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 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
591 "# extension GL_ARB_texture_rectangle : enable\n"
594 "#ifdef USESHADOWMAP2D\n"
595 "# ifdef GL_EXT_gpu_shader4\n"
596 "# extension GL_EXT_gpu_shader4 : enable\n"
598 "# ifdef GL_ARB_texture_gather\n"
599 "# extension GL_ARB_texture_gather : enable\n"
601 "# ifdef GL_AMD_texture_texture4\n"
602 "# extension GL_AMD_texture_texture4 : enable\n"
607 "#ifdef USESHADOWMAPCUBE\n"
608 "# extension GL_EXT_gpu_shader4 : enable\n"
611 "//#ifdef USESHADOWSAMPLER\n"
612 "//# extension GL_ARB_shadow : enable\n"
615 "//#ifdef __GLSL_CG_DATA_TYPES\n"
616 "//# define myhalf half\n"
617 "//# define myhalf2 half2\n"
618 "//# define myhalf3 half3\n"
619 "//# define myhalf4 half4\n"
621 "# define myhalf float\n"
622 "# define myhalf2 vec2\n"
623 "# define myhalf3 vec3\n"
624 "# define myhalf4 vec4\n"
627 "#ifdef VERTEX_SHADER\n"
628 "uniform mat4 ModelViewProjectionMatrix;\n"
631 "#ifdef MODE_DEPTH_OR_SHADOW\n"
632 "#ifdef VERTEX_SHADER\n"
635 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
638 "#else // !MODE_DEPTH_ORSHADOW\n"
643 "#ifdef MODE_SHOWDEPTH\n"
644 "#ifdef VERTEX_SHADER\n"
647 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
648 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
652 "#ifdef FRAGMENT_SHADER\n"
655 " gl_FragColor = gl_Color;\n"
658 "#else // !MODE_SHOWDEPTH\n"
663 "#ifdef MODE_POSTPROCESS\n"
664 "varying vec2 TexCoord1;\n"
665 "varying vec2 TexCoord2;\n"
667 "#ifdef VERTEX_SHADER\n"
670 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
671 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
673 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
678 "#ifdef FRAGMENT_SHADER\n"
679 "uniform sampler2D Texture_First;\n"
681 "uniform sampler2D Texture_Second;\n"
682 "uniform vec4 BloomColorSubtract;\n"
684 "#ifdef USEGAMMARAMPS\n"
685 "uniform sampler2D Texture_GammaRamps;\n"
687 "#ifdef USESATURATION\n"
688 "uniform float Saturation;\n"
690 "#ifdef USEVIEWTINT\n"
691 "uniform vec4 ViewTintColor;\n"
693 "//uncomment these if you want to use them:\n"
694 "uniform vec4 UserVec1;\n"
695 "uniform vec4 UserVec2;\n"
696 "// uniform vec4 UserVec3;\n"
697 "// uniform vec4 UserVec4;\n"
698 "// uniform float ClientTime;\n"
699 "uniform vec2 PixelSize;\n"
702 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
704 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
706 "#ifdef USEVIEWTINT\n"
707 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
710 "#ifdef USEPOSTPROCESSING\n"
711 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
712 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
713 " float sobel = 1.0;\n"
714 " // vec2 ts = textureSize(Texture_First, 0);\n"
715 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
716 " vec2 px = PixelSize;\n"
717 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
718 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
719 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
720 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
721 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
722 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
723 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
724 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
725 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
726 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
727 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
728 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
729 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
730 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
731 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
732 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
733 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
734 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
735 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
736 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
737 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
738 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
739 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
740 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
741 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
744 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
745 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
746 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
747 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
748 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
751 "#ifdef USESATURATION\n"
752 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
753 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
754 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
755 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
758 "#ifdef USEGAMMARAMPS\n"
759 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
760 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
761 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
765 "#else // !MODE_POSTPROCESS\n"
770 "#ifdef MODE_GENERIC\n"
771 "#ifdef USEDIFFUSE\n"
772 "varying vec2 TexCoord1;\n"
774 "#ifdef USESPECULAR\n"
775 "varying vec2 TexCoord2;\n"
777 "#ifdef VERTEX_SHADER\n"
780 " gl_FrontColor = gl_Color;\n"
781 "#ifdef USEDIFFUSE\n"
782 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
784 "#ifdef USESPECULAR\n"
785 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
787 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
791 "#ifdef FRAGMENT_SHADER\n"
792 "#ifdef USEDIFFUSE\n"
793 "uniform sampler2D Texture_First;\n"
795 "#ifdef USESPECULAR\n"
796 "uniform sampler2D Texture_Second;\n"
801 " gl_FragColor = gl_Color;\n"
802 "#ifdef USEDIFFUSE\n"
803 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
806 "#ifdef USESPECULAR\n"
807 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
808 "# ifdef USECOLORMAPPING\n"
809 " gl_FragColor *= tex2;\n"
812 " gl_FragColor += tex2;\n"
814 "# ifdef USEVERTEXTEXTUREBLEND\n"
815 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
820 "#else // !MODE_GENERIC\n"
825 "#ifdef MODE_BLOOMBLUR\n"
826 "varying TexCoord;\n"
827 "#ifdef VERTEX_SHADER\n"
830 " gl_FrontColor = gl_Color;\n"
831 " TexCoord = gl_MultiTexCoord0.xy;\n"
832 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
836 "#ifdef FRAGMENT_SHADER\n"
837 "uniform sampler2D Texture_First;\n"
838 "uniform vec4 BloomBlur_Parameters;\n"
843 " vec2 tc = TexCoord;\n"
844 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
845 " tc += BloomBlur_Parameters.xy;\n"
846 " for (i = 1;i < SAMPLES;i++)\n"
848 " color += texture2D(Texture_First, tc).rgb;\n"
849 " tc += BloomBlur_Parameters.xy;\n"
851 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
854 "#else // !MODE_BLOOMBLUR\n"
855 "#ifdef MODE_REFRACTION\n"
856 "varying vec2 TexCoord;\n"
857 "varying vec4 ModelViewProjectionPosition;\n"
858 "uniform mat4 TexMatrix;\n"
859 "#ifdef VERTEX_SHADER\n"
863 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
864 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
865 " ModelViewProjectionPosition = gl_Position;\n"
869 "#ifdef FRAGMENT_SHADER\n"
870 "uniform sampler2D Texture_Normal;\n"
871 "uniform sampler2D Texture_Refraction;\n"
872 "uniform sampler2D Texture_Reflection;\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform vec4 RefractColor;\n"
878 "uniform vec4 ReflectColor;\n"
879 "uniform float ReflectFactor;\n"
880 "uniform float ReflectOffset;\n"
884 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
885 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
886 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
887 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
888 " // FIXME temporary hack to detect the case that the reflection\n"
889 " // gets blackened at edges due to leaving the area that contains actual\n"
891 " // Remove this 'ack once we have a better way to stop this thing from\n"
893 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
894 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
895 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
896 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
897 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
898 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
901 "#else // !MODE_REFRACTION\n"
906 "#ifdef MODE_WATER\n"
907 "varying vec2 TexCoord;\n"
908 "varying vec3 EyeVector;\n"
909 "varying vec4 ModelViewProjectionPosition;\n"
910 "#ifdef VERTEX_SHADER\n"
911 "uniform vec3 EyePosition;\n"
912 "uniform mat4 TexMatrix;\n"
916 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
917 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
918 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
919 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
920 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
921 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
922 " ModelViewProjectionPosition = gl_Position;\n"
926 "#ifdef FRAGMENT_SHADER\n"
927 "uniform sampler2D Texture_Normal;\n"
928 "uniform sampler2D Texture_Refraction;\n"
929 "uniform sampler2D Texture_Reflection;\n"
931 "uniform vec4 DistortScaleRefractReflect;\n"
932 "uniform vec4 ScreenScaleRefractReflect;\n"
933 "uniform vec4 ScreenCenterRefractReflect;\n"
934 "uniform vec4 RefractColor;\n"
935 "uniform vec4 ReflectColor;\n"
936 "uniform float ReflectFactor;\n"
937 "uniform float ReflectOffset;\n"
941 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
942 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
943 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
944 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
945 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
946 " // FIXME temporary hack to detect the case that the reflection\n"
947 " // gets blackened at edges due to leaving the area that contains actual\n"
949 " // Remove this 'ack once we have a better way to stop this thing from\n"
951 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
952 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
953 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
954 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
955 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
956 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
957 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
958 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
959 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
960 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
961 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
962 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
965 "#else // !MODE_WATER\n"
970 "// common definitions between vertex shader and fragment shader:\n"
972 "varying vec2 TexCoord;\n"
973 "#ifdef USEVERTEXTEXTUREBLEND\n"
974 "varying vec2 TexCoord2;\n"
976 "#ifdef USELIGHTMAP\n"
977 "varying vec2 TexCoordLightmap;\n"
980 "#ifdef MODE_LIGHTSOURCE\n"
981 "varying vec3 CubeVector;\n"
984 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
985 "varying vec3 LightVector;\n"
988 "#ifdef USEEYEVECTOR\n"
989 "varying vec3 EyeVector;\n"
992 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
995 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
996 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
997 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
998 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1001 "#ifdef USEREFLECTION\n"
1002 "varying vec4 ModelViewProjectionPosition;\n"
1004 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1005 "uniform vec3 LightPosition;\n"
1006 "varying vec4 ModelViewPosition;\n"
1009 "#ifdef MODE_LIGHTSOURCE\n"
1010 "uniform vec3 LightPosition;\n"
1012 "uniform vec3 EyePosition;\n"
1013 "#ifdef MODE_LIGHTDIRECTION\n"
1014 "uniform vec3 LightDir;\n"
1016 "uniform vec4 FogPlane;\n"
1018 "#ifdef USESHADOWMAPORTHO\n"
1019 "varying vec3 ShadowMapTC;\n"
1026 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1028 "// fragment shader specific:\n"
1029 "#ifdef FRAGMENT_SHADER\n"
1031 "uniform sampler2D Texture_Normal;\n"
1032 "uniform sampler2D Texture_Color;\n"
1033 "uniform sampler2D Texture_Gloss;\n"
1035 "uniform sampler2D Texture_Glow;\n"
1037 "#ifdef USEVERTEXTEXTUREBLEND\n"
1038 "uniform sampler2D Texture_SecondaryNormal;\n"
1039 "uniform sampler2D Texture_SecondaryColor;\n"
1040 "uniform sampler2D Texture_SecondaryGloss;\n"
1042 "uniform sampler2D Texture_SecondaryGlow;\n"
1045 "#ifdef USECOLORMAPPING\n"
1046 "uniform sampler2D Texture_Pants;\n"
1047 "uniform sampler2D Texture_Shirt;\n"
1050 "#ifdef USEFOGHEIGHTTEXTURE\n"
1051 "uniform sampler2D Texture_FogHeightTexture;\n"
1053 "uniform sampler2D Texture_FogMask;\n"
1055 "#ifdef USELIGHTMAP\n"
1056 "uniform sampler2D Texture_Lightmap;\n"
1058 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1059 "uniform sampler2D Texture_Deluxemap;\n"
1061 "#ifdef USEREFLECTION\n"
1062 "uniform sampler2D Texture_Reflection;\n"
1065 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1066 "uniform sampler2D Texture_ScreenDepth;\n"
1067 "uniform sampler2D Texture_ScreenNormalMap;\n"
1069 "#ifdef USEDEFERREDLIGHTMAP\n"
1070 "uniform sampler2D Texture_ScreenDiffuse;\n"
1071 "uniform sampler2D Texture_ScreenSpecular;\n"
1074 "uniform myhalf3 Color_Pants;\n"
1075 "uniform myhalf3 Color_Shirt;\n"
1076 "uniform myhalf3 FogColor;\n"
1079 "uniform float FogRangeRecip;\n"
1080 "uniform float FogPlaneViewDist;\n"
1081 "uniform float FogHeightFade;\n"
1082 "vec3 FogVertex(vec3 surfacecolor)\n"
1084 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1085 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1087 "#ifdef USEFOGHEIGHTTEXTURE\n"
1088 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1089 " fogfrac = fogheightpixel.a;\n"
1090 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1092 "# ifdef USEFOGOUTSIDE\n"
1093 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1095 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1097 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1102 "#ifdef USEOFFSETMAPPING\n"
1103 "uniform float OffsetMapping_Scale;\n"
1104 "vec2 OffsetMapping(vec2 TexCoord)\n"
1106 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1107 " // 14 sample relief mapping: linear search and then binary search\n"
1108 " // this basically steps forward a small amount repeatedly until it finds\n"
1109 " // itself inside solid, then jitters forward and back using decreasing\n"
1110 " // amounts to find the impact\n"
1111 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1112 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1113 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1114 " vec3 RT = vec3(TexCoord, 1);\n"
1115 " OffsetVector *= 0.1;\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1123 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1124 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1127 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1128 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1129 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1132 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1133 " // this basically moves forward the full distance, and then backs up based\n"
1134 " // on height of samples\n"
1135 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1136 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1137 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1138 " TexCoord += OffsetVector;\n"
1139 " OffsetVector *= 0.333;\n"
1140 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1141 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1142 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1143 " return TexCoord;\n"
1146 "#endif // USEOFFSETMAPPING\n"
1148 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1149 "uniform sampler2D Texture_Attenuation;\n"
1150 "uniform samplerCube Texture_Cube;\n"
1153 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1155 "#ifdef USESHADOWMAPRECT\n"
1156 "# ifdef USESHADOWSAMPLER\n"
1157 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1159 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1163 "#ifdef USESHADOWMAP2D\n"
1164 "# ifdef USESHADOWSAMPLER\n"
1165 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1167 "uniform sampler2D Texture_ShadowMap2D;\n"
1171 "#ifdef USESHADOWMAPVSDCT\n"
1172 "uniform samplerCube Texture_CubeProjection;\n"
1175 "#ifdef USESHADOWMAPCUBE\n"
1176 "# ifdef USESHADOWSAMPLER\n"
1177 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1179 "uniform samplerCube Texture_ShadowMapCube;\n"
1183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1184 "uniform vec2 ShadowMap_TextureScale;\n"
1185 "uniform vec4 ShadowMap_Parameters;\n"
1188 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1189 "# ifdef USESHADOWMAPORTHO\n"
1190 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1192 "# ifdef USESHADOWMAPVSDCT\n"
1193 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1195 " vec3 adir = abs(dir);\n"
1196 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1197 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1198 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1201 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1203 " vec3 adir = abs(dir);\n"
1204 " float ma = adir.z;\n"
1205 " vec4 proj = vec4(dir, 2.5);\n"
1206 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1207 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1208 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1209 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1213 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1215 "#ifdef USESHADOWMAPCUBE\n"
1216 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1218 " vec3 adir = abs(dir);\n"
1219 " return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1223 "# ifdef USESHADOWMAPRECT\n"
1224 "float ShadowMapCompare(vec3 dir)\n"
1226 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1228 "# ifdef USESHADOWSAMPLER\n"
1230 "# ifdef USESHADOWMAPPCF\n"
1231 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1232 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1234 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1239 "# ifdef USESHADOWMAPPCF\n"
1240 "# if USESHADOWMAPPCF > 1\n"
1241 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1242 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1243 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1244 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1245 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1246 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1247 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1248 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1250 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1251 " vec2 offset = fract(shadowmaptc.xy);\n"
1252 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1253 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1254 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1255 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1256 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1259 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1263 "# ifdef USESHADOWMAPORTHO\n"
1264 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1271 "# ifdef USESHADOWMAP2D\n"
1272 "float ShadowMapCompare(vec3 dir)\n"
1274 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1277 "# ifdef USESHADOWSAMPLER\n"
1278 "# ifdef USESHADOWMAPPCF\n"
1279 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1280 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1281 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1283 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1286 "# ifdef USESHADOWMAPPCF\n"
1287 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1288 "# ifdef GL_ARB_texture_gather\n"
1289 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1291 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1293 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1294 "# if USESHADOWMAPPCF > 1\n"
1295 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1296 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1297 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1298 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1299 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1300 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1301 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1302 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1303 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1304 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1305 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1306 " locols.yz += group2.ab;\n"
1307 " hicols.yz += group8.rg;\n"
1308 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1309 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1310 " mix(locols, hicols, offset.y);\n"
1311 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1312 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1313 " f = dot(cols, vec4(1.0/25.0));\n"
1315 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1316 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1317 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1318 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1319 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1320 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1321 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 "# ifdef GL_EXT_gpu_shader4\n"
1325 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1327 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1329 "# if USESHADOWMAPPCF > 1\n"
1330 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1331 " center *= ShadowMap_TextureScale;\n"
1332 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1333 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1334 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1335 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1336 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1337 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1339 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1340 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1341 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1342 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1343 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1344 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1348 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1351 "# ifdef USESHADOWMAPORTHO\n"
1352 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1359 "# ifdef USESHADOWMAPCUBE\n"
1360 "float ShadowMapCompare(vec3 dir)\n"
1362 " // apply depth texture cubemap as light filter\n"
1363 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1365 "# ifdef USESHADOWSAMPLER\n"
1366 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1368 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1373 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1374 "#endif // FRAGMENT_SHADER\n"
1379 "#ifdef MODE_DEFERREDGEOMETRY\n"
1380 "#ifdef VERTEX_SHADER\n"
1381 "uniform mat4 TexMatrix;\n"
1382 "#ifdef USEVERTEXTEXTUREBLEND\n"
1383 "uniform mat4 BackgroundTexMatrix;\n"
1385 "uniform mat4 ModelViewMatrix;\n"
1388 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 " gl_FrontColor = gl_Color;\n"
1391 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1394 " // transform unnormalized eye direction into tangent space\n"
1395 "#ifdef USEOFFSETMAPPING\n"
1396 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1397 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1398 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1399 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1402 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1403 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1404 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1405 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1407 "#endif // VERTEX_SHADER\n"
1409 "#ifdef FRAGMENT_SHADER\n"
1412 "#ifdef USEOFFSETMAPPING\n"
1413 " // apply offsetmapping\n"
1414 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1415 "#define TexCoord TexCoordOffset\n"
1418 "#ifdef USEALPHAKILL\n"
1419 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1425 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1426 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1427 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1430 "#ifdef USEVERTEXTEXTUREBLEND\n"
1431 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1432 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1434 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1435 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1438 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1440 "#endif // FRAGMENT_SHADER\n"
1441 "#else // !MODE_DEFERREDGEOMETRY\n"
1446 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1447 "#ifdef VERTEX_SHADER\n"
1448 "uniform mat4 ModelViewMatrix;\n"
1451 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1452 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1454 "#endif // VERTEX_SHADER\n"
1456 "#ifdef FRAGMENT_SHADER\n"
1457 "uniform mat4 ViewToLight;\n"
1458 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1459 "uniform vec2 ScreenToDepth;\n"
1460 "uniform myhalf3 DeferredColor_Ambient;\n"
1461 "uniform myhalf3 DeferredColor_Diffuse;\n"
1462 "#ifdef USESPECULAR\n"
1463 "uniform myhalf3 DeferredColor_Specular;\n"
1464 "uniform myhalf SpecularPower;\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1469 " // calculate viewspace pixel position\n"
1470 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1472 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1473 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1474 " // decode viewspace pixel normal\n"
1475 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1476 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1477 " // surfacenormal = pixel normal in viewspace\n"
1478 " // LightVector = pixel to light in viewspace\n"
1479 " // CubeVector = position in lightspace\n"
1480 " // eyevector = pixel to view in viewspace\n"
1481 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1482 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1483 "#ifdef USEDIFFUSE\n"
1484 " // calculate diffuse shading\n"
1485 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1486 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1488 "#ifdef USESPECULAR\n"
1489 " // calculate directional shading\n"
1490 " vec3 eyevector = position * -1.0;\n"
1491 "# ifdef USEEXACTSPECULARMATH\n"
1492 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1494 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1495 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1499 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1500 " fade *= ShadowMapCompare(CubeVector);\n"
1503 "#ifdef USEDIFFUSE\n"
1504 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1506 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1508 "#ifdef USESPECULAR\n"
1509 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1511 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1514 "# ifdef USECUBEFILTER\n"
1515 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1516 " gl_FragData[0].rgb *= cubecolor;\n"
1517 " gl_FragData[1].rgb *= cubecolor;\n"
1520 "#endif // FRAGMENT_SHADER\n"
1521 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1526 "#ifdef VERTEX_SHADER\n"
1527 "uniform mat4 TexMatrix;\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "uniform mat4 BackgroundTexMatrix;\n"
1531 "#ifdef MODE_LIGHTSOURCE\n"
1532 "uniform mat4 ModelToLight;\n"
1534 "#ifdef USESHADOWMAPORTHO\n"
1535 "uniform mat4 ShadowMapMatrix;\n"
1539 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1540 " gl_FrontColor = gl_Color;\n"
1542 " // copy the surface texcoord\n"
1543 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1544 "#ifdef USEVERTEXTEXTUREBLEND\n"
1545 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1547 "#ifdef USELIGHTMAP\n"
1548 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1551 "#ifdef MODE_LIGHTSOURCE\n"
1552 " // transform vertex position into light attenuation/cubemap space\n"
1553 " // (-1 to +1 across the light box)\n"
1554 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1556 "# ifdef USEDIFFUSE\n"
1557 " // transform unnormalized light direction into tangent space\n"
1558 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1559 " // normalize it per pixel)\n"
1560 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1561 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1562 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1563 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1567 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1568 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1569 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1570 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1573 " // transform unnormalized eye direction into tangent space\n"
