.scene.numentities;
6919 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6920 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6921 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6922 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6923 if (r_refdef.viewcache.maxentities < numentities)
6925 r_refdef.viewcache.maxentities = numentities;
6926 if (r_refdef.viewcache.entityvisible)
6927 Mem_Free(r_refdef.viewcache.entityvisible);
6928 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6930 if (r_refdef.viewcache.world_numclusters != numclusters)
6932 r_refdef.viewcache.world_numclusters = numclusters;
6933 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6934 if (r_refdef.viewcache.world_pvsbits)
6935 Mem_Free(r_refdef.viewcache.world_pvsbits);
6936 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6938 if (r_refdef.viewcache.world_numleafs != numleafs)
6940 r_refdef.viewcache.world_numleafs = numleafs;
6941 if (r_refdef.viewcache.world_leafvisible)
6942 Mem_Free(r_refdef.viewcache.world_leafvisible);
6943 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6945 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6947 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6948 if (r_refdef.viewcache.world_surfacevisible)
6949 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6950 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6954 extern rtexture_t *loadingscreentexture;
6955 void gl_main_start(void)
6957 loadingscreentexture = NULL;
6958 r_texture_blanknormalmap = NULL;
6959 r_texture_white = NULL;
6960 r_texture_grey128 = NULL;
6961 r_texture_black = NULL;
6962 r_texture_whitecube = NULL;
6963 r_texture_normalizationcube = NULL;
6964 r_texture_fogattenuation = NULL;
6965 r_texture_fogheighttexture = NULL;
6966 r_texture_gammaramps = NULL;
6967 r_texture_numcubemaps = 0;
6969 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6970 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6972 switch(vid.renderpath)
6974 case RENDERPATH_GL20:
6975 case RENDERPATH_CGGL:
6976 case RENDERPATH_D3D9:
6977 case RENDERPATH_D3D10:
6978 case RENDERPATH_D3D11:
6979 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6980 Cvar_SetValueQuick(&gl_combine, 1);
6981 Cvar_SetValueQuick(&r_glsl, 1);
6982 r_loadnormalmap = true;
6986 case RENDERPATH_GL13:
6987 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6988 Cvar_SetValueQuick(&gl_combine, 1);
6989 Cvar_SetValueQuick(&r_glsl, 0);
6990 r_loadnormalmap = false;
6991 r_loadgloss = false;
6994 case RENDERPATH_GL11:
6995 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6996 Cvar_SetValueQuick(&gl_combine, 0);
6997 Cvar_SetValueQuick(&r_glsl, 0);
6998 r_loadnormalmap = false;
6999 r_loadgloss = false;
7005 R_FrameData_Reset();
7009 memset(r_queries, 0, sizeof(r_queries));
7011 r_qwskincache = NULL;
7012 r_qwskincache_size = 0;
7014 // set up r_skinframe loading system for textures
7015 memset(&r_skinframe, 0, sizeof(r_skinframe));
7016 r_skinframe.loadsequence = 1;
7017 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7019 r_main_texturepool = R_AllocTexturePool();
7020 R_BuildBlankTextures();
7022 if (vid.support.arb_texture_cube_map)
7025 R_BuildNormalizationCube();
7027 r_texture_fogattenuation = NULL;
7028 r_texture_fogheighttexture = NULL;
7029 r_texture_gammaramps = NULL;
7030 //r_texture_fogintensity = NULL;
7031 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7032 memset(&r_waterstate, 0, sizeof(r_waterstate));
7033 r_glsl_permutation = NULL;
7034 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7035 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7036 glslshaderstring = NULL;
7038 r_cg_permutation = NULL;
7039 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7040 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7041 cgshaderstring = NULL;
7044 r_hlsl_permutation = NULL;
7045 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7046 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7047 hlslshaderstring = NULL;
7049 memset(&r_svbsp, 0, sizeof (r_svbsp));
7051 r_refdef.fogmasktable_density = 0;
7054 void gl_main_shutdown(void)
7057 R_FrameData_Reset();
7059 R_Main_FreeViewCache();
7061 switch(vid.renderpath)
7063 case RENDERPATH_GL11:
7064 case RENDERPATH_GL13:
7065 case RENDERPATH_GL20:
7066 case RENDERPATH_CGGL:
7068 qglDeleteQueriesARB(r_maxqueries, r_queries);
7070 case RENDERPATH_D3D9:
7071 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7073 case RENDERPATH_D3D10:
7074 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7076 case RENDERPATH_D3D11:
7077 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7083 memset(r_queries, 0, sizeof(r_queries));
7085 r_qwskincache = NULL;
7086 r_qwskincache_size = 0;
7088 // clear out the r_skinframe state
7089 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7090 memset(&r_skinframe, 0, sizeof(r_skinframe));
7093 Mem_Free(r_svbsp.nodes);
7094 memset(&r_svbsp, 0, sizeof (r_svbsp));
7095 R_FreeTexturePool(&r_main_texturepool);
7096 loadingscreentexture = NULL;
7097 r_texture_blanknormalmap = NULL;
7098 r_texture_white = NULL;
7099 r_texture_grey128 = NULL;
7100 r_texture_black = NULL;
7101 r_texture_whitecube = NULL;
7102 r_texture_normalizationcube = NULL;
7103 r_texture_fogattenuation = NULL;
7104 r_texture_fogheighttexture = NULL;
7105 r_texture_gammaramps = NULL;
7106 r_texture_numcubemaps = 0;
7107 //r_texture_fogintensity = NULL;
7108 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7109 memset(&r_waterstate, 0, sizeof(r_waterstate));
7113 extern void CL_ParseEntityLump(char *entitystring);
7114 void gl_main_newmap(void)
7116 // FIXME: move this code to client
7117 char *entities, entname[MAX_QPATH];
7119 Mem_Free(r_qwskincache);
7120 r_qwskincache = NULL;
7121 r_qwskincache_size = 0;
7124 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7125 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7127 CL_ParseEntityLump(entities);
7131 if (cl.worldmodel->brush.entities)
7132 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7134 R_Main_FreeViewCache();
7136 R_FrameData_Reset();
7139 void GL_Main_Init(void)
7141 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7143 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7144 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7145 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7146 if (gamemode == GAME_NEHAHRA)
7148 Cvar_RegisterVariable (&gl_fogenable);
7149 Cvar_RegisterVariable (&gl_fogdensity);
7150 Cvar_RegisterVariable (&gl_fogred);
7151 Cvar_RegisterVariable (&gl_foggreen);
7152 Cvar_RegisterVariable (&gl_fogblue);
7153 Cvar_RegisterVariable (&gl_fogstart);
7154 Cvar_RegisterVariable (&gl_fogend);
7155 Cvar_RegisterVariable (&gl_skyclip);
7157 Cvar_RegisterVariable(&r_motionblur);
7158 Cvar_RegisterVariable(&r_motionblur_maxblur);
7159 Cvar_RegisterVariable(&r_motionblur_bmin);
7160 Cvar_RegisterVariable(&r_motionblur_vmin);
7161 Cvar_RegisterVariable(&r_motionblur_vmax);
7162 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7163 Cvar_RegisterVariable(&r_motionblur_randomize);
7164 Cvar_RegisterVariable(&r_damageblur);
7165 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7166 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7167 Cvar_RegisterVariable(&r_equalize_entities_by);
7168 Cvar_RegisterVariable(&r_equalize_entities_to);
7169 Cvar_RegisterVariable(&r_depthfirst);
7170 Cvar_RegisterVariable(&r_useinfinitefarclip);
7171 Cvar_RegisterVariable(&r_farclip_base);
7172 Cvar_RegisterVariable(&r_farclip_world);
7173 Cvar_RegisterVariable(&r_nearclip);
7174 Cvar_RegisterVariable(&r_showbboxes);
7175 Cvar_RegisterVariable(&r_showsurfaces);
7176 Cvar_RegisterVariable(&r_showtris);
7177 Cvar_RegisterVariable(&r_shownormals);
7178 Cvar_RegisterVariable(&r_showlighting);
7179 Cvar_RegisterVariable(&r_showshadowvolumes);
7180 Cvar_RegisterVariable(&r_showcollisionbrushes);
7181 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7182 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7183 Cvar_RegisterVariable(&r_showdisabledepthtest);
7184 Cvar_RegisterVariable(&r_drawportals);
7185 Cvar_RegisterVariable(&r_drawentities);
7186 Cvar_RegisterVariable(&r_draw2d);
7187 Cvar_RegisterVariable(&r_drawworld);
7188 Cvar_RegisterVariable(&r_cullentities_trace);
7189 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7190 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7191 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7192 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7193 Cvar_RegisterVariable(&r_drawviewmodel);
7194 Cvar_RegisterVariable(&r_drawexteriormodel);
7195 Cvar_RegisterVariable(&r_speeds);
7196 Cvar_RegisterVariable(&r_fullbrights);
7197 Cvar_RegisterVariable(&r_wateralpha);
7198 Cvar_RegisterVariable(&r_dynamic);
7199 Cvar_RegisterVariable(&r_fullbright);
7200 Cvar_RegisterVariable(&r_shadows);
7201 Cvar_RegisterVariable(&r_shadows_darken);
7202 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7203 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7204 Cvar_RegisterVariable(&r_shadows_throwdistance);
7205 Cvar_RegisterVariable(&r_shadows_throwdirection);
7206 Cvar_RegisterVariable(&r_shadows_focus);
7207 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7208 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7209 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7210 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7211 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7212 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7213 Cvar_RegisterVariable(&r_fog_exp2);
7214 Cvar_RegisterVariable(&r_drawfog);
7215 Cvar_RegisterVariable(&r_transparentdepthmasking);
7216 Cvar_RegisterVariable(&r_texture_dds_load);
7217 Cvar_RegisterVariable(&r_texture_dds_save);
7218 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7219 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7220 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7221 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7222 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7223 Cvar_RegisterVariable(&r_textureunits);
7224 Cvar_RegisterVariable(&gl_combine);
7225 Cvar_RegisterVariable(&r_glsl);
7226 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7227 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7228 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7229 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7230 Cvar_RegisterVariable(&r_glsl_postprocess);
7231 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7232 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7233 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7234 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7235 Cvar_RegisterVariable(&r_water);
7236 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7237 Cvar_RegisterVariable(&r_water_clippingplanebias);
7238 Cvar_RegisterVariable(&r_water_refractdistort);
7239 Cvar_RegisterVariable(&r_water_reflectdistort);
7240 Cvar_RegisterVariable(&r_lerpsprites);
7241 Cvar_RegisterVariable(&r_lerpmodels);
7242 Cvar_RegisterVariable(&r_lerplightstyles);
7243 Cvar_RegisterVariable(&r_waterscroll);
7244 Cvar_RegisterVariable(&r_bloom);
7245 Cvar_RegisterVariable(&r_bloom_colorscale);
7246 Cvar_RegisterVariable(&r_bloom_brighten);
7247 Cvar_RegisterVariable(&r_bloom_blur);
7248 Cvar_RegisterVariable(&r_bloom_resolution);
7249 Cvar_RegisterVariable(&r_bloom_colorexponent);
7250 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7251 Cvar_RegisterVariable(&r_hdr);
7252 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7253 Cvar_RegisterVariable(&r_hdr_glowintensity);
7254 Cvar_RegisterVariable(&r_hdr_range);
7255 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7256 Cvar_RegisterVariable(&developer_texturelogging);
7257 Cvar_RegisterVariable(&gl_lightmaps);
7258 Cvar_RegisterVariable(&r_test);
7259 Cvar_RegisterVariable(&r_glsl_saturation);
7260 Cvar_RegisterVariable(&r_framedatasize);
7261 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7262 Cvar_SetValue("r_fullbrights", 0);
7263 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7265 Cvar_RegisterVariable(&r_track_sprites);
7266 Cvar_RegisterVariable(&r_track_sprites_flags);
7267 Cvar_RegisterVariable(&r_track_sprites_scalew);
7268 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7269 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7270 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7273 extern void R_Textures_Init(void);
7274 extern void GL_Draw_Init(void);
7275 extern void GL_Main_Init(void);
7276 extern void R_Shadow_Init(void);
7277 extern void R_Sky_Init(void);
7278 extern void GL_Surf_Init(void);
7279 extern void R_Particles_Init(void);
7280 extern void R_Explosion_Init(void);
7281 extern void gl_backend_init(void);
7282 extern void Sbar_Init(void);
7283 extern void R_LightningBeams_Init(void);
7284 extern void Mod_RenderInit(void);
7285 extern void Font_Init(void);
7287 void Render_Init(void)
7300 R_LightningBeams_Init();
7309 extern char *ENGINE_EXTENSIONS;
7312 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7313 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7314 gl_version = (const char *)qglGetString(GL_VERSION);
7315 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7319 if (!gl_platformextensions)
7320 gl_platformextensions = "";
7322 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7323 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7324 Con_Printf("GL_VERSION: %s\n", gl_version);
7325 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7326 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7328 VID_CheckExtensions();
7330 // LordHavoc: report supported extensions
7331 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7333 // clear to black (loading plaque will be seen over this)
7334 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7337 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7341 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7343 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7346 p = r_refdef.view.frustum + i;
7351 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7355 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7359 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7363 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7367 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7371 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7375 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7379 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7387 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7391 for (i = 0;i < numplanes;i++)
7398 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7402 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7406 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7410 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7414 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7418 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7422 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7426 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7434 //==================================================================================
7436 // LordHavoc: this stores temporary data used within the same frame
7438 qboolean r_framedata_failed;
7439 static size_t r_framedata_size;
7440 static size_t r_framedata_current;
7441 static void *r_framedata_base;
7443 void R_FrameData_Reset(void)
7445 if (r_framedata_base)
7446 Mem_Free(r_framedata_base);
7447 r_framedata_base = NULL;
7448 r_framedata_size = 0;
7449 r_framedata_current = 0;
7450 r_framedata_failed = false;
7453 void R_FrameData_NewFrame(void)
7456 if (r_framedata_failed)
7457 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7458 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7459 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7460 if (r_framedata_size != wantedsize)
7462 r_framedata_size = wantedsize;
7463 if (r_framedata_base)
7464 Mem_Free(r_framedata_base);
7465 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7467 r_framedata_current = 0;
7468 r_framedata_failed = false;
7471 void *R_FrameData_Alloc(size_t size)
7475 // align to 16 byte boundary
7476 size = (size + 15) & ~15;
7477 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7478 r_framedata_current += size;
7481 if (r_framedata_current > r_framedata_size)
7482 r_framedata_failed = true;
7484 // return NULL on everything after a failure
7485 if (r_framedata_failed)
7491 void *R_FrameData_Store(size_t size, void *data)
7493 void *d = R_FrameData_Alloc(size);
7495 memcpy(d, data, size);
7499 //==================================================================================
7501 // LordHavoc: animcache originally written by Echon, rewritten since then
7504 * Animation cache prevents re-generating mesh data for an animated model
7505 * multiple times in one frame for lighting, shadowing, reflections, etc.
7508 void R_AnimCache_Free(void)
7512 void R_AnimCache_ClearCache(void)
7515 entity_render_t *ent;
7517 for (i = 0;i < r_refdef.scene.numentities;i++)
7519 ent = r_refdef.scene.entities[i];
7520 ent->animcache_vertex3f = NULL;
7521 ent->animcache_normal3f = NULL;
7522 ent->animcache_svector3f = NULL;
7523 ent->animcache_tvector3f = NULL;
7524 ent->animcache_vertexposition = NULL;
7525 ent->animcache_vertexmesh = NULL;
7526 ent->animcache_vertexpositionbuffer = NULL;
7527 ent->animcache_vertexmeshbuffer = NULL;
7531 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7535 // identical memory layout, so no need to allocate...
7536 // this also provides the vertexposition structure to everything, e.g.
7537 // depth masked rendering currently uses it even if having separate
7539 // NOTE: get rid of this optimization if changing it to e.g. 4f
7540 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7543 // get rid of following uses of VERTEXPOSITION, change to the array:
7544 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7545 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7546 // R_DrawTextureSurfaceList_DepthOnly
7547 // R_Q1BSP_DrawShadowMap
7549 switch(vid.renderpath)
7551 case RENDERPATH_GL20:
7552 case RENDERPATH_CGGL:
7553 // need the meshbuffers if !gl_mesh_separatearrays.integer
7554 if (gl_mesh_separatearrays.integer)
7557 case RENDERPATH_D3D9:
7558 case RENDERPATH_D3D10:
7559 case RENDERPATH_D3D11:
7560 // always need the meshbuffers
7562 case RENDERPATH_GL13:
7563 case RENDERPATH_GL11:
7564 // never need the meshbuffers
7568 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7569 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7571 if (!ent->animcache_vertexposition)
7572 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7574 if (ent->animcache_vertexposition)
7577 for (i = 0;i < numvertices;i++)
7578 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7580 // TODO: upload vertex buffer?
7582 if (ent->animcache_vertexmesh)
7584 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7585 for (i = 0;i < numvertices;i++)
7586 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7587 if (ent->animcache_svector3f)
7588 for (i = 0;i < numvertices;i++)
7589 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7590 if (ent->animcache_tvector3f)
7591 for (i = 0;i < numvertices;i++)
7592 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7593 if (ent->animcache_normal3f)
7594 for (i = 0;i < numvertices;i++)
7595 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7596 // TODO: upload vertex buffer?
7600 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7602 dp_model_t *model = ent->model;
7604 // see if it's already cached this frame
7605 if (ent->animcache_vertex3f)
7607 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7608 if (wantnormals || wanttangents)
7610 if (ent->animcache_normal3f)
7611 wantnormals = false;
7612 if (ent->animcache_svector3f)
7613 wanttangents = false;
7614 if (wantnormals || wanttangents)
7616 numvertices = model->surfmesh.num_vertices;
7618 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7621 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7622 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7624 if (!r_framedata_failed)
7626 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7627 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7634 // see if this ent is worth caching
7635 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7637 // get some memory for this entity and generate mesh data
7638 numvertices = model->surfmesh.num_vertices;
7639 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7641 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7644 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7645 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7647 if (!r_framedata_failed)
7649 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7650 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7653 return !r_framedata_failed;
7656 void R_AnimCache_CacheVisibleEntities(void)
7659 qboolean wantnormals = true;
7660 qboolean wanttangents = !r_showsurfaces.integer;
7662 switch(vid.renderpath)
7664 case RENDERPATH_GL20:
7665 case RENDERPATH_CGGL:
7666 case RENDERPATH_D3D9:
7667 case RENDERPATH_D3D10:
7668 case RENDERPATH_D3D11:
7670 case RENDERPATH_GL13:
7671 case RENDERPATH_GL11:
7672 wanttangents = false;
7676 if (r_shownormals.integer)
7677 wanttangents = wantnormals = true;
7679 // TODO: thread this
7680 // NOTE: R_PrepareRTLights() also caches entities
7682 for (i = 0;i < r_refdef.scene.numentities;i++)
7683 if (r_refdef.viewcache.entityvisible[i])
7684 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7687 //==================================================================================
7689 static void R_View_UpdateEntityLighting (void)
7692 entity_render_t *ent;
7693 vec3_t tempdiffusenormal, avg;
7694 vec_t f, fa, fd, fdd;
7695 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7697 for (i = 0;i < r_refdef.scene.numentities;i++)
7699 ent = r_refdef.scene.entities[i];
7701 // skip unseen models
7702 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7706 if (ent->model && ent->model->brush.num_leafs)
7708 // TODO: use modellight for r_ambient settings on world?
7709 VectorSet(ent->modellight_ambient, 0, 0, 0);
7710 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7711 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7715 // fetch the lighting from the worldmodel data
7716 VectorClear(ent->modellight_ambient);
7717 VectorClear(ent->modellight_diffuse);
7718 VectorClear(tempdiffusenormal);
7719 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7722 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7723 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7724 if(ent->flags & RENDER_EQUALIZE)
7726 // first fix up ambient lighting...