1574 "#ifdef USEEYEVECTOR\n"
1575 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1576 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1577 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1578 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1582 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1583 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1586 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1587 " VectorS = gl_MultiTexCoord1.xyz;\n"
1588 " VectorT = gl_MultiTexCoord2.xyz;\n"
1589 " VectorR = gl_MultiTexCoord3.xyz;\n"
1592 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1593 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1595 "#ifdef USESHADOWMAPORTHO\n"
1596 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1599 "#ifdef USEREFLECTION\n"
1600 " ModelViewProjectionPosition = gl_Position;\n"
1603 "#endif // VERTEX_SHADER\n"
1608 "#ifdef FRAGMENT_SHADER\n"
1609 "#ifdef USEDEFERREDLIGHTMAP\n"
1610 "uniform myhalf2 PixelToScreenTexCoord;\n"
1611 "uniform myhalf3 DeferredMod_Diffuse;\n"
1612 "uniform myhalf3 DeferredMod_Specular;\n"
1614 "uniform myhalf3 Color_Ambient;\n"
1615 "uniform myhalf3 Color_Diffuse;\n"
1616 "uniform myhalf3 Color_Specular;\n"
1617 "uniform myhalf SpecularPower;\n"
1619 "uniform myhalf3 Color_Glow;\n"
1621 "uniform myhalf Alpha;\n"
1622 "#ifdef USEREFLECTION\n"
1623 "uniform vec4 DistortScaleRefractReflect;\n"
1624 "uniform vec4 ScreenScaleRefractReflect;\n"
1625 "uniform vec4 ScreenCenterRefractReflect;\n"
1626 "uniform myhalf4 ReflectColor;\n"
1628 "#ifdef USEREFLECTCUBE\n"
1629 "uniform mat4 ModelToReflectCube;\n"
1630 "uniform sampler2D Texture_ReflectMask;\n"
1631 "uniform samplerCube Texture_ReflectCube;\n"
1633 "#ifdef MODE_LIGHTDIRECTION\n"
1634 "uniform myhalf3 LightColor;\n"
1636 "#ifdef MODE_LIGHTSOURCE\n"
1637 "uniform myhalf3 LightColor;\n"
1641 "#ifdef USEOFFSETMAPPING\n"
1642 " // apply offsetmapping\n"
1643 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1644 "#define TexCoord TexCoordOffset\n"
1647 " // combine the diffuse textures (base, pants, shirt)\n"
1648 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1649 "#ifdef USEALPHAKILL\n"
1650 " if (color.a < 0.5)\n"
1653 " color.a *= Alpha;\n"
1654 "#ifdef USECOLORMAPPING\n"
1655 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1659 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1660 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1661 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1663 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1666 " // get the surface normal\n"
1667 "#ifdef USEVERTEXTEXTUREBLEND\n"
1668 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1670 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1673 " // get the material colors\n"
1674 " myhalf3 diffusetex = color.rgb;\n"
1675 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1676 "# ifdef USEVERTEXTEXTUREBLEND\n"
1677 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1679 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1683 "#ifdef USEREFLECTCUBE\n"
1684 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1685 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1686 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1687 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1693 "#ifdef MODE_LIGHTSOURCE\n"
1694 " // light source\n"
1695 "#ifdef USEDIFFUSE\n"
1696 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1697 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1698 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1699 "#ifdef USESPECULAR\n"
1700 "#ifdef USEEXACTSPECULARMATH\n"
1701 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1703 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1704 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1706 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1709 " color.rgb = diffusetex * Color_Ambient;\n"
1711 " color.rgb *= LightColor;\n"
1712 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1713 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1714 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1716 "# ifdef USECUBEFILTER\n"
1717 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1719 "#endif // MODE_LIGHTSOURCE\n"
1724 "#ifdef MODE_LIGHTDIRECTION\n"
1726 "#ifdef USEDIFFUSE\n"
1727 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1729 "#define lightcolor LightColor\n"
1730 "#endif // MODE_LIGHTDIRECTION\n"
1731 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1733 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1734 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1735 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1736 " // convert modelspace light vector to tangentspace\n"
1737 " myhalf3 lightnormal;\n"
1738 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1739 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1740 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1741 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1742 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1743 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1744 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1745 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1746 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1747 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1748 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1749 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1750 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1751 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1752 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1754 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1755 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1756 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 " color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1776 "# ifdef USEDIFFUSE\n"
1777 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "# ifdef USESPECULAR\n"
1779 "# ifdef USEEXACTSPECULARMATH\n"
1780 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1782 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1785 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1787 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1790 " color.rgb = diffusetex * Color_Ambient;\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1808 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1813 " color.rgb = FogVertex(color.rgb);\n"
1816 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1817 "#ifdef USEREFLECTION\n"
1818 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 " // FIXME temporary hack to detect the case that the reflection\n"
1823 " // gets blackened at edges due to leaving the area that contains actual\n"
1825 " // Remove this 'ack once we have a better way to stop this thing from\n"
1827 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1835 " gl_FragColor = vec4(color);\n"
1837 "#endif // FRAGMENT_SHADER\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1851 =========================================================================================================================================================
1855 =========================================================================================================================================================
1859 =========================================================================================================================================================
1863 =========================================================================================================================================================
1867 =========================================================================================================================================================
1871 =========================================================================================================================================================
1875 =========================================================================================================================================================
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1895 "#define USEEYEVECTOR\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1900 "//#undef USESHADOWMAPPCF\n"
1901 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1902 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1904 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1908 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1909 "#ifdef VERTEX_SHADER\n"
1912 "float4 gl_Vertex : POSITION,\n"
1913 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1914 "out float4 gl_Position : POSITION,\n"
1915 "out float Depth : TEXCOORD0\n"
1918 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1919 " Depth = gl_Position.z;\n"
1923 "#ifdef FRAGMENT_SHADER\n"
1926 "float Depth : TEXCOORD0,\n"
1927 "out float4 gl_FragColor : COLOR\n"
1930 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1931 " float3 temp = float3(Depth,Depth*256.0,Depth*65536.0);\n"
1932 " temp.yz -= floor(temp.yz);\n"
1933 " gl_FragColor = float4(temp,0);\n"
1934 "// gl_FragColor = float4(Depth,0,0,0);\n"
1937 "#else // !MODE_DEPTH_ORSHADOW\n"
1942 "#ifdef MODE_SHOWDEPTH\n"
1943 "#ifdef VERTEX_SHADER\n"
1946 "float4 gl_Vertex : POSITION,\n"
1947 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1948 "out float4 gl_Position : POSITION,\n"
1949 "out float4 gl_FrontColor : COLOR0\n"
1952 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1953 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1960 "float4 gl_FrontColor : COLOR0,\n"
1961 "out float4 gl_FragColor : COLOR\n"
1964 " gl_FragColor = gl_FrontColor;\n"
1967 "#else // !MODE_SHOWDEPTH\n"
1972 "#ifdef MODE_POSTPROCESS\n"
1974 "#ifdef VERTEX_SHADER\n"
1977 "float4 gl_Vertex : POSITION,\n"
1978 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1979 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1980 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1981 "out float4 gl_Position : POSITION,\n"
1982 "out float2 TexCoord1 : TEXCOORD0,\n"
1983 "out float2 TexCoord2 : TEXCOORD1\n"
1986 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1987 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1989 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1994 "#ifdef FRAGMENT_SHADER\n"
1997 "float2 TexCoord1 : TEXCOORD0,\n"
1998 "float2 TexCoord2 : TEXCOORD1,\n"
1999 "uniform sampler Texture_First : register(s0),\n"
2001 "uniform sampler Texture_Second : register(s1),\n"
2003 "#ifdef USEGAMMARAMPS\n"
2004 "uniform sampler Texture_GammaRamps : register(s2),\n"
2006 "#ifdef USESATURATION\n"
2007 "uniform float Saturation : register(c30),\n"
2009 "#ifdef USEVIEWTINT\n"
2010 "uniform float4 ViewTintColor : register(c41),\n"
2012 "uniform float4 UserVec1 : register(c37),\n"
2013 "uniform float4 UserVec2 : register(c38),\n"
2014 "uniform float4 UserVec3 : register(c39),\n"
2015 "uniform float4 UserVec4 : register(c40),\n"
2016 "uniform float ClientTime : register(c2),\n"
2017 "uniform float2 PixelSize : register(c25),\n"
2018 "uniform float4 BloomColorSubtract : register(c43),\n"
2019 "out float4 gl_FragColor : COLOR\n"
2022 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2024 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
2026 "#ifdef USEVIEWTINT\n"
2027 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2030 "#ifdef USEPOSTPROCESSING\n"
2031 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2032 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
2033 " float sobel = 1.0;\n"
2034 " // float2 ts = textureSize(Texture_First, 0);\n"
2035 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
2036 " float2 px = PixelSize;\n"
2037 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2038 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
2039 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2040 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2041 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
2042 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2043 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
2044 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
2045 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
2046 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
2047 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
2048 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
2049 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
2050 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
2051 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
2052 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
2053 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
2054 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
2055 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
2056 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
2057 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
2058 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
2059 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
2060 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
2061 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
2062 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2063 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2064 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2065 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
2066 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
2067 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
2068 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
2071 "#ifdef USESATURATION\n"
2072 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2073 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2074 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2075 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2078 "#ifdef USEGAMMARAMPS\n"
2079 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2080 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2081 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2085 "#else // !MODE_POSTPROCESS\n"
2090 "#ifdef MODE_GENERIC\n"
2091 "#ifdef VERTEX_SHADER\n"
2094 "float4 gl_Vertex : POSITION,\n"
2095 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2096 "float4 gl_Color : COLOR0,\n"
2097 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2098 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2099 "out float4 gl_Position : POSITION,\n"
2100 "out float4 gl_FrontColor : COLOR,\n"
2101 "out float2 TexCoord1 : TEXCOORD0,\n"
2102 "out float2 TexCoord2 : TEXCOORD1\n"
2106 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2108 " gl_FrontColor = gl_Color; // Cg is forward\n"
2110 "#ifdef USEDIFFUSE\n"
2111 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2113 "#ifdef USESPECULAR\n"
2114 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2116 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2120 "#ifdef FRAGMENT_SHADER\n"
2124 "float4 gl_FrontColor : COLOR0,\n"
2125 "float2 TexCoord1 : TEXCOORD0,\n"
2126 "float2 TexCoord2 : TEXCOORD1,\n"
2127 "#ifdef USEDIFFUSE\n"
2128 "uniform sampler Texture_First : register(s0),\n"
2130 "#ifdef USESPECULAR\n"
2131 "uniform sampler Texture_Second : register(s1),\n"
2133 "out float4 gl_FragColor : COLOR\n"
2136 " gl_FragColor = gl_FrontColor;\n"
2137 "#ifdef USEDIFFUSE\n"
2138 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2141 "#ifdef USESPECULAR\n"
2142 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2143 "# ifdef USECOLORMAPPING\n"
2144 " gl_FragColor *= tex2;\n"
2147 " gl_FragColor += tex2;\n"
2149 "# ifdef USEVERTEXTEXTUREBLEND\n"
2150 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2155 "#else // !MODE_GENERIC\n"
2160 "#ifdef MODE_BLOOMBLUR\n"
2161 "#ifdef VERTEX_SHADER\n"
2164 "float4 gl_Vertex : POSITION,\n"
2165 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2166 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2167 "out float4 gl_Position : POSITION,\n"
2168 "out float2 TexCoord : TEXCOORD0\n"
2171 " TexCoord = gl_MultiTexCoord0.xy;\n"
2172 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2176 "#ifdef FRAGMENT_SHADER\n"
2180 "float2 TexCoord : TEXCOORD0,\n"
2181 "uniform sampler Texture_First : register(s0),\n"
2182 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2183 "out float4 gl_FragColor : COLOR\n"
2187 " float2 tc = TexCoord;\n"
2188 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2189 " tc += BloomBlur_Parameters.xy;\n"
2190 " for (i = 1;i < SAMPLES;i++)\n"
2192 " color += tex2D(Texture_First, tc).rgb;\n"
2193 " tc += BloomBlur_Parameters.xy;\n"
2195 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2198 "#else // !MODE_BLOOMBLUR\n"
2199 "#ifdef MODE_REFRACTION\n"
2200 "#ifdef VERTEX_SHADER\n"
2203 "float4 gl_Vertex : POSITION,\n"
2204 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2205 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2206 "uniform float4x4 TexMatrix : register(c0),\n"
2207 "uniform float3 EyePosition : register(c24),\n"
2208 "out float4 gl_Position : POSITION,\n"
2209 "out float2 TexCoord : TEXCOORD0,\n"
2210 "out float3 EyeVector : TEXCOORD1,\n"
2211 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2214 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2215 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2216 " ModelViewProjectionPosition = gl_Position;\n"
2220 "#ifdef FRAGMENT_SHADER\n"
2223 "float2 TexCoord : TEXCOORD0,\n"
2224 "float3 EyeVector : TEXCOORD1,\n"
2225 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2226 "uniform sampler Texture_Normal : register(s0),\n"
2227 "uniform sampler Texture_Refraction : register(s3),\n"
2228 "uniform sampler Texture_Reflection : register(s7),\n"
2229 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2230 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2231 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2232 "uniform float4 RefractColor : register(c29),\n"
2233 "out float4 gl_FragColor : COLOR\n"
2236 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2237 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2238 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2239 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2240 " // FIXME temporary hack to detect the case that the reflection\n"
2241 " // gets blackened at edges due to leaving the area that contains actual\n"
2243 " // Remove this 'ack once we have a better way to stop this thing from\n"
2245 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2250 " gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2253 "#else // !MODE_REFRACTION\n"
2258 "#ifdef MODE_WATER\n"
2259 "#ifdef VERTEX_SHADER\n"
2263 "float4 gl_Vertex : POSITION,\n"
2264 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2265 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2266 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2267 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2268 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2269 "uniform float4x4 TexMatrix : register(c0),\n"
2270 "uniform float3 EyePosition : register(c24),\n"
2271 "out float4 gl_Position : POSITION,\n"
2272 "out float2 TexCoord : TEXCOORD0,\n"
2273 "out float3 EyeVector : TEXCOORD1,\n"
2274 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2277 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2278 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2279 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2280 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2281 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2282 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2283 " ModelViewProjectionPosition = gl_Position;\n"
2287 "#ifdef FRAGMENT_SHADER\n"
2290 "float2 TexCoord : TEXCOORD0,\n"
2291 "float3 EyeVector : TEXCOORD1,\n"
2292 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2293 "uniform sampler Texture_Normal : register(s0),\n"
2294 "uniform sampler Texture_Refraction : register(s3),\n"
2295 "uniform sampler Texture_Reflection : register(s7),\n"
2296 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2297 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2298 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2299 "uniform float4 RefractColor : register(c29),\n"
2300 "uniform float4 ReflectColor : register(c26),\n"
2301 "uniform float ReflectFactor : register(c27),\n"
2302 "uniform float ReflectOffset : register(c28),\n"
2303 "out float4 gl_FragColor : COLOR\n"
2306 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2307 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2308 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2309 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2310 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2311 " // FIXME temporary hack to detect the case that the reflection\n"
2312 " // gets blackened at edges due to leaving the area that contains actual\n"
2314 " // Remove this 'ack once we have a better way to stop this thing from\n"
2316 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2317 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2318 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2319 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2320 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2321 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2322 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2323 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2324 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2325 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2326 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2327 " gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2330 "#else // !MODE_WATER\n"
2335 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2337 "// fragment shader specific:\n"
2338 "#ifdef FRAGMENT_SHADER\n"
2341 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2344 "#ifdef USEFOGHEIGHTTEXTURE\n"
2345 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2346 " fogfrac = fogheightpixel.a;\n"
2347 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2349 "# ifdef USEFOGOUTSIDE\n"
2350 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2352 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2354 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2359 "#ifdef USEOFFSETMAPPING\n"
2360 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2362 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2363 " // 14 sample relief mapping: linear search and then binary search\n"
2364 " // this basically steps forward a small amount repeatedly until it finds\n"
2365 " // itself inside solid, then jitters forward and back using decreasing\n"
2366 " // amounts to find the impact\n"
2367 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2368 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2369 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2370 " float3 RT = float3(TexCoord, 1);\n"
2371 " OffsetVector *= 0.1;\n"
2372 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2373 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2374 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2375 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2376 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2377 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2378 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2379 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2380 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2381 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2382 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2383 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2384 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2385 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2388 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2389 " // this basically moves forward the full distance, and then backs up based\n"
2390 " // on height of samples\n"
2391 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2392 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2393 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2394 " TexCoord += OffsetVector;\n"
2395 " OffsetVector *= 0.333;\n"
2396 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2397 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2398 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2399 " return TexCoord;\n"
2402 "#endif // USEOFFSETMAPPING\n"
2404 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2405 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2406 "# ifdef USESHADOWMAPORTHO\n"
2407 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2409 "# ifdef USESHADOWMAPVSDCT\n"
2410 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2412 " float3 adir = abs(dir);\n"
2413 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2414 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2415 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2418 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2420 " float3 adir = abs(dir);\n"
2421 " float ma = adir.z;\n"
2422 " float4 proj = float4(dir, 2.5);\n"
2423 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2424 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2426 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2428 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2429 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2434 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2436 "#ifdef USESHADOWMAPCUBE\n"
2437 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2439 " float3 adir = abs(dir);\n"
2440 " return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2444 "# ifdef USESHADOWMAPRECT\n"
2445 "#ifdef USESHADOWMAPVSDCT\n"
2446 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2448 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2451 "#ifdef USESHADOWMAPVSDCT\n"
2452 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2454 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2457 "# ifdef USESHADOWSAMPLER\n"
2459 "# ifdef USESHADOWMAPPCF\n"
2460 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2461 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2463 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2468 "# ifdef USESHADOWMAPPCF\n"
2469 "# if USESHADOWMAPPCF > 1\n"
2470 "# define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2471 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2472 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2473 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2474 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2475 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2476 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2477 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2479 "# define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2480 " float2 offset = frac(shadowmaptc.xy);\n"
2481 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2482 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2483 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2484 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2485 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2488 " f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2492 "# ifdef USESHADOWMAPORTHO\n"
2493 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2500 "# ifdef USESHADOWMAP2D\n"
2501 "#ifdef USESHADOWMAPVSDCT\n"
2502 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2504 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2507 "#ifdef USESHADOWMAPVSDCT\n"
2508 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2510 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2514 "# ifdef USESHADOWSAMPLER\n"
2515 "# ifdef USESHADOWMAPPCF\n"
2516 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2517 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2518 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2520 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2523 "# ifdef USESHADOWMAPPCF\n"
2524 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2525 "# ifdef GL_ARB_texture_gather\n"
2526 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2528 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2530 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2531 "# if USESHADOWMAPPCF > 1\n"
2532 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2533 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2534 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2535 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2536 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2537 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2538 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2539 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2540 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2541 " float4 locols = float4(group1.ab, group3.ab);\n"
2542 " float4 hicols = float4(group7.rg, group9.rg);\n"
2543 " locols.yz += group2.ab;\n"
2544 " hicols.yz += group8.rg;\n"
2545 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2546 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2547 " lerp(locols, hicols, offset.y);\n"
2548 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2549 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2550 " f = dot(cols, float4(1.0/25.0));\n"
2552 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2553 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2554 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2555 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2556 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2557 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2558 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2561 "# ifdef GL_EXT_gpu_shader4\n"
2562 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2564 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2566 "# if USESHADOWMAPPCF > 1\n"
2567 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2568 " center *= ShadowMap_TextureScale;\n"
2569 " float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2570 " float4 row2 = step(shadowmaptc.z, float4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
2571 " float4 row3 = step(shadowmaptc.z, float4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
2572 " float4 row4 = step(shadowmaptc.z, float4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
2573 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2574 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2576 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2577 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2578 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2579 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2580 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2581 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2585 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2588 "# ifdef USESHADOWMAPORTHO\n"
2589 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2596 "# ifdef USESHADOWMAPCUBE\n"
2597 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2599 " // apply depth texture cubemap as light filter\n"
2600 " float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2605 " f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2610 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2611 "#endif // FRAGMENT_SHADER\n"
2616 "#ifdef MODE_DEFERREDGEOMETRY\n"
2617 "#ifdef VERTEX_SHADER\n"
2620 "float4 gl_Vertex : POSITION,\n"
2621 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2622 "#ifdef USEVERTEXTEXTUREBLEND\n"
2623 "float4 gl_Color : COLOR0,\n"
2625 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2626 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2627 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2628 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2629 "uniform float4x4 TexMatrix : register(c0),\n"
2630 "#ifdef USEVERTEXTEXTUREBLEND\n"
2631 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2633 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2634 "#ifdef USEOFFSETMAPPING\n"
2635 "uniform float3 EyePosition : register(c24),\n"
2637 "out float4 gl_Position : POSITION,\n"
2638 "out float4 gl_FrontColor : COLOR,\n"
2639 "out float4 TexCoordBoth : TEXCOORD0,\n"
2640 "#ifdef USEOFFSETMAPPING\n"
2641 "out float3 EyeVector : TEXCOORD2,\n"
2643 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2644 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2645 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2648 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2649 "#ifdef USEVERTEXTEXTUREBLEND\n"
2651 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2653 " gl_FrontColor = gl_Color; // Cg is forward\n"
2655 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2658 " // transform unnormalized eye direction into tangent space\n"
2659 "#ifdef USEOFFSETMAPPING\n"
2660 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2661 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2662 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2663 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2666 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2667 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2668 " VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2669 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2671 "#endif // VERTEX_SHADER\n"
2673 "#ifdef FRAGMENT_SHADER\n"
2676 "float4 TexCoordBoth : TEXCOORD0,\n"
2677 "float3 EyeVector : TEXCOORD2,\n"
2678 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2681 "uniform sampler Texture_Normal : register(s0),\n"
2682 "#ifdef USEALPHAKILL\n"
2683 "uniform sampler Texture_Color : register(s1),\n"
2685 "uniform sampler Texture_Gloss : register(s2),\n"
2686 "#ifdef USEVERTEXTEXTUREBLEND\n"
2687 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2688 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2690 "#ifdef USEOFFSETMAPPING\n"
2691 "uniform float OffsetMapping_Scale : register(c24),\n"
2693 "uniform half SpecularPower : register(c36),\n"
2694 "out float4 gl_FragColor : COLOR\n"
2697 " float2 TexCoord = TexCoordBoth.xy;\n"
2698 "#ifdef USEOFFSETMAPPING\n"
2699 " // apply offsetmapping\n"
2700 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2701 "#define TexCoord TexCoordOffset\n"
2704 "#ifdef USEALPHAKILL\n"
2705 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2711 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2712 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2713 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2716 "#ifdef USEVERTEXTEXTUREBLEND\n"
2717 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2718 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2720 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2721 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2724 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2726 "#endif // FRAGMENT_SHADER\n"
2727 "#else // !MODE_DEFERREDGEOMETRY\n"
2732 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2733 "#ifdef VERTEX_SHADER\n"
2736 "float4 gl_Vertex : POSITION,\n"
2737 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2738 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2739 "out float4 gl_Position : POSITION,\n"
2740 "out float4 ModelViewPosition : TEXCOORD0\n"
2743 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2744 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2746 "#endif // VERTEX_SHADER\n"
2748 "#ifdef FRAGMENT_SHADER\n"
2752 "float2 Pixel : VPOS,\n"
2754 "float2 Pixel : WPOS,\n"
2756 "float4 ModelViewPosition : TEXCOORD0,\n"
2757 "uniform float4x4 ViewToLight : register(c44),\n"
2758 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2759 "uniform float3 LightPosition : register(c23),\n"
2760 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2761 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2762 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2763 "#ifdef USESPECULAR\n"
2764 "uniform half3 DeferredColor_Specular : register(c11),\n"
2765 "uniform half SpecularPower : register(c36),\n"
2767 "uniform sampler Texture_Attenuation : register(s9),\n"
2768 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2769 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2771 "#ifdef USECUBEFILTER\n"
2772 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2775 "#ifdef USESHADOWMAPRECT\n"
2776 "# ifdef USESHADOWSAMPLER\n"
2777 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
2779 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
2783 "#ifdef USESHADOWMAP2D\n"
2784 "# ifdef USESHADOWSAMPLER\n"
2785 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2787 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
2791 "#ifdef USESHADOWMAPVSDCT\n"
2792 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2795 "#ifdef USESHADOWMAPCUBE\n"
2796 "# ifdef USESHADOWSAMPLER\n"
2797 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
2799 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
2803 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2804 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2805 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2808 "out float4 gl_FragData0 : COLOR0,\n"
2809 "out float4 gl_FragData1 : COLOR1\n"
2812 " // calculate viewspace pixel position\n"
2813 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2814 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2815 " float3 position;\n"
2816 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2817 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2818 " // decode viewspace pixel normal\n"
2819 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2820 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2821 " // surfacenormal = pixel normal in viewspace\n"
2822 " // LightVector = pixel to light in viewspace\n"
2823 " // CubeVector = position in lightspace\n"
2824 " // eyevector = pixel to view in viewspace\n"
2825 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2826 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2827 "#ifdef USEDIFFUSE\n"
2828 " // calculate diffuse shading\n"
2829 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2830 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2832 "#ifdef USESPECULAR\n"
2833 " // calculate directional shading\n"
2834 " float3 eyevector = position * -1.0;\n"
2835 "# ifdef USEEXACTSPECULARMATH\n"
2836 " half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2838 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2839 " half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2843 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2844 " fade *= ShadowMapCompare(CubeVector,\n"
2845 "# if defined(USESHADOWMAP2D)\n"
2846 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2848 "# if defined(USESHADOWMAPRECT)\n"
2849 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2851 "# if defined(USESHADOWMAPCUBE)\n"
2852 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2855 "#ifdef USESHADOWMAPVSDCT\n"
2856 ", Texture_CubeProjection\n"
2861 "#ifdef USEDIFFUSE\n"
2862 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2864 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2866 "#ifdef USESPECULAR\n"
2867 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2869 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2872 "# ifdef USECUBEFILTER\n"
2873 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2874 " gl_FragData0.rgb *= cubecolor;\n"
2875 " gl_FragData1.rgb *= cubecolor;\n"
2878 "#endif // FRAGMENT_SHADER\n"
2879 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2884 "#ifdef VERTEX_SHADER\n"
2887 "float4 gl_Vertex : POSITION,\n"
2888 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2889 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2890 "float4 gl_Color : COLOR0,\n"
2892 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2893 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2894 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2895 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2896 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2898 "uniform float3 EyePosition : register(c24),\n"
2899 "uniform float4x4 TexMatrix : register(c0),\n"
2900 "#ifdef USEVERTEXTEXTUREBLEND\n"
2901 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2903 "#ifdef MODE_LIGHTSOURCE\n"
2904 "uniform float4x4 ModelToLight : register(c20),\n"
2906 "#ifdef MODE_LIGHTSOURCE\n"
2907 "uniform float3 LightPosition : register(c27),\n"
2909 "#ifdef MODE_LIGHTDIRECTION\n"
2910 "uniform float3 LightDir : register(c26),\n"
2912 "uniform float4 FogPlane : register(c25),\n"
2913 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2914 "uniform float3 LightPosition : register(c27),\n"
2916 "#ifdef USESHADOWMAPORTHO\n"
2917 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2920 "out float4 gl_FrontColor : COLOR,\n"
2921 "out float4 TexCoordBoth : TEXCOORD0,\n"
2922 "#ifdef USELIGHTMAP\n"
2923 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2925 "#ifdef USEEYEVECTOR\n"
2926 "out float3 EyeVector : TEXCOORD2,\n"
2928 "#ifdef USEREFLECTION\n"
2929 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2932 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2934 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2935 "out float3 LightVector : TEXCOORD1,\n"
2937 "#ifdef MODE_LIGHTSOURCE\n"
2938 "out float3 CubeVector : TEXCOORD3,\n"
2940 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2941 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2942 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2943 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2945 "#ifdef USESHADOWMAPORTHO\n"
2946 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2948 "out float4 gl_Position : POSITION\n"
2951 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2953 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2955 " gl_FrontColor = gl_Color; // Cg is forward\n"
2958 " // copy the surface texcoord\n"
2959 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2960 "#ifdef USEVERTEXTEXTUREBLEND\n"
2961 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2963 "#ifdef USELIGHTMAP\n"
2964 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2967 "#ifdef MODE_LIGHTSOURCE\n"
2968 " // transform vertex position into light attenuation/cubemap space\n"
2969 " // (-1 to +1 across the light box)\n"
2970 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2972 "# ifdef USEDIFFUSE\n"
2973 " // transform unnormalized light direction into tangent space\n"
2974 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2975 " // normalize it per pixel)\n"
2976 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2977 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2978 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2979 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2983 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2984 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2985 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2986 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2989 " // transform unnormalized eye direction into tangent space\n"
2990 "#ifdef USEEYEVECTOR\n"
2991 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2992 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2993 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2994 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2998 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2999 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
3002 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3003 " VectorS = gl_MultiTexCoord1.xyz;\n"
3004 " VectorT = gl_MultiTexCoord2.xyz;\n"
3005 " VectorR = gl_MultiTexCoord3.xyz;\n"
3008 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
3009 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
3011 "#ifdef USESHADOWMAPORTHO\n"
3012 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
3015 "#ifdef USEREFLECTION\n"
3016 " ModelViewProjectionPosition = gl_Position;\n"
3019 "#endif // VERTEX_SHADER\n"
3024 "#ifdef FRAGMENT_SHADER\n"
3027 "#ifdef USEDEFERREDLIGHTMAP\n"
3029 "float2 Pixel : VPOS,\n"
3031 "float2 Pixel : WPOS,\n"
3034 "float4 gl_FrontColor : COLOR,\n"
3035 "float4 TexCoordBoth : TEXCOORD0,\n"
3036 "#ifdef USELIGHTMAP\n"
3037 "float2 TexCoordLightmap : TEXCOORD1,\n"
3039 "#ifdef USEEYEVECTOR\n"
3040 "float3 EyeVector : TEXCOORD2,\n"
3042 "#ifdef USEREFLECTION\n"
3043 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
3046 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
3048 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
3049 "float3 LightVector : TEXCOORD1,\n"
3051 "#ifdef MODE_LIGHTSOURCE\n"
3052 "float3 CubeVector : TEXCOORD3,\n"
3054 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3055 "float4 ModelViewPosition : TEXCOORD0,\n"
3057 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
3058 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
3059 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
3060 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
3062 "#ifdef USESHADOWMAPORTHO\n"
3063 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
3066 "uniform sampler Texture_Normal : register(s0),\n"
3067 "uniform sampler Texture_Color : register(s1),\n"
3068 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3069 "uniform sampler Texture_Gloss : register(s2),\n"
3072 "uniform sampler Texture_Glow : register(s3),\n"
3074 "#ifdef USEVERTEXTEXTUREBLEND\n"
3075 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
3076 "uniform sampler Texture_SecondaryColor : register(s5),\n"
3077 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3078 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
3081 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
3084 "#ifdef USECOLORMAPPING\n"
3085 "uniform sampler Texture_Pants : register(s4),\n"
3086 "uniform sampler Texture_Shirt : register(s7),\n"
3089 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
3090 "uniform sampler Texture_FogMask : register(s8),\n"
3092 "#ifdef USELIGHTMAP\n"
3093 "uniform sampler Texture_Lightmap : register(s9),\n"
3095 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3096 "uniform sampler Texture_Deluxemap : register(s10),\n"
3098 "#ifdef USEREFLECTION\n"
3099 "uniform sampler Texture_Reflection : register(s7),\n"
3102 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3103 "uniform sampler Texture_ScreenDepth : register(s13),\n"
3104 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
3106 "#ifdef USEDEFERREDLIGHTMAP\n"
3107 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
3108 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 "uniform half3 Color_Pants : register(c7),\n"
3113 "uniform half3 Color_Shirt : register(c8),\n"
3116 "uniform float3 FogColor : register(c16),\n"
3117 "uniform float FogRangeRecip : register(c20),\n"
3118 "uniform float FogPlaneViewDist : register(c19),\n"
3119 "uniform float FogHeightFade : register(c17),\n"
3122 "#ifdef USEOFFSETMAPPING\n"
3123 "uniform float OffsetMapping_Scale : register(c24),\n"
3126 "#ifdef USEDEFERREDLIGHTMAP\n"
3127 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
3128 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
3129 "uniform half3 DeferredMod_Specular : register(c13),\n"
3131 "uniform half3 Color_Ambient : register(c3),\n"
3132 "uniform half3 Color_Diffuse : register(c4),\n"
3133 "uniform half3 Color_Specular : register(c5),\n"
3134 "uniform half SpecularPower : register(c36),\n"
3136 "uniform half3 Color_Glow : register(c6),\n"
3138 "uniform half Alpha : register(c0),\n"
3139 "#ifdef USEREFLECTION\n"
3140 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
3141 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
3142 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
3143 "uniform half4 ReflectColor : register(c26),\n"
3145 "#ifdef USEREFLECTCUBE\n"
3146 "uniform float4x4 ModelToReflectCube : register(c48),\n"
3147 "uniform sampler Texture_ReflectMask : register(s5),\n"
3148 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "uniform half3 LightColor : register(c21),\n"
3153 "#ifdef MODE_LIGHTSOURCE\n"
3154 "uniform half3 LightColor : register(c21),\n"
3157 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3158 "uniform sampler Texture_Attenuation : register(s9),\n"
3159 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3162 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3164 "#ifdef USESHADOWMAPRECT\n"
3165 "# ifdef USESHADOWSAMPLER\n"
3166 "uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
3168 "uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
3172 "#ifdef USESHADOWMAP2D\n"
3173 "# ifdef USESHADOWSAMPLER\n"
3174 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3176 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
3180 "#ifdef USESHADOWMAPVSDCT\n"
3181 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3184 "#ifdef USESHADOWMAPCUBE\n"
3185 "# ifdef USESHADOWSAMPLER\n"
3186 "uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
3188 "uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
3192 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3193 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3194 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3196 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3198 "out float4 gl_FragColor : COLOR\n"
3201 " float2 TexCoord = TexCoordBoth.xy;\n"
3202 "#ifdef USEVERTEXTEXTUREBLEND\n"
3203 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3205 "#ifdef USEOFFSETMAPPING\n"
3206 " // apply offsetmapping\n"
3207 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3208 "#define TexCoord TexCoordOffset\n"
3211 " // combine the diffuse textures (base, pants, shirt)\n"
3212 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3213 "#ifdef USEALPHAKILL\n"
3214 " if (color.a < 0.5)\n"
3217 " color.a *= Alpha;\n"
3218 "#ifdef USECOLORMAPPING\n"
3219 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3221 "#ifdef USEVERTEXTEXTUREBLEND\n"
3222 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3223 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3224 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3225 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3227 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3230 " // get the surface normal\n"
3231 "#ifdef USEVERTEXTEXTUREBLEND\n"
3232 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3234 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3237 " // get the material colors\n"
3238 " half3 diffusetex = color.rgb;\n"
3239 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3240 "# ifdef USEVERTEXTEXTUREBLEND\n"
3241 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3243 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3247 "#ifdef USEREFLECTCUBE\n"
3248 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3249 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3250 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3251 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3257 "#ifdef MODE_LIGHTSOURCE\n"
3258 " // light source\n"
3259 "#ifdef USEDIFFUSE\n"
3260 " half3 lightnormal = half3(normalize(LightVector));\n"
3261 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3262 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3263 "#ifdef USESPECULAR\n"
3264 "#ifdef USEEXACTSPECULARMATH\n"
3265 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3267 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3268 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3270 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3273 " color.rgb = diffusetex * Color_Ambient;\n"
3275 " color.rgb *= LightColor;\n"
3276 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3277 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3278 " color.rgb *= half(ShadowMapCompare(CubeVector,\n"
3279 "# if defined(USESHADOWMAP2D)\n"
3280 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3282 "# if defined(USESHADOWMAPRECT)\n"
3283 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3285 "# if defined(USESHADOWMAPCUBE)\n"
3286 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3289 "#ifdef USESHADOWMAPVSDCT\n"
3290 ", Texture_CubeProjection\n"
3295 "# ifdef USECUBEFILTER\n"
3296 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3299 "#ifdef USESHADOWMAP2D\n"
3300 "#ifdef USESHADOWMAPVSDCT\n"
3301 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3302 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale).rgb);\n"
3303 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3304 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection).xy * ShadowMap_TextureScale));\n"
3306 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3307 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3308 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale).rgb);\n"
3309 "// color.rgb = half3(GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xyz * float3(ShadowMap_TextureScale,1.0));\n"
3310 "// color.r = half(texDepth2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector, ShadowMap_Parameters).xy * ShadowMap_TextureScale));\n"
3311 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3312 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3313 "// color.r = half(shadowmaptc.z);\n"
3317 "// color.rgb = half3(1,1,1);\n"
3318 "#endif // MODE_LIGHTSOURCE\n"
3323 "#ifdef MODE_LIGHTDIRECTION\n"
3325 "#ifdef USEDIFFUSE\n"
3326 " half3 lightnormal = half3(normalize(LightVector));\n"
3328 "#define lightcolor LightColor\n"
3329 "#endif // MODE_LIGHTDIRECTION\n"
3330 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3332 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3333 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3334 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3335 " // convert modelspace light vector to tangentspace\n"
3336 " half3 lightnormal;\n"
3337 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3338 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3339 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3340 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3341 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3342 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3343 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3344 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3345 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3346 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3347 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3348 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3349 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3350 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3351 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3353 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3354 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3355 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3361 "#ifdef MODE_LIGHTMAP\n"
3362 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3363 "#endif // MODE_LIGHTMAP\n"
3364 "#ifdef MODE_VERTEXCOLOR\n"
3365 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3366 "#endif // MODE_VERTEXCOLOR\n"
3367 "#ifdef MODE_FLATCOLOR\n"
3368 " color.rgb = diffusetex * Color_Ambient;\n"
3369 "#endif // MODE_FLATCOLOR\n"
3375 "# ifdef USEDIFFUSE\n"
3376 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3377 "# ifdef USESPECULAR\n"
3378 "# ifdef USEEXACTSPECULARMATH\n"
3379 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3381 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3382 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3384 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3386 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3389 " color.rgb = diffusetex * Color_Ambient;\n"
3393 "#ifdef USESHADOWMAPORTHO\n"
3394 " color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3395 "# if defined(USESHADOWMAP2D)\n"
3396 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3398 "# if defined(USESHADOWMAPRECT)\n"
3399 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3404 "#ifdef USEDEFERREDLIGHTMAP\n"
3405 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3406 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3407 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3411 "#ifdef USEVERTEXTEXTUREBLEND\n"
3412 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3414 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3419 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3422 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3423 "#ifdef USEREFLECTION\n"
3424 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3425 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3426 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3427 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3428 " // FIXME temporary hack to detect the case that the reflection\n"
3429 " // gets blackened at edges due to leaving the area that contains actual\n"
3431 " // Remove this 'ack once we have a better way to stop this thing from\n"
3433 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3434 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3435 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3436 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3437 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3438 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3441 " gl_FragColor = float4(color);\n"
3443 "#endif // FRAGMENT_SHADER\n"