7727 if(r_equalize_entities_minambient.value > 0)
7729 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7732 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7733 if(fa < r_equalize_entities_minambient.value * fd)
7736 // fa'/fd' = minambient
7737 // fa'+0.25*fd' = fa+0.25*fd
7739 // fa' = fd' * minambient
7740 // fd'*(0.25+minambient) = fa+0.25*fd
7742 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7743 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7745 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7746 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
7747 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7748 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7753 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7755 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7756 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7759 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7760 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7761 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7767 VectorSet(ent->modellight_ambient, 1, 1, 1);
7769 // move the light direction into modelspace coordinates for lighting code
7770 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7771 if(VectorLength2(ent->modellight_lightdir) == 0)
7772 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7773 VectorNormalize(ent->modellight_lightdir);
7777 #define MAX_LINEOFSIGHTTRACES 64
7779 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7782 vec3_t boxmins, boxmaxs;
7785 dp_model_t *model = r_refdef.scene.worldmodel;
7787 if (!model || !model->brush.TraceLineOfSight)
7790 // expand the box a little
7791 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7792 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7793 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7794 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7795 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7796 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7798 // return true if eye is inside enlarged box
7799 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7803 VectorCopy(eye, start);
7804 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7805 if (model->brush.TraceLineOfSight(model, start, end))
7808 // try various random positions
7809 for (i = 0;i < numsamples;i++)
7811 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7812 if (model->brush.TraceLineOfSight(model, start, end))
7820 static void R_View_UpdateEntityVisible (void)
7825 entity_render_t *ent;
7827 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7828 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7829 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7830 : RENDER_EXTERIORMODEL;
7831 if (!r_drawviewmodel.integer)
7832 renderimask |= RENDER_VIEWMODEL;
7833 if (!r_drawexteriormodel.integer)
7834 renderimask |= RENDER_EXTERIORMODEL;
7835 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7837 // worldmodel can check visibility
7838 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7839 for (i = 0;i < r_refdef.scene.numentities;i++)
7841 ent = r_refdef.scene.entities[i];
7842 if (!(ent->flags & renderimask))
7843 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7844 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))
7845 r_refdef.viewcache.entityvisible[i] = true;
7847 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7848 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7850 for (i = 0;i < r_refdef.scene.numentities;i++)
7852 ent = r_refdef.scene.entities[i];
7853 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7855 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7857 continue; // temp entities do pvs only
7858 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7859 ent->last_trace_visibility = realtime;
7860 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7861 r_refdef.viewcache.entityvisible[i] = 0;
7868 // no worldmodel or it can't check visibility
7869 for (i = 0;i < r_refdef.scene.numentities;i++)
7871 ent = r_refdef.scene.entities[i];
7872 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));
7877 /// only used if skyrendermasked, and normally returns false
7878 int R_DrawBrushModelsSky (void)
7881 entity_render_t *ent;
7884 for (i = 0;i < r_refdef.scene.numentities;i++)
7886 if (!r_refdef.viewcache.entityvisible[i])
7888 ent = r_refdef.scene.entities[i];
7889 if (!ent->model || !ent->model->DrawSky)
7891 ent->model->DrawSky(ent);
7897 static void R_DrawNoModel(entity_render_t *ent);
7898 static void R_DrawModels(void)
7901 entity_render_t *ent;
7903 for (i = 0;i < r_refdef.scene.numentities;i++)
7905 if (!r_refdef.viewcache.entityvisible[i])
7907 ent = r_refdef.scene.entities[i];
7908 r_refdef.stats.entities++;
7909 if (ent->model && ent->model->Draw != NULL)
7910 ent->model->Draw(ent);
7916 static void R_DrawModelsDepth(void)
7919 entity_render_t *ent;
7921 for (i = 0;i < r_refdef.scene.numentities;i++)
7923 if (!r_refdef.viewcache.entityvisible[i])
7925 ent = r_refdef.scene.entities[i];
7926 if (ent->model && ent->model->DrawDepth != NULL)
7927 ent->model->DrawDepth(ent);
7931 static void R_DrawModelsDebug(void)
7934 entity_render_t *ent;
7936 for (i = 0;i < r_refdef.scene.numentities;i++)
7938 if (!r_refdef.viewcache.entityvisible[i])
7940 ent = r_refdef.scene.entities[i];
7941 if (ent->model && ent->model->DrawDebug != NULL)
7942 ent->model->DrawDebug(ent);
7946 static void R_DrawModelsAddWaterPlanes(void)
7949 entity_render_t *ent;
7951 for (i = 0;i < r_refdef.scene.numentities;i++)
7953 if (!r_refdef.viewcache.entityvisible[i])
7955 ent = r_refdef.scene.entities[i];
7956 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7957 ent->model->DrawAddWaterPlanes(ent);
7961 static void R_View_SetFrustum(void)
7964 double slopex, slopey;
7965 vec3_t forward, left, up, origin;
7967 // we can't trust r_refdef.view.forward and friends in reflected scenes
7968 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7971 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7972 r_refdef.view.frustum[0].normal[1] = 0 - 0;
7973 r_refdef.view.frustum[0].normal[2] = -1 - 0;
7974 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7975 r_refdef.view.frustum[1].normal[1] = 0 + 0;
7976 r_refdef.view.frustum[1].normal[2] = -1 + 0;
7977 r_refdef.view.frustum[2].normal[0] = 0 - 0;
7978 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7979 r_refdef.view.frustum[2].normal[2] = -1 - 0;
7980 r_refdef.view.frustum[3].normal[0] = 0 + 0;
7981 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7982 r_refdef.view.frustum[3].normal[2] = -1 + 0;
7986 zNear = r_refdef.nearclip;
7987 nudge = 1.0 - 1.0 / (1<<23);
7988 r_refdef.view.frustum[4].normal[0] = 0 - 0;
7989 r_refdef.view.frustum[4].normal[1] = 0 - 0;
7990 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7991 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7992 r_refdef.view.frustum[5].normal[0] = 0 + 0;
7993 r_refdef.view.frustum[5].normal[1] = 0 + 0;
7994 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7995 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8001 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8002 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8003 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8004 r_refdef.view.frustum[0].dist = m[15] - m[12];
8006 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8007 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8008 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8009 r_refdef.view.frustum[1].dist = m[15] + m[12];
8011 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8012 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8013 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8014 r_refdef.view.frustum[2].dist = m[15] - m[13];
8016 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8017 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8018 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8019 r_refdef.view.frustum[3].dist = m[15] + m[13];
8021 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8022 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8023 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8024 r_refdef.view.frustum[4].dist = m[15] - m[14];
8026 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8027 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8028 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8029 r_refdef.view.frustum[5].dist = m[15] + m[14];
8032 if (r_refdef.view.useperspective)
8034 slopex = 1.0 / r_refdef.view.frustum_x;
8035 slopey = 1.0 / r_refdef.view.frustum_y;
8036 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8037 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8038 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8039 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8040 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8042 // Leaving those out was a mistake, those were in the old code, and they
8043 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8044 // I couldn't reproduce it after adding those normalizations. --blub
8045 VectorNormalize(r_refdef.view.frustum[0].normal);
8046 VectorNormalize(r_refdef.view.frustum[1].normal);
8047 VectorNormalize(r_refdef.view.frustum[2].normal);
8048 VectorNormalize(r_refdef.view.frustum[3].normal);
8050 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8051 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]);
8052 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]);
8053 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]);
8054 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]);
8056 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8057 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8058 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8059 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8060 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8064 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8065 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8066 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8067 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8068 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8069 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8070 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8071 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8072 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8073 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8075 r_refdef.view.numfrustumplanes = 5;
8077 if (r_refdef.view.useclipplane)
8079 r_refdef.view.numfrustumplanes = 6;
8080 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8083 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8084 PlaneClassify(r_refdef.view.frustum + i);
8086 // LordHavoc: note to all quake engine coders, Quake had a special case
8087 // for 90 degrees which assumed a square view (wrong), so I removed it,
8088 // Quake2 has it disabled as well.
8090 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8091 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8092 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8093 //PlaneClassify(&frustum[0]);
8095 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8096 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8097 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8098 //PlaneClassify(&frustum[1]);
8100 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8101 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8102 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8103 //PlaneClassify(&frustum[2]);
8105 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8106 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8107 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8108 //PlaneClassify(&frustum[3]);
8111 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8112 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8113 //PlaneClassify(&frustum[4]);
8116 void R_View_Update(void)
8118 R_Main_ResizeViewCache();
8119 R_View_SetFrustum();
8120 R_View_WorldVisibility(r_refdef.view.useclipplane);
8121 R_View_UpdateEntityVisible();
8122 R_View_UpdateEntityLighting();
8125 void R_SetupView(qboolean allowwaterclippingplane)
8127 const float *customclipplane = NULL;
8129 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8131 // LordHavoc: couldn't figure out how to make this approach the
8132 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8133 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8134 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8135 dist = r_refdef.view.clipplane.dist;
8136 plane[0] = r_refdef.view.clipplane.normal[0];
8137 plane[1] = r_refdef.view.clipplane.normal[1];
8138 plane[2] = r_refdef.view.clipplane.normal[2];
8140 customclipplane = plane;
8143 if (!r_refdef.view.useperspective)
8144 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);
8145 else if (vid.stencil && r_useinfinitefarclip.integer)
8146 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);
8148 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);
8149 R_SetViewport(&r_refdef.view.viewport);
8152 void R_EntityMatrix(const matrix4x4_t *matrix)
8154 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8156 gl_modelmatrixchanged = false;
8157 gl_modelmatrix = *matrix;
8158 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8159 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8160 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8161 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8163 switch(vid.renderpath)
8165 case RENDERPATH_D3D9:
8167 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8168 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8171 case RENDERPATH_D3D10:
8172 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8174 case RENDERPATH_D3D11:
8175 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8177 case RENDERPATH_GL20:
8178 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8179 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8180 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8182 case RENDERPATH_CGGL:
8185 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8186 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8187 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8190 case RENDERPATH_GL13:
8191 case RENDERPATH_GL11:
8192 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8198 void R_ResetViewRendering2D(void)
8200 r_viewport_t viewport;
8203 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8204 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);
8205 R_SetViewport(&viewport);
8206 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8207 GL_Color(1, 1, 1, 1);
8208 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8209 GL_BlendFunc(GL_ONE, GL_ZERO);
8210 GL_AlphaTest(false);
8211 GL_ScissorTest(false);
8212 GL_DepthMask(false);
8213 GL_DepthRange(0, 1);
8214 GL_DepthTest(false);
8215 GL_DepthFunc(GL_LEQUAL);
8216 R_EntityMatrix(&identitymatrix);
8217 R_Mesh_ResetTextureState();
8218 GL_PolygonOffset(0, 0);
8219 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8220 switch(vid.renderpath)
8222 case RENDERPATH_GL11:
8223 case RENDERPATH_GL13:
8224 case RENDERPATH_GL20:
8225 case RENDERPATH_CGGL:
8226 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8228 case RENDERPATH_D3D9:
8229 case RENDERPATH_D3D10:
8230 case RENDERPATH_D3D11:
8233 GL_CullFace(GL_NONE);
8236 void R_ResetViewRendering3D(void)
8241 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8242 GL_Color(1, 1, 1, 1);
8243 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8244 GL_BlendFunc(GL_ONE, GL_ZERO);
8245 GL_AlphaTest(false);
8246 GL_ScissorTest(true);
8248 GL_DepthRange(0, 1);
8250 GL_DepthFunc(GL_LEQUAL);
8251 R_EntityMatrix(&identitymatrix);
8252 R_Mesh_ResetTextureState();
8253 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8254 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8255 switch(vid.renderpath)
8257 case RENDERPATH_GL11:
8258 case RENDERPATH_GL13:
8259 case RENDERPATH_GL20:
8260 case RENDERPATH_CGGL:
8261 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8263 case RENDERPATH_D3D9:
8264 case RENDERPATH_D3D10:
8265 case RENDERPATH_D3D11:
8268 GL_CullFace(r_refdef.view.cullface_back);
8273 R_RenderView_UpdateViewVectors
8276 static void R_RenderView_UpdateViewVectors(void)
8278 // break apart the view matrix into vectors for various purposes
8279 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8280 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8281 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8282 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8283 // make an inverted copy of the view matrix for tracking sprites
8284 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8287 void R_RenderScene(void);
8288 void R_RenderWaterPlanes(void);
8290 static void R_Water_StartFrame(void)
8293 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8294 r_waterstate_waterplane_t *p;
8296 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8299 switch(vid.renderpath)
8301 case RENDERPATH_GL20:
8302 case RENDERPATH_CGGL:
8303 case RENDERPATH_D3D9:
8304 case RENDERPATH_D3D10:
8305 case RENDERPATH_D3D11:
8307 case RENDERPATH_GL13:
8308 case RENDERPATH_GL11:
8312 // set waterwidth and waterheight to the water resolution that will be
8313 // used (often less than the screen resolution for faster rendering)
8314 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8315 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8317 // calculate desired texture sizes
8318 // can't use water if the card does not support the texture size
8319 if (!r_water.integer || r_showsurfaces.integer)
8320 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8321 else if (vid.support.arb_texture_non_power_of_two)
8323 texturewidth = waterwidth;
8324 textureheight = waterheight;
8325 camerawidth = waterwidth;
8326 cameraheight = waterheight;
8330 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8331 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8332 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8333 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8336 // allocate textures as needed
8337 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8339 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8340 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8342 if (p->texture_refraction)
8343 R_FreeTexture(p->texture_refraction);
8344 p->texture_refraction = NULL;
8345 if (p->texture_reflection)
8346 R_FreeTexture(p->texture_reflection);
8347 p->texture_reflection = NULL;
8348 if (p->texture_camera)
8349 R_FreeTexture(p->texture_camera);
8350 p->texture_camera = NULL;
8352 memset(&r_waterstate, 0, sizeof(r_waterstate));
8353 r_waterstate.texturewidth = texturewidth;
8354 r_waterstate.textureheight = textureheight;
8355 r_waterstate.camerawidth = camerawidth;
8356 r_waterstate.cameraheight = cameraheight;
8359 if (r_waterstate.texturewidth)
8361 r_waterstate.enabled = true;
8363 // when doing a reduced render (HDR) we want to use a smaller area
8364 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8365 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8367 // set up variables that will be used in shader setup
8368 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8369 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8370 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8371 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8374 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8375 r_waterstate.numwaterplanes = 0;
8378 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8380 int triangleindex, planeindex;
8386 r_waterstate_waterplane_t *p;
8387 texture_t *t = R_GetCurrentTexture(surface->texture);
8389 // just use the first triangle with a valid normal for any decisions
8390 VectorClear(normal);
8391 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8393 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8394 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8395 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8396 TriangleNormal(vert[0], vert[1], vert[2], normal);
8397 if (VectorLength2(normal) >= 0.001)
8401 VectorCopy(normal, plane.normal);
8402 VectorNormalize(plane.normal);
8403 plane.dist = DotProduct(vert[0], plane.normal);
8404 PlaneClassify(&plane);
8405 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8407 // skip backfaces (except if nocullface is set)
8408 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8410 VectorNegate(plane.normal, plane.normal);
8412 PlaneClassify(&plane);
8416 // find a matching plane if there is one
8417 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8418 if(p->camera_entity == t->camera_entity)
8419 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8421 if (planeindex >= r_waterstate.maxwaterplanes)
8422 return; // nothing we can do, out of planes
8424 // if this triangle does not fit any known plane rendered this frame, add one
8425 if (planeindex >= r_waterstate.numwaterplanes)
8427 // store the new plane
8428 r_waterstate.numwaterplanes++;
8430 // clear materialflags and pvs
8431 p->materialflags = 0;
8432 p->pvsvalid = false;
8433 p->camera_entity = t->camera_entity;
8435 // merge this surface's materialflags into the waterplane
8436 p->materialflags |= t->currentmaterialflags;
8437 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8439 // merge this surface's PVS into the waterplane
8440 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8441 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8442 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8444 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8450 static void R_Water_ProcessPlanes(void)
8452 r_refdef_view_t originalview;
8453 r_refdef_view_t myview;
8455 r_waterstate_waterplane_t *p;
8458 originalview = r_refdef.view;
8460 // make sure enough textures are allocated
8461 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8463 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8465 if (!p->texture_refraction)
8466 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8467 if (!p->texture_refraction)
8470 else if (p->materialflags & MATERIALFLAG_CAMERA)
8472 if (!p->texture_camera)
8473 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8474 if (!p->texture_camera)
8478 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8480 if (!p->texture_reflection)
8481 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8482 if (!p->texture_reflection)
8488 r_refdef.view = originalview;
8489 r_refdef.view.showdebug = false;
8490 r_refdef.view.width = r_waterstate.waterwidth;
8491 r_refdef.view.height = r_waterstate.waterheight;
8492 r_refdef.view.useclipplane = true;
8493 myview = r_refdef.view;
8494 r_waterstate.renderingscene = true;
8495 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8497 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8499 r_refdef.view = myview;
8500 // render reflected scene and copy into texture
8501 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8502 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8503 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8504 r_refdef.view.clipplane = p->plane;
8505 // reverse the cullface settings for this render
8506 r_refdef.view.cullface_front = GL_FRONT;
8507 r_refdef.view.cullface_back = GL_BACK;
8508 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8510 r_refdef.view.usecustompvs = true;
8512 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8514 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8517 R_ResetViewRendering3D();
8518 R_ClearScreen(r_refdef.fogenabled);
8522 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);
8525 // render the normal view scene and copy into texture
8526 // (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)
8527 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8529 r_waterstate.renderingrefraction = true;
8530 r_refdef.view = myview;
8532 r_refdef.view.clipplane = p->plane;
8533 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8534 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8536 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8538 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8539 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8540 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8541 R_RenderView_UpdateViewVectors();
8542 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8544 r_refdef.view.usecustompvs = true;
8545 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);
8549 PlaneClassify(&r_refdef.view.clipplane);
8551 R_ResetViewRendering3D();
8552 R_ClearScreen(r_refdef.fogenabled);
8556 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);
8557 r_waterstate.renderingrefraction = false;
8559 else if (p->materialflags & MATERIALFLAG_CAMERA)
8561 r_refdef.view = myview;
8563 r_refdef.view.clipplane = p->plane;
8564 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8565 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8567 r_refdef.view.width = r_waterstate.camerawidth;
8568 r_refdef.view.height = r_waterstate.cameraheight;
8569 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8570 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8572 if(p->camera_entity)
8574 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8575 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8578 // reverse the cullface settings for this render
8579 r_refdef.view.cullface_front = GL_FRONT;
8580 r_refdef.view.cullface_back = GL_BACK;
8581 // also reverse the view matrix
8582 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8583 R_RenderView_UpdateViewVectors();
8584 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8586 r_refdef.view.usecustompvs = true;
8587 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);
8590 // camera needs no clipplane
8591 r_refdef.view.useclipplane = false;
8593 PlaneClassify(&r_refdef.view.clipplane);
8595 R_ResetViewRendering3D();
8596 R_ClearScreen(r_refdef.fogenabled);
8600 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);
8601 r_waterstate.renderingrefraction = false;
8605 r_waterstate.renderingscene = false;
8606 r_refdef.view = originalview;
8607 R_ResetViewRendering3D();
8608 R_ClearScreen(r_refdef.fogenabled);
8612 r_refdef.view = originalview;
8613 r_waterstate.renderingscene = false;
8614 Cvar_SetValueQuick(&r_water, 0);
8615 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8619 void R_Bloom_StartFrame(void)
8621 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8623 switch(vid.renderpath)
8625 case RENDERPATH_GL20:
8626 case RENDERPATH_CGGL:
8627 case RENDERPATH_D3D9:
8628 case RENDERPATH_D3D10:
8629 case RENDERPATH_D3D11:
8631 case RENDERPATH_GL13:
8632 case RENDERPATH_GL11:
8636 // set bloomwidth and bloomheight to the bloom resolution that will be
8637 // used (often less than the screen resolution for faster rendering)
8638 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8639 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8640 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8641 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8642 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8644 // calculate desired texture sizes
8645 if (vid.support.arb_texture_non_power_of_two)
8647 screentexturewidth = r_refdef.view.width;
8648 screentextureheight = r_refdef.view.height;
8649 bloomtexturewidth = r_bloomstate.bloomwidth;
8650 bloomtextureheight = r_bloomstate.bloomheight;
8654 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8655 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8656 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8657 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8660 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))
8662 Cvar_SetValueQuick(&r_hdr, 0);
8663 Cvar_SetValueQuick(&r_bloom, 0);
8664 Cvar_SetValueQuick(&r_motionblur, 0);
8665 Cvar_SetValueQuick(&r_damageblur, 0);
8668 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)))
8669 screentexturewidth = screentextureheight = 0;
8670 if (!r_hdr.integer && !r_bloom.integer)
8671 bloomtexturewidth = bloomtextureheight = 0;
8673 // allocate textures as needed
8674 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8676 if (r_bloomstate.texture_screen)
8677 R_FreeTexture(r_bloomstate.texture_screen);
8678 r_bloomstate.texture_screen = NULL;
8679 r_bloomstate.screentexturewidth = screentexturewidth;
8680 r_bloomstate.screentextureheight = screentextureheight;
8681 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8682 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8684 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8686 if (r_bloomstate.texture_bloom)
8687 R_FreeTexture(r_bloomstate.texture_bloom);
8688 r_bloomstate.texture_bloom = NULL;
8689 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8690 r_bloomstate.bloomtextureheight = bloomtextureheight;
8691 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8692 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8695 // when doing a reduced render (HDR) we want to use a smaller area
8696 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8697 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8698 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8699 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8700 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8702 // set up a texcoord array for the full resolution screen image
8703 // (we have to keep this around to copy back during final render)
8704 r_bloomstate.screentexcoord2f[0] = 0;
8705 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8706 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8707 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8708 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8709 r_bloomstate.screentexcoord2f[5] = 0;
8710 r_bloomstate.screentexcoord2f[6] = 0;
8711 r_bloomstate.screentexcoord2f[7] = 0;
8713 // set up a texcoord array for the reduced resolution bloom image
8714 // (which will be additive blended over the screen image)
8715 r_bloomstate.bloomtexcoord2f[0] = 0;
8716 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8717 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8718 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8719 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8720 r_bloomstate.bloomtexcoord2f[5] = 0;
8721 r_bloomstate.bloomtexcoord2f[6] = 0;
8722 r_bloomstate.bloomtexcoord2f[7] = 0;
8724 switch(vid.renderpath)
8726 case RENDERPATH_GL11:
8727 case RENDERPATH_GL13:
8728 case RENDERPATH_GL20:
8729 case RENDERPATH_CGGL:
8731 case RENDERPATH_D3D9:
8732 case RENDERPATH_D3D10:
8733 case RENDERPATH_D3D11:
8736 for (i = 0;i < 4;i++)
8738 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8739 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8740 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8741 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8747 if (r_hdr.integer || r_bloom.integer)
8749 r_bloomstate.enabled = true;
8750 r_bloomstate.hdr = r_hdr.integer != 0;
8753 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);
8756 void R_Bloom_CopyBloomTexture(float colorscale)
8758 r_refdef.stats.bloom++;
8760 // scale down screen texture to the bloom texture size
8762 R_SetViewport(&r_bloomstate.viewport);
8763 GL_BlendFunc(GL_ONE, GL_ZERO);
8764 GL_Color(colorscale, colorscale, colorscale, 1);
8765 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8766 switch(vid.renderpath)
8768 case RENDERPATH_GL11:
8769 case RENDERPATH_GL13:
8770 case RENDERPATH_GL20:
8771 case RENDERPATH_CGGL:
8772 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8774 case RENDERPATH_D3D9:
8775 case RENDERPATH_D3D10:
8776 case RENDERPATH_D3D11:
8777 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8780 // TODO: do boxfilter scale-down in shader?
8781 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8782 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8783 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8785 // we now have a bloom image in the framebuffer
8786 // copy it into the bloom image texture for later processing
8787 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);
8788 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8791 void R_Bloom_CopyHDRTexture(void)
8793 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);
8794 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8797 void R_Bloom_MakeTexture(void)
8800 float xoffset, yoffset, r, brighten;
8802 r_refdef.stats.bloom++;
8804 R_ResetViewRendering2D();
8806 // we have a bloom image in the framebuffer
8808 R_SetViewport(&r_bloomstate.viewport);
8810 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8813 r = bound(0, r_bloom_colorexponent.value / x, 1);
8814 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8816 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8817 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8818 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8819 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8821 // copy the vertically blurred bloom view to a texture
8822 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);
8823 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8826 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8827 brighten = r_bloom_brighten.value;
8829 brighten *= r_hdr_range.value;
8830 brighten = sqrt(brighten);
8832 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8833 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8835 for (dir = 0;dir < 2;dir++)
8837 // blend on at multiple vertical offsets to achieve a vertical blur
8838 // TODO: do offset blends using GLSL
8839 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8840 GL_BlendFunc(GL_ONE, GL_ZERO);
8841 for (x = -range;x <= range;x++)
8843 if (!dir){xoffset = 0;yoffset = x;}
8844 else {xoffset = x;yoffset = 0;}
8845 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8846 yoffset /= (float)r_bloomstate.bloomtextureheight;
8847 // compute a texcoord array with the specified x and y offset
8848 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8849 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8850 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8851 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8852 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8853 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8854 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8855 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8856 // this r value looks like a 'dot' particle, fading sharply to
8857 // black at the edges
8858 // (probably not realistic but looks good enough)
8859 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8860 //r = brighten/(range*2+1);
8861 r = brighten / (range * 2 + 1);
8863 r *= (1 - x*x/(float)(range*range));
8864 GL_Color(r, r, r, 1);
8865 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8866 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8867 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8868 GL_BlendFunc(GL_ONE, GL_ONE);
8871 // copy the vertically blurred bloom view to a texture
8872 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);
8873 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8877 void R_HDR_RenderBloomTexture(void)
8879 int oldwidth, oldheight;
8880 float oldcolorscale;
8882 oldcolorscale = r_refdef.view.colorscale;
8883 oldwidth = r_refdef.view.width;
8884 oldheight = r_refdef.view.height;
8885 r_refdef.view.width = r_bloomstate.bloomwidth;
8886 r_refdef.view.height = r_bloomstate.bloomheight;
8888 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8889 // TODO: add exposure compensation features
8890 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8892 r_refdef.view.showdebug = false;
8893 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8895 R_ResetViewRendering3D();
8897 R_ClearScreen(r_refdef.fogenabled);
8898 if (r_timereport_active)
8899 R_TimeReport("HDRclear");
8902 if (r_timereport_active)
8903 R_TimeReport("visibility");
8905 // only do secondary renders with HDR if r_hdr is 2 or higher
8906 r_waterstate.numwaterplanes = 0;
8907 if (r_waterstate.enabled && r_hdr.integer >= 2)
8908 R_RenderWaterPlanes();
8910 r_refdef.view.showdebug = true;
8912 r_waterstate.numwaterplanes = 0;
8914 R_ResetViewRendering2D();
8916 R_Bloom_CopyHDRTexture();
8917 R_Bloom_MakeTexture();
8919 // restore the view settings
8920 r_refdef.view.width = oldwidth;
8921 r_refdef.view.height = oldheight;
8922 r_refdef.view.colorscale = oldcolorscale;
8924 R_ResetViewRendering3D();
8926 R_ClearScreen(r_refdef.fogenabled);
8927 if (r_timereport_active)
8928 R_TimeReport("viewclear");
8931 static void R_BlendView(void)
8933 unsigned int permutation;
8934 float uservecs[4][4];
8936 switch (vid.renderpath)
8938 case RENDERPATH_GL20:
8939 case RENDERPATH_CGGL:
8940 case RENDERPATH_D3D9:
8941 case RENDERPATH_D3D10:
8942 case RENDERPATH_D3D11:
8944 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8945 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8946 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8947 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8948 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8950 if (r_bloomstate.texture_screen)
8952 // make sure the buffer is available
8953 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8955 R_ResetViewRendering2D();
8957 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8959 // declare variables
8961 static float avgspeed;
8963 speed = VectorLength(cl.movement_velocity);
8965 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8966 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8968 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8969 speed = bound(0, speed, 1);
8970 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8972 // calculate values into a standard alpha
8973 cl.motionbluralpha = 1 - exp(-
8975 (r_motionblur.value * speed / 80)
8977 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8980 max(0.0001, cl.time - cl.oldtime) // fps independent
8983 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8984 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8986 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8988 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8989 GL_Color(1, 1, 1, cl.motionbluralpha);
8990 switch(vid.renderpath)
8992 case RENDERPATH_GL11:
8993 case RENDERPATH_GL13:
8994 case RENDERPATH_GL20:
8995 case RENDERPATH_CGGL:
8996 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8998 case RENDERPATH_D3D9:
8999 case RENDERPATH_D3D10:
9000 case RENDERPATH_D3D11:
9001 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9004 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9005 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9006 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9010 // copy view into the screen texture
9011 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);
9012 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9014 else if (!r_bloomstate.texture_bloom)
9016 // we may still have to do view tint...
9017 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9019 // apply a color tint to the whole view
9020 R_ResetViewRendering2D();
9021 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9022 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9023 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9024 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9025 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9027 break; // no screen processing, no bloom, skip it
9030 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9032 // render simple bloom effect
9033 // copy the screen and shrink it and darken it for the bloom process
9034 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9035 // make the bloom texture
9036 R_Bloom_MakeTexture();
9039 #if _MSC_VER >= 1400
9040 #define sscanf sscanf_s
9042 memset(uservecs, 0, sizeof(uservecs));
9043 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9044 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9045 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9046 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9048 R_ResetViewRendering2D();
9049 GL_Color(1, 1, 1, 1);
9050 GL_BlendFunc(GL_ONE, GL_ZERO);
9052 switch(vid.renderpath)
9054 case RENDERPATH_GL20:
9055 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9056 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9057 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9058 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9059 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9060 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]);
9061 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9062 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]);
9063 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]);
9064 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]);
9065 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]);
9066 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9067 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9068 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9070 case RENDERPATH_CGGL:
9072 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9073 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9074 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9075 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9076 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9077 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
9078 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9079 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
9080 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
9081 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
9082 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
9083 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9084 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9085 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9088 case RENDERPATH_D3D9:
9090 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9091 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9092 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9093 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9094 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9095 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9096 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9097 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9098 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9099 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9100 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9101 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9102 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9103 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9104 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9107 case RENDERPATH_D3D10:
9108 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9110 case RENDERPATH_D3D11:
9111 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9116 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9117 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9119 case RENDERPATH_GL13:
9120 case RENDERPATH_GL11:
9121 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9123 // apply a color tint to the whole view
9124 R_ResetViewRendering2D();
9125 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9126 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9127 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9128 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9129 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9135 matrix4x4_t r_waterscrollmatrix;
9137 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9139 if (r_refdef.fog_density)
9141 r_refdef.fogcolor[0] = r_refdef.fog_red;
9142 r_refdef.fogcolor[1] = r_refdef.fog_green;
9143 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9145 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9146 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9147 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9148 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9152 VectorCopy(r_refdef.fogcolor, fogvec);
9153 // color.rgb *= ContrastBoost * SceneBrightness;
9154 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9155 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9156 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9157 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9162 void R_UpdateVariables(void)
9166 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9168 r_refdef.farclip = r_farclip_base.value;
9169 if (r_refdef.scene.worldmodel)
9170 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9171 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9173 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9174 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9175 r_refdef.polygonfactor = 0;
9176 r_refdef.polygonoffset = 0;
9177 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9178 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9180 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9181 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9182 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9183 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9184 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9185 if (r_showsurfaces.integer)
9187 r_refdef.scene.rtworld = false;
9188 r_refdef.scene.rtworldshadows = false;
9189 r_refdef.scene.rtdlight = false;
9190 r_refdef.scene.rtdlightshadows = false;
9191 r_refdef.lightmapintensity = 0;
9194 if (gamemode == GAME_NEHAHRA)
9196 if (gl_fogenable.integer)
9198 r_refdef.oldgl_fogenable = true;
9199 r_refdef.fog_density = gl_fogdensity.value;
9200 r_refdef.fog_red = gl_fogred.value;
9201 r_refdef.fog_green = gl_foggreen.value;
9202 r_refdef.fog_blue = gl_fogblue.value;
9203 r_refdef.fog_alpha = 1;
9204 r_refdef.fog_start = 0;
9205 r_refdef.fog_end = gl_skyclip.value;
9206 r_refdef.fog_height = 1<<30;
9207 r_refdef.fog_fadedepth = 128;
9209 else if (r_refdef.oldgl_fogenable)
9211 r_refdef.oldgl_fogenable = false;
9212 r_refdef.fog_density = 0;
9213 r_refdef.fog_red = 0;
9214 r_refdef.fog_green = 0;
9215 r_refdef.fog_blue = 0;
9216 r_refdef.fog_alpha = 0;
9217 r_refdef.fog_start = 0;
9218 r_refdef.fog_end = 0;
9219 r_refdef.fog_height = 1<<30;
9220 r_refdef.fog_fadedepth = 128;
9224 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9225 r_refdef.fog_start = max(0, r_refdef.fog_start);
9226 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9228 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9230 if (r_refdef.fog_density && r_drawfog.integer)
9232 r_refdef.fogenabled = true;
9233 // this is the point where the fog reaches 0.9986 alpha, which we
9234 // consider a good enough cutoff point for the texture
9235 // (0.9986 * 256 == 255.6)
9236 if (r_fog_exp2.integer)
9237 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9239 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9240 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9241 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9242 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9243 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9244 R_BuildFogHeightTexture();
9245 // fog color was already set
9246 // update the fog texture
9247 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)
9248 R_BuildFogTexture();
9249 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9250 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9253 r_refdef.fogenabled = false;
9255 switch(vid.renderpath)
9257 case RENDERPATH_GL20:
9258 case RENDERPATH_CGGL:
9259 case RENDERPATH_D3D9:
9260 case RENDERPATH_D3D10:
9261 case RENDERPATH_D3D11:
9262 if(v_glslgamma.integer && !vid_gammatables_trivial)
9264 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9266 // build GLSL gamma texture
9267 #define RAMPWIDTH 256
9268 unsigned short ramp[RAMPWIDTH * 3];
9269 unsigned char rampbgr[RAMPWIDTH][4];
9272 r_texture_gammaramps_serial = vid_gammatables_serial;
9274 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9275 for(i = 0; i < RAMPWIDTH; ++i)
9277 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9278 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9279 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9282 if (r_texture_gammaramps)
9284 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9288 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9294 // remove GLSL gamma texture
9297 case RENDERPATH_GL13:
9298 case RENDERPATH_GL11:
9303 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9304 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9310 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9311 if( scenetype != r_currentscenetype ) {
9312 // store the old scenetype
9313 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9314 r_currentscenetype = scenetype;
9315 // move in the new scene
9316 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9325 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9327 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9328 if( scenetype == r_currentscenetype ) {
9329 return &r_refdef.scene;
9331 return &r_scenes_store[ scenetype ];
9340 void R_RenderView(void)
9342 if (r_timereport_active)
9343 R_TimeReport("start");
9344 r_textureframe++; // used only by R_GetCurrentTexture
9345 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9347 if (!r_drawentities.integer)
9348 r_refdef.scene.numentities = 0;
9350 R_AnimCache_ClearCache();
9351 R_FrameData_NewFrame();
9353 if (r_refdef.view.isoverlay)
9355 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9356 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9357 R_TimeReport("depthclear");
9359 r_refdef.view.showdebug = false;
9361 r_waterstate.enabled = false;
9362 r_waterstate.numwaterplanes = 0;
9370 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9371 return; //Host_Error ("R_RenderView: NULL worldmodel");
9373 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9375 R_RenderView_UpdateViewVectors();
9377 R_Shadow_UpdateWorldLightSelection();
9379 R_Bloom_StartFrame();
9380 R_Water_StartFrame();
9383 if (r_timereport_active)
9384 R_TimeReport("viewsetup");
9386 R_ResetViewRendering3D();
9388 if (r_refdef.view.clear || r_refdef.fogenabled)
9390 R_ClearScreen(r_refdef.fogenabled);
9391 if (r_timereport_active)
9392 R_TimeReport("viewclear");
9394 r_refdef.view.clear = true;
9396 // this produces a bloom texture to be used in R_BlendView() later
9397 if (r_hdr.integer && r_bloomstate.bloomwidth)
9399 R_HDR_RenderBloomTexture();
9400 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9401 r_textureframe++; // used only by R_GetCurrentTexture
9404 r_refdef.view.showdebug = true;
9407 if (r_timereport_active)
9408 R_TimeReport("visibility");
9410 r_waterstate.numwaterplanes = 0;
9411 if (r_waterstate.enabled)
9412 R_RenderWaterPlanes();
9415 r_waterstate.numwaterplanes = 0;
9418 if (r_timereport_active)
9419 R_TimeReport("blendview");
9421 GL_Scissor(0, 0, vid.width, vid.height);
9422 GL_ScissorTest(false);
9426 void R_RenderWaterPlanes(void)
9428 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9430 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9431 if (r_timereport_active)
9432 R_TimeReport("waterworld");
9435 // don't let sound skip if going slow
9436 if (r_refdef.scene.extraupdate)
9439 R_DrawModelsAddWaterPlanes();
9440 if (r_timereport_active)
9441 R_TimeReport("watermodels");
9443 if (r_waterstate.numwaterplanes)
9445 R_Water_ProcessPlanes();
9446 if (r_timereport_active)
9447 R_TimeReport("waterscenes");
9451 extern void R_DrawLightningBeams (void);
9452 extern void VM_CL_AddPolygonsToMeshQueue (void);
9453 extern void R_DrawPortals (void);
9454 extern cvar_t cl_locs_show;
9455 static void R_DrawLocs(void);
9456 static void R_DrawEntityBBoxes(void);
9457 static void R_DrawModelDecals(void);
9458 extern void R_DrawModelShadows(void);
9459 extern void R_DrawModelShadowMaps(void);
9460 extern cvar_t cl_decals_newsystem;
9461 extern qboolean r_shadow_usingdeferredprepass;
9462 void R_RenderScene(void)
9464 qboolean shadowmapping = false;
9466 if (r_timereport_active)
9467 R_TimeReport("beginscene");
9469 r_refdef.stats.renders++;
9473 // don't let sound skip if going slow
9474 if (r_refdef.scene.extraupdate)
9477 R_MeshQueue_BeginScene();
9481 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);
9483 if (r_timereport_active)
9484 R_TimeReport("skystartframe");
9486 if (cl.csqc_vidvars.drawworld)
9488 // don't let sound skip if going slow
9489 if (r_refdef.scene.extraupdate)
9492 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9494 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9495 if (r_timereport_active)
9496 R_TimeReport("worldsky");
9499 if (R_DrawBrushModelsSky() && r_timereport_active)
9500 R_TimeReport("bmodelsky");
9502 if (skyrendermasked && skyrenderlater)
9504 // we have to force off the water clipping plane while rendering sky
9508 if (r_timereport_active)
9509 R_TimeReport("sky");
9513 R_AnimCache_CacheVisibleEntities();
9514 if (r_timereport_active)
9515 R_TimeReport("animation");
9517 R_Shadow_PrepareLights();
9518 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9519 R_Shadow_PrepareModelShadows();
9520 if (r_timereport_active)
9521 R_TimeReport("preparelights");
9523 if (R_Shadow_ShadowMappingEnabled())
9524 shadowmapping = true;
9526 if (r_shadow_usingdeferredprepass)
9527 R_Shadow_DrawPrepass();
9529 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9531 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9532 if (r_timereport_active)
9533 R_TimeReport("worlddepth");
9535 if (r_depthfirst.integer >= 2)
9537 R_DrawModelsDepth();
9538 if (r_timereport_active)
9539 R_TimeReport("modeldepth");
9542 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9544 R_DrawModelShadowMaps();
9545 R_ResetViewRendering3D();
9546 // don't let sound skip if going slow
9547 if (r_refdef.scene.extraupdate)
9551 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9553 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9554 if (r_timereport_active)
9555 R_TimeReport("world");
9558 // don't let sound skip if going slow
9559 if (r_refdef.scene.extraupdate)
9563 if (r_timereport_active)
9564 R_TimeReport("models");
9566 // don't let sound skip if going slow
9567 if (r_refdef.scene.extraupdate)
9570 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9572 R_DrawModelShadows();
9573 R_ResetViewRendering3D();
9574 // don't let sound skip if going slow
9575 if (r_refdef.scene.extraupdate)
9579 if (!r_shadow_usingdeferredprepass)
9581 R_Shadow_DrawLights();
9582 if (r_timereport_active)
9583 R_TimeReport("rtlights");
9586 // don't let sound skip if going slow
9587 if (r_refdef.scene.extraupdate)
9590 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9592 R_DrawModelShadows();
9593 R_ResetViewRendering3D();
9594 // don't let sound skip if going slow
9595 if (r_refdef.scene.extraupdate)
9599 if (cl.csqc_vidvars.drawworld)
9601 if (cl_decals_newsystem.integer)
9603 R_DrawModelDecals();
9604 if (r_timereport_active)
9605 R_TimeReport("modeldecals");
9610 if (r_timereport_active)
9611 R_TimeReport("decals");
9615 if (r_timereport_active)
9616 R_TimeReport("particles");
9619 if (r_timereport_active)
9620 R_TimeReport("explosions");
9622 R_DrawLightningBeams();
9623 if (r_timereport_active)
9624 R_TimeReport("lightning");
9627 VM_CL_AddPolygonsToMeshQueue();
9629 if (r_refdef.view.showdebug)
9631 if (cl_locs_show.integer)
9634 if (r_timereport_active)
9635 R_TimeReport("showlocs");
9638 if (r_drawportals.integer)
9641 if (r_timereport_active)
9642 R_TimeReport("portals");
9645 if (r_showbboxes.value > 0)
9647 R_DrawEntityBBoxes();
9648 if (r_timereport_active)
9649 R_TimeReport("bboxes");
9653 R_MeshQueue_RenderTransparent();
9654 if (r_timereport_active)
9655 R_TimeReport("drawtrans");
9657 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))
9659 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9660 if (r_timereport_active)
9661 R_TimeReport("worlddebug");