3445 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3446 "#endif // !MODE_DEFERREDGEOMETRY\n"
3447 "#endif // !MODE_WATER\n"
3448 "#endif // !MODE_REFRACTION\n"
3449 "#endif // !MODE_BLOOMBLUR\n"
3450 "#endif // !MODE_GENERIC\n"
3451 "#endif // !MODE_POSTPROCESS\n"
3452 "#endif // !MODE_SHOWDEPTH\n"
3453 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3456 char *glslshaderstring = NULL;
3457 char *cgshaderstring = NULL;
3458 char *hlslshaderstring = NULL;
3460 //=======================================================================================================================================================
3462 typedef struct shaderpermutationinfo_s
3464 const char *pretext;
3467 shaderpermutationinfo_t;
3469 typedef struct shadermodeinfo_s
3471 const char *vertexfilename;
3472 const char *geometryfilename;
3473 const char *fragmentfilename;
3474 const char *pretext;
3479 typedef enum shaderpermutation_e
3481 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3482 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3483 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3484 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3485 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3486 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3487 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3488 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3489 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3490 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3491 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3492 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3493 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3494 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3495 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3496 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3497 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3498 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3499 SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3500 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3501 SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3502 SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3503 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3504 SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3505 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3506 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3507 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3508 SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3509 SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3510 SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3511 SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3513 shaderpermutation_t;
3515 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3516 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3518 {"#define USEDIFFUSE\n", " diffuse"},
3519 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3520 {"#define USEVIEWTINT\n", " viewtint"},
3521 {"#define USECOLORMAPPING\n", " colormapping"},
3522 {"#define USESATURATION\n", " saturation"},
3523 {"#define USEFOGINSIDE\n", " foginside"},
3524 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3525 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3526 {"#define USEGAMMARAMPS\n", " gammaramps"},
3527 {"#define USECUBEFILTER\n", " cubefilter"},
3528 {"#define USEGLOW\n", " glow"},
3529 {"#define USEBLOOM\n", " bloom"},
3530 {"#define USESPECULAR\n", " specular"},
3531 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3532 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3533 {"#define USEREFLECTION\n", " reflection"},
3534 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3535 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3536 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3537 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3538 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3539 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3540 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3541 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3542 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3543 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3544 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3545 {"#define USEALPHAKILL\n", " alphakill"},
3546 {"#define USEREFLECTCUBE\n", " reflectcube"},
3549 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3550 typedef enum shadermode_e
3552 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3553 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3554 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3555 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3556 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3557 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3558 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3559 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3560 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3561 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3562 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3563 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3564 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3565 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3566 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3571 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3572 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3574 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3575 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3576 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3577 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3578 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3579 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3580 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3581 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3582 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3583 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3584 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3585 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3586 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3587 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3588 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3592 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3594 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3595 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3596 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3597 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3598 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3599 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3600 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3601 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3602 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3603 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3604 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3605 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3606 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3607 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3608 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3613 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3615 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3616 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3617 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3618 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3619 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3620 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3621 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3622 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3623 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3624 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3625 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3626 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3627 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3628 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3629 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3633 struct r_glsl_permutation_s;
3634 typedef struct r_glsl_permutation_s
3636 /// hash lookup data
3637 struct r_glsl_permutation_s *hashnext;
3639 unsigned int permutation;
3641 /// indicates if we have tried compiling this permutation already
3643 /// 0 if compilation failed
3645 /// locations of detected uniforms in program object, or -1 if not found
3646 int loc_Texture_First;
3647 int loc_Texture_Second;
3648 int loc_Texture_GammaRamps;
3649 int loc_Texture_Normal;
3650 int loc_Texture_Color;
3651 int loc_Texture_Gloss;
3652 int loc_Texture_Glow;
3653 int loc_Texture_SecondaryNormal;
3654 int loc_Texture_SecondaryColor;
3655 int loc_Texture_SecondaryGloss;
3656 int loc_Texture_SecondaryGlow;
3657 int loc_Texture_Pants;
3658 int loc_Texture_Shirt;
3659 int loc_Texture_FogHeightTexture;
3660 int loc_Texture_FogMask;
3661 int loc_Texture_Lightmap;
3662 int loc_Texture_Deluxemap;
3663 int loc_Texture_Attenuation;
3664 int loc_Texture_Cube;
3665 int loc_Texture_Refraction;
3666 int loc_Texture_Reflection;
3667 int loc_Texture_ShadowMapRect;
3668 int loc_Texture_ShadowMapCube;
3669 int loc_Texture_ShadowMap2D;
3670 int loc_Texture_CubeProjection;
3671 int loc_Texture_ScreenDepth;
3672 int loc_Texture_ScreenNormalMap;
3673 int loc_Texture_ScreenDiffuse;
3674 int loc_Texture_ScreenSpecular;
3675 int loc_Texture_ReflectMask;
3676 int loc_Texture_ReflectCube;
3678 int loc_BloomBlur_Parameters;
3680 int loc_Color_Ambient;
3681 int loc_Color_Diffuse;
3682 int loc_Color_Specular;
3684 int loc_Color_Pants;
3685 int loc_Color_Shirt;
3686 int loc_DeferredColor_Ambient;
3687 int loc_DeferredColor_Diffuse;
3688 int loc_DeferredColor_Specular;
3689 int loc_DeferredMod_Diffuse;
3690 int loc_DeferredMod_Specular;
3691 int loc_DistortScaleRefractReflect;
3692 int loc_EyePosition;
3694 int loc_FogHeightFade;
3696 int loc_FogPlaneViewDist;
3697 int loc_FogRangeRecip;
3700 int loc_LightPosition;
3701 int loc_OffsetMapping_Scale;
3703 int loc_ReflectColor;
3704 int loc_ReflectFactor;
3705 int loc_ReflectOffset;
3706 int loc_RefractColor;
3708 int loc_ScreenCenterRefractReflect;
3709 int loc_ScreenScaleRefractReflect;
3710 int loc_ScreenToDepth;
3711 int loc_ShadowMap_Parameters;
3712 int loc_ShadowMap_TextureScale;
3713 int loc_SpecularPower;
3718 int loc_ViewTintColor;
3719 int loc_ViewToLight;
3720 int loc_ModelToLight;
3722 int loc_BackgroundTexMatrix;
3723 int loc_ModelViewProjectionMatrix;
3724 int loc_ModelViewMatrix;
3725 int loc_PixelToScreenTexCoord;
3726 int loc_ModelToReflectCube;
3727 int loc_ShadowMapMatrix;
3728 int loc_BloomColorSubtract;
3730 r_glsl_permutation_t;
3732 #define SHADERPERMUTATION_HASHSIZE 256
3734 /// information about each possible shader permutation
3735 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3736 /// currently selected permutation
3737 r_glsl_permutation_t *r_glsl_permutation;
3738 /// storage for permutations linked in the hash table
3739 memexpandablearray_t r_glsl_permutationarray;
3741 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3743 //unsigned int hashdepth = 0;
3744 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3745 r_glsl_permutation_t *p;
3746 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3748 if (p->mode == mode && p->permutation == permutation)
3750 //if (hashdepth > 10)
3751 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3756 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3758 p->permutation = permutation;
3759 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3760 r_glsl_permutationhash[mode][hashindex] = p;
3761 //if (hashdepth > 10)
3762 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3766 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3769 if (!filename || !filename[0])
3771 if (!strcmp(filename, "glsl/default.glsl"))
3773 if (!glslshaderstring)
3775 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3776 if (glslshaderstring)
3777 Con_DPrintf("Loading shaders from file %s...\n", filename);
3779 glslshaderstring = (char *)builtinshaderstring;
3781 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3782 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3783 return shaderstring;
3785 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3788 if (printfromdisknotice)
3789 Con_DPrintf("from disk %s... ", filename);
3790 return shaderstring;
3792 return shaderstring;
3795 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3798 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3799 int vertstrings_count = 0;
3800 int geomstrings_count = 0;
3801 int fragstrings_count = 0;
3802 char *vertexstring, *geometrystring, *fragmentstring;
3803 const char *vertstrings_list[32+3];
3804 const char *geomstrings_list[32+3];
3805 const char *fragstrings_list[32+3];
3806 char permutationname[256];
3813 permutationname[0] = 0;
3814 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3815 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3816 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3818 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3820 // the first pretext is which type of shader to compile as
3821 // (later these will all be bound together as a program object)
3822 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3823 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3824 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3826 // the second pretext is the mode (for example a light source)
3827 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3828 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3829 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3830 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3832 // now add all the permutation pretexts
3833 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3835 if (permutation & (1<<i))
3837 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3838 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3839 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3840 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3844 // keep line numbers correct
3845 vertstrings_list[vertstrings_count++] = "\n";
3846 geomstrings_list[geomstrings_count++] = "\n";
3847 fragstrings_list[fragstrings_count++] = "\n";
3851 // now append the shader text itself
3852 vertstrings_list[vertstrings_count++] = vertexstring;
3853 geomstrings_list[geomstrings_count++] = geometrystring;
3854 fragstrings_list[fragstrings_count++] = fragmentstring;
3856 // if any sources were NULL, clear the respective list
3858 vertstrings_count = 0;
3859 if (!geometrystring)
3860 geomstrings_count = 0;
3861 if (!fragmentstring)
3862 fragstrings_count = 0;
3864 // compile the shader program
3865 if (vertstrings_count + geomstrings_count + fragstrings_count)
3866 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3870 qglUseProgramObjectARB(p->program);CHECKGLERROR
3871 // look up all the uniform variable names we care about, so we don't
3872 // have to look them up every time we set them
3874 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3875 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3876 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3877 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3878 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3879 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3880 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3881 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3882 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3883 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3884 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3885 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3886 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3887 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3888 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3889 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3890 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3891 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3892 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3893 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3894 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3895 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3896 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3897 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3898 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3899 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3900 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3901 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3902 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3903 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3904 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3905 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3906 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3907 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3908 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3909 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3910 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3911 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3912 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3913 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3914 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3915 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3916 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3917 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3918 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3919 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3920 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3921 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3922 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3923 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3924 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3925 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3926 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3927 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3928 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3929 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3930 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3931 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3932 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3933 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3934 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3935 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3936 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3937 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3938 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3939 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3940 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3941 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3942 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3943 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3944 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3945 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3946 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3947 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3948 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3949 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3950 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3951 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3952 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3953 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3954 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3955 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3956 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3957 // initialize the samplers to refer to the texture units we use
3958 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3959 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3960 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3961 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3962 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3963 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3964 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3965 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3966 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3967 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3968 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3969 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3970 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3971 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3972 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3973 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3974 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3975 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3976 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3977 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3978 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3979 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3980 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
3981 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3982 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3983 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3984 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3985 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3986 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3987 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3988 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3990 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3993 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3997 Mem_Free(vertexstring);
3999 Mem_Free(geometrystring);
4001 Mem_Free(fragmentstring);
4004 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
4006 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
4007 if (r_glsl_permutation != perm)
4009 r_glsl_permutation = perm;
4010 if (!r_glsl_permutation->program)
4012 if (!r_glsl_permutation->compiled)
4013 R_GLSL_CompilePermutation(perm, mode, permutation);
4014 if (!r_glsl_permutation->program)
4016 // remove features until we find a valid permutation
4018 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4020 // reduce i more quickly whenever it would not remove any bits
4021 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4022 if (!(permutation & j))
4025 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4026 if (!r_glsl_permutation->compiled)
4027 R_GLSL_CompilePermutation(perm, mode, permutation);
4028 if (r_glsl_permutation->program)
4031 if (i >= SHADERPERMUTATION_COUNT)
4033 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4034 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
4035 qglUseProgramObjectARB(0);CHECKGLERROR
4036 return; // no bit left to clear, entire mode is broken
4041 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
4043 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4044 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4045 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4049 #include <Cg/cgGL.h>
4050 struct r_cg_permutation_s;
4051 typedef struct r_cg_permutation_s
4053 /// hash lookup data
4054 struct r_cg_permutation_s *hashnext;
4056 unsigned int permutation;
4058 /// indicates if we have tried compiling this permutation already
4060 /// 0 if compilation failed
4063 /// locations of detected parameters in programs, or NULL if not found
4064 CGparameter vp_EyePosition;
4065 CGparameter vp_FogPlane;
4066 CGparameter vp_LightDir;
4067 CGparameter vp_LightPosition;
4068 CGparameter vp_ModelToLight;
4069 CGparameter vp_TexMatrix;
4070 CGparameter vp_BackgroundTexMatrix;
4071 CGparameter vp_ModelViewProjectionMatrix;
4072 CGparameter vp_ModelViewMatrix;
4073 CGparameter vp_ShadowMapMatrix;
4075 CGparameter fp_Texture_First;
4076 CGparameter fp_Texture_Second;
4077 CGparameter fp_Texture_GammaRamps;
4078 CGparameter fp_Texture_Normal;
4079 CGparameter fp_Texture_Color;
4080 CGparameter fp_Texture_Gloss;
4081 CGparameter fp_Texture_Glow;
4082 CGparameter fp_Texture_SecondaryNormal;
4083 CGparameter fp_Texture_SecondaryColor;
4084 CGparameter fp_Texture_SecondaryGloss;
4085 CGparameter fp_Texture_SecondaryGlow;
4086 CGparameter fp_Texture_Pants;
4087 CGparameter fp_Texture_Shirt;
4088 CGparameter fp_Texture_FogHeightTexture;
4089 CGparameter fp_Texture_FogMask;
4090 CGparameter fp_Texture_Lightmap;
4091 CGparameter fp_Texture_Deluxemap;
4092 CGparameter fp_Texture_Attenuation;
4093 CGparameter fp_Texture_Cube;
4094 CGparameter fp_Texture_Refraction;
4095 CGparameter fp_Texture_Reflection;
4096 CGparameter fp_Texture_ShadowMapRect;
4097 CGparameter fp_Texture_ShadowMapCube;
4098 CGparameter fp_Texture_ShadowMap2D;
4099 CGparameter fp_Texture_CubeProjection;
4100 CGparameter fp_Texture_ScreenDepth;
4101 CGparameter fp_Texture_ScreenNormalMap;
4102 CGparameter fp_Texture_ScreenDiffuse;
4103 CGparameter fp_Texture_ScreenSpecular;
4104 CGparameter fp_Texture_ReflectMask;
4105 CGparameter fp_Texture_ReflectCube;
4106 CGparameter fp_Alpha;
4107 CGparameter fp_BloomBlur_Parameters;
4108 CGparameter fp_ClientTime;
4109 CGparameter fp_Color_Ambient;
4110 CGparameter fp_Color_Diffuse;
4111 CGparameter fp_Color_Specular;
4112 CGparameter fp_Color_Glow;
4113 CGparameter fp_Color_Pants;
4114 CGparameter fp_Color_Shirt;
4115 CGparameter fp_DeferredColor_Ambient;
4116 CGparameter fp_DeferredColor_Diffuse;
4117 CGparameter fp_DeferredColor_Specular;
4118 CGparameter fp_DeferredMod_Diffuse;
4119 CGparameter fp_DeferredMod_Specular;
4120 CGparameter fp_DistortScaleRefractReflect;
4121 CGparameter fp_EyePosition;
4122 CGparameter fp_FogColor;
4123 CGparameter fp_FogHeightFade;
4124 CGparameter fp_FogPlane;
4125 CGparameter fp_FogPlaneViewDist;
4126 CGparameter fp_FogRangeRecip;
4127 CGparameter fp_LightColor;
4128 CGparameter fp_LightDir;
4129 CGparameter fp_LightPosition;
4130 CGparameter fp_OffsetMapping_Scale;
4131 CGparameter fp_PixelSize;
4132 CGparameter fp_ReflectColor;
4133 CGparameter fp_ReflectFactor;
4134 CGparameter fp_ReflectOffset;
4135 CGparameter fp_RefractColor;
4136 CGparameter fp_Saturation;
4137 CGparameter fp_ScreenCenterRefractReflect;
4138 CGparameter fp_ScreenScaleRefractReflect;
4139 CGparameter fp_ScreenToDepth;
4140 CGparameter fp_ShadowMap_Parameters;
4141 CGparameter fp_ShadowMap_TextureScale;
4142 CGparameter fp_SpecularPower;
4143 CGparameter fp_UserVec1;
4144 CGparameter fp_UserVec2;
4145 CGparameter fp_UserVec3;
4146 CGparameter fp_UserVec4;
4147 CGparameter fp_ViewTintColor;
4148 CGparameter fp_ViewToLight;
4149 CGparameter fp_PixelToScreenTexCoord;
4150 CGparameter fp_ModelToReflectCube;
4151 CGparameter fp_BloomColorSubtract;
4155 /// information about each possible shader permutation
4156 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4157 /// currently selected permutation
4158 r_cg_permutation_t *r_cg_permutation;
4159 /// storage for permutations linked in the hash table
4160 memexpandablearray_t r_cg_permutationarray;
4162 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
4164 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4166 //unsigned int hashdepth = 0;
4167 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4168 r_cg_permutation_t *p;
4169 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4171 if (p->mode == mode && p->permutation == permutation)
4173 //if (hashdepth > 10)
4174 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4179 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4181 p->permutation = permutation;
4182 p->hashnext = r_cg_permutationhash[mode][hashindex];
4183 r_cg_permutationhash[mode][hashindex] = p;
4184 //if (hashdepth > 10)
4185 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4189 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4192 if (!filename || !filename[0])
4194 if (!strcmp(filename, "cg/default.cg"))
4196 if (!cgshaderstring)
4198 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4200 Con_DPrintf("Loading shaders from file %s...\n", filename);
4202 cgshaderstring = (char *)builtincgshaderstring;
4204 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4205 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4206 return shaderstring;
4208 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4211 if (printfromdisknotice)
4212 Con_DPrintf("from disk %s... ", filename);
4213 return shaderstring;
4215 return shaderstring;
4218 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4220 // TODO: load or create .fp and .vp shader files