9662 R_DrawModelsDebug();
9663 if (r_timereport_active)
9664 R_TimeReport("modeldebug");
9667 if (cl.csqc_vidvars.drawworld)
9669 R_Shadow_DrawCoronas();
9670 if (r_timereport_active)
9671 R_TimeReport("coronas");
9674 // don't let sound skip if going slow
9675 if (r_refdef.scene.extraupdate)
9678 R_ResetViewRendering2D();
9681 static const unsigned short bboxelements[36] =
9691 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9694 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9696 RSurf_ActiveWorldEntity();
9698 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9699 GL_DepthMask(false);
9700 GL_DepthRange(0, 1);
9701 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9702 R_Mesh_ResetTextureState();
9704 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9705 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9706 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9707 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9708 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9709 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9710 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9711 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9712 R_FillColors(color4f, 8, cr, cg, cb, ca);
9713 if (r_refdef.fogenabled)
9715 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9717 f1 = RSurf_FogVertex(v);
9719 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9720 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9721 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9724 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9725 R_Mesh_ResetTextureState();
9726 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9727 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9730 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9734 prvm_edict_t *edict;
9735 prvm_prog_t *prog_save = prog;
9737 // this function draws bounding boxes of server entities
9741 GL_CullFace(GL_NONE);
9742 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9746 for (i = 0;i < numsurfaces;i++)
9748 edict = PRVM_EDICT_NUM(surfacelist[i]);
9749 switch ((int)edict->fields.server->solid)
9751 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9752 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9753 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9754 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9755 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9756 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9758 color[3] *= r_showbboxes.value;
9759 color[3] = bound(0, color[3], 1);
9760 GL_DepthTest(!r_showdisabledepthtest.integer);
9761 GL_CullFace(r_refdef.view.cullface_front);
9762 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9768 static void R_DrawEntityBBoxes(void)
9771 prvm_edict_t *edict;
9773 prvm_prog_t *prog_save = prog;
9775 // this function draws bounding boxes of server entities
9781 for (i = 0;i < prog->num_edicts;i++)
9783 edict = PRVM_EDICT_NUM(i);
9784 if (edict->priv.server->free)
9786 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9787 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9789 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9791 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9792 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9798 static const int nomodelelement3i[24] =
9810 static const unsigned short nomodelelement3s[24] =
9822 static const float nomodelvertex3f[6*3] =
9832 static const float nomodelcolor4f[6*4] =
9834 0.0f, 0.0f, 0.5f, 1.0f,
9835 0.0f, 0.0f, 0.5f, 1.0f,
9836 0.0f, 0.5f, 0.0f, 1.0f,
9837 0.0f, 0.5f, 0.0f, 1.0f,
9838 0.5f, 0.0f, 0.0f, 1.0f,
9839 0.5f, 0.0f, 0.0f, 1.0f
9842 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9848 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);
9850 // this is only called once per entity so numsurfaces is always 1, and
9851 // surfacelist is always {0}, so this code does not handle batches
9853 if (rsurface.ent_flags & RENDER_ADDITIVE)
9855 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9856 GL_DepthMask(false);
9858 else if (rsurface.colormod[3] < 1)
9860 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9861 GL_DepthMask(false);
9865 GL_BlendFunc(GL_ONE, GL_ZERO);
9868 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9869 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9870 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9871 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9872 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9873 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9874 for (i = 0, c = color4f;i < 6;i++, c += 4)
9876 c[0] *= rsurface.colormod[0];
9877 c[1] *= rsurface.colormod[1];
9878 c[2] *= rsurface.colormod[2];
9879 c[3] *= rsurface.colormod[3];
9881 if (r_refdef.fogenabled)
9883 for (i = 0, c = color4f;i < 6;i++, c += 4)
9885 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9887 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9888 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9889 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9892 R_Mesh_ResetTextureState();
9893 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9894 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9897 void R_DrawNoModel(entity_render_t *ent)
9900 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9901 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9902 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9904 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9907 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9909 vec3_t right1, right2, diff, normal;
9911 VectorSubtract (org2, org1, normal);
9913 // calculate 'right' vector for start
9914 VectorSubtract (r_refdef.view.origin, org1, diff);
9915 CrossProduct (normal, diff, right1);
9916 VectorNormalize (right1);
9918 // calculate 'right' vector for end
9919 VectorSubtract (r_refdef.view.origin, org2, diff);
9920 CrossProduct (normal, diff, right2);
9921 VectorNormalize (right2);
9923 vert[ 0] = org1[0] + width * right1[0];
9924 vert[ 1] = org1[1] + width * right1[1];
9925 vert[ 2] = org1[2] + width * right1[2];
9926 vert[ 3] = org1[0] - width * right1[0];
9927 vert[ 4] = org1[1] - width * right1[1];
9928 vert[ 5] = org1[2] - width * right1[2];
9929 vert[ 6] = org2[0] - width * right2[0];
9930 vert[ 7] = org2[1] - width * right2[1];
9931 vert[ 8] = org2[2] - width * right2[2];
9932 vert[ 9] = org2[0] + width * right2[0];
9933 vert[10] = org2[1] + width * right2[1];
9934 vert[11] = org2[2] + width * right2[2];
9937 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)
9939 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9940 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9941 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9942 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9943 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9944 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9945 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9946 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9947 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9948 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9949 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9950 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9953 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9958 VectorSet(v, x, y, z);
9959 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9960 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9962 if (i == mesh->numvertices)
9964 if (mesh->numvertices < mesh->maxvertices)
9966 VectorCopy(v, vertex3f);
9967 mesh->numvertices++;
9969 return mesh->numvertices;
9975 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9979 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9980 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9981 e = mesh->element3i + mesh->numtriangles * 3;
9982 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9984 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9985 if (mesh->numtriangles < mesh->maxtriangles)
9990 mesh->numtriangles++;
9992 element[1] = element[2];
9996 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10000 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10001 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10002 e = mesh->element3i + mesh->numtriangles * 3;
10003 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10005 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10006 if (mesh->numtriangles < mesh->maxtriangles)
10011 mesh->numtriangles++;
10013 element[1] = element[2];
10017 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10018 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10020 int planenum, planenum2;
10023 mplane_t *plane, *plane2;
10025 double temppoints[2][256*3];
10026 // figure out how large a bounding box we need to properly compute this brush
10028 for (w = 0;w < numplanes;w++)
10029 maxdist = max(maxdist, fabs(planes[w].dist));
10030 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10031 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10032 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10036 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10037 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10039 if (planenum2 == planenum)
10041 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);
10044 if (tempnumpoints < 3)
10046 // generate elements forming a triangle fan for this polygon
10047 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10051 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)
10053 texturelayer_t *layer;
10054 layer = t->currentlayers + t->currentnumlayers++;
10055 layer->type = type;
10056 layer->depthmask = depthmask;
10057 layer->blendfunc1 = blendfunc1;
10058 layer->blendfunc2 = blendfunc2;
10059 layer->texture = texture;
10060 layer->texmatrix = *matrix;
10061 layer->color[0] = r;
10062 layer->color[1] = g;
10063 layer->color[2] = b;
10064 layer->color[3] = a;
10067 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10069 if(parms[0] == 0 && parms[1] == 0)
10071 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10072 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10077 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10080 index = parms[2] + r_refdef.scene.time * parms[3];
10081 index -= floor(index);
10082 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10085 case Q3WAVEFUNC_NONE:
10086 case Q3WAVEFUNC_NOISE:
10087 case Q3WAVEFUNC_COUNT:
10090 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10091 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10092 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10093 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10094 case Q3WAVEFUNC_TRIANGLE:
10096 f = index - floor(index);
10099 else if (index < 2)
10101 else if (index < 3)
10107 f = parms[0] + parms[1] * f;
10108 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10109 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10113 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10118 matrix4x4_t matrix, temp;
10119 switch(tcmod->tcmod)
10121 case Q3TCMOD_COUNT:
10123 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10124 matrix = r_waterscrollmatrix;
10126 matrix = identitymatrix;
10128 case Q3TCMOD_ENTITYTRANSLATE:
10129 // this is used in Q3 to allow the gamecode to control texcoord
10130 // scrolling on the entity, which is not supported in darkplaces yet.
10131 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10133 case Q3TCMOD_ROTATE:
10134 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10135 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10136 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10138 case Q3TCMOD_SCALE:
10139 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10141 case Q3TCMOD_SCROLL:
10142 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10144 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10145 w = (int) tcmod->parms[0];
10146 h = (int) tcmod->parms[1];
10147 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10149 idx = (int) floor(f * w * h);
10150 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10152 case Q3TCMOD_STRETCH:
10153 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10154 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10156 case Q3TCMOD_TRANSFORM:
10157 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10158 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10159 VectorSet(tcmat + 6, 0 , 0 , 1);
10160 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10161 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10163 case Q3TCMOD_TURBULENT:
10164 // this is handled in the RSurf_PrepareVertices function
10165 matrix = identitymatrix;
10169 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10172 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10174 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10175 char name[MAX_QPATH];
10176 skinframe_t *skinframe;
10177 unsigned char pixels[296*194];
10178 strlcpy(cache->name, skinname, sizeof(cache->name));
10179 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10180 if (developer_loading.integer)
10181 Con_Printf("loading %s\n", name);
10182 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10183 if (!skinframe || !skinframe->base)
10186 fs_offset_t filesize;
10188 f = FS_LoadFile(name, tempmempool, true, &filesize);
10191 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10192 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10196 cache->skinframe = skinframe;
10199 texture_t *R_GetCurrentTexture(texture_t *t)
10202 const entity_render_t *ent = rsurface.entity;
10203 dp_model_t *model = ent->model;
10204 q3shaderinfo_layer_tcmod_t *tcmod;
10206 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10207 return t->currentframe;
10208 t->update_lastrenderframe = r_textureframe;
10209 t->update_lastrenderentity = (void *)ent;
10211 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10212 t->camera_entity = ent->entitynumber;
10214 t->camera_entity = 0;
10216 // switch to an alternate material if this is a q1bsp animated material
10218 texture_t *texture = t;
10219 int s = rsurface.ent_skinnum;
10220 if ((unsigned int)s >= (unsigned int)model->numskins)
10222 if (model->skinscenes)
10224 if (model->skinscenes[s].framecount > 1)
10225 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10227 s = model->skinscenes[s].firstframe;
10230 t = t + s * model->num_surfaces;
10233 // use an alternate animation if the entity's frame is not 0,
10234 // and only if the texture has an alternate animation
10235 if (rsurface.ent_alttextures && t->anim_total[1])
10236 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10238 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10240 texture->currentframe = t;
10243 // update currentskinframe to be a qw skin or animation frame
10244 if (rsurface.ent_qwskin >= 0)
10246 i = rsurface.ent_qwskin;
10247 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10249 r_qwskincache_size = cl.maxclients;
10251 Mem_Free(r_qwskincache);
10252 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10254 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10255 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10256 t->currentskinframe = r_qwskincache[i].skinframe;
10257 if (t->currentskinframe == NULL)
10258 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10260 else if (t->numskinframes >= 2)
10261 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10262 if (t->backgroundnumskinframes >= 2)
10263 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10265 t->currentmaterialflags = t->basematerialflags;
10266 t->currentalpha = rsurface.colormod[3];
10267 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10268 t->currentalpha *= r_wateralpha.value;
10269 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10270 t->currentalpha *= t->r_water_wateralpha;
10271 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10272 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10273 if (!(rsurface.ent_flags & RENDER_LIGHT))
10274 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10275 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10277 // pick a model lighting mode
10278 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10279 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10281 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10283 if (rsurface.ent_flags & RENDER_ADDITIVE)
10284 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10285 else if (t->currentalpha < 1)
10286 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10287 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10288 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10289 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10290 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10291 if (t->backgroundnumskinframes)
10292 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10293 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10295 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10296 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10299 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10300 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10301 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10303 // there is no tcmod
10304 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10306 t->currenttexmatrix = r_waterscrollmatrix;
10307 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10309 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10311 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10312 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10315 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10316 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10317 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10318 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10320 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10321 if (t->currentskinframe->qpixels)
10322 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10323 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10324 if (!t->basetexture)
10325 t->basetexture = r_texture_notexture;
10326 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10327 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10328 t->nmaptexture = t->currentskinframe->nmap;
10329 if (!t->nmaptexture)
10330 t->nmaptexture = r_texture_blanknormalmap;
10331 t->glosstexture = r_texture_black;
10332 t->glowtexture = t->currentskinframe->glow;
10333 t->fogtexture = t->currentskinframe->fog;
10334 t->reflectmasktexture = t->currentskinframe->reflect;
10335 if (t->backgroundnumskinframes)
10337 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10338 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10339 t->backgroundglosstexture = r_texture_black;
10340 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10341 if (!t->backgroundnmaptexture)
10342 t->backgroundnmaptexture = r_texture_blanknormalmap;
10346 t->backgroundbasetexture = r_texture_white;
10347 t->backgroundnmaptexture = r_texture_blanknormalmap;
10348 t->backgroundglosstexture = r_texture_black;
10349 t->backgroundglowtexture = NULL;
10351 t->specularpower = r_shadow_glossexponent.value;
10352 // TODO: store reference values for these in the texture?
10353 t->specularscale = 0;
10354 if (r_shadow_gloss.integer > 0)
10356 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10358 if (r_shadow_glossintensity.value > 0)
10360 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10361 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10362 t->specularscale = r_shadow_glossintensity.value;
10365 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10367 t->glosstexture = r_texture_white;
10368 t->backgroundglosstexture = r_texture_white;
10369 t->specularscale = r_shadow_gloss2intensity.value;
10370 t->specularpower = r_shadow_gloss2exponent.value;
10373 t->specularscale *= t->specularscalemod;
10374 t->specularpower *= t->specularpowermod;
10376 // lightmaps mode looks bad with dlights using actual texturing, so turn
10377 // off the colormap and glossmap, but leave the normalmap on as it still
10378 // accurately represents the shading involved
10379 if (gl_lightmaps.integer)
10381 t->basetexture = r_texture_grey128;
10382 t->pantstexture = r_texture_black;
10383 t->shirttexture = r_texture_black;
10384 t->nmaptexture = r_texture_blanknormalmap;
10385 t->glosstexture = r_texture_black;
10386 t->glowtexture = NULL;
10387 t->fogtexture = NULL;
10388 t->reflectmasktexture = NULL;
10389 t->backgroundbasetexture = NULL;
10390 t->backgroundnmaptexture = r_texture_blanknormalmap;
10391 t->backgroundglosstexture = r_texture_black;
10392 t->backgroundglowtexture = NULL;
10393 t->specularscale = 0;
10394 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10397 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10398 VectorClear(t->dlightcolor);
10399 t->currentnumlayers = 0;
10400 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10402 int blendfunc1, blendfunc2;
10403 qboolean depthmask;
10404 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10406 blendfunc1 = GL_SRC_ALPHA;
10407 blendfunc2 = GL_ONE;
10409 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10411 blendfunc1 = GL_SRC_ALPHA;
10412 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10414 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10416 blendfunc1 = t->customblendfunc[0];
10417 blendfunc2 = t->customblendfunc[1];
10421 blendfunc1 = GL_ONE;
10422 blendfunc2 = GL_ZERO;
10424 // don't colormod evilblend textures
10425 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10426 VectorSet(t->lightmapcolor, 1, 1, 1);
10427 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10428 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10430 // fullbright is not affected by r_refdef.lightmapintensity
10431 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]);
10432 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10433 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]);
10434 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10435 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]);
10439 vec3_t ambientcolor;
10441 // set the color tint used for lights affecting this surface
10442 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10444 // q3bsp has no lightmap updates, so the lightstylevalue that
10445 // would normally be baked into the lightmap must be
10446 // applied to the color
10447 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10448 if (model->type == mod_brushq3)
10449 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10450 colorscale *= r_refdef.lightmapintensity;
10451 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10452 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10453 // basic lit geometry
10454 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]);
10455 // add pants/shirt if needed
10456 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10457 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]);
10458 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10459 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]);
10460 // now add ambient passes if needed
10461 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10463 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]);
10464 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10465 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]);
10466 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10467 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]);
10470 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10471 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]);
10472 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10474 // if this is opaque use alpha blend which will darken the earlier
10477 // if this is an alpha blended material, all the earlier passes
10478 // were darkened by fog already, so we only need to add the fog
10479 // color ontop through the fog mask texture
10481 // if this is an additive blended material, all the earlier passes
10482 // were darkened by fog already, and we should not add fog color
10483 // (because the background was not darkened, there is no fog color
10484 // that was lost behind it).
10485 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]);
10489 return t->currentframe;
10492 rsurfacestate_t rsurface;
10494 void R_Mesh_ResizeArrays(int newvertices)
10496 unsigned char *base;
10498 if (rsurface.array_size >= newvertices)
10500 if (rsurface.array_base)
10501 Mem_Free(rsurface.array_base);
10502 rsurface.array_size = (newvertices + 1023) & ~1023;
10504 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10505 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10506 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10507 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10508 size += rsurface.array_size * sizeof(float[3]);
10509 size += rsurface.array_size * sizeof(float[3]);
10510 size += rsurface.array_size * sizeof(float[3]);
10511 size += rsurface.array_size * sizeof(float[3]);
10512 size += rsurface.array_size * sizeof(float[3]);
10513 size += rsurface.array_size * sizeof(float[3]);
10514 size += rsurface.array_size * sizeof(float[3]);
10515 size += rsurface.array_size * sizeof(float[3]);
10516 size += rsurface.array_size * sizeof(float[4]);
10517 size += rsurface.array_size * sizeof(float[2]);
10518 size += rsurface.array_size * sizeof(float[2]);
10519 size += rsurface.array_size * sizeof(float[4]);
10520 size += rsurface.array_size * sizeof(int[3]);
10521 size += rsurface.array_size * sizeof(unsigned short[3]);
10522 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10523 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10524 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10525 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10526 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10527 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10528 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10529 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10530 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10531 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10532 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10533 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10534 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10535 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10536 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10537 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10538 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10539 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10540 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10543 void RSurf_ActiveWorldEntity(void)
10545 dp_model_t *model = r_refdef.scene.worldmodel;
10546 //if (rsurface.entity == r_refdef.scene.worldentity)
10548 rsurface.entity = r_refdef.scene.worldentity;
10549 rsurface.skeleton = NULL;
10550 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10551 rsurface.ent_skinnum = 0;
10552 rsurface.ent_qwskin = -1;
10553 rsurface.ent_shadertime = 0;
10554 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10555 if (rsurface.array_size < model->surfmesh.num_vertices)
10556 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10557 rsurface.matrix = identitymatrix;
10558 rsurface.inversematrix = identitymatrix;
10559 rsurface.matrixscale = 1;
10560 rsurface.inversematrixscale = 1;
10561 R_EntityMatrix(&identitymatrix);
10562 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10563 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10564 rsurface.fograngerecip = r_refdef.fograngerecip;
10565 rsurface.fogheightfade = r_refdef.fogheightfade;
10566 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10567 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10568 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10569 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10570 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10571 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10572 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10573 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10574 rsurface.colormod[3] = 1;
10575 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);
10576 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10577 rsurface.frameblend[0].lerp = 1;
10578 rsurface.ent_alttextures = false;
10579 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10580 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10581 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10582 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10583 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10584 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10585 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10586 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10587 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10588 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10589 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10590 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10591 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10592 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10593 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10594 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10595 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10596 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10597 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10598 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10599 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10600 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10601 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10602 rsurface.modelelement3i = model->surfmesh.data_element3i;
10603 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10604 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10605 rsurface.modelelement3s = model->surfmesh.data_element3s;
10606 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10607 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10608 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10609 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10610 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10611 rsurface.modelsurfaces = model->data_surfaces;
10612 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10613 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10614 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10615 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10616 rsurface.modelgeneratedvertex = false;
10617 rsurface.batchgeneratedvertex = false;
10618 rsurface.batchfirstvertex = 0;
10619 rsurface.batchnumvertices = 0;
10620 rsurface.batchfirsttriangle = 0;
10621 rsurface.batchnumtriangles = 0;
10622 rsurface.batchvertex3f = NULL;
10623 rsurface.batchvertex3f_vertexbuffer = NULL;
10624 rsurface.batchvertex3f_bufferoffset = 0;
10625 rsurface.batchsvector3f = NULL;
10626 rsurface.batchsvector3f_vertexbuffer = NULL;
10627 rsurface.batchsvector3f_bufferoffset = 0;
10628 rsurface.batchtvector3f = NULL;
10629 rsurface.batchtvector3f_vertexbuffer = NULL;
10630 rsurface.batchtvector3f_bufferoffset = 0;
10631 rsurface.batchnormal3f = NULL;
10632 rsurface.batchnormal3f_vertexbuffer = NULL;
10633 rsurface.batchnormal3f_bufferoffset = 0;
10634 rsurface.batchlightmapcolor4f = NULL;
10635 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10636 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10637 rsurface.batchtexcoordtexture2f = NULL;
10638 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10639 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10640 rsurface.batchtexcoordlightmap2f = NULL;
10641 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10642 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10643 rsurface.batchvertexmesh = NULL;
10644 rsurface.batchvertexmeshbuffer = NULL;
10645 rsurface.batchvertexposition = NULL;
10646 rsurface.batchvertexpositionbuffer = NULL;
10647 rsurface.batchelement3i = NULL;
10648 rsurface.batchelement3i_indexbuffer = NULL;
10649 rsurface.batchelement3i_bufferoffset = 0;
10650 rsurface.batchelement3s = NULL;
10651 rsurface.batchelement3s_indexbuffer = NULL;
10652 rsurface.batchelement3s_bufferoffset = 0;
10653 rsurface.passcolor4f = NULL;
10654 rsurface.passcolor4f_vertexbuffer = NULL;
10655 rsurface.passcolor4f_bufferoffset = 0;
10658 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10660 dp_model_t *model = ent->model;
10661 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10663 rsurface.entity = (entity_render_t *)ent;
10664 rsurface.skeleton = ent->skeleton;
10665 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10666 rsurface.ent_skinnum = ent->skinnum;
10667 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;
10668 rsurface.ent_shadertime = ent->shadertime;
10669 rsurface.ent_flags = ent->flags;
10670 if (rsurface.array_size < model->surfmesh.num_vertices)
10671 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10672 rsurface.matrix = ent->matrix;
10673 rsurface.inversematrix = ent->inversematrix;
10674 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10675 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10676 R_EntityMatrix(&rsurface.matrix);
10677 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10678 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10679 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10680 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10681 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10682 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10683 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10684 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10685 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10686 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10687 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10688 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10689 rsurface.colormod[3] = ent->alpha;
10690 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10691 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10692 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10693 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10694 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10695 if (ent->model->brush.submodel && !prepass)
10697 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10698 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10700 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10702 if (ent->animcache_vertex3f && !r_framedata_failed)
10704 rsurface.modelvertex3f = ent->animcache_vertex3f;
10705 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10706 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10707 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10708 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10709 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10710 rsurface.modelvertexposition = ent->animcache_vertexposition;
10711 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10713 else if (wanttangents)
10715 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10716 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10717 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10718 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10719 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10720 rsurface.modelvertexmesh = NULL;
10721 rsurface.modelvertexmeshbuffer = NULL;
10722 rsurface.modelvertexposition = NULL;
10723 rsurface.modelvertexpositionbuffer = NULL;
10725 else if (wantnormals)
10727 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10728 rsurface.modelsvector3f = NULL;
10729 rsurface.modeltvector3f = NULL;
10730 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10731 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10732 rsurface.modelvertexmesh = NULL;
10733 rsurface.modelvertexmeshbuffer = NULL;
10734 rsurface.modelvertexposition = NULL;
10735 rsurface.modelvertexpositionbuffer = NULL;
10739 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10740 rsurface.modelsvector3f = NULL;
10741 rsurface.modeltvector3f = NULL;
10742 rsurface.modelnormal3f = NULL;
10743 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10744 rsurface.modelvertexmesh = NULL;
10745 rsurface.modelvertexmeshbuffer = NULL;
10746 rsurface.modelvertexposition = NULL;
10747 rsurface.modelvertexpositionbuffer = NULL;
10749 rsurface.modelvertex3f_vertexbuffer = 0;
10750 rsurface.modelvertex3f_bufferoffset = 0;
10751 rsurface.modelsvector3f_vertexbuffer = 0;
10752 rsurface.modelsvector3f_bufferoffset = 0;
10753 rsurface.modeltvector3f_vertexbuffer = 0;
10754 rsurface.modeltvector3f_bufferoffset = 0;
10755 rsurface.modelnormal3f_vertexbuffer = 0;
10756 rsurface.modelnormal3f_bufferoffset = 0;
10757 rsurface.modelgeneratedvertex = true;
10761 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10762 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10763 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10764 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10765 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10766 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10767 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10768 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10769 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10770 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10771 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10772 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10773 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10774 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10775 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10776 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10777 rsurface.modelgeneratedvertex = false;
10779 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10780 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10781 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10782 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10783 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10784 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10785 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10786 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10787 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10788 rsurface.modelelement3i = model->surfmesh.data_element3i;
10789 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10790 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10791 rsurface.modelelement3s = model->surfmesh.data_element3s;
10792 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10793 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10794 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10795 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10796 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10797 rsurface.modelsurfaces = model->data_surfaces;
10798 rsurface.batchgeneratedvertex = false;
10799 rsurface.batchfirstvertex = 0;
10800 rsurface.batchnumvertices = 0;
10801 rsurface.batchfirsttriangle = 0;
10802 rsurface.batchnumtriangles = 0;
10803 rsurface.batchvertex3f = NULL;
10804 rsurface.batchvertex3f_vertexbuffer = NULL;
10805 rsurface.batchvertex3f_bufferoffset = 0;
10806 rsurface.batchsvector3f = NULL;
10807 rsurface.batchsvector3f_vertexbuffer = NULL;
10808 rsurface.batchsvector3f_bufferoffset = 0;
10809 rsurface.batchtvector3f = NULL;
10810 rsurface.batchtvector3f_vertexbuffer = NULL;
10811 rsurface.batchtvector3f_bufferoffset = 0;
10812 rsurface.batchnormal3f = NULL;
10813 rsurface.batchnormal3f_vertexbuffer = NULL;
10814 rsurface.batchnormal3f_bufferoffset = 0;
10815 rsurface.batchlightmapcolor4f = NULL;
10816 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10817 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10818 rsurface.batchtexcoordtexture2f = NULL;
10819 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10820 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10821 rsurface.batchtexcoordlightmap2f = NULL;
10822 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10823 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10824 rsurface.batchvertexmesh = NULL;
10825 rsurface.batchvertexmeshbuffer = NULL;
10826 rsurface.batchvertexposition = NULL;
10827 rsurface.batchvertexpositionbuffer = NULL;
10828 rsurface.batchelement3i = NULL;
10829 rsurface.batchelement3i_indexbuffer = NULL;
10830 rsurface.batchelement3i_bufferoffset = 0;
10831 rsurface.batchelement3s = NULL;
10832 rsurface.batchelement3s_indexbuffer = NULL;
10833 rsurface.batchelement3s_bufferoffset = 0;
10834 rsurface.passcolor4f = NULL;
10835 rsurface.passcolor4f_vertexbuffer = NULL;
10836 rsurface.passcolor4f_bufferoffset = 0;
10839 void RSurf_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)
10843 rsurface.entity = r_refdef.scene.worldentity;
10844 rsurface.skeleton = NULL;
10845 rsurface.ent_skinnum = 0;
10846 rsurface.ent_qwskin = -1;
10847 rsurface.ent_shadertime = shadertime;
10848 rsurface.ent_flags = entflags;
10849 rsurface.modelnumvertices = numvertices;
10850 rsurface.modelnumtriangles = numtriangles;
10851 if (rsurface.array_size < rsurface.modelnumvertices)
10852 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10853 rsurface.matrix = *matrix;
10854 rsurface.inversematrix = *inversematrix;
10855 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10856 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10857 R_EntityMatrix(&rsurface.matrix);
10858 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10859 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10860 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10861 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10862 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10863 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10864 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10865 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10866 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10867 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10868 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10869 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10870 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);
10871 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10872 rsurface.frameblend[0].lerp = 1;
10873 rsurface.ent_alttextures = false;
10874 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10875 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10878 rsurface.modelvertex3f = vertex3f;
10879 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10880 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10881 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10883 else if (wantnormals)
10885 rsurface.modelvertex3f = vertex3f;
10886 rsurface.modelsvector3f = NULL;
10887 rsurface.modeltvector3f = NULL;
10888 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10892 rsurface.modelvertex3f = vertex3f;
10893 rsurface.modelsvector3f = NULL;
10894 rsurface.modeltvector3f = NULL;
10895 rsurface.modelnormal3f = NULL;
10897 rsurface.modelvertexmesh = NULL;
10898 rsurface.modelvertexmeshbuffer = NULL;
10899 rsurface.modelvertexposition = NULL;
10900 rsurface.modelvertexpositionbuffer = NULL;
10901 rsurface.modelvertex3f_vertexbuffer = 0;
10902 rsurface.modelvertex3f_bufferoffset = 0;
10903 rsurface.modelsvector3f_vertexbuffer = 0;
10904 rsurface.modelsvector3f_bufferoffset = 0;
10905 rsurface.modeltvector3f_vertexbuffer = 0;
10906 rsurface.modeltvector3f_bufferoffset = 0;
10907 rsurface.modelnormal3f_vertexbuffer = 0;
10908 rsurface.modelnormal3f_bufferoffset = 0;
10909 rsurface.modelgeneratedvertex = true;
10910 rsurface.modellightmapcolor4f = color4f;
10911 rsurface.modellightmapcolor4f_vertexbuffer = 0;
10912 rsurface.modellightmapcolor4f_bufferoffset = 0;
10913 rsurface.modeltexcoordtexture2f = texcoord2f;
10914 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10915 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10916 rsurface.modeltexcoordlightmap2f = NULL;
10917 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10918 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10919 rsurface.modelelement3i = element3i;
10920 rsurface.modelelement3i_indexbuffer = NULL;
10921 rsurface.modelelement3i_bufferoffset = 0;
10922 rsurface.modelelement3s = element3s;
10923 rsurface.modelelement3s_indexbuffer = NULL;
10924 rsurface.modelelement3s_bufferoffset = 0;
10925 rsurface.modellightmapoffsets = NULL;
10926 rsurface.modelsurfaces = NULL;
10927 rsurface.batchgeneratedvertex = false;
10928 rsurface.batchfirstvertex = 0;
10929 rsurface.batchnumvertices = 0;
10930 rsurface.batchfirsttriangle = 0;
10931 rsurface.batchnumtriangles = 0;
10932 rsurface.batchvertex3f = NULL;
10933 rsurface.batchvertex3f_vertexbuffer = NULL;
10934 rsurface.batchvertex3f_bufferoffset = 0;
10935 rsurface.batchsvector3f = NULL;
10936 rsurface.batchsvector3f_vertexbuffer = NULL;
10937 rsurface.batchsvector3f_bufferoffset = 0;
10938 rsurface.batchtvector3f = NULL;
10939 rsurface.batchtvector3f_vertexbuffer = NULL;
10940 rsurface.batchtvector3f_bufferoffset = 0;
10941 rsurface.batchnormal3f = NULL;
10942 rsurface.batchnormal3f_vertexbuffer = NULL;
10943 rsurface.batchnormal3f_bufferoffset = 0;
10944 rsurface.batchlightmapcolor4f = NULL;
10945 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10946 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10947 rsurface.batchtexcoordtexture2f = NULL;
10948 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10949 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10950 rsurface.batchtexcoordlightmap2f = NULL;
10951 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10952 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10953 rsurface.batchvertexmesh = NULL;
10954 rsurface.batchvertexmeshbuffer = NULL;
10955 rsurface.batchvertexposition = NULL;
10956 rsurface.batchvertexpositionbuffer = NULL;
10957 rsurface.batchelement3i = NULL;
10958 rsurface.batchelement3i_indexbuffer = NULL;
10959 rsurface.batchelement3i_bufferoffset = 0;
10960 rsurface.batchelement3s = NULL;
10961 rsurface.batchelement3s_indexbuffer = NULL;
10962 rsurface.batchelement3s_bufferoffset = 0;
10963 rsurface.passcolor4f = NULL;
10964 rsurface.passcolor4f_vertexbuffer = NULL;
10965 rsurface.passcolor4f_bufferoffset = 0;
10967 if (rsurface.modelnumvertices && rsurface.modelelement3i)
10969 if ((wantnormals || wanttangents) && !normal3f)
10971 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10972 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10974 if (wanttangents && !svector3f)
10976 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10977 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10978 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10982 // now convert arrays into vertexmesh structs
10983 for (i = 0;i < numvertices;i++)
10985 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10986 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10987 if (rsurface.modelsvector3f)
10988 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10989 if (rsurface.modeltvector3f)
10990 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10991 if (rsurface.modelnormal3f)
10992 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10993 if (rsurface.modellightmapcolor4f)
10994 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10995 if (rsurface.modeltexcoordtexture2f)
10996 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10997 if (rsurface.modeltexcoordlightmap2f)
10998 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11002 float RSurf_FogPoint(const float *v)
11004 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11005 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11006 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11007 float FogHeightFade = r_refdef.fogheightfade;
11009 unsigned int fogmasktableindex;
11010 if (r_refdef.fogplaneviewabove)
11011 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11013 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11014 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11015 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11018 float RSurf_FogVertex(const float *v)
11020 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11021 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11022 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11023 float FogHeightFade = rsurface.fogheightfade;
11025 unsigned int fogmasktableindex;
11026 if (r_refdef.fogplaneviewabove)
11027 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11029 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11030 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11031 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11034 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11037 for (i = 0;i < numelements;i++)
11038 outelement3i[i] = inelement3i[i] + adjust;
11041 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11042 extern cvar_t gl_vbo;
11043 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11051 int surfacefirsttriangle;
11052 int surfacenumtriangles;
11053 int surfacefirstvertex;
11054 int surfaceendvertex;
11055 int surfacenumvertices;
11059 qboolean dynamicvertex;
11063 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11064 float waveparms[4];
11065 q3shaderinfo_deform_t *deform;
11066 const msurface_t *surface, *firstsurface;
11067 r_vertexposition_t *vertexposition;
11068 r_vertexmesh_t *vertexmesh;
11069 if (!texturenumsurfaces)
11071 // find vertex range of this surface batch
11073 firstsurface = texturesurfacelist[0];
11074 firsttriangle = firstsurface->num_firsttriangle;
11076 firstvertex = endvertex = firstsurface->num_firstvertex;
11077 for (i = 0;i < texturenumsurfaces;i++)
11079 surface = texturesurfacelist[i];
11080 if (surface != firstsurface + i)
11082 surfacefirstvertex = surface->num_firstvertex;
11083 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11084 surfacenumtriangles = surface->num_triangles;
11085 if (firstvertex > surfacefirstvertex)
11086 firstvertex = surfacefirstvertex;
11087 if (endvertex < surfaceendvertex)
11088 endvertex = surfaceendvertex;
11089 numtriangles += surfacenumtriangles;
11094 // we now know the vertex range used, and if there are any gaps in it
11095 rsurface.batchfirstvertex = firstvertex;
11096 rsurface.batchnumvertices = endvertex - firstvertex;
11097 rsurface.batchfirsttriangle = firsttriangle;
11098 rsurface.batchnumtriangles = numtriangles;
11100 // this variable holds flags for which properties have been updated that
11101 // may require regenerating vertexmesh or vertexposition arrays...
11104 // check if any dynamic vertex processing must occur
11105 dynamicvertex = false;
11107 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11108 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11109 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11111 switch (deform->deform)
11114 case Q3DEFORM_PROJECTIONSHADOW:
11115 case Q3DEFORM_TEXT0:
11116 case Q3DEFORM_TEXT1:
11117 case Q3DEFORM_TEXT2:
11118 case Q3DEFORM_TEXT3:
11119 case Q3DEFORM_TEXT4:
11120 case Q3DEFORM_TEXT5:
11121 case Q3DEFORM_TEXT6:
11122 case Q3DEFORM_TEXT7:
11123 case Q3DEFORM_NONE:
11125 case Q3DEFORM_AUTOSPRITE:
11126 dynamicvertex = true;
11127 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11128 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11130 case Q3DEFORM_AUTOSPRITE2:
11131 dynamicvertex = true;
11132 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11133 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11135 case Q3DEFORM_NORMAL:
11136 dynamicvertex = true;
11137 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11138 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11140 case Q3DEFORM_WAVE:
11141 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11142 break; // if wavefunc is a nop, ignore this transform
11143 dynamicvertex = true;
11144 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11145 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11147 case Q3DEFORM_BULGE:
11148 dynamicvertex = true;
11149 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11150 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11152 case Q3DEFORM_MOVE:
11153 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11154 break; // if wavefunc is a nop, ignore this transform
11155 dynamicvertex = true;
11156 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11157 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11161 switch(rsurface.texture->tcgen.tcgen)
11164 case Q3TCGEN_TEXTURE:
11166 case Q3TCGEN_LIGHTMAP:
11167 dynamicvertex = true;
11168 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11169 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11171 case Q3TCGEN_VECTOR:
11172 dynamicvertex = true;
11173 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11174 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11176 case Q3TCGEN_ENVIRONMENT:
11177 dynamicvertex = true;
11178 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11179 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11182 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11184 dynamicvertex = true;
11185 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11186 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11189 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11191 dynamicvertex = true;
11192 batchneed |= BATCHNEED_NOGAPS;
11193 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11196 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11198 dynamicvertex = true;
11199 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11200 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11203 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11205 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11206 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11207 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11208 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11209 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11210 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11211 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11214 // when the model data has no vertex buffer (dynamic mesh), we need to
11216 if (!rsurface.modelvertexmeshbuffer)
11217 batchneed |= BATCHNEED_NOGAPS;
11219 // if needsupdate, we have to do a dynamic vertex batch for sure
11220 if (needsupdate & batchneed)
11221 dynamicvertex = true;
11223 // see if we need to build vertexmesh from arrays
11224 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11225 dynamicvertex = true;
11227 // see if we need to build vertexposition from arrays
11228 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11229 dynamicvertex = true;
11231 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11232 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11233 dynamicvertex = true;
11235 // if there is a chance of animated vertex colors, it's a dynamic batch
11236 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11237 dynamicvertex = true;
11239 rsurface.batchvertex3f = rsurface.modelvertex3f;
11240 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11241 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11242 rsurface.batchsvector3f = rsurface.modelsvector3f;
11243 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11244 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11245 rsurface.batchtvector3f = rsurface.modeltvector3f;
11246 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11247 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11248 rsurface.batchnormal3f = rsurface.modelnormal3f;
11249 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11250 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11251 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11252 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11253 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11254 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11255 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11256 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11257 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11258 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11259 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11260 rsurface.batchvertexposition = rsurface.modelvertexposition;
11261 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11262 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11263 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11264 rsurface.batchelement3i = rsurface.modelelement3i;
11265 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11266 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11267 rsurface.batchelement3s = rsurface.modelelement3s;
11268 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11269 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11271 // if any dynamic vertex processing has to occur in software, we copy the
11272 // entire surface list together before processing to rebase the vertices
11273 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11275 // if any gaps exist and we do not have a static vertex buffer, we have to
11276 // copy the surface list together to avoid wasting upload bandwidth on the
11277 // vertices in the gaps.
11279 // if gaps exist and we have a static vertex buffer, we still have to
11280 // combine the index buffer ranges into one dynamic index buffer.
11282 // in all cases we end up with data that can be drawn in one call.
11284 if (!dynamicvertex)
11286 // static vertex data, just set pointers...
11287 rsurface.batchgeneratedvertex = false;
11288 // if there are gaps, we want to build a combined index buffer,
11289 // otherwise use the original static buffer with an appropriate offset
11294 for (i = 0;i < texturenumsurfaces;i++)
11296 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11297 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11298 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11299 numtriangles += surfacenumtriangles;
11301 rsurface.batchelement3i = rsurface.array_batchelement3i;
11302 rsurface.batchelement3i_indexbuffer = NULL;
11303 rsurface.batchelement3i_bufferoffset = 0;
11304 rsurface.batchelement3s = NULL;
11305 rsurface.batchelement3s_indexbuffer = NULL;
11306 rsurface.batchelement3s_bufferoffset = 0;
11307 if (endvertex <= 65536)
11309 rsurface.batchelement3s = rsurface.array_batchelement3s;
11310 for (i = 0;i < numtriangles*3;i++)
11311 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11313 rsurface.batchfirsttriangle = firsttriangle;
11314 rsurface.batchnumtriangles = numtriangles;
11319 // something needs software processing, do it for real...