4223 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4226 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4227 int vertstrings_count = 0, vertstring_length = 0;
4228 int geomstrings_count = 0, geomstring_length = 0;
4229 int fragstrings_count = 0, fragstring_length = 0;
4231 char *vertexstring, *geometrystring, *fragmentstring;
4232 char *vertstring, *geomstring, *fragstring;
4233 const char *vertstrings_list[32+3];
4234 const char *geomstrings_list[32+3];
4235 const char *fragstrings_list[32+3];
4236 char permutationname[256];
4237 char cachename[256];
4238 CGprofile vertexProfile;
4239 CGprofile fragmentProfile;
4247 permutationname[0] = 0;
4249 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4250 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4251 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4253 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4254 strlcat(cachename, "cg/", sizeof(cachename));
4256 // the first pretext is which type of shader to compile as
4257 // (later these will all be bound together as a program object)
4258 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4259 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4260 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4262 // the second pretext is the mode (for example a light source)
4263 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4264 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4265 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4266 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4267 strlcat(cachename, modeinfo->name, sizeof(cachename));
4269 // now add all the permutation pretexts
4270 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4272 if (permutation & (1<<i))
4274 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4275 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4276 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4277 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4278 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4282 // keep line numbers correct
4283 vertstrings_list[vertstrings_count++] = "\n";
4284 geomstrings_list[geomstrings_count++] = "\n";
4285 fragstrings_list[fragstrings_count++] = "\n";
4289 // replace spaces in the cachename with _ characters
4290 for (i = 0;cachename[i];i++)
4291 if (cachename[i] == ' ')
4294 // now append the shader text itself
4295 vertstrings_list[vertstrings_count++] = vertexstring;
4296 geomstrings_list[geomstrings_count++] = geometrystring;
4297 fragstrings_list[fragstrings_count++] = fragmentstring;
4299 // if any sources were NULL, clear the respective list
4301 vertstrings_count = 0;
4302 if (!geometrystring)
4303 geomstrings_count = 0;
4304 if (!fragmentstring)
4305 fragstrings_count = 0;
4307 vertstring_length = 0;
4308 for (i = 0;i < vertstrings_count;i++)
4309 vertstring_length += strlen(vertstrings_list[i]);
4310 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4311 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4312 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4314 geomstring_length = 0;
4315 for (i = 0;i < geomstrings_count;i++)
4316 geomstring_length += strlen(geomstrings_list[i]);
4317 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4318 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4319 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4321 fragstring_length = 0;
4322 for (i = 0;i < fragstrings_count;i++)
4323 fragstring_length += strlen(fragstrings_list[i]);
4324 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4325 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4326 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4330 //vertexProfile = CG_PROFILE_ARBVP1;
4331 //fragmentProfile = CG_PROFILE_ARBFP1;
4332 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4333 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4334 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4335 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4336 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4339 // try to load the cached shader, or generate one
4340 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4342 // if caching failed, do a dynamic compile for now
4344 if (vertstring[0] && !p->vprogram)
4345 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4347 if (fragstring[0] && !p->fprogram)
4348 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4351 // look up all the uniform variable names we care about, so we don't
4352 // have to look them up every time we set them
4356 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4357 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4358 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4359 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4360 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4361 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4362 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4363 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4364 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4365 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4366 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4367 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4373 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4374 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4375 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4376 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4377 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4378 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4379 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4380 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4381 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4382 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4383 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4384 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4385 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4386 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4387 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4388 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4389 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4390 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4391 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4392 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4393 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4394 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4395 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4396 p->fp_Texture_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4397 p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4398 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4399 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4400 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4401 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4402 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4403 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4404 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4405 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4406 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4407 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4408 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4409 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4410 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4411 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4412 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4413 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4414 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4415 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4416 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4417 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4418 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4419 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4420 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4421 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4422 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4423 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4424 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4425 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4426 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4427 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4428 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4429 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4430 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4431 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4432 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4433 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4434 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4435 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4436 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4437 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4438 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4439 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4440 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4441 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4442 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4443 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4444 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4445 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4446 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4447 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4448 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4449 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4450 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4451 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4455 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4456 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4458 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4462 Mem_Free(vertstring);
4464 Mem_Free(geomstring);
4466 Mem_Free(fragstring);
4468 Mem_Free(vertexstring);
4470 Mem_Free(geometrystring);
4472 Mem_Free(fragmentstring);
4475 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4477 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4480 if (r_cg_permutation != perm)
4482 r_cg_permutation = perm;
4483 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4485 if (!r_cg_permutation->compiled)
4486 R_CG_CompilePermutation(perm, mode, permutation);
4487 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4489 // remove features until we find a valid permutation
4491 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4493 // reduce i more quickly whenever it would not remove any bits
4494 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4495 if (!(permutation & j))
4498 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4499 if (!r_cg_permutation->compiled)
4500 R_CG_CompilePermutation(perm, mode, permutation);
4501 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4504 if (i >= SHADERPERMUTATION_COUNT)
4506 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4507 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4508 return; // no bit left to clear, entire mode is broken
4514 if (r_cg_permutation->vprogram)
4516 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4517 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4518 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4522 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4523 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4525 if (r_cg_permutation->fprogram)
4527 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4528 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4529 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4533 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4534 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4538 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4539 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4540 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4543 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4545 cgGLSetTextureParameter(param, R_GetTexture(tex));
4546 cgGLEnableTextureParameter(param);
4554 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4555 extern D3DCAPS9 vid_d3d9caps;
4558 struct r_hlsl_permutation_s;
4559 typedef struct r_hlsl_permutation_s
4561 /// hash lookup data
4562 struct r_hlsl_permutation_s *hashnext;
4564 unsigned int permutation;
4566 /// indicates if we have tried compiling this permutation already
4568 /// NULL if compilation failed
4569 IDirect3DVertexShader9 *vertexshader;
4570 IDirect3DPixelShader9 *pixelshader;
4572 r_hlsl_permutation_t;
4574 typedef enum D3DVSREGISTER_e
4576 D3DVSREGISTER_TexMatrix = 0, // float4x4
4577 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4578 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4579 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4580 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4581 D3DVSREGISTER_ModelToLight = 20, // float4x4
4582 D3DVSREGISTER_EyePosition = 24,
4583 D3DVSREGISTER_FogPlane = 25,
4584 D3DVSREGISTER_LightDir = 26,
4585 D3DVSREGISTER_LightPosition = 27,
4589 typedef enum D3DPSREGISTER_e
4591 D3DPSREGISTER_Alpha = 0,
4592 D3DPSREGISTER_BloomBlur_Parameters = 1,
4593 D3DPSREGISTER_ClientTime = 2,
4594 D3DPSREGISTER_Color_Ambient = 3,
4595 D3DPSREGISTER_Color_Diffuse = 4,
4596 D3DPSREGISTER_Color_Specular = 5,
4597 D3DPSREGISTER_Color_Glow = 6,
4598 D3DPSREGISTER_Color_Pants = 7,
4599 D3DPSREGISTER_Color_Shirt = 8,
4600 D3DPSREGISTER_DeferredColor_Ambient = 9,
4601 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4602 D3DPSREGISTER_DeferredColor_Specular = 11,
4603 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4604 D3DPSREGISTER_DeferredMod_Specular = 13,
4605 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4606 D3DPSREGISTER_EyePosition = 15, // unused
4607 D3DPSREGISTER_FogColor = 16,
4608 D3DPSREGISTER_FogHeightFade = 17,
4609 D3DPSREGISTER_FogPlane = 18,
4610 D3DPSREGISTER_FogPlaneViewDist = 19,
4611 D3DPSREGISTER_FogRangeRecip = 20,
4612 D3DPSREGISTER_LightColor = 21,
4613 D3DPSREGISTER_LightDir = 22, // unused
4614 D3DPSREGISTER_LightPosition = 23,
4615 D3DPSREGISTER_OffsetMapping_Scale = 24,
4616 D3DPSREGISTER_PixelSize = 25,
4617 D3DPSREGISTER_ReflectColor = 26,
4618 D3DPSREGISTER_ReflectFactor = 27,
4619 D3DPSREGISTER_ReflectOffset = 28,
4620 D3DPSREGISTER_RefractColor = 29,
4621 D3DPSREGISTER_Saturation = 30,
4622 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4623 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4624 D3DPSREGISTER_ScreenToDepth = 33,
4625 D3DPSREGISTER_ShadowMap_Parameters = 34,
4626 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4627 D3DPSREGISTER_SpecularPower = 36,
4628 D3DPSREGISTER_UserVec1 = 37,
4629 D3DPSREGISTER_UserVec2 = 38,
4630 D3DPSREGISTER_UserVec3 = 39,
4631 D3DPSREGISTER_UserVec4 = 40,
4632 D3DPSREGISTER_ViewTintColor = 41,
4633 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4634 D3DPSREGISTER_BloomColorSubtract = 43,
4635 D3DPSREGISTER_ViewToLight = 44, // float4x4
4636 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4641 /// information about each possible shader permutation
4642 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4643 /// currently selected permutation
4644 r_hlsl_permutation_t *r_hlsl_permutation;
4645 /// storage for permutations linked in the hash table
4646 memexpandablearray_t r_hlsl_permutationarray;
4648 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4650 //unsigned int hashdepth = 0;
4651 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4652 r_hlsl_permutation_t *p;
4653 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4655 if (p->mode == mode && p->permutation == permutation)
4657 //if (hashdepth > 10)
4658 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4663 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4665 p->permutation = permutation;
4666 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4667 r_hlsl_permutationhash[mode][hashindex] = p;
4668 //if (hashdepth > 10)
4669 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4673 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4676 if (!filename || !filename[0])
4678 if (!strcmp(filename, "hlsl/default.hlsl"))
4680 if (!hlslshaderstring)
4682 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4683 if (hlslshaderstring)
4684 Con_DPrintf("Loading shaders from file %s...\n", filename);
4686 hlslshaderstring = (char *)builtincgshaderstring;
4688 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4689 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4690 return shaderstring;
4692 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4695 if (printfromdisknotice)
4696 Con_DPrintf("from disk %s... ", filename);
4697 return shaderstring;
4699 return shaderstring;
4703 //#include <d3dx9shader.h>
4704 //#include <d3dx9mesh.h>
4706 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4708 DWORD *vsbin = NULL;
4709 DWORD *psbin = NULL;
4710 fs_offset_t vsbinsize;
4711 fs_offset_t psbinsize;
4712 // IDirect3DVertexShader9 *vs = NULL;
4713 // IDirect3DPixelShader9 *ps = NULL;
4714 ID3DXBuffer *vslog = NULL;
4715 ID3DXBuffer *vsbuffer = NULL;
4716 ID3DXConstantTable *vsconstanttable = NULL;
4717 ID3DXBuffer *pslog = NULL;
4718 ID3DXBuffer *psbuffer = NULL;
4719 ID3DXConstantTable *psconstanttable = NULL;
4722 char temp[MAX_INPUTLINE];
4723 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4724 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4725 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4726 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4727 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4728 if ((!vsbin && vertstring) || (!psbin && fragstring))
4730 const char* dllnames_d3dx9 [] =
4754 dllhandle_t d3dx9_dll = NULL;
4755 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4756 dllfunction_t d3dx9_dllfuncs[] =
4758 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4761 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4763 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4764 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4765 if (vertstring && vertstring[0])
4767 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable);
4770 vsbinsize = vsbuffer->GetBufferSize();
4771 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4772 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4773 vsbuffer->Release();
4777 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4778 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4782 if (fragstring && fragstring[0])
4784 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable);
4787 psbinsize = psbuffer->GetBufferSize();
4788 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4789 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4790 psbuffer->Release();
4794 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4795 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4799 Sys_UnloadLibrary(&d3dx9_dll);
4802 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4806 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4807 if (FAILED(vsresult))
4808 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4812 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4813 if (FAILED(psresult))
4814 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4816 // free the shader data
4817 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4818 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4821 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4824 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4825 int vertstrings_count = 0, vertstring_length = 0;
4826 int geomstrings_count = 0, geomstring_length = 0;
4827 int fragstrings_count = 0, fragstring_length = 0;
4829 char *vertexstring, *geometrystring, *fragmentstring;
4830 char *vertstring, *geomstring, *fragstring;
4831 const char *vertstrings_list[32+3];
4832 const char *geomstrings_list[32+3];
4833 const char *fragstrings_list[32+3];
4834 char permutationname[256];
4835 char cachename[256];
4840 p->vertexshader = NULL;
4841 p->pixelshader = NULL;
4843 permutationname[0] = 0;
4845 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4846 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4847 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4849 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4850 strlcat(cachename, "hlsl/", sizeof(cachename));
4852 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4853 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4854 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4855 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4857 // the first pretext is which type of shader to compile as
4858 // (later these will all be bound together as a program object)
4859 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4860 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4861 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4863 // the second pretext is the mode (for example a light source)
4864 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4865 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4866 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4867 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4868 strlcat(cachename, modeinfo->name, sizeof(cachename));
4870 // now add all the permutation pretexts
4871 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4873 if (permutation & (1<<i))
4875 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4876 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4877 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4878 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4879 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4883 // keep line numbers correct
4884 vertstrings_list[vertstrings_count++] = "\n";
4885 geomstrings_list[geomstrings_count++] = "\n";
4886 fragstrings_list[fragstrings_count++] = "\n";
4890 // replace spaces in the cachename with _ characters
4891 for (i = 0;cachename[i];i++)
4892 if (cachename[i] == ' ')
4895 // now append the shader text itself
4896 vertstrings_list[vertstrings_count++] = vertexstring;
4897 geomstrings_list[geomstrings_count++] = geometrystring;
4898 fragstrings_list[fragstrings_count++] = fragmentstring;
4900 // if any sources were NULL, clear the respective list
4902 vertstrings_count = 0;
4903 if (!geometrystring)
4904 geomstrings_count = 0;
4905 if (!fragmentstring)
4906 fragstrings_count = 0;
4908 vertstring_length = 0;
4909 for (i = 0;i < vertstrings_count;i++)
4910 vertstring_length += strlen(vertstrings_list[i]);
4911 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4912 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4913 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4915 geomstring_length = 0;
4916 for (i = 0;i < geomstrings_count;i++)
4917 geomstring_length += strlen(geomstrings_list[i]);
4918 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4919 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4920 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4922 fragstring_length = 0;
4923 for (i = 0;i < fragstrings_count;i++)
4924 fragstring_length += strlen(fragstrings_list[i]);
4925 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4926 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4927 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4929 // try to load the cached shader, or generate one
4930 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4932 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4933 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4935 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4939 Mem_Free(vertstring);
4941 Mem_Free(geomstring);
4943 Mem_Free(fragstring);
4945 Mem_Free(vertexstring);
4947 Mem_Free(geometrystring);
4949 Mem_Free(fragmentstring);
4952 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4953 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4954 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);}
4955 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);}
4956 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);}
4957 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);}
4959 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4960 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4961 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);}
4962 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);}
4963 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);}
4964 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);}
4966 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4968 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4969 if (r_hlsl_permutation != perm)
4971 r_hlsl_permutation = perm;
4972 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4974 if (!r_hlsl_permutation->compiled)
4975 R_HLSL_CompilePermutation(perm, mode, permutation);
4976 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4978 // remove features until we find a valid permutation
4980 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4982 // reduce i more quickly whenever it would not remove any bits
4983 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4984 if (!(permutation & j))
4987 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4988 if (!r_hlsl_permutation->compiled)
4989 R_HLSL_CompilePermutation(perm, mode, permutation);
4990 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4993 if (i >= SHADERPERMUTATION_COUNT)
4995 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4996 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4997 return; // no bit left to clear, entire mode is broken
5001 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
5002 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
5004 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5005 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5006 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
5010 void R_GLSL_Restart_f(void)
5012 unsigned int i, limit;
5013 if (glslshaderstring && glslshaderstring != builtinshaderstring)
5014 Mem_Free(glslshaderstring);
5015 glslshaderstring = NULL;
5016 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
5017 Mem_Free(cgshaderstring);
5018 cgshaderstring = NULL;
5019 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
5020 Mem_Free(hlslshaderstring);
5021 hlslshaderstring = NULL;
5022 switch(vid.renderpath)
5024 case RENDERPATH_D3D9:
5027 r_hlsl_permutation_t *p;
5028 r_hlsl_permutation = NULL;
5029 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5030 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5031 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5032 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5033 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
5034 for (i = 0;i < limit;i++)
5036 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
5038 if (p->vertexshader)
5039 IDirect3DVertexShader9_Release(p->vertexshader);
5041 IDirect3DPixelShader9_Release(p->pixelshader);
5042 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
5045 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
5049 case RENDERPATH_D3D10:
5050 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5052 case RENDERPATH_D3D11:
5053 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5055 case RENDERPATH_GL20:
5057 r_glsl_permutation_t *p;
5058 r_glsl_permutation = NULL;
5059 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
5060 for (i = 0;i < limit;i++)
5062 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
5064 GL_Backend_FreeProgram(p->program);
5065 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
5068 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
5071 case RENDERPATH_CGGL:
5074 r_cg_permutation_t *p;
5075 r_cg_permutation = NULL;
5076 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5077 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
5078 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5079 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
5080 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
5081 for (i = 0;i < limit;i++)
5083 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
5086 cgDestroyProgram(p->vprogram);
5088 cgDestroyProgram(p->fprogram);
5089 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
5092 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
5096 case RENDERPATH_GL13:
5097 case RENDERPATH_GL11:
5102 void R_GLSL_DumpShader_f(void)
5107 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
5110 FS_Print(file, "/* The engine may define the following macros:\n");
5111 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5112 for (i = 0;i < SHADERMODE_COUNT;i++)
5113 FS_Print(file, glslshadermodeinfo[i].pretext);
5114 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5115 FS_Print(file, shaderpermutationinfo[i].pretext);
5116 FS_Print(file, "*/\n");
5117 FS_Print(file, builtinshaderstring);
5119 Con_Printf("glsl/default.glsl written\n");
5122 Con_Printf("failed to write to glsl/default.glsl\n");
5125 file = FS_OpenRealFile("cg/default.cg", "w", false);
5128 FS_Print(file, "/* The engine may define the following macros:\n");
5129 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5130 for (i = 0;i < SHADERMODE_COUNT;i++)
5131 FS_Print(file, cgshadermodeinfo[i].pretext);
5132 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5133 FS_Print(file, shaderpermutationinfo[i].pretext);
5134 FS_Print(file, "*/\n");
5135 FS_Print(file, builtincgshaderstring);
5137 Con_Printf("cg/default.cg written\n");
5140 Con_Printf("failed to write to cg/default.cg\n");
5144 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
5147 FS_Print(file, "/* The engine may define the following macros:\n");
5148 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
5149 for (i = 0;i < SHADERMODE_COUNT;i++)
5150 FS_Print(file, hlslshadermodeinfo[i].pretext);
5151 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
5152 FS_Print(file, shaderpermutationinfo[i].pretext);
5153 FS_Print(file, "*/\n");
5154 FS_Print(file, builtincgshaderstring);
5156 Con_Printf("hlsl/default.hlsl written\n");
5159 Con_Printf("failed to write to hlsl/default.hlsl\n");
5163 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5166 texturemode = GL_MODULATE;
5167 switch (vid.renderpath)
5169 case RENDERPATH_D3D9:
5171 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))));
5172 R_Mesh_TexBind(GL20TU_FIRST , first );
5173 R_Mesh_TexBind(GL20TU_SECOND, second);
5176 case RENDERPATH_D3D10:
5177 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5179 case RENDERPATH_D3D11:
5180 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5182 case RENDERPATH_GL20:
5183 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))));
5184 R_Mesh_TexBind(GL20TU_FIRST , first );
5185 R_Mesh_TexBind(GL20TU_SECOND, second);
5187 case RENDERPATH_CGGL:
5190 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))));
5191 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5192 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5195 case RENDERPATH_GL13:
5196 R_Mesh_TexBind(0, first );
5197 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5198 R_Mesh_TexBind(1, second);
5200 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5202 case RENDERPATH_GL11:
5203 R_Mesh_TexBind(0, first );
5208 void R_SetupShader_DepthOrShadow(void)
5210 switch (vid.renderpath)
5212 case RENDERPATH_D3D9:
5214 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5217 case RENDERPATH_D3D10:
5218 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5220 case RENDERPATH_D3D11:
5221 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5223 case RENDERPATH_GL20:
5224 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5226 case RENDERPATH_CGGL:
5228 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5231 case RENDERPATH_GL13:
5232 R_Mesh_TexBind(0, 0);
5233 R_Mesh_TexBind(1, 0);
5235 case RENDERPATH_GL11:
5236 R_Mesh_TexBind(0, 0);
5241 void R_SetupShader_ShowDepth(void)
5243 switch (vid.renderpath)
5245 case RENDERPATH_D3D9:
5247 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5250 case RENDERPATH_D3D10:
5251 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5253 case RENDERPATH_D3D11:
5254 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5256 case RENDERPATH_GL20:
5257 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5259 case RENDERPATH_CGGL:
5261 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5264 case RENDERPATH_GL13:
5266 case RENDERPATH_GL11:
5271 extern qboolean r_shadow_usingdeferredprepass;
5272 extern cvar_t r_shadow_deferred_8bitrange;
5273 extern rtexture_t *r_shadow_attenuationgradienttexture;
5274 extern rtexture_t *r_shadow_attenuation2dtexture;
5275 extern rtexture_t *r_shadow_attenuation3dtexture;
5276 extern qboolean r_shadow_usingshadowmaprect;
5277 extern qboolean r_shadow_usingshadowmapcube;
5278 extern qboolean r_shadow_usingshadowmap2d;
5279 extern qboolean r_shadow_usingshadowmaportho;
5280 extern float r_shadow_shadowmap_texturescale[2];
5281 extern float r_shadow_shadowmap_parameters[4];
5282 extern qboolean r_shadow_shadowmapvsdct;
5283 extern qboolean r_shadow_shadowmapsampler;
5284 extern int r_shadow_shadowmappcf;
5285 extern rtexture_t *r_shadow_shadowmaprectangletexture;
5286 extern rtexture_t *r_shadow_shadowmap2dtexture;
5287 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
5288 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5289 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5290 extern matrix4x4_t r_shadow_shadowmapmatrix;
5291 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5292 extern int r_shadow_prepass_width;
5293 extern int r_shadow_prepass_height;
5294 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5295 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5296 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5297 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5298 extern cvar_t gl_mesh_separatearrays;
5299 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5301 // a blendfunc allows colormod if:
5302 // a) it can never keep the destination pixel invariant, or
5303 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5304 // this is to prevent unintended side effects from colormod
5307 // IF there is a (s, sa) for which for all (d, da),
5308 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5309 // THEN, for this (s, sa) and all (colormod, d, da):
5310 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5311 // OBVIOUSLY, this means that
5312 // s*colormod * src(s*colormod, d, sa, da) = 0
5313 // dst(s*colormod, d, sa, da) = 1
5315 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5317 // main condition to leave dst color invariant:
5318 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5320 // s * 0 + d * dst(s, d, sa, da) == d
5321 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5322 // => colormod is a problem for GL_SRC_COLOR only
5324 // s + d * dst(s, d, sa, da) == d
5326 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5327 // => colormod is never problematic for these
5328 // src == GL_SRC_COLOR:
5329 // s*s + d * dst(s, d, sa, da) == d
5331 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5332 // => colormod is never problematic for these
5333 // src == GL_ONE_MINUS_SRC_COLOR:
5334 // s*(1-s) + d * dst(s, d, sa, da) == d
5335 // => s == 0 or s == 1
5336 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5337 // => colormod is a problem for GL_SRC_COLOR only
5338 // src == GL_DST_COLOR
5339 // s*d + d * dst(s, d, sa, da) == d
5341 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5342 // => colormod is always a problem
5345 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5346 // => colormod is never problematic for these
5347 // => BUT, we do not know s! We must assume it is problematic
5348 // then... except in GL_ONE case, where we know all invariant
5350 // src == GL_ONE_MINUS_DST_COLOR
5351 // s*(1-d) + d * dst(s, d, sa, da) == d
5352 // => s == 0 (1-d is impossible to handle for our desired result)
5353 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5354 // => colormod is never problematic for these
5355 // src == GL_SRC_ALPHA
5356 // s*sa + d * dst(s, d, sa, da) == d
5357 // => s == 0, or sa == 0
5358 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5359 // => colormod breaks in the case GL_SRC_COLOR only
5360 // src == GL_ONE_MINUS_SRC_ALPHA
5361 // s*(1-sa) + d * dst(s, d, sa, da) == d
5362 // => s == 0, or sa == 1
5363 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5364 // => colormod breaks in the case GL_SRC_COLOR only
5365 // src == GL_DST_ALPHA
5366 // s*da + d * dst(s, d, sa, da) == d
5368 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5369 // => colormod is never problematic for these
5374 case GL_ONE_MINUS_SRC_COLOR:
5376 case GL_ONE_MINUS_SRC_ALPHA:
5377 if(dst == GL_SRC_COLOR)
5382 case GL_ONE_MINUS_DST_COLOR:
5384 case GL_ONE_MINUS_DST_ALPHA:
5394 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)
5396 // select a permutation of the lighting shader appropriate to this
5397 // combination of texture, entity, light source, and fogging, only use the
5398 // minimum features necessary to avoid wasting rendering time in the
5399 // fragment shader on features that are not being used
5400 unsigned int permutation = 0;
5401 unsigned int mode = 0;
5402 qboolean allow_colormod;
5403 static float dummy_colormod[3] = {1, 1, 1};
5404 float *colormod = rsurface.colormod;
5406 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5407 if (rsurfacepass == RSURFPASS_BACKGROUND)
5409 // distorted background
5410 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5411 mode = SHADERMODE_WATER;
5412 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5413 mode = SHADERMODE_REFRACTION;
5416 mode = SHADERMODE_GENERIC;
5417 permutation |= SHADERPERMUTATION_DIFFUSE;
5419 GL_AlphaTest(false);
5420 GL_BlendFunc(GL_ONE, GL_ZERO);
5421 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5423 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5425 if (r_glsl_offsetmapping.integer)
5427 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5428 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5429 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5430 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5431 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5433 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5434 if (r_glsl_offsetmapping_reliefmapping.integer)
5435 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5438 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5439 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5441 permutation |= SHADERPERMUTATION_ALPHAKILL;
5442 // normalmap (deferred prepass), may use alpha test on diffuse
5443 mode = SHADERMODE_DEFERREDGEOMETRY;
5444 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5445 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5446 GL_AlphaTest(false);
5447 GL_BlendFunc(GL_ONE, GL_ZERO);
5448 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5450 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5452 if (r_glsl_offsetmapping.integer)
5454 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5455 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5456 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5457 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5458 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5460 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5461 if (r_glsl_offsetmapping_reliefmapping.integer)
5462 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5465 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5466 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5468 mode = SHADERMODE_LIGHTSOURCE;
5469 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5470 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5471 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5472 permutation |= SHADERPERMUTATION_CUBEFILTER;
5473 if (diffusescale > 0)
5474 permutation |= SHADERPERMUTATION_DIFFUSE;
5475 if (specularscale > 0)
5477 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5478 if (r_shadow_glossexact.integer)
5479 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5481 if (r_refdef.fogenabled)
5482 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5483 if (rsurface.texture->colormapping)
5484 permutation |= SHADERPERMUTATION_COLORMAPPING;
5485 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5487 if (r_shadow_usingshadowmaprect)
5488 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5489 if (r_shadow_usingshadowmap2d)
5490 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5491 if (r_shadow_usingshadowmapcube)
5492 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5493 else if(r_shadow_shadowmapvsdct)
5494 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5496 if (r_shadow_shadowmapsampler)
5497 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5498 if (r_shadow_shadowmappcf > 1)
5499 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5500 else if (r_shadow_shadowmappcf)
5501 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5503 if (rsurface.texture->reflectmasktexture)
5504 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5505 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5506 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5507 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5509 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5511 if (r_glsl_offsetmapping.integer)
5513 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5514 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5515 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5516 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5517 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5519 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5520 if (r_glsl_offsetmapping_reliefmapping.integer)
5521 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5525 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5526 // unshaded geometry (fullbright or ambient model lighting)
5527 mode = SHADERMODE_FLATCOLOR;
5528 ambientscale = diffusescale = specularscale = 0;
5529 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5530 permutation |= SHADERPERMUTATION_GLOW;
5531 if (r_refdef.fogenabled)
5532 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5533 if (rsurface.texture->colormapping)
5534 permutation |= SHADERPERMUTATION_COLORMAPPING;
5535 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5537 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5538 if (r_shadow_usingshadowmaprect)
5539 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5540 if (r_shadow_usingshadowmap2d)
5541 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5543 if (r_shadow_shadowmapsampler)
5544 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5545 if (r_shadow_shadowmappcf > 1)
5546 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5547 else if (r_shadow_shadowmappcf)
5548 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5550 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5551 permutation |= SHADERPERMUTATION_REFLECTION;
5552 if (rsurface.texture->reflectmasktexture)
5553 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5554 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5555 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5556 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5558 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5560 if (r_glsl_offsetmapping.integer)
5562 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5563 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5564 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5565 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5566 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5568 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5569 if (r_glsl_offsetmapping_reliefmapping.integer)
5570 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5573 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5574 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5575 // directional model lighting
5576 mode = SHADERMODE_LIGHTDIRECTION;
5577 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5578 permutation |= SHADERPERMUTATION_GLOW;
5579 permutation |= SHADERPERMUTATION_DIFFUSE;
5580 if (specularscale > 0)
5582 permutation |= SHADERPERMUTATION_SPECULAR;
5583 if (r_shadow_glossexact.integer)
5584 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5586 if (r_refdef.fogenabled)
5587 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5588 if (rsurface.texture->colormapping)
5589 permutation |= SHADERPERMUTATION_COLORMAPPING;
5590 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5592 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5593 if (r_shadow_usingshadowmaprect)
5594 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5595 if (r_shadow_usingshadowmap2d)
5596 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5598 if (r_shadow_shadowmapsampler)
5599 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5600 if (r_shadow_shadowmappcf > 1)
5601 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5602 else if (r_shadow_shadowmappcf)
5603 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5606 permutation |= SHADERPERMUTATION_REFLECTION;
5607 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5608 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5609 if (rsurface.texture->reflectmasktexture)
5610 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5611 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5612 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5613 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5615 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5617 if (r_glsl_offsetmapping.integer)
5619 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5620 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5621 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5622 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5623 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5625 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5626 if (r_glsl_offsetmapping_reliefmapping.integer)
5627 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5632 // ambient model lighting
5633 mode = SHADERMODE_LIGHTDIRECTION;
5634 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5635 permutation |= SHADERPERMUTATION_GLOW;
5636 if (r_refdef.fogenabled)
5637 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5638 if (rsurface.texture->colormapping)
5639 permutation |= SHADERPERMUTATION_COLORMAPPING;
5640 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5642 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5643 if (r_shadow_usingshadowmaprect)
5644 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5645 if (r_shadow_usingshadowmap2d)
5646 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5648 if (r_shadow_shadowmapsampler)
5649 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5650 if (r_shadow_shadowmappcf > 1)
5651 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5652 else if (r_shadow_shadowmappcf)
5653 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5655 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5656 permutation |= SHADERPERMUTATION_REFLECTION;
5657 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5658 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5659 if (rsurface.texture->reflectmasktexture)
5660 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5661 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5662 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5663 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5667 if (r_glsl_offsetmapping.integer)
5669 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5670 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5671 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5672 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5673 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5675 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5676 if (r_glsl_offsetmapping_reliefmapping.integer)
5677 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5680 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5681 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5683 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5684 permutation |= SHADERPERMUTATION_GLOW;
5685 if (r_refdef.fogenabled)
5686 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5687 if (rsurface.texture->colormapping)
5688 permutation |= SHADERPERMUTATION_COLORMAPPING;
5689 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5691 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5692 if (r_shadow_usingshadowmaprect)
5693 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5694 if (r_shadow_usingshadowmap2d)
5695 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5697 if (r_shadow_shadowmapsampler)
5698 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5699 if (r_shadow_shadowmappcf > 1)
5700 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5701 else if (r_shadow_shadowmappcf)
5702 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5704 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5705 permutation |= SHADERPERMUTATION_REFLECTION;
5706 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5707 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5708 if (rsurface.texture->reflectmasktexture)
5709 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5710 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5712 // deluxemapping (light direction texture)
5713 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5714 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5716 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5717 permutation |= SHADERPERMUTATION_DIFFUSE;
5718 if (specularscale > 0)
5720 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5721 if (r_shadow_glossexact.integer)
5722 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5725 else if (r_glsl_deluxemapping.integer >= 2)
5727 // fake deluxemapping (uniform light direction in tangentspace)
5728 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5729 permutation |= SHADERPERMUTATION_DIFFUSE;
5730 if (specularscale > 0)
5732 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5733 if (r_shadow_glossexact.integer)
5734 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5737 else if (rsurface.uselightmaptexture)
5739 // ordinary lightmapping (q1bsp, q3bsp)
5740 mode = SHADERMODE_LIGHTMAP;
5744 // ordinary vertex coloring (q3bsp)
5745 mode = SHADERMODE_VERTEXCOLOR;
5747 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5748 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5749 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5752 colormod = dummy_colormod;
5753 switch(vid.renderpath)
5755 case RENDERPATH_D3D9:
5757 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);
5758 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5759 R_SetupShader_SetPermutationHLSL(mode, permutation);
5760 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5761 if (mode == SHADERMODE_LIGHTSOURCE)
5763 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5764 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5768 if (mode == SHADERMODE_LIGHTDIRECTION)
5770 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5773 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5774 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5775 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5776 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5777 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5779 if (mode == SHADERMODE_LIGHTSOURCE)
5781 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5782 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5783 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5784 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5785 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5787 // additive passes are only darkened by fog, not tinted
5788 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5789 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5793 if (mode == SHADERMODE_FLATCOLOR)
5795 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5797 else if (mode == SHADERMODE_LIGHTDIRECTION)
5799 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]);
5800 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5801 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);
5802 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);
5803 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5804 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5805 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5809 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5810 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5811 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);
5812 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);
5813 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5815 // additive passes are only darkened by fog, not tinted
5816 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5817 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5819 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5820 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);
5821 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5822 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5823 hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f);
5824 hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f);
5825 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5826 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5827 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5829 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5830 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5831 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5832 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]);
5833 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5834 if (rsurface.texture->pantstexture)
5835 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5837 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5838 if (rsurface.texture->shirttexture)
5839 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5841 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5842 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5843 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5844 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5845 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5846 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5847 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5848 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5850 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5851 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5852 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5853 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5854 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5855 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5856 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5857 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5858 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5859 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5860 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5861 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5862 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5863 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5864 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5865 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5866 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5867 if (rsurfacepass == RSURFPASS_BACKGROUND)
5869 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5870 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5871 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5875 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5877 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5878 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5879 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5880 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5881 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5883 R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture);
5884 if (rsurface.rtlight)
5886 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5887 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5892 case RENDERPATH_D3D10:
5893 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5895 case RENDERPATH_D3D11:
5896 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5898 case RENDERPATH_GL20:
5899 if (gl_mesh_separatearrays.integer)
5901 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);
5902 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5903 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5904 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5905 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5906 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5907 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5908 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5912 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);
5913 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5915 R_SetupShader_SetPermutationGLSL(mode, permutation);
5916 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5917 if (mode == SHADERMODE_LIGHTSOURCE)