11320 // we only directly handle interleaved array data in this case...
11321 rsurface.batchgeneratedvertex = true;
11323 // now copy the vertex data into a combined array and make an index array
11324 // (this is what Quake3 does all the time)
11325 //if (gaps || rsurface.batchfirstvertex)
11327 rsurface.batchvertexposition = NULL;
11328 rsurface.batchvertexpositionbuffer = NULL;
11329 rsurface.batchvertexmesh = NULL;
11330 rsurface.batchvertexmeshbuffer = NULL;
11331 rsurface.batchvertex3f = NULL;
11332 rsurface.batchvertex3f_vertexbuffer = NULL;
11333 rsurface.batchvertex3f_bufferoffset = 0;
11334 rsurface.batchsvector3f = NULL;
11335 rsurface.batchsvector3f_vertexbuffer = NULL;
11336 rsurface.batchsvector3f_bufferoffset = 0;
11337 rsurface.batchtvector3f = NULL;
11338 rsurface.batchtvector3f_vertexbuffer = NULL;
11339 rsurface.batchtvector3f_bufferoffset = 0;
11340 rsurface.batchnormal3f = NULL;
11341 rsurface.batchnormal3f_vertexbuffer = NULL;
11342 rsurface.batchnormal3f_bufferoffset = 0;
11343 rsurface.batchlightmapcolor4f = NULL;
11344 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11345 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11346 rsurface.batchtexcoordtexture2f = NULL;
11347 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11348 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11349 rsurface.batchtexcoordlightmap2f = NULL;
11350 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11351 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11352 rsurface.batchelement3i = rsurface.array_batchelement3i;
11353 rsurface.batchelement3i_indexbuffer = NULL;
11354 rsurface.batchelement3i_bufferoffset = 0;
11355 rsurface.batchelement3s = NULL;
11356 rsurface.batchelement3s_indexbuffer = NULL;
11357 rsurface.batchelement3s_bufferoffset = 0;
11358 // we'll only be setting up certain arrays as needed
11359 if (batchneed & BATCHNEED_VERTEXPOSITION)
11360 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11361 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11362 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11363 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11364 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11365 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11366 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11367 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11369 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11370 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11372 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11373 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11374 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11375 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11376 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11377 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11380 for (i = 0;i < texturenumsurfaces;i++)
11382 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11383 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11384 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11385 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11386 // copy only the data requested
11387 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11388 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11389 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11390 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11391 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11393 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11394 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11395 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11396 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11397 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11399 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11400 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11402 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11403 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11404 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11405 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11406 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11407 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11409 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11410 numvertices += surfacenumvertices;
11411 numtriangles += surfacenumtriangles;
11414 // generate a 16bit index array as well if possible
11415 // (in general, dynamic batches fit)
11416 if (numvertices <= 65536)
11418 rsurface.batchelement3s = rsurface.array_batchelement3s;
11419 for (i = 0;i < numtriangles*3;i++)
11420 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11423 // since we've copied everything, the batch now starts at 0
11424 rsurface.batchfirstvertex = 0;
11425 rsurface.batchnumvertices = numvertices;
11426 rsurface.batchfirsttriangle = 0;
11427 rsurface.batchnumtriangles = numtriangles;
11430 // q1bsp surfaces rendered in vertex color mode have to have colors
11431 // calculated based on lightstyles
11432 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11434 // generate color arrays for the surfaces in this list
11438 const int *offsets;
11439 const unsigned char *lm;
11441 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11442 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11443 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11444 for (i = 0;i < texturenumsurfaces;i++)
11446 surface = texturesurfacelist[i];
11447 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11448 surfacenumvertices = surface->num_vertices;
11449 if (surface->lightmapinfo->samples)
11451 for (j = 0;j < surfacenumvertices;j++)
11453 lm = surface->lightmapinfo->samples + offsets[j];
11454 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11455 VectorScale(lm, scale, c);
11456 if (surface->lightmapinfo->styles[1] != 255)
11458 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11460 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11461 VectorMA(c, scale, lm, c);
11462 if (surface->lightmapinfo->styles[2] != 255)
11465 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11466 VectorMA(c, scale, lm, c);
11467 if (surface->lightmapinfo->styles[3] != 255)
11470 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11471 VectorMA(c, scale, lm, c);
11478 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11484 for (j = 0;j < surfacenumvertices;j++)
11486 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11493 // if vertices are deformed (sprite flares and things in maps, possibly
11494 // water waves, bulges and other deformations), modify the copied vertices
11496 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11498 switch (deform->deform)
11501 case Q3DEFORM_PROJECTIONSHADOW:
11502 case Q3DEFORM_TEXT0:
11503 case Q3DEFORM_TEXT1:
11504 case Q3DEFORM_TEXT2:
11505 case Q3DEFORM_TEXT3:
11506 case Q3DEFORM_TEXT4:
11507 case Q3DEFORM_TEXT5:
11508 case Q3DEFORM_TEXT6:
11509 case Q3DEFORM_TEXT7:
11510 case Q3DEFORM_NONE:
11512 case Q3DEFORM_AUTOSPRITE:
11513 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11514 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11515 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11516 VectorNormalize(newforward);
11517 VectorNormalize(newright);
11518 VectorNormalize(newup);
11519 // a single autosprite surface can contain multiple sprites...
11520 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11522 VectorClear(center);
11523 for (i = 0;i < 4;i++)
11524 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11525 VectorScale(center, 0.25f, center);
11526 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11527 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11528 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11529 for (i = 0;i < 4;i++)
11531 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11532 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11535 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11536 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11537 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11538 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11539 rsurface.batchvertex3f_vertexbuffer = NULL;
11540 rsurface.batchvertex3f_bufferoffset = 0;
11541 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11542 rsurface.batchsvector3f_vertexbuffer = NULL;
11543 rsurface.batchsvector3f_bufferoffset = 0;
11544 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11545 rsurface.batchtvector3f_vertexbuffer = NULL;
11546 rsurface.batchtvector3f_bufferoffset = 0;
11547 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11548 rsurface.batchnormal3f_vertexbuffer = NULL;
11549 rsurface.batchnormal3f_bufferoffset = 0;
11551 case Q3DEFORM_AUTOSPRITE2:
11552 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11553 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11554 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11555 VectorNormalize(newforward);
11556 VectorNormalize(newright);
11557 VectorNormalize(newup);
11559 const float *v1, *v2;
11569 memset(shortest, 0, sizeof(shortest));
11570 // a single autosprite surface can contain multiple sprites...
11571 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11573 VectorClear(center);
11574 for (i = 0;i < 4;i++)
11575 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11576 VectorScale(center, 0.25f, center);
11577 // find the two shortest edges, then use them to define the
11578 // axis vectors for rotating around the central axis
11579 for (i = 0;i < 6;i++)
11581 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11582 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11583 l = VectorDistance2(v1, v2);
11584 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11585 if (v1[2] != v2[2])
11586 l += (1.0f / 1024.0f);
11587 if (shortest[0].length2 > l || i == 0)
11589 shortest[1] = shortest[0];
11590 shortest[0].length2 = l;
11591 shortest[0].v1 = v1;
11592 shortest[0].v2 = v2;
11594 else if (shortest[1].length2 > l || i == 1)
11596 shortest[1].length2 = l;
11597 shortest[1].v1 = v1;
11598 shortest[1].v2 = v2;
11601 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11602 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11603 // this calculates the right vector from the shortest edge
11604 // and the up vector from the edge midpoints
11605 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11606 VectorNormalize(right);
11607 VectorSubtract(end, start, up);
11608 VectorNormalize(up);
11609 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11610 VectorSubtract(rsurface.localvieworigin, center, forward);
11611 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11612 VectorNegate(forward, forward);
11613 VectorReflect(forward, 0, up, forward);
11614 VectorNormalize(forward);
11615 CrossProduct(up, forward, newright);
11616 VectorNormalize(newright);
11617 // rotate the quad around the up axis vector, this is made
11618 // especially easy by the fact we know the quad is flat,
11619 // so we only have to subtract the center position and
11620 // measure distance along the right vector, and then
11621 // multiply that by the newright vector and add back the
11623 // we also need to subtract the old position to undo the
11624 // displacement from the center, which we do with a
11625 // DotProduct, the subtraction/addition of center is also
11626 // optimized into DotProducts here
11627 l = DotProduct(right, center);
11628 for (i = 0;i < 4;i++)
11630 v1 = rsurface.batchvertex3f + 3*(j+i);
11631 f = DotProduct(right, v1) - l;
11632 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11636 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11637 rsurface.batchvertex3f_vertexbuffer = NULL;
11638 rsurface.batchvertex3f_bufferoffset = 0;
11639 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11641 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11642 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11643 rsurface.batchnormal3f_vertexbuffer = NULL;
11644 rsurface.batchnormal3f_bufferoffset = 0;
11646 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11648 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11649 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11650 rsurface.batchsvector3f_vertexbuffer = NULL;
11651 rsurface.batchsvector3f_bufferoffset = 0;
11652 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11653 rsurface.batchtvector3f_vertexbuffer = NULL;
11654 rsurface.batchtvector3f_bufferoffset = 0;
11657 case Q3DEFORM_NORMAL:
11658 // deform the normals to make reflections wavey
11659 for (j = 0;j < rsurface.batchnumvertices;j++)
11662 float *normal = rsurface.array_batchnormal3f + 3*j;
11663 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11664 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11665 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11666 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11667 VectorNormalize(normal);
11669 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11670 rsurface.batchnormal3f_vertexbuffer = NULL;
11671 rsurface.batchnormal3f_bufferoffset = 0;
11672 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11674 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11675 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11676 rsurface.batchsvector3f_vertexbuffer = NULL;
11677 rsurface.batchsvector3f_bufferoffset = 0;
11678 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11679 rsurface.batchtvector3f_vertexbuffer = NULL;
11680 rsurface.batchtvector3f_bufferoffset = 0;
11683 case Q3DEFORM_WAVE:
11684 // deform vertex array to make wavey water and flags and such
11685 waveparms[0] = deform->waveparms[0];
11686 waveparms[1] = deform->waveparms[1];
11687 waveparms[2] = deform->waveparms[2];
11688 waveparms[3] = deform->waveparms[3];
11689 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11690 break; // if wavefunc is a nop, don't make a dynamic vertex array
11691 // this is how a divisor of vertex influence on deformation
11692 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11693 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11694 for (j = 0;j < rsurface.batchnumvertices;j++)
11696 // if the wavefunc depends on time, evaluate it per-vertex
11699 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11700 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11702 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11704 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11705 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11706 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11707 rsurface.batchvertex3f_vertexbuffer = NULL;
11708 rsurface.batchvertex3f_bufferoffset = 0;
11709 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11710 rsurface.batchnormal3f_vertexbuffer = NULL;
11711 rsurface.batchnormal3f_bufferoffset = 0;
11712 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11714 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11715 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11716 rsurface.batchsvector3f_vertexbuffer = NULL;
11717 rsurface.batchsvector3f_bufferoffset = 0;
11718 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11719 rsurface.batchtvector3f_vertexbuffer = NULL;
11720 rsurface.batchtvector3f_bufferoffset = 0;
11723 case Q3DEFORM_BULGE:
11724 // deform vertex array to make the surface have moving bulges
11725 for (j = 0;j < rsurface.batchnumvertices;j++)
11727 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11728 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11730 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11731 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11732 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11733 rsurface.batchvertex3f_vertexbuffer = NULL;
11734 rsurface.batchvertex3f_bufferoffset = 0;
11735 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11736 rsurface.batchnormal3f_vertexbuffer = NULL;
11737 rsurface.batchnormal3f_bufferoffset = 0;
11738 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11740 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11741 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11742 rsurface.batchsvector3f_vertexbuffer = NULL;
11743 rsurface.batchsvector3f_bufferoffset = 0;
11744 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11745 rsurface.batchtvector3f_vertexbuffer = NULL;
11746 rsurface.batchtvector3f_bufferoffset = 0;
11749 case Q3DEFORM_MOVE:
11750 // deform vertex array
11751 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11752 break; // if wavefunc is a nop, don't make a dynamic vertex array
11753 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11754 VectorScale(deform->parms, scale, waveparms);
11755 for (j = 0;j < rsurface.batchnumvertices;j++)
11756 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11757 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11758 rsurface.batchvertex3f_vertexbuffer = NULL;
11759 rsurface.batchvertex3f_bufferoffset = 0;
11764 // generate texcoords based on the chosen texcoord source
11765 switch(rsurface.texture->tcgen.tcgen)
11768 case Q3TCGEN_TEXTURE:
11770 case Q3TCGEN_LIGHTMAP:
11771 if (rsurface.batchtexcoordlightmap2f)
11772 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11773 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11774 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11775 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11777 case Q3TCGEN_VECTOR:
11778 for (j = 0;j < rsurface.batchnumvertices;j++)
11780 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11781 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11783 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11784 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11785 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11787 case Q3TCGEN_ENVIRONMENT:
11788 // make environment reflections using a spheremap
11789 for (j = 0;j < rsurface.batchnumvertices;j++)
11791 // identical to Q3A's method, but executed in worldspace so
11792 // carried models can be shiny too
11794 float viewer[3], d, reflected[3], worldreflected[3];
11796 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11797 // VectorNormalize(viewer);
11799 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11801 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11802 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11803 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11804 // note: this is proportinal to viewer, so we can normalize later
11806 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11807 VectorNormalize(worldreflected);
11809 // note: this sphere map only uses world x and z!
11810 // so positive and negative y will LOOK THE SAME.
11811 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11812 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11814 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11815 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11816 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11819 // the only tcmod that needs software vertex processing is turbulent, so
11820 // check for it here and apply the changes if needed
11821 // and we only support that as the first one
11822 // (handling a mixture of turbulent and other tcmods would be problematic
11823 // without punting it entirely to a software path)
11824 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11826 amplitude = rsurface.texture->tcmods[0].parms[1];
11827 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11828 for (j = 0;j < rsurface.batchnumvertices;j++)
11830 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11831 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11833 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11834 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11835 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11838 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11840 // convert the modified arrays to vertex structs
11841 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11842 rsurface.batchvertexmeshbuffer = NULL;
11843 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11844 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11845 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11846 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11847 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11848 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11849 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11851 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11853 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11854 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11857 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11858 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11859 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11860 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11861 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11862 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11863 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11864 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11865 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11868 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11870 // convert the modified arrays to vertex structs
11871 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11872 rsurface.batchvertexpositionbuffer = NULL;
11873 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11874 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11876 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11877 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11881 void RSurf_DrawBatch(void)
11883 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
11886 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11888 // pick the closest matching water plane
11889 int planeindex, vertexindex, bestplaneindex = -1;
11893 r_waterstate_waterplane_t *p;
11895 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11897 if(p->camera_entity != rsurface.texture->camera_entity)
11900 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11901 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11903 Matrix4x4_Transform(&rsurface.matrix, v, vert);
11904 d += fabs(PlaneDiff(vert, &p->plane));
11906 if (bestd > d || bestplaneindex < 0)
11909 bestplaneindex = planeindex;
11912 return bestplaneindex;
11915 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11918 for (i = 0;i < rsurface.batchnumvertices;i++)
11919 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11920 rsurface.passcolor4f = rsurface.array_passcolor4f;
11921 rsurface.passcolor4f_vertexbuffer = 0;
11922 rsurface.passcolor4f_bufferoffset = 0;
11925 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11932 if (rsurface.passcolor4f)
11934 // generate color arrays
11935 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11937 f = RSurf_FogVertex(v);
11946 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11948 f = RSurf_FogVertex(v);
11955 rsurface.passcolor4f = rsurface.array_passcolor4f;
11956 rsurface.passcolor4f_vertexbuffer = 0;
11957 rsurface.passcolor4f_bufferoffset = 0;
11960 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11967 if (!rsurface.passcolor4f)
11969 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11971 f = RSurf_FogVertex(v);
11972 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11973 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11974 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11977 rsurface.passcolor4f = rsurface.array_passcolor4f;
11978 rsurface.passcolor4f_vertexbuffer = 0;
11979 rsurface.passcolor4f_bufferoffset = 0;
11982 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11987 if (!rsurface.passcolor4f)
11989 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11996 rsurface.passcolor4f = rsurface.array_passcolor4f;
11997 rsurface.passcolor4f_vertexbuffer = 0;
11998 rsurface.passcolor4f_bufferoffset = 0;
12001 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12006 if (!rsurface.passcolor4f)
12008 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12010 c2[0] = c[0] + r_refdef.scene.ambient;
12011 c2[1] = c[1] + r_refdef.scene.ambient;
12012 c2[2] = c[2] + r_refdef.scene.ambient;
12015 rsurface.passcolor4f = rsurface.array_passcolor4f;
12016 rsurface.passcolor4f_vertexbuffer = 0;
12017 rsurface.passcolor4f_bufferoffset = 0;
12020 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12023 rsurface.passcolor4f = NULL;
12024 rsurface.passcolor4f_vertexbuffer = 0;
12025 rsurface.passcolor4f_bufferoffset = 0;
12026 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12027 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12028 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12029 GL_Color(r, g, b, a);
12030 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12034 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12036 // TODO: optimize applyfog && applycolor case
12037 // just apply fog if necessary, and tint the fog color array if necessary
12038 rsurface.passcolor4f = NULL;
12039 rsurface.passcolor4f_vertexbuffer = 0;
12040 rsurface.passcolor4f_bufferoffset = 0;
12041 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12042 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12043 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12044 GL_Color(r, g, b, a);
12048 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12051 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12052 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12053 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12054 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12055 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12056 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12057 GL_Color(r, g, b, a);
12061 static void RSurf_DrawBatch_GL11_ClampColor(void)
12066 if (!rsurface.passcolor4f)
12068 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12070 c2[0] = bound(0.0f, c1[0], 1.0f);
12071 c2[1] = bound(0.0f, c1[1], 1.0f);
12072 c2[2] = bound(0.0f, c1[2], 1.0f);
12073 c2[3] = bound(0.0f, c1[3], 1.0f);
12077 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12085 vec3_t ambientcolor;
12086 vec3_t diffusecolor;
12090 VectorCopy(rsurface.modellight_lightdir, lightdir);
12091 f = 0.5f * r_refdef.lightmapintensity;
12092 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12093 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12094 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12095 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12096 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12097 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12099 if (VectorLength2(diffusecolor) > 0)
12101 // q3-style directional shading
12102 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12104 if ((f = DotProduct(n, lightdir)) > 0)
12105 VectorMA(ambientcolor, f, diffusecolor, c);
12107 VectorCopy(ambientcolor, c);
12114 rsurface.passcolor4f = rsurface.array_passcolor4f;
12115 rsurface.passcolor4f_vertexbuffer = 0;
12116 rsurface.passcolor4f_bufferoffset = 0;
12117 *applycolor = false;
12121 *r = ambientcolor[0];
12122 *g = ambientcolor[1];
12123 *b = ambientcolor[2];
12124 rsurface.passcolor4f = NULL;
12125 rsurface.passcolor4f_vertexbuffer = 0;
12126 rsurface.passcolor4f_bufferoffset = 0;
12130 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12132 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12133 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12134 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12135 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12136 GL_Color(r, g, b, a);
12140 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12146 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12148 f = 1 - RSurf_FogVertex(v);
12156 void RSurf_SetupDepthAndCulling(void)
12158 // submodels are biased to avoid z-fighting with world surfaces that they
12159 // may be exactly overlapping (avoids z-fighting artifacts on certain
12160 // doors and things in Quake maps)
12161 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12162 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12163 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12164 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12167 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12169 // transparent sky would be ridiculous
12170 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12172 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12173 skyrenderlater = true;
12174 RSurf_SetupDepthAndCulling();
12175 GL_DepthMask(true);
12176 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12177 // skymasking on them, and Quake3 never did sky masking (unlike
12178 // software Quake and software Quake2), so disable the sky masking
12179 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12180 // and skymasking also looks very bad when noclipping outside the
12181 // level, so don't use it then either.
12182 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12184 R_Mesh_ResetTextureState();
12185 if (skyrendermasked)
12187 R_SetupShader_DepthOrShadow();
12188 // depth-only (masking)
12189 GL_ColorMask(0,0,0,0);
12190 // just to make sure that braindead drivers don't draw
12191 // anything despite that colormask...
12192 GL_BlendFunc(GL_ZERO, GL_ONE);
12193 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12194 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12198 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12200 GL_BlendFunc(GL_ONE, GL_ZERO);
12201 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12202 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12203 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12206 if (skyrendermasked)
12207 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12209 R_Mesh_ResetTextureState();
12210 GL_Color(1, 1, 1, 1);
12213 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12214 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12215 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12217 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12221 // render screenspace normalmap to texture
12222 GL_DepthMask(true);
12223 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12228 // bind lightmap texture
12230 // water/refraction/reflection/camera surfaces have to be handled specially
12231 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12233 int start, end, startplaneindex;
12234 for (start = 0;start < texturenumsurfaces;start = end)
12236 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12237 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12239 // now that we have a batch using the same planeindex, render it
12240 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12242 // render water or distortion background
12243 GL_DepthMask(true);
12244 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12246 // blend surface on top
12247 GL_DepthMask(false);
12248 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12251 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12253 // render surface with reflection texture as input
12254 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12255 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12262 // render surface batch normally
12263 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12264 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12268 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12270 // OpenGL 1.3 path - anything not completely ancient
12271 qboolean applycolor;
12274 const texturelayer_t *layer;
12275 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12276 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12278 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12281 int layertexrgbscale;
12282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12284 if (layerindex == 0)
12285 GL_AlphaTest(true);
12288 GL_AlphaTest(false);
12289 GL_DepthFunc(GL_EQUAL);
12292 GL_DepthMask(layer->depthmask && writedepth);
12293 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12294 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12296 layertexrgbscale = 4;
12297 VectorScale(layer->color, 0.25f, layercolor);
12299 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12301 layertexrgbscale = 2;
12302 VectorScale(layer->color, 0.5f, layercolor);
12306 layertexrgbscale = 1;
12307 VectorScale(layer->color, 1.0f, layercolor);
12309 layercolor[3] = layer->color[3];
12310 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12311 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12312 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12313 switch (layer->type)
12315 case TEXTURELAYERTYPE_LITTEXTURE:
12316 // single-pass lightmapped texture with 2x rgbscale
12317 R_Mesh_TexBind(0, r_texture_white);
12318 R_Mesh_TexMatrix(0, NULL);
12319 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12320 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12321 R_Mesh_TexBind(1, layer->texture);
12322 R_Mesh_TexMatrix(1, &layer->texmatrix);
12323 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12324 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12325 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12326 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12327 else if (rsurface.uselightmaptexture)
12328 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12330 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12332 case TEXTURELAYERTYPE_TEXTURE:
12333 // singletexture unlit texture with transparency support
12334 R_Mesh_TexBind(0, layer->texture);
12335 R_Mesh_TexMatrix(0, &layer->texmatrix);
12336 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12337 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12338 R_Mesh_TexBind(1, 0);
12339 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12340 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12342 case TEXTURELAYERTYPE_FOG:
12343 // singletexture fogging
12344 if (layer->texture)
12346 R_Mesh_TexBind(0, layer->texture);
12347 R_Mesh_TexMatrix(0, &layer->texmatrix);
12348 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12349 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12353 R_Mesh_TexBind(0, 0);
12354 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12356 R_Mesh_TexBind(1, 0);
12357 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12358 // generate a color array for the fog pass
12359 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12360 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12364 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12367 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12369 GL_DepthFunc(GL_LEQUAL);
12370 GL_AlphaTest(false);
12374 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12376 // OpenGL 1.1 - crusty old voodoo path
12379 const texturelayer_t *layer;
12380 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12381 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12383 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12385 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12387 if (layerindex == 0)
12388 GL_AlphaTest(true);
12391 GL_AlphaTest(false);
12392 GL_DepthFunc(GL_EQUAL);
12395 GL_DepthMask(layer->depthmask && writedepth);
12396 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12397 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12398 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12399 switch (layer->type)
12401 case TEXTURELAYERTYPE_LITTEXTURE:
12402 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12404 // two-pass lit texture with 2x rgbscale
12405 // first the lightmap pass
12406 R_Mesh_TexBind(0, r_texture_white);
12407 R_Mesh_TexMatrix(0, NULL);
12408 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12409 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12410 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12411 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12412 else if (rsurface.uselightmaptexture)
12413 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12415 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12416 // then apply the texture to it
12417 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12418 R_Mesh_TexBind(0, layer->texture);
12419 R_Mesh_TexMatrix(0, &layer->texmatrix);
12420 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12421 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12422 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
12426 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12427 R_Mesh_TexBind(0, layer->texture);
12428 R_Mesh_TexMatrix(0, &layer->texmatrix);
12429 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12430 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12432 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12434 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12437 case TEXTURELAYERTYPE_TEXTURE:
12438 // singletexture unlit texture with transparency support
12439 R_Mesh_TexBind(0, layer->texture);
12440 R_Mesh_TexMatrix(0, &layer->texmatrix);
12441 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12442 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12443 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
12445 case TEXTURELAYERTYPE_FOG:
12446 // singletexture fogging
12447 if (layer->texture)
12449 R_Mesh_TexBind(0, layer->texture);
12450 R_Mesh_TexMatrix(0, &layer->texmatrix);
12451 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12452 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12456 R_Mesh_TexBind(0, 0);
12457 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12459 // generate a color array for the fog pass
12460 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12461 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12465 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12468 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12470 GL_DepthFunc(GL_LEQUAL);
12471 GL_AlphaTest(false);
12475 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12479 r_vertexgeneric_t *batchvertex;
12482 GL_AlphaTest(false);
12483 R_Mesh_ResetTextureState();
12484 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12486 if(rsurface.texture && rsurface.texture->currentskinframe)
12488 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12489 c[3] *= rsurface.texture->currentalpha;
12499 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12501 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12502 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12503 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12506 // brighten it up (as texture value 127 means "unlit")
12507 c[0] *= 2 * r_refdef.view.colorscale;
12508 c[1] *= 2 * r_refdef.view.colorscale;
12509 c[2] *= 2 * r_refdef.view.colorscale;
12511 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12512 c[3] *= r_wateralpha.value;
12514 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12516 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12517 GL_DepthMask(false);
12519 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12521 GL_BlendFunc(GL_ONE, GL_ONE);
12522 GL_DepthMask(false);
12524 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12526 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12527 GL_DepthMask(false);
12529 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12531 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12532 GL_DepthMask(false);
12536 GL_BlendFunc(GL_ONE, GL_ZERO);
12537 GL_DepthMask(writedepth);
12540 if (r_showsurfaces.integer == 3)
12542 rsurface.passcolor4f = NULL;
12544 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12546 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12548 rsurface.passcolor4f = NULL;
12549 rsurface.passcolor4f_vertexbuffer = 0;
12550 rsurface.passcolor4f_bufferoffset = 0;
12552 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12554 qboolean applycolor = true;
12557 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12559 r_refdef.lightmapintensity = 1;
12560 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12561 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12565 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12567 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12568 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12569 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12572 if(!rsurface.passcolor4f)
12573 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12575 RSurf_DrawBatch_GL11_ApplyAmbient();
12576 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12577 if(r_refdef.fogenabled)
12578 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12579 RSurf_DrawBatch_GL11_ClampColor();
12581 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12582 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12585 else if (!r_refdef.view.showdebug)
12587 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12588 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12589 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12591 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12592 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12594 R_Mesh_PrepareVertices_Generic_Unlock();
12597 else if (r_showsurfaces.integer == 4)
12599 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12600 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12601 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12603 unsigned char c = vi << 3;
12604 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12605 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12607 R_Mesh_PrepareVertices_Generic_Unlock();
12610 else if (r_showsurfaces.integer == 2)
12613 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12614 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12615 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12617 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12618 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12619 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12620 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12621 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12622 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12623 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12625 R_Mesh_PrepareVertices_Generic_Unlock();
12626 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12630 int texturesurfaceindex;
12632 const msurface_t *surface;
12633 unsigned char surfacecolor4ub[4];
12634 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12635 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12637 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12639 surface = texturesurfacelist[texturesurfaceindex];
12640 k = (int)(((size_t)surface) / sizeof(msurface_t));
12641 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12642 for (j = 0;j < surface->num_vertices;j++)
12644 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12645 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12649 R_Mesh_PrepareVertices_Generic_Unlock();
12654 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12657 RSurf_SetupDepthAndCulling();
12658 if (r_showsurfaces.integer)
12660 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12663 switch (vid.renderpath)
12665 case RENDERPATH_GL20:
12666 case RENDERPATH_CGGL:
12667 case RENDERPATH_D3D9:
12668 case RENDERPATH_D3D10:
12669 case RENDERPATH_D3D11:
12670 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12672 case RENDERPATH_GL13:
12673 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12675 case RENDERPATH_GL11:
12676 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12682 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12685 RSurf_SetupDepthAndCulling();
12686 if (r_showsurfaces.integer)
12688 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12691 switch (vid.renderpath)
12693 case RENDERPATH_GL20:
12694 case RENDERPATH_CGGL:
12695 case RENDERPATH_D3D9:
12696 case RENDERPATH_D3D10:
12697 case RENDERPATH_D3D11:
12698 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12700 case RENDERPATH_GL13:
12701 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12703 case RENDERPATH_GL11:
12704 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12710 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12713 int texturenumsurfaces, endsurface;
12714 texture_t *texture;
12715 const msurface_t *surface;
12716 #define MAXBATCH_TRANSPARENTSURFACES 256
12717 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12719 // if the model is static it doesn't matter what value we give for
12720 // wantnormals and wanttangents, so this logic uses only rules applicable
12721 // to a model, knowing that they are meaningless otherwise
12722 if (ent == r_refdef.scene.worldentity)
12723 RSurf_ActiveWorldEntity();
12724 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12725 RSurf_ActiveModelEntity(ent, false, false, false);
12728 switch (vid.renderpath)
12730 case RENDERPATH_GL20:
12731 case RENDERPATH_CGGL:
12732 case RENDERPATH_D3D9:
12733 case RENDERPATH_D3D10:
12734 case RENDERPATH_D3D11:
12735 RSurf_ActiveModelEntity(ent, true, true, false);
12737 case RENDERPATH_GL13:
12738 case RENDERPATH_GL11:
12739 RSurf_ActiveModelEntity(ent, true, false, false);
12744 if (r_transparentdepthmasking.integer)
12746 qboolean setup = false;
12747 for (i = 0;i < numsurfaces;i = j)
12750 surface = rsurface.modelsurfaces + surfacelist[i];
12751 texture = surface->texture;
12752 rsurface.texture = R_GetCurrentTexture(texture);
12753 rsurface.lightmaptexture = NULL;
12754 rsurface.deluxemaptexture = NULL;
12755 rsurface.uselightmaptexture = false;
12756 // scan ahead until we find a different texture
12757 endsurface = min(i + 1024, numsurfaces);
12758 texturenumsurfaces = 0;
12759 texturesurfacelist[texturenumsurfaces++] = surface;
12760 for (;j < endsurface;j++)
12762 surface = rsurface.modelsurfaces + surfacelist[j];
12763 if (texture != surface->texture)
12765 texturesurfacelist[texturenumsurfaces++] = surface;
12767 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12769 // render the range of surfaces as depth
12773 GL_ColorMask(0,0,0,0);
12775 GL_DepthTest(true);
12776 GL_BlendFunc(GL_ONE, GL_ZERO);
12777 GL_DepthMask(true);
12778 GL_AlphaTest(false);
12779 R_Mesh_ResetTextureState();
12780 R_SetupShader_DepthOrShadow();
12782 RSurf_SetupDepthAndCulling();
12783 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12784 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12788 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12791 for (i = 0;i < numsurfaces;i = j)
12794 surface = rsurface.modelsurfaces + surfacelist[i];
12795 texture = surface->texture;
12796 rsurface.texture = R_GetCurrentTexture(texture);
12797 rsurface.lightmaptexture = surface->lightmaptexture;
12798 rsurface.deluxemaptexture = surface->deluxemaptexture;
12799 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12800 // scan ahead until we find a different texture
12801 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12802 texturenumsurfaces = 0;
12803 texturesurfacelist[texturenumsurfaces++] = surface;
12804 for (;j < endsurface;j++)
12806 surface = rsurface.modelsurfaces + surfacelist[j];
12807 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12809 texturesurfacelist[texturenumsurfaces++] = surface;
12811 // render the range of surfaces
12812 if (ent == r_refdef.scene.worldentity)
12813 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12815 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12817 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12818 GL_AlphaTest(false);
12821 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12823 // transparent surfaces get pushed off into the transparent queue
12824 int surfacelistindex;
12825 const msurface_t *surface;
12826 vec3_t tempcenter, center;
12827 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12829 surface = texturesurfacelist[surfacelistindex];
12830 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12831 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12832 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12833 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12834 if (queueentity->transparent_offset) // transparent offset
12836 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12837 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12838 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12840 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12844 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12846 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12848 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12850 RSurf_SetupDepthAndCulling();
12851 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12852 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12856 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12858 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12861 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12864 if (!rsurface.texture->currentnumlayers)
12866 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12867 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12869 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12871 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12872 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12873 else if (!rsurface.texture->currentnumlayers)
12875 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12877 // in the deferred case, transparent surfaces were queued during prepass
12878 if (!r_shadow_usingdeferredprepass)
12879 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12883 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12884 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12889 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12892 texture_t *texture;
12893 // break the surface list down into batches by texture and use of lightmapping
12894 for (i = 0;i < numsurfaces;i = j)
12897 // texture is the base texture pointer, rsurface.texture is the
12898 // current frame/skin the texture is directing us to use (for example
12899 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12900 // use skin 1 instead)
12901 texture = surfacelist[i]->texture;
12902 rsurface.texture = R_GetCurrentTexture(texture);
12903 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12904 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12905 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12906 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12908 // if this texture is not the kind we want, skip ahead to the next one
12909 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12913 // simply scan ahead until we find a different texture or lightmap state
12914 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12916 // render the range of surfaces
12917 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12921 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12925 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12928 if (!rsurface.texture->currentnumlayers)
12930 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12931 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12933 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12935 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12936 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12937 else if (!rsurface.texture->currentnumlayers)
12939 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12941 // in the deferred case, transparent surfaces were queued during prepass
12942 if (!r_shadow_usingdeferredprepass)
12943 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12947 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12948 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12953 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12956 texture_t *texture;
12957 // break the surface list down into batches by texture and use of lightmapping
12958 for (i = 0;i < numsurfaces;i = j)
12961 // texture is the base texture pointer, rsurface.texture is the
12962 // current frame/skin the texture is directing us to use (for example
12963 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12964 // use skin 1 instead)
12965 texture = surfacelist[i]->texture;
12966 rsurface.texture = R_GetCurrentTexture(texture);
12967 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12968 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12969 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12970 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12972 // if this texture is not the kind we want, skip ahead to the next one
12973 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12977 // simply scan ahead until we find a different texture or lightmap state
12978 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12980 // render the range of surfaces
12981 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12985 float locboxvertex3f[6*4*3] =
12987 1,0,1, 1,0,0, 1,1,0, 1,1,1,
12988 0,1,1, 0,1,0, 0,0,0, 0,0,1,
12989 1,1,1, 1,1,0, 0,1,0, 0,1,1,
12990 0,0,1, 0,0,0, 1,0,0, 1,0,1,
12991 0,0,1, 1,0,1, 1,1,1, 0,1,1,
12992 1,0,0, 0,0,0, 0,1,0, 1,1,0
12995 unsigned short locboxelements[6*2*3] =
13000 12,13,14, 12,14,15,
13001 16,17,18, 16,18,19,
13005 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13008 cl_locnode_t *loc = (cl_locnode_t *)ent;
13010 float vertex3f[6*4*3];
13012 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13013 GL_DepthMask(false);
13014 GL_DepthRange(0, 1);
13015 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13016 GL_DepthTest(true);
13017 GL_CullFace(GL_NONE);
13018 R_EntityMatrix(&identitymatrix);
13020 R_Mesh_ResetTextureState();
13022 i = surfacelist[0];
13023 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13024 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13025 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13026 surfacelist[0] < 0 ? 0.5f : 0.125f);
13028 if (VectorCompare(loc->mins, loc->maxs))
13030 VectorSet(size, 2, 2, 2);
13031 VectorMA(loc->mins, -0.5f, size, mins);
13035 VectorCopy(loc->mins, mins);
13036 VectorSubtract(loc->maxs, loc->mins, size);
13039 for (i = 0;i < 6*4*3;)
13040 for (j = 0;j < 3;j++, i++)
13041 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13043 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13044 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13045 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13048 void R_DrawLocs(void)
13051 cl_locnode_t *loc, *nearestloc;
13053 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13054 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13056 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13057 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13061 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13063 if (decalsystem->decals)
13064 Mem_Free(decalsystem->decals);
13065 memset(decalsystem, 0, sizeof(*decalsystem));
13068 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)
13071 tridecal_t *decals;
13074 // expand or initialize the system
13075 if (decalsystem->maxdecals <= decalsystem->numdecals)
13077 decalsystem_t old = *decalsystem;
13078 qboolean useshortelements;
13079 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13080 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13081 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13082 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13083 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13084 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13085 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13086 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13087 if (decalsystem->numdecals)
13088 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13090 Mem_Free(old.decals);
13091 for (i = 0;i < decalsystem->maxdecals*3;i++)
13092 decalsystem->element3i[i] = i;
13093 if (useshortelements)
13094 for (i = 0;i < decalsystem->maxdecals*3;i++)
13095 decalsystem->element3s[i] = i;
13098 // grab a decal and search for another free slot for the next one
13099 decals = decalsystem->decals;
13100 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13101 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13103 decalsystem->freedecal = i;
13104 if (decalsystem->numdecals <= i)
13105 decalsystem->numdecals = i + 1;
13107 // initialize the decal
13109 decal->triangleindex = triangleindex;
13110 decal->surfaceindex = surfaceindex;
13111 decal->decalsequence = decalsequence;
13112 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13113 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13114 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13115 decal->color4ub[0][3] = 255;
13116 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13117 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13118 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13119 decal->color4ub[1][3] = 255;
13120 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13121 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13122 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13123 decal->color4ub[2][3] = 255;
13124 decal->vertex3f[0][0] = v0[0];
13125 decal->vertex3f[0][1] = v0[1];
13126 decal->vertex3f[0][2] = v0[2];
13127 decal->vertex3f[1][0] = v1[0];
13128 decal->vertex3f[1][1] = v1[1];
13129 decal->vertex3f[1][2] = v1[2];
13130 decal->vertex3f[2][0] = v2[0];
13131 decal->vertex3f[2][1] = v2[1];
13132 decal->vertex3f[2][2] = v2[2];
13133 decal->texcoord2f[0][0] = t0[0];
13134 decal->texcoord2f[0][1] = t0[1];
13135 decal->texcoord2f[1][0] = t1[0];
13136 decal->texcoord2f[1][1] = t1[1];
13137 decal->texcoord2f[2][0] = t2[0];
13138 decal->texcoord2f[2][1] = t2[1];
13141 extern cvar_t cl_decals_bias;
13142 extern cvar_t cl_decals_models;
13143 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13144 // baseparms, parms, temps
13145 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13150 const float *vertex3f;
13152 float points[2][9][3];
13159 e = rsurface.modelelement3i + 3*triangleindex;
13161 vertex3f = rsurface.modelvertex3f;
13163 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13165 index = 3*e[cornerindex];
13166 VectorCopy(vertex3f + index, v[cornerindex]);
13169 //TriangleNormal(v[0], v[1], v[2], normal);
13170 //if (DotProduct(normal, localnormal) < 0.0f)
13172 // clip by each of the box planes formed from the projection matrix
13173 // if anything survives, we emit the decal
13174 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]);
13177 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]);
13180 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]);
13183 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]);
13186 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]);
13189 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]);
13192 // some part of the triangle survived, so we have to accept it...