5919 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5920 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5921 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5922 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5923 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5924 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);
5926 // additive passes are only darkened by fog, not tinted
5927 if (r_glsl_permutation->loc_FogColor >= 0)
5928 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5929 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5933 if (mode == SHADERMODE_FLATCOLOR)
5935 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5937 else if (mode == SHADERMODE_LIGHTDIRECTION)
5939 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]);
5940 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]);
5941 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);
5942 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);
5943 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);
5944 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]);
5945 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]);
5949 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]);
5950 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]);
5951 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);
5952 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);
5953 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);
5955 // additive passes are only darkened by fog, not tinted
5956 if (r_glsl_permutation->loc_FogColor >= 0)
5958 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5959 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5961 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5963 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);
5964 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]);
5965 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]);
5966 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5967 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5968 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5969 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5970 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5972 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5973 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5974 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5975 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]);
5976 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]);
5978 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5979 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5980 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5981 if (r_glsl_permutation->loc_Color_Pants >= 0)
5983 if (rsurface.texture->pantstexture)
5984 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5986 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5988 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5990 if (rsurface.texture->shirttexture)
5991 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5993 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5995 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]);
5996 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5997 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5998 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5999 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
6000 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]);
6001 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6003 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
6004 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
6005 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
6006 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
6007 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
6008 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
6009 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
6010 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
6011 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
6012 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
6013 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
6014 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
6015 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
6016 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
6017 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
6018 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
6019 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
6020 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
6021 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
6022 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6023 if (rsurfacepass == RSURFPASS_BACKGROUND)
6025 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
6026 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
6027 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6031 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
6033 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6034 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6035 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
6036 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
6037 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6039 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
6040 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture );
6041 if (rsurface.rtlight)
6043 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6044 if (r_shadow_usingshadowmapcube)
6045 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6046 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6051 case RENDERPATH_CGGL:
6053 if (gl_mesh_separatearrays.integer)
6055 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);
6056 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
6057 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
6058 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
6059 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
6060 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
6061 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
6062 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
6066 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);
6067 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
6069 R_SetupShader_SetPermutationCG(mode, permutation);
6070 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
6071 if (mode == SHADERMODE_LIGHTSOURCE)
6073 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
6074 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6078 if (mode == SHADERMODE_LIGHTDIRECTION)
6080 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
6083 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
6084 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
6085 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
6086 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6087 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
6090 if (mode == SHADERMODE_LIGHTSOURCE)
6092 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
6093 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
6094 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
6095 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
6096 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
6098 // additive passes are only darkened by fog, not tinted
6099 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
6100 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6104 if (mode == SHADERMODE_FLATCOLOR)
6106 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
6108 else if (mode == SHADERMODE_LIGHTDIRECTION)
6110 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
6111 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
6112 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
6113 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
6114 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
6115 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
6116 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
6120 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
6121 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
6122 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
6123 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
6124 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
6126 // additive passes are only darkened by fog, not tinted
6127 if (r_cg_permutation->fp_FogColor)
6129 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6130 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
6132 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
6135 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
6136 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
6137 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
6138 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
6139 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
6140 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
6141 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
6142 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
6144 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
6145 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
6146 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
6147 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
6148 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
6149 if (r_cg_permutation->fp_Color_Pants)
6151 if (rsurface.texture->pantstexture)
6152 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
6154 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
6157 if (r_cg_permutation->fp_Color_Shirt)
6159 if (rsurface.texture->shirttexture)
6160 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
6162 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
6165 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
6166 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6167 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6168 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6169 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6170 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
6171 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6173 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6174 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6175 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6176 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6177 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6178 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6179 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6180 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6181 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6182 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6183 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6184 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6185 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6186 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6187 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
6188 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6189 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6190 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6191 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6192 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6193 if (rsurfacepass == RSURFPASS_BACKGROUND)
6195 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
6196 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
6197 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
6201 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
6203 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6204 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6205 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6206 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6207 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6209 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6210 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6211 if (rsurface.rtlight)
6213 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6214 if (r_shadow_usingshadowmapcube)
6215 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6216 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6223 case RENDERPATH_GL13:
6224 case RENDERPATH_GL11:
6229 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6231 // select a permutation of the lighting shader appropriate to this
6232 // combination of texture, entity, light source, and fogging, only use the
6233 // minimum features necessary to avoid wasting rendering time in the
6234 // fragment shader on features that are not being used
6235 unsigned int permutation = 0;
6236 unsigned int mode = 0;
6237 const float *lightcolorbase = rtlight->currentcolor;
6238 float ambientscale = rtlight->ambientscale;
6239 float diffusescale = rtlight->diffusescale;
6240 float specularscale = rtlight->specularscale;
6241 // this is the location of the light in view space
6242 vec3_t viewlightorigin;
6243 // this transforms from view space (camera) to light space (cubemap)
6244 matrix4x4_t viewtolight;
6245 matrix4x4_t lighttoview;
6246 float viewtolight16f[16];
6247 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6249 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6250 if (rtlight->currentcubemap != r_texture_whitecube)
6251 permutation |= SHADERPERMUTATION_CUBEFILTER;
6252 if (diffusescale > 0)
6253 permutation |= SHADERPERMUTATION_DIFFUSE;
6254 if (specularscale > 0)
6256 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6257 if (r_shadow_glossexact.integer)
6258 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6260 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
6262 if (r_shadow_usingshadowmaprect)
6263 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
6264 if (r_shadow_usingshadowmap2d)
6265 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6266 if (r_shadow_usingshadowmapcube)
6267 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
6268 else if(r_shadow_shadowmapvsdct)
6269 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6271 if (r_shadow_shadowmapsampler)
6272 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6273 if (r_shadow_shadowmappcf > 1)
6274 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6275 else if (r_shadow_shadowmappcf)
6276 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6278 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6279 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6280 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6281 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6282 switch(vid.renderpath)
6284 case RENDERPATH_D3D9:
6286 R_SetupShader_SetPermutationHLSL(mode, permutation);
6287 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6288 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6289 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6290 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6291 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6292 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6293 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6294 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6295 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6296 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6298 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6299 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6300 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6301 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6302 R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6303 if (r_shadow_usingshadowmapcube)
6304 R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6305 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6306 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6309 case RENDERPATH_D3D10:
6310 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6312 case RENDERPATH_D3D11:
6313 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6315 case RENDERPATH_GL20:
6316 R_SetupShader_SetPermutationGLSL(mode, permutation);
6317 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6318 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6319 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);
6320 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);
6321 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);
6322 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]);
6323 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]);
6324 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));
6325 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]);
6326 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6328 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6329 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6330 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6331 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6332 if (r_glsl_permutation->loc_Texture_ShadowMapRect >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture );
6333 if (r_shadow_usingshadowmapcube)
6334 if (r_glsl_permutation->loc_Texture_ShadowMapCube >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
6335 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6336 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6338 case RENDERPATH_CGGL:
6340 R_SetupShader_SetPermutationCG(mode, permutation);
6341 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6342 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6343 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
6344 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
6345 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
6346 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
6347 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
6348 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
6349 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
6350 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6352 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6353 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6354 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6355 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6356 if (r_cg_permutation->fp_Texture_ShadowMapRect ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect , r_shadow_shadowmaprectangletexture );CHECKCGERROR
6357 if (r_shadow_usingshadowmapcube)
6358 if (r_cg_permutation->fp_Texture_ShadowMapCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
6359 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6360 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6363 case RENDERPATH_GL13:
6364 case RENDERPATH_GL11:
6369 #define SKINFRAME_HASH 1024
6373 int loadsequence; // incremented each level change
6374 memexpandablearray_t array;
6375 skinframe_t *hash[SKINFRAME_HASH];
6378 r_skinframe_t r_skinframe;
6380 void R_SkinFrame_PrepareForPurge(void)
6382 r_skinframe.loadsequence++;
6383 // wrap it without hitting zero
6384 if (r_skinframe.loadsequence >= 200)
6385 r_skinframe.loadsequence = 1;
6388 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6392 // mark the skinframe as used for the purging code
6393 skinframe->loadsequence = r_skinframe.loadsequence;
6396 void R_SkinFrame_Purge(void)
6400 for (i = 0;i < SKINFRAME_HASH;i++)
6402 for (s = r_skinframe.hash[i];s;s = s->next)
6404 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6406 if (s->merged == s->base)
6408 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6409 R_PurgeTexture(s->stain );s->stain = NULL;
6410 R_PurgeTexture(s->merged);s->merged = NULL;
6411 R_PurgeTexture(s->base );s->base = NULL;
6412 R_PurgeTexture(s->pants );s->pants = NULL;
6413 R_PurgeTexture(s->shirt );s->shirt = NULL;
6414 R_PurgeTexture(s->nmap );s->nmap = NULL;
6415 R_PurgeTexture(s->gloss );s->gloss = NULL;
6416 R_PurgeTexture(s->glow );s->glow = NULL;
6417 R_PurgeTexture(s->fog );s->fog = NULL;
6418 R_PurgeTexture(s->reflect);s->reflect = NULL;
6419 s->loadsequence = 0;
6425 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6427 char basename[MAX_QPATH];
6429 Image_StripImageExtension(name, basename, sizeof(basename));
6431 if( last == NULL ) {
6433 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6434 item = r_skinframe.hash[hashindex];
6439 // linearly search through the hash bucket
6440 for( ; item ; item = item->next ) {
6441 if( !strcmp( item->basename, basename ) ) {
6448 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6452 char basename[MAX_QPATH];
6454 Image_StripImageExtension(name, basename, sizeof(basename));
6456 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6457 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6458 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6462 rtexture_t *dyntexture;
6463 // check whether its a dynamic texture
6464 dyntexture = CL_GetDynTexture( basename );
6465 if (!add && !dyntexture)
6467 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6468 memset(item, 0, sizeof(*item));
6469 strlcpy(item->basename, basename, sizeof(item->basename));
6470 item->base = dyntexture; // either NULL or dyntexture handle
6471 item->textureflags = textureflags;
6472 item->comparewidth = comparewidth;
6473 item->compareheight = compareheight;
6474 item->comparecrc = comparecrc;
6475 item->next = r_skinframe.hash[hashindex];
6476 r_skinframe.hash[hashindex] = item;
6478 else if( item->base == NULL )
6480 rtexture_t *dyntexture;
6481 // check whether its a dynamic texture
6482 // 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]
6483 dyntexture = CL_GetDynTexture( basename );
6484 item->base = dyntexture; // either NULL or dyntexture handle
6487 R_SkinFrame_MarkUsed(item);
6491 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6493 unsigned long long avgcolor[5], wsum; \
6501 for(pix = 0; pix < cnt; ++pix) \
6504 for(comp = 0; comp < 3; ++comp) \
6506 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6509 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6511 for(comp = 0; comp < 3; ++comp) \
6512 avgcolor[comp] += getpixel * w; \
6515 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6516 avgcolor[4] += getpixel; \
6518 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6520 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6521 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6522 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6523 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6526 extern cvar_t gl_picmip;
6527 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6530 unsigned char *pixels;
6531 unsigned char *bumppixels;
6532 unsigned char *basepixels = NULL;
6533 int basepixels_width = 0;
6534 int basepixels_height = 0;
6535 skinframe_t *skinframe;
6536 rtexture_t *ddsbase = NULL;
6537 qboolean ddshasalpha = false;
6538 float ddsavgcolor[4];
6539 char basename[MAX_QPATH];
6540 int miplevel = R_PicmipForFlags(textureflags);
6541 int savemiplevel = miplevel;
6544 if (cls.state == ca_dedicated)
6547 // return an existing skinframe if already loaded
6548 // if loading of the first image fails, don't make a new skinframe as it
6549 // would cause all future lookups of this to be missing
6550 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6551 if (skinframe && skinframe->base)
6554 Image_StripImageExtension(name, basename, sizeof(basename));
6556 // check for DDS texture file first
6557 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6559 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6560 if (basepixels == NULL)
6564 // FIXME handle miplevel
6566 if (developer_loading.integer)
6567 Con_Printf("loading skin \"%s\"\n", name);
6569 // we've got some pixels to store, so really allocate this new texture now
6571 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6572 skinframe->stain = NULL;
6573 skinframe->merged = NULL;
6574 skinframe->base = NULL;
6575 skinframe->pants = NULL;
6576 skinframe->shirt = NULL;
6577 skinframe->nmap = NULL;
6578 skinframe->gloss = NULL;
6579 skinframe->glow = NULL;
6580 skinframe->fog = NULL;
6581 skinframe->reflect = NULL;
6582 skinframe->hasalpha = false;
6586 skinframe->base = ddsbase;
6587 skinframe->hasalpha = ddshasalpha;
6588 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6589 if (r_loadfog && skinframe->hasalpha)
6590 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6591 //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]);
6595 basepixels_width = image_width;
6596 basepixels_height = image_height;
6597 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);
6598 if (textureflags & TEXF_ALPHA)
6600 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6602 if (basepixels[j] < 255)
6604 skinframe->hasalpha = true;
6608 if (r_loadfog && skinframe->hasalpha)
6610 // has transparent pixels
6611 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6612 for (j = 0;j < image_width * image_height * 4;j += 4)
6617 pixels[j+3] = basepixels[j+3];
6619 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);
6623 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6624 //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]);
6625 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6626 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6627 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6628 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6633 mymiplevel = savemiplevel;
6634 if (r_loadnormalmap)
6635 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);
6636 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6638 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6639 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6640 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6641 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6644 // _norm is the name used by tenebrae and has been adopted as standard
6645 if (r_loadnormalmap && skinframe->nmap == NULL)
6647 mymiplevel = savemiplevel;
6648 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6650 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);
6654 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6656 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6657 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6658 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);
6660 Mem_Free(bumppixels);
6662 else if (r_shadow_bumpscale_basetexture.value > 0)
6664 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6665 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6666 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);
6669 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6670 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6673 // _luma is supported only for tenebrae compatibility
6674 // _glow is the preferred name
6675 mymiplevel = savemiplevel;
6676 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))))
6678 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);
6679 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6680 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6681 Mem_Free(pixels);pixels = NULL;
6684 mymiplevel = savemiplevel;
6685 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6687 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);
6688 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6689 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6694 mymiplevel = savemiplevel;
6695 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6697 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);
6698 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6699 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6704 mymiplevel = savemiplevel;
6705 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6707 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);
6708 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6709 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6714 mymiplevel = savemiplevel;
6715 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6717 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);
6718 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6719 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6725 Mem_Free(basepixels);
6730 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6731 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6734 unsigned char *temp1, *temp2;
6735 skinframe_t *skinframe;
6737 if (cls.state == ca_dedicated)
6740 // if already loaded just return it, otherwise make a new skinframe
6741 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6742 if (skinframe && skinframe->base)
6745 skinframe->stain = NULL;
6746 skinframe->merged = NULL;
6747 skinframe->base = NULL;
6748 skinframe->pants = NULL;
6749 skinframe->shirt = NULL;
6750 skinframe->nmap = NULL;
6751 skinframe->gloss = NULL;
6752 skinframe->glow = NULL;
6753 skinframe->fog = NULL;