13195 // dynamic always uses the original triangle
13197 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13199 index = 3*e[cornerindex];
13200 VectorCopy(vertex3f + index, v[cornerindex]);
13203 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13205 // convert vertex positions to texcoords
13206 Matrix4x4_Transform(projection, v[cornerindex], temp);
13207 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13208 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13209 // calculate distance fade from the projection origin
13210 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13211 f = bound(0.0f, f, 1.0f);
13212 c[cornerindex][0] = r * f;
13213 c[cornerindex][1] = g * f;
13214 c[cornerindex][2] = b * f;
13215 c[cornerindex][3] = 1.0f;
13216 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13219 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13221 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13222 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);
13224 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)
13226 matrix4x4_t projection;
13227 decalsystem_t *decalsystem;
13230 const msurface_t *surface;
13231 const msurface_t *surfaces;
13232 const int *surfacelist;
13233 const texture_t *texture;
13235 int numsurfacelist;
13236 int surfacelistindex;
13239 float localorigin[3];
13240 float localnormal[3];
13241 float localmins[3];
13242 float localmaxs[3];
13245 float planes[6][4];
13248 int bih_triangles_count;
13249 int bih_triangles[256];
13250 int bih_surfaces[256];
13252 decalsystem = &ent->decalsystem;
13253 model = ent->model;
13254 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13256 R_DecalSystem_Reset(&ent->decalsystem);
13260 if (!model->brush.data_leafs && !cl_decals_models.integer)
13262 if (decalsystem->model)
13263 R_DecalSystem_Reset(decalsystem);
13267 if (decalsystem->model != model)
13268 R_DecalSystem_Reset(decalsystem);
13269 decalsystem->model = model;
13271 RSurf_ActiveModelEntity(ent, false, false, false);
13273 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13274 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13275 VectorNormalize(localnormal);
13276 localsize = worldsize*rsurface.inversematrixscale;
13277 localmins[0] = localorigin[0] - localsize;
13278 localmins[1] = localorigin[1] - localsize;
13279 localmins[2] = localorigin[2] - localsize;
13280 localmaxs[0] = localorigin[0] + localsize;
13281 localmaxs[1] = localorigin[1] + localsize;
13282 localmaxs[2] = localorigin[2] + localsize;
13284 //VectorCopy(localnormal, planes[4]);
13285 //VectorVectors(planes[4], planes[2], planes[0]);
13286 AnglesFromVectors(angles, localnormal, NULL, false);
13287 AngleVectors(angles, planes[0], planes[2], planes[4]);
13288 VectorNegate(planes[0], planes[1]);
13289 VectorNegate(planes[2], planes[3]);
13290 VectorNegate(planes[4], planes[5]);
13291 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13292 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13293 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13294 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13295 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13296 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13301 matrix4x4_t forwardprojection;
13302 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13303 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13308 float projectionvector[4][3];
13309 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13310 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13311 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13312 projectionvector[0][0] = planes[0][0] * ilocalsize;
13313 projectionvector[0][1] = planes[1][0] * ilocalsize;
13314 projectionvector[0][2] = planes[2][0] * ilocalsize;
13315 projectionvector[1][0] = planes[0][1] * ilocalsize;
13316 projectionvector[1][1] = planes[1][1] * ilocalsize;
13317 projectionvector[1][2] = planes[2][1] * ilocalsize;
13318 projectionvector[2][0] = planes[0][2] * ilocalsize;
13319 projectionvector[2][1] = planes[1][2] * ilocalsize;
13320 projectionvector[2][2] = planes[2][2] * ilocalsize;
13321 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13322 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13323 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13324 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13328 dynamic = model->surfmesh.isanimated;
13329 numsurfacelist = model->nummodelsurfaces;
13330 surfacelist = model->sortedmodelsurfaces;
13331 surfaces = model->data_surfaces;
13334 bih_triangles_count = -1;
13337 if(model->render_bih.numleafs)
13338 bih = &model->render_bih;
13339 else if(model->collision_bih.numleafs)
13340 bih = &model->collision_bih;
13343 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13344 if(bih_triangles_count == 0)
13346 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13348 if(bih_triangles_count > 0)
13350 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13352 surfaceindex = bih_surfaces[triangleindex];
13353 surface = surfaces + surfaceindex;
13354 texture = surface->texture;
13355 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13357 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13359 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13364 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13366 surfaceindex = surfacelist[surfacelistindex];
13367 surface = surfaces + surfaceindex;
13368 // check cull box first because it rejects more than any other check
13369 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13371 // skip transparent surfaces
13372 texture = surface->texture;
13373 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13375 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13377 numtriangles = surface->num_triangles;
13378 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13379 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13384 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13385 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)
13387 int renderentityindex;
13388 float worldmins[3];
13389 float worldmaxs[3];
13390 entity_render_t *ent;
13392 if (!cl_decals_newsystem.integer)
13395 worldmins[0] = worldorigin[0] - worldsize;
13396 worldmins[1] = worldorigin[1] - worldsize;
13397 worldmins[2] = worldorigin[2] - worldsize;
13398 worldmaxs[0] = worldorigin[0] + worldsize;
13399 worldmaxs[1] = worldorigin[1] + worldsize;
13400 worldmaxs[2] = worldorigin[2] + worldsize;
13402 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13404 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13406 ent = r_refdef.scene.entities[renderentityindex];
13407 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13410 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13414 typedef struct r_decalsystem_splatqueue_s
13416 vec3_t worldorigin;
13417 vec3_t worldnormal;
13423 r_decalsystem_splatqueue_t;
13425 int r_decalsystem_numqueued = 0;
13426 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13428 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)
13430 r_decalsystem_splatqueue_t *queue;
13432 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13435 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13436 VectorCopy(worldorigin, queue->worldorigin);
13437 VectorCopy(worldnormal, queue->worldnormal);
13438 Vector4Set(queue->color, r, g, b, a);
13439 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13440 queue->worldsize = worldsize;
13441 queue->decalsequence = cl.decalsequence++;
13444 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13447 r_decalsystem_splatqueue_t *queue;
13449 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13450 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);
13451 r_decalsystem_numqueued = 0;
13454 extern cvar_t cl_decals_max;
13455 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13458 decalsystem_t *decalsystem = &ent->decalsystem;
13465 if (!decalsystem->numdecals)
13468 if (r_showsurfaces.integer)
13471 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13473 R_DecalSystem_Reset(decalsystem);
13477 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13478 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13480 if (decalsystem->lastupdatetime)
13481 frametime = (cl.time - decalsystem->lastupdatetime);
13484 decalsystem->lastupdatetime = cl.time;
13485 decal = decalsystem->decals;
13486 numdecals = decalsystem->numdecals;
13488 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13490 if (decal->color4ub[0][3])
13492 decal->lived += frametime;
13493 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13495 memset(decal, 0, sizeof(*decal));
13496 if (decalsystem->freedecal > i)
13497 decalsystem->freedecal = i;
13501 decal = decalsystem->decals;
13502 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13505 // collapse the array by shuffling the tail decals into the gaps
13508 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13509 decalsystem->freedecal++;
13510 if (decalsystem->freedecal == numdecals)
13512 decal[decalsystem->freedecal] = decal[--numdecals];
13515 decalsystem->numdecals = numdecals;
13517 if (numdecals <= 0)
13519 // if there are no decals left, reset decalsystem
13520 R_DecalSystem_Reset(decalsystem);
13524 extern skinframe_t *decalskinframe;
13525 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13528 decalsystem_t *decalsystem = &ent->decalsystem;
13537 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13540 numdecals = decalsystem->numdecals;
13544 if (r_showsurfaces.integer)
13547 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13549 R_DecalSystem_Reset(decalsystem);
13553 // if the model is static it doesn't matter what value we give for
13554 // wantnormals and wanttangents, so this logic uses only rules applicable
13555 // to a model, knowing that they are meaningless otherwise
13556 if (ent == r_refdef.scene.worldentity)
13557 RSurf_ActiveWorldEntity();
13559 RSurf_ActiveModelEntity(ent, false, false, false);
13561 decalsystem->lastupdatetime = cl.time;
13562 decal = decalsystem->decals;
13564 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13566 // update vertex positions for animated models
13567 v3f = decalsystem->vertex3f;
13568 c4f = decalsystem->color4f;
13569 t2f = decalsystem->texcoord2f;
13570 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13572 if (!decal->color4ub[0][3])
13575 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13578 // update color values for fading decals
13579 if (decal->lived >= cl_decals_time.value)
13581 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13582 alpha *= (1.0f/255.0f);
13585 alpha = 1.0f/255.0f;
13587 c4f[ 0] = decal->color4ub[0][0] * alpha;
13588 c4f[ 1] = decal->color4ub[0][1] * alpha;
13589 c4f[ 2] = decal->color4ub[0][2] * alpha;
13591 c4f[ 4] = decal->color4ub[1][0] * alpha;
13592 c4f[ 5] = decal->color4ub[1][1] * alpha;
13593 c4f[ 6] = decal->color4ub[1][2] * alpha;
13595 c4f[ 8] = decal->color4ub[2][0] * alpha;
13596 c4f[ 9] = decal->color4ub[2][1] * alpha;
13597 c4f[10] = decal->color4ub[2][2] * alpha;
13600 t2f[0] = decal->texcoord2f[0][0];
13601 t2f[1] = decal->texcoord2f[0][1];
13602 t2f[2] = decal->texcoord2f[1][0];
13603 t2f[3] = decal->texcoord2f[1][1];
13604 t2f[4] = decal->texcoord2f[2][0];
13605 t2f[5] = decal->texcoord2f[2][1];
13607 // update vertex positions for animated models
13608 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13610 e = rsurface.modelelement3i + 3*decal->triangleindex;
13611 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13612 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13613 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13617 VectorCopy(decal->vertex3f[0], v3f);
13618 VectorCopy(decal->vertex3f[1], v3f + 3);
13619 VectorCopy(decal->vertex3f[2], v3f + 6);
13622 if (r_refdef.fogenabled)
13624 alpha = RSurf_FogVertex(v3f);
13625 VectorScale(c4f, alpha, c4f);
13626 alpha = RSurf_FogVertex(v3f + 3);
13627 VectorScale(c4f + 4, alpha, c4f + 4);
13628 alpha = RSurf_FogVertex(v3f + 6);
13629 VectorScale(c4f + 8, alpha, c4f + 8);
13640 r_refdef.stats.drawndecals += numtris;
13642 // now render the decals all at once
13643 // (this assumes they all use one particle font texture!)
13644 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);
13645 R_Mesh_ResetTextureState();
13646 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13647 GL_DepthMask(false);
13648 GL_DepthRange(0, 1);
13649 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13650 GL_DepthTest(true);
13651 GL_CullFace(GL_NONE);
13652 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13653 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13654 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13658 static void R_DrawModelDecals(void)
13662 // fade faster when there are too many decals
13663 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13664 for (i = 0;i < r_refdef.scene.numentities;i++)
13665 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13667 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13668 for (i = 0;i < r_refdef.scene.numentities;i++)
13669 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13670 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13672 R_DecalSystem_ApplySplatEntitiesQueue();
13674 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13675 for (i = 0;i < r_refdef.scene.numentities;i++)
13676 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13678 r_refdef.stats.totaldecals += numdecals;
13680 if (r_showsurfaces.integer)
13683 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13685 for (i = 0;i < r_refdef.scene.numentities;i++)
13687 if (!r_refdef.viewcache.entityvisible[i])
13689 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13690 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13694 extern cvar_t mod_collision_bih;
13695 void R_DrawDebugModel(void)
13697 entity_render_t *ent = rsurface.entity;
13698 int i, j, k, l, flagsmask;
13699 const msurface_t *surface;
13700 dp_model_t *model = ent->model;
13703 switch(vid.renderpath)
13705 case RENDERPATH_GL11:
13706 case RENDERPATH_GL13:
13707 case RENDERPATH_GL20:
13708 case RENDERPATH_CGGL:
13710 case RENDERPATH_D3D9:
13711 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13713 case RENDERPATH_D3D10:
13714 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13716 case RENDERPATH_D3D11:
13717 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13721 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13723 R_Mesh_ResetTextureState();
13724 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13725 GL_DepthRange(0, 1);
13726 GL_DepthTest(!r_showdisabledepthtest.integer);
13727 GL_DepthMask(false);
13728 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13730 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13734 qboolean cullbox = ent == r_refdef.scene.worldentity;
13735 const q3mbrush_t *brush;
13736 const bih_t *bih = &model->collision_bih;
13737 const bih_leaf_t *bihleaf;
13738 float vertex3f[3][3];
13739 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13741 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13743 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13745 switch (bihleaf->type)
13748 brush = model->brush.data_brushes + bihleaf->itemindex;
13749 if (brush->colbrushf && brush->colbrushf->numtriangles)
13751 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);
13752 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13753 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13756 case BIH_COLLISIONTRIANGLE:
13757 triangleindex = bihleaf->itemindex;
13758 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13759 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13760 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13761 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);
13762 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13763 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13765 case BIH_RENDERTRIANGLE:
13766 triangleindex = bihleaf->itemindex;
13767 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13768 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13769 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13770 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);
13771 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13772 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13778 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13780 if (r_showtris.integer || r_shownormals.integer)
13782 if (r_showdisabledepthtest.integer)
13784 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13785 GL_DepthMask(false);
13789 GL_BlendFunc(GL_ONE, GL_ZERO);
13790 GL_DepthMask(true);
13792 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13794 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13796 rsurface.texture = R_GetCurrentTexture(surface->texture);
13797 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13799 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13800 if (r_showtris.value > 0)
13802 if (!rsurface.texture->currentlayers->depthmask)
13803 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13804 else if (ent == r_refdef.scene.worldentity)
13805 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13807 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13808 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13809 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13811 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13814 if (r_shownormals.value < 0)
13816 qglBegin(GL_LINES);
13817 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13819 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13820 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13821 qglVertex3f(v[0], v[1], v[2]);
13822 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13823 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13824 qglVertex3f(v[0], v[1], v[2]);
13829 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13831 qglBegin(GL_LINES);
13832 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13834 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13835 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13836 qglVertex3f(v[0], v[1], v[2]);
13837 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13838 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13839 qglVertex3f(v[0], v[1], v[2]);
13843 qglBegin(GL_LINES);
13844 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13846 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13847 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13848 qglVertex3f(v[0], v[1], v[2]);
13849 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13850 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13851 qglVertex3f(v[0], v[1], v[2]);
13855 qglBegin(GL_LINES);
13856 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13858 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13859 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13860 qglVertex3f(v[0], v[1], v[2]);
13861 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13862 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13863 qglVertex3f(v[0], v[1], v[2]);
13870 rsurface.texture = NULL;
13874 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13875 int r_maxsurfacelist = 0;
13876 const msurface_t **r_surfacelist = NULL;
13877 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13879 int i, j, endj, flagsmask;
13880 dp_model_t *model = r_refdef.scene.worldmodel;
13881 msurface_t *surfaces;
13882 unsigned char *update;
13883 int numsurfacelist = 0;
13887 if (r_maxsurfacelist < model->num_surfaces)
13889 r_maxsurfacelist = model->num_surfaces;
13891 Mem_Free((msurface_t**)r_surfacelist);
13892 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13895 RSurf_ActiveWorldEntity();
13897 surfaces = model->data_surfaces;
13898 update = model->brushq1.lightmapupdateflags;
13900 // update light styles on this submodel
13901 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13903 model_brush_lightstyleinfo_t *style;
13904 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13906 if (style->value != r_refdef.scene.lightstylevalue[style->style])
13908 int *list = style->surfacelist;
13909 style->value = r_refdef.scene.lightstylevalue[style->style];
13910 for (j = 0;j < style->numsurfaces;j++)
13911 update[list[j]] = true;
13916 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13920 R_DrawDebugModel();
13921 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13925 rsurface.lightmaptexture = NULL;
13926 rsurface.deluxemaptexture = NULL;
13927 rsurface.uselightmaptexture = false;
13928 rsurface.texture = NULL;
13929 rsurface.rtlight = NULL;
13930 numsurfacelist = 0;
13931 // add visible surfaces to draw list
13932 for (i = 0;i < model->nummodelsurfaces;i++)
13934 j = model->sortedmodelsurfaces[i];
13935 if (r_refdef.viewcache.world_surfacevisible[j])
13936 r_surfacelist[numsurfacelist++] = surfaces + j;
13938 // update lightmaps if needed
13939 if (model->brushq1.firstrender)
13941 model->brushq1.firstrender = false;
13942 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13944 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13948 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13949 if (r_refdef.viewcache.world_surfacevisible[j])
13951 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13953 // don't do anything if there were no surfaces
13954 if (!numsurfacelist)
13956 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13959 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13960 GL_AlphaTest(false);
13962 // add to stats if desired
13963 if (r_speeds.integer && !skysurfaces && !depthonly)
13965 r_refdef.stats.world_surfaces += numsurfacelist;
13966 for (j = 0;j < numsurfacelist;j++)
13967 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13970 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13973 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13975 int i, j, endj, flagsmask;
13976 dp_model_t *model = ent->model;
13977 msurface_t *surfaces;
13978 unsigned char *update;
13979 int numsurfacelist = 0;
13983 if (r_maxsurfacelist < model->num_surfaces)
13985 r_maxsurfacelist = model->num_surfaces;
13987 Mem_Free((msurface_t **)r_surfacelist);
13988 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13991 // if the model is static it doesn't matter what value we give for
13992 // wantnormals and wanttangents, so this logic uses only rules applicable
13993 // to a model, knowing that they are meaningless otherwise
13994 if (ent == r_refdef.scene.worldentity)
13995 RSurf_ActiveWorldEntity();
13996 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13997 RSurf_ActiveModelEntity(ent, false, false, false);
13999 RSurf_ActiveModelEntity(ent, true, true, true);
14000 else if (depthonly)
14002 switch (vid.renderpath)
14004 case RENDERPATH_GL20:
14005 case RENDERPATH_CGGL:
14006 case RENDERPATH_D3D9:
14007 case RENDERPATH_D3D10:
14008 case RENDERPATH_D3D11:
14009 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14011 case RENDERPATH_GL13:
14012 case RENDERPATH_GL11:
14013 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14019 switch (vid.renderpath)
14021 case RENDERPATH_GL20:
14022 case RENDERPATH_CGGL:
14023 case RENDERPATH_D3D9:
14024 case RENDERPATH_D3D10:
14025 case RENDERPATH_D3D11:
14026 RSurf_ActiveModelEntity(ent, true, true, false);
14028 case RENDERPATH_GL13:
14029 case RENDERPATH_GL11:
14030 RSurf_ActiveModelEntity(ent, true, false, false);
14035 surfaces = model->data_surfaces;
14036 update = model->brushq1.lightmapupdateflags;
14038 // update light styles
14039 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14041 model_brush_lightstyleinfo_t *style;
14042 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14044 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14046 int *list = style->surfacelist;
14047 style->value = r_refdef.scene.lightstylevalue[style->style];
14048 for (j = 0;j < style->numsurfaces;j++)
14049 update[list[j]] = true;
14054 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14058 R_DrawDebugModel();
14059 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14063 rsurface.lightmaptexture = NULL;
14064 rsurface.deluxemaptexture = NULL;
14065 rsurface.uselightmaptexture = false;
14066 rsurface.texture = NULL;
14067 rsurface.rtlight = NULL;
14068 numsurfacelist = 0;
14069 // add visible surfaces to draw list
14070 for (i = 0;i < model->nummodelsurfaces;i++)
14071 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14072 // don't do anything if there were no surfaces
14073 if (!numsurfacelist)
14075 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14078 // update lightmaps if needed
14082 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14087 R_BuildLightMap(ent, surfaces + j);
14092 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14094 R_BuildLightMap(ent, surfaces + j);
14095 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14096 GL_AlphaTest(false);
14098 // add to stats if desired
14099 if (r_speeds.integer && !skysurfaces && !depthonly)
14101 r_refdef.stats.entities_surfaces += numsurfacelist;
14102 for (j = 0;j < numsurfacelist;j++)
14103 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14106 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14109 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14111 static texture_t texture;
14112 static msurface_t surface;
14113 const msurface_t *surfacelist = &surface;
14115 // fake enough texture and surface state to render this geometry
14117 texture.update_lastrenderframe = -1; // regenerate this texture
14118 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14119 texture.currentskinframe = skinframe;
14120 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14121 texture.offsetmapping = OFFSETMAPPING_OFF;
14122 texture.offsetscale = 1;
14123 texture.specularscalemod = 1;
14124 texture.specularpowermod = 1;
14126 surface.texture = &texture;
14127 surface.num_triangles = numtriangles;
14128 surface.num_firsttriangle = firsttriangle;
14129 surface.num_vertices = numvertices;
14130 surface.num_firstvertex = firstvertex;
14133 rsurface.texture = R_GetCurrentTexture(surface.texture);
14134 rsurface.lightmaptexture = NULL;
14135 rsurface.deluxemaptexture = NULL;
14136 rsurface.uselightmaptexture = false;
14137 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14140 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)
14142 static msurface_t surface;
14143 const msurface_t *surfacelist = &surface;
14145 // fake enough texture and surface state to render this geometry
14147 surface.texture = texture;
14148 surface.num_triangles = numtriangles;
14149 surface.num_firsttriangle = firsttriangle;
14150 surface.num_vertices = numvertices;
14151 surface.num_firstvertex = firstvertex;
14154 rsurface.texture = R_GetCurrentTexture(surface.texture);
14155 rsurface.lightmaptexture = NULL;
14156 rsurface.deluxemaptexture = NULL;
14157 rsurface.uselightmaptexture = false;
14158 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);