6754 skinframe->reflect = NULL;
6755 skinframe->hasalpha = false;
6757 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6761 if (developer_loading.integer)
6762 Con_Printf("loading 32bit skin \"%s\"\n", name);
6764 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6766 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6767 temp2 = temp1 + width * height * 4;
6768 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6769 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);
6772 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6773 if (textureflags & TEXF_ALPHA)
6775 for (i = 3;i < width * height * 4;i += 4)
6777 if (skindata[i] < 255)
6779 skinframe->hasalpha = true;
6783 if (r_loadfog && skinframe->hasalpha)
6785 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6786 memcpy(fogpixels, skindata, width * height * 4);
6787 for (i = 0;i < width * height * 4;i += 4)
6788 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6789 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6790 Mem_Free(fogpixels);
6794 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6795 //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]);
6800 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6804 skinframe_t *skinframe;
6806 if (cls.state == ca_dedicated)
6809 // if already loaded just return it, otherwise make a new skinframe
6810 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6811 if (skinframe && skinframe->base)
6814 skinframe->stain = NULL;
6815 skinframe->merged = NULL;
6816 skinframe->base = NULL;
6817 skinframe->pants = NULL;
6818 skinframe->shirt = NULL;
6819 skinframe->nmap = NULL;
6820 skinframe->gloss = NULL;
6821 skinframe->glow = NULL;
6822 skinframe->fog = NULL;
6823 skinframe->reflect = NULL;
6824 skinframe->hasalpha = false;
6826 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6830 if (developer_loading.integer)
6831 Con_Printf("loading quake skin \"%s\"\n", name);
6833 // 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)
6834 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6835 memcpy(skinframe->qpixels, skindata, width*height);
6836 skinframe->qwidth = width;
6837 skinframe->qheight = height;
6840 for (i = 0;i < width * height;i++)
6841 featuresmask |= palette_featureflags[skindata[i]];
6843 skinframe->hasalpha = false;
6844 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6845 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6846 skinframe->qgeneratemerged = true;
6847 skinframe->qgeneratebase = skinframe->qhascolormapping;
6848 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6850 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6851 //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]);
6856 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6860 unsigned char *skindata;
6862 if (!skinframe->qpixels)
6865 if (!skinframe->qhascolormapping)
6866 colormapped = false;
6870 if (!skinframe->qgeneratebase)
6875 if (!skinframe->qgeneratemerged)
6879 width = skinframe->qwidth;
6880 height = skinframe->qheight;
6881 skindata = skinframe->qpixels;
6883 if (skinframe->qgeneratenmap)
6885 unsigned char *temp1, *temp2;
6886 skinframe->qgeneratenmap = false;
6887 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6888 temp2 = temp1 + width * height * 4;
6889 // use either a custom palette or the quake palette
6890 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6891 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6892 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);
6896 if (skinframe->qgenerateglow)
6898 skinframe->qgenerateglow = false;
6899 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6904 skinframe->qgeneratebase = false;
6905 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);
6906 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6907 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6911 skinframe->qgeneratemerged = false;
6912 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);
6915 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6917 Mem_Free(skinframe->qpixels);
6918 skinframe->qpixels = NULL;
6922 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)
6925 skinframe_t *skinframe;
6927 if (cls.state == ca_dedicated)
6930 // if already loaded just return it, otherwise make a new skinframe
6931 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6932 if (skinframe && skinframe->base)
6935 skinframe->stain = NULL;
6936 skinframe->merged = NULL;
6937 skinframe->base = NULL;
6938 skinframe->pants = NULL;
6939 skinframe->shirt = NULL;
6940 skinframe->nmap = NULL;
6941 skinframe->gloss = NULL;
6942 skinframe->glow = NULL;
6943 skinframe->fog = NULL;
6944 skinframe->reflect = NULL;
6945 skinframe->hasalpha = false;
6947 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6951 if (developer_loading.integer)
6952 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6954 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6955 if (textureflags & TEXF_ALPHA)
6957 for (i = 0;i < width * height;i++)
6959 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6961 skinframe->hasalpha = true;
6965 if (r_loadfog && skinframe->hasalpha)
6966 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6969 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6970 //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]);
6975 skinframe_t *R_SkinFrame_LoadMissing(void)
6977 skinframe_t *skinframe;
6979 if (cls.state == ca_dedicated)
6982 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6983 skinframe->stain = NULL;
6984 skinframe->merged = NULL;
6985 skinframe->base = NULL;
6986 skinframe->pants = NULL;
6987 skinframe->shirt = NULL;
6988 skinframe->nmap = NULL;
6989 skinframe->gloss = NULL;
6990 skinframe->glow = NULL;
6991 skinframe->fog = NULL;
6992 skinframe->reflect = NULL;
6993 skinframe->hasalpha = false;
6995 skinframe->avgcolor[0] = rand() / RAND_MAX;
6996 skinframe->avgcolor[1] = rand() / RAND_MAX;
6997 skinframe->avgcolor[2] = rand() / RAND_MAX;
6998 skinframe->avgcolor[3] = 1;
7003 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
7004 typedef struct suffixinfo_s
7007 qboolean flipx, flipy, flipdiagonal;
7010 static suffixinfo_t suffix[3][6] =
7013 {"px", false, false, false},
7014 {"nx", false, false, false},
7015 {"py", false, false, false},
7016 {"ny", false, false, false},
7017 {"pz", false, false, false},
7018 {"nz", false, false, false}
7021 {"posx", false, false, false},
7022 {"negx", false, false, false},
7023 {"posy", false, false, false},
7024 {"negy", false, false, false},
7025 {"posz", false, false, false},
7026 {"negz", false, false, false}
7029 {"rt", true, false, true},
7030 {"lf", false, true, true},
7031 {"ft", true, true, false},
7032 {"bk", false, false, false},
7033 {"up", true, false, true},
7034 {"dn", true, false, true}
7038 static int componentorder[4] = {0, 1, 2, 3};
7040 rtexture_t *R_LoadCubemap(const char *basename)
7042 int i, j, cubemapsize;
7043 unsigned char *cubemappixels, *image_buffer;
7044 rtexture_t *cubemaptexture;
7046 // must start 0 so the first loadimagepixels has no requested width/height
7048 cubemappixels = NULL;
7049 cubemaptexture = NULL;
7050 // keep trying different suffix groups (posx, px, rt) until one loads
7051 for (j = 0;j < 3 && !cubemappixels;j++)
7053 // load the 6 images in the suffix group
7054 for (i = 0;i < 6;i++)
7056 // generate an image name based on the base and and suffix
7057 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
7059 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
7061 // an image loaded, make sure width and height are equal
7062 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
7064 // if this is the first image to load successfully, allocate the cubemap memory
7065 if (!cubemappixels && image_width >= 1)
7067 cubemapsize = image_width;
7068 // note this clears to black, so unavailable sides are black
7069 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
7071 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
7073 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);
7076 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
7078 Mem_Free(image_buffer);
7082 // if a cubemap loaded, upload it
7085 if (developer_loading.integer)
7086 Con_Printf("loading cubemap \"%s\"\n", basename);
7088 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7089 Mem_Free(cubemappixels);
7093 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
7094 if (developer_loading.integer)
7096 Con_Printf("(tried tried images ");
7097 for (j = 0;j < 3;j++)
7098 for (i = 0;i < 6;i++)
7099 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
7100 Con_Print(" and was unable to find any of them).\n");
7103 return cubemaptexture;
7106 rtexture_t *R_GetCubemap(const char *basename)
7109 for (i = 0;i < r_texture_numcubemaps;i++)
7110 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
7111 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
7112 if (i >= MAX_CUBEMAPS)
7113 return r_texture_whitecube;
7114 r_texture_numcubemaps++;
7115 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
7116 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
7117 return r_texture_cubemaps[i].texture;
7120 void R_FreeCubemaps(void)
7123 for (i = 0;i < r_texture_numcubemaps;i++)
7125 if (developer_loading.integer)
7126 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
7127 if (r_texture_cubemaps[i].texture)
7128 R_FreeTexture(r_texture_cubemaps[i].texture);
7130 r_texture_numcubemaps = 0;
7133 void R_Main_FreeViewCache(void)
7135 if (r_refdef.viewcache.entityvisible)
7136 Mem_Free(r_refdef.viewcache.entityvisible);
7137 if (r_refdef.viewcache.world_pvsbits)
7138 Mem_Free(r_refdef.viewcache.world_pvsbits);
7139 if (r_refdef.viewcache.world_leafvisible)
7140 Mem_Free(r_refdef.viewcache.world_leafvisible);
7141 if (r_refdef.viewcache.world_surfacevisible)
7142 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7143 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
7146 void R_Main_ResizeViewCache(void)
7148 int numentities = r_refdef.scene.numentities;
7149 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
7150 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
7151 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
7152 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
7153 if (r_refdef.viewcache.maxentities < numentities)
7155 r_refdef.viewcache.maxentities = numentities;
7156 if (r_refdef.viewcache.entityvisible)
7157 Mem_Free(r_refdef.viewcache.entityvisible);
7158 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
7160 if (r_refdef.viewcache.world_numclusters != numclusters)
7162 r_refdef.viewcache.world_numclusters = numclusters;
7163 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
7164 if (r_refdef.viewcache.world_pvsbits)
7165 Mem_Free(r_refdef.viewcache.world_pvsbits);
7166 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
7168 if (r_refdef.viewcache.world_numleafs != numleafs)
7170 r_refdef.viewcache.world_numleafs = numleafs;
7171 if (r_refdef.viewcache.world_leafvisible)
7172 Mem_Free(r_refdef.viewcache.world_leafvisible);
7173 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
7175 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
7177 r_refdef.viewcache.world_numsurfaces = numsurfaces;
7178 if (r_refdef.viewcache.world_surfacevisible)
7179 Mem_Free(r_refdef.viewcache.world_surfacevisible);
7180 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7184 extern rtexture_t *loadingscreentexture;
7185 void gl_main_start(void)
7187 loadingscreentexture = NULL;
7188 r_texture_blanknormalmap = NULL;
7189 r_texture_white = NULL;
7190 r_texture_grey128 = NULL;
7191 r_texture_black = NULL;
7192 r_texture_whitecube = NULL;
7193 r_texture_normalizationcube = NULL;
7194 r_texture_fogattenuation = NULL;
7195 r_texture_fogheighttexture = NULL;
7196 r_texture_gammaramps = NULL;
7197 r_texture_numcubemaps = 0;
7199 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7200 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7202 switch(vid.renderpath)
7204 case RENDERPATH_GL20:
7205 case RENDERPATH_CGGL:
7206 case RENDERPATH_D3D9:
7207 case RENDERPATH_D3D10:
7208 case RENDERPATH_D3D11:
7209 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7210 Cvar_SetValueQuick(&gl_combine, 1);
7211 Cvar_SetValueQuick(&r_glsl, 1);
7212 r_loadnormalmap = true;
7216 case RENDERPATH_GL13:
7217 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7218 Cvar_SetValueQuick(&gl_combine, 1);
7219 Cvar_SetValueQuick(&r_glsl, 0);
7220 r_loadnormalmap = false;
7221 r_loadgloss = false;
7224 case RENDERPATH_GL11:
7225 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7226 Cvar_SetValueQuick(&gl_combine, 0);
7227 Cvar_SetValueQuick(&r_glsl, 0);
7228 r_loadnormalmap = false;
7229 r_loadgloss = false;
7235 R_FrameData_Reset();
7239 memset(r_queries, 0, sizeof(r_queries));
7241 r_qwskincache = NULL;
7242 r_qwskincache_size = 0;
7244 // set up r_skinframe loading system for textures
7245 memset(&r_skinframe, 0, sizeof(r_skinframe));
7246 r_skinframe.loadsequence = 1;
7247 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7249 r_main_texturepool = R_AllocTexturePool();
7250 R_BuildBlankTextures();
7252 if (vid.support.arb_texture_cube_map)
7255 R_BuildNormalizationCube();
7257 r_texture_fogattenuation = NULL;
7258 r_texture_fogheighttexture = NULL;
7259 r_texture_gammaramps = NULL;
7260 //r_texture_fogintensity = NULL;
7261 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7262 memset(&r_waterstate, 0, sizeof(r_waterstate));
7263 r_glsl_permutation = NULL;
7264 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7265 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7266 glslshaderstring = NULL;
7268 r_cg_permutation = NULL;
7269 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7270 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7271 cgshaderstring = NULL;
7274 r_hlsl_permutation = NULL;
7275 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7276 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7277 hlslshaderstring = NULL;
7279 memset(&r_svbsp, 0, sizeof (r_svbsp));
7281 r_refdef.fogmasktable_density = 0;
7284 void gl_main_shutdown(void)
7287 R_FrameData_Reset();
7289 R_Main_FreeViewCache();
7291 switch(vid.renderpath)
7293 case RENDERPATH_GL11:
7294 case RENDERPATH_GL13:
7295 case RENDERPATH_GL20:
7296 case RENDERPATH_CGGL:
7298 qglDeleteQueriesARB(r_maxqueries, r_queries);
7300 case RENDERPATH_D3D9:
7301 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7303 case RENDERPATH_D3D10:
7304 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7306 case RENDERPATH_D3D11:
7307 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7313 memset(r_queries, 0, sizeof(r_queries));
7315 r_qwskincache = NULL;
7316 r_qwskincache_size = 0;
7318 // clear out the r_skinframe state
7319 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7320 memset(&r_skinframe, 0, sizeof(r_skinframe));
7323 Mem_Free(r_svbsp.nodes);
7324 memset(&r_svbsp, 0, sizeof (r_svbsp));
7325 R_FreeTexturePool(&r_main_texturepool);
7326 loadingscreentexture = NULL;
7327 r_texture_blanknormalmap = NULL;
7328 r_texture_white = NULL;
7329 r_texture_grey128 = NULL;
7330 r_texture_black = NULL;
7331 r_texture_whitecube = NULL;
7332 r_texture_normalizationcube = NULL;
7333 r_texture_fogattenuation = NULL;
7334 r_texture_fogheighttexture = NULL;
7335 r_texture_gammaramps = NULL;
7336 r_texture_numcubemaps = 0;
7337 //r_texture_fogintensity = NULL;
7338 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7339 memset(&r_waterstate, 0, sizeof(r_waterstate));
7343 extern void CL_ParseEntityLump(char *entitystring);
7344 void gl_main_newmap(void)
7346 // FIXME: move this code to client
7347 char *entities, entname[MAX_QPATH];
7349 Mem_Free(r_qwskincache);
7350 r_qwskincache = NULL;
7351 r_qwskincache_size = 0;
7354 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7355 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7357 CL_ParseEntityLump(entities);
7361 if (cl.worldmodel->brush.entities)
7362 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7364 R_Main_FreeViewCache();
7366 R_FrameData_Reset();
7369 void GL_Main_Init(void)
7371 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7373 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7374 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7375 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7376 if (gamemode == GAME_NEHAHRA)
7378 Cvar_RegisterVariable (&gl_fogenable);
7379 Cvar_RegisterVariable (&gl_fogdensity);
7380 Cvar_RegisterVariable (&gl_fogred);
7381 Cvar_RegisterVariable (&gl_foggreen);
7382 Cvar_RegisterVariable (&gl_fogblue);
7383 Cvar_RegisterVariable (&gl_fogstart);
7384 Cvar_RegisterVariable (&gl_fogend);
7385 Cvar_RegisterVariable (&gl_skyclip);
7387 Cvar_RegisterVariable(&r_motionblur);
7388 Cvar_RegisterVariable(&r_motionblur_maxblur);
7389 Cvar_RegisterVariable(&r_motionblur_bmin);
7390 Cvar_RegisterVariable(&r_motionblur_vmin);
7391 Cvar_RegisterVariable(&r_motionblur_vmax);
7392 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7393 Cvar_RegisterVariable(&r_motionblur_randomize);
7394 Cvar_RegisterVariable(&r_damageblur);
7395 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7396 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7397 Cvar_RegisterVariable(&r_equalize_entities_by);
7398 Cvar_RegisterVariable(&r_equalize_entities_to);
7399 Cvar_RegisterVariable(&r_depthfirst);
7400 Cvar_RegisterVariable(&r_useinfinitefarclip);
7401 Cvar_RegisterVariable(&r_farclip_base);
7402 Cvar_RegisterVariable(&r_farclip_world);
7403 Cvar_RegisterVariable(&r_nearclip);
7404 Cvar_RegisterVariable(&r_showbboxes);
7405 Cvar_RegisterVariable(&r_showsurfaces);
7406 Cvar_RegisterVariable(&r_showtris);
7407 Cvar_RegisterVariable(&r_shownormals);
7408 Cvar_RegisterVariable(&r_showlighting);
7409 Cvar_RegisterVariable(&r_showshadowvolumes);
7410 Cvar_RegisterVariable(&r_showcollisionbrushes);
7411 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7412 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7413 Cvar_RegisterVariable(&r_showdisabledepthtest);
7414 Cvar_RegisterVariable(&r_drawportals);
7415 Cvar_RegisterVariable(&r_drawentities);
7416 Cvar_RegisterVariable(&r_draw2d);
7417 Cvar_RegisterVariable(&r_drawworld);
7418 Cvar_RegisterVariable(&r_cullentities_trace);
7419 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7420 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7421 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7422 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7423 Cvar_RegisterVariable(&r_drawviewmodel);
7424 Cvar_RegisterVariable(&r_drawexteriormodel);
7425 Cvar_RegisterVariable(&r_speeds);
7426 Cvar_RegisterVariable(&r_fullbrights);
7427 Cvar_RegisterVariable(&r_wateralpha);
7428 Cvar_RegisterVariable(&r_dynamic);
7429 Cvar_RegisterVariable(&r_fullbright);
7430 Cvar_RegisterVariable(&r_shadows);
7431 Cvar_RegisterVariable(&r_shadows_darken);
7432 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7433 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7434 Cvar_RegisterVariable(&r_shadows_throwdistance);
7435 Cvar_RegisterVariable(&r_shadows_throwdirection);
7436 Cvar_RegisterVariable(&r_shadows_focus);
7437 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7438 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7439 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7440 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7441 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7442 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7443 Cvar_RegisterVariable(&r_fog_exp2);
7444 Cvar_RegisterVariable(&r_drawfog);
7445 Cvar_RegisterVariable(&r_transparentdepthmasking);
7446 Cvar_RegisterVariable(&r_texture_dds_load);
7447 Cvar_RegisterVariable(&r_texture_dds_save);
7448 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7449 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7450 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7451 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7452 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7453 Cvar_RegisterVariable(&r_textureunits);
7454 Cvar_RegisterVariable(&gl_combine);
7455 Cvar_RegisterVariable(&r_glsl);
7456 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7457 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7458 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7459 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7460 Cvar_RegisterVariable(&r_glsl_postprocess);
7461 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7462 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7463 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7464 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7465 Cvar_RegisterVariable(&r_water);
7466 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7467 Cvar_RegisterVariable(&r_water_clippingplanebias);
7468 Cvar_RegisterVariable(&r_water_refractdistort);
7469 Cvar_RegisterVariable(&r_water_reflectdistort);
7470 Cvar_RegisterVariable(&r_lerpsprites);
7471 Cvar_RegisterVariable(&r_lerpmodels);
7472 Cvar_RegisterVariable(&r_lerplightstyles);
7473 Cvar_RegisterVariable(&r_waterscroll);
7474 Cvar_RegisterVariable(&r_bloom);
7475 Cvar_RegisterVariable(&r_bloom_colorscale);
7476 Cvar_RegisterVariable(&r_bloom_brighten);
7477 Cvar_RegisterVariable(&r_bloom_blur);
7478 Cvar_RegisterVariable(&r_bloom_resolution);
7479 Cvar_RegisterVariable(&r_bloom_colorexponent);
7480 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7481 Cvar_RegisterVariable(&r_hdr);
7482 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7483 Cvar_RegisterVariable(&r_hdr_glowintensity);
7484 Cvar_RegisterVariable(&r_hdr_range);
7485 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7486 Cvar_RegisterVariable(&developer_texturelogging);
7487 Cvar_RegisterVariable(&gl_lightmaps);
7488 Cvar_RegisterVariable(&r_test);
7489 Cvar_RegisterVariable(&r_glsl_saturation);
7490 Cvar_RegisterVariable(&r_framedatasize);
7491 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7492 Cvar_SetValue("r_fullbrights", 0);
7493 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7495 Cvar_RegisterVariable(&r_track_sprites);
7496 Cvar_RegisterVariable(&r_track_sprites_flags);
7497 Cvar_RegisterVariable(&r_track_sprites_scalew);
7498 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7499 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7500 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7503 extern void R_Textures_Init(void);
7504 extern void GL_Draw_Init(void);
7505 extern void GL_Main_Init(void);
7506 extern void R_Shadow_Init(void);
7507 extern void R_Sky_Init(void);
7508 extern void GL_Surf_Init(void);
7509 extern void R_Particles_Init(void);
7510 extern void R_Explosion_Init(void);
7511 extern void gl_backend_init(void);
7512 extern void Sbar_Init(void);
7513 extern void R_LightningBeams_Init(void);
7514 extern void Mod_RenderInit(void);
7515 extern void Font_Init(void);
7517 void Render_Init(void)
7530 R_LightningBeams_Init();
7539 extern char *ENGINE_EXTENSIONS;
7542 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7543 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7544 gl_version = (const char *)qglGetString(GL_VERSION);
7545 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7549 if (!gl_platformextensions)
7550 gl_platformextensions = "";
7552 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7553 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7554 Con_Printf("GL_VERSION: %s\n", gl_version);
7555 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7556 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7558 VID_CheckExtensions();
7560 // LordHavoc: report supported extensions
7561 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7563 // clear to black (loading plaque will be seen over this)
7564 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7567 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7571 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7573 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7576 p = r_refdef.view.frustum + i;
7581 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7585 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7589 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7593 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7597 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7601 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7605 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7609 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7617 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7621 for (i = 0;i < numplanes;i++)
7628 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7632 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7636 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7640 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7644 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7648 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7652 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7656 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7664 //==================================================================================
7666 // LordHavoc: this stores temporary data used within the same frame
7668 qboolean r_framedata_failed;
7669 static size_t r_framedata_size;
7670 static size_t r_framedata_current;
7671 static void *r_framedata_base;
7673 void R_FrameData_Reset(void)
7675 if (r_framedata_base)
7676 Mem_Free(r_framedata_base);
7677 r_framedata_base = NULL;
7678 r_framedata_size = 0;
7679 r_framedata_current = 0;
7680 r_framedata_failed = false;
7683 void R_FrameData_NewFrame(void)
7686 if (r_framedata_failed)
7687 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7688 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7689 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7690 if (r_framedata_size != wantedsize)
7692 r_framedata_size = wantedsize;
7693 if (r_framedata_base)
7694 Mem_Free(r_framedata_base);
7695 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7697 r_framedata_current = 0;
7698 r_framedata_failed = false;
7701 void *R_FrameData_Alloc(size_t size)
7705 // align to 16 byte boundary
7706 size = (size + 15) & ~15;
7707 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7708 r_framedata_current += size;
7711 if (r_framedata_current > r_framedata_size)
7712 r_framedata_failed = true;
7714 // return NULL on everything after a failure
7715 if (r_framedata_failed)
7721 void *R_FrameData_Store(size_t size, void *data)
7723 void *d = R_FrameData_Alloc(size);
7725 memcpy(d, data, size);
7729 //==================================================================================
7731 // LordHavoc: animcache originally written by Echon, rewritten since then
7734 * Animation cache prevents re-generating mesh data for an animated model
7735 * multiple times in one frame for lighting, shadowing, reflections, etc.
7738 void R_AnimCache_Free(void)
7742 void R_AnimCache_ClearCache(void)
7745 entity_render_t *ent;
7747 for (i = 0;i < r_refdef.scene.numentities;i++)
7749 ent = r_refdef.scene.entities[i];
7750 ent->animcache_vertex3f = NULL;
7751 ent->animcache_normal3f = NULL;
7752 ent->animcache_svector3f = NULL;
7753 ent->animcache_tvector3f = NULL;
7754 ent->animcache_vertexposition = NULL;
7755 ent->animcache_vertexmesh = NULL;
7756 ent->animcache_vertexpositionbuffer = NULL;
7757 ent->animcache_vertexmeshbuffer = NULL;
7761 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7765 // identical memory layout, so no need to allocate...
7766 // this also provides the vertexposition structure to everything, e.g.
7767 // depth masked rendering currently uses it even if having separate
7769 // NOTE: get rid of this optimization if changing it to e.g. 4f
7770 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7773 // get rid of following uses of VERTEXPOSITION, change to the array:
7774 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7775 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7776 // R_DrawTextureSurfaceList_DepthOnly
7777 // R_Q1BSP_DrawShadowMap
7779 switch(vid.renderpath)
7781 case RENDERPATH_GL20:
7782 case RENDERPATH_CGGL:
7783 // need the meshbuffers if !gl_mesh_separatearrays.integer
7784 if (gl_mesh_separatearrays.integer)
7787 case RENDERPATH_D3D9:
7788 case RENDERPATH_D3D10:
7789 case RENDERPATH_D3D11:
7790 // always need the meshbuffers
7792 case RENDERPATH_GL13:
7793 case RENDERPATH_GL11:
7794 // never need the meshbuffers
7798 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7799 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7801 if (!ent->animcache_vertexposition)
7802 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7804 if (ent->animcache_vertexposition)
7807 for (i = 0;i < numvertices;i++)
7808 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
7810 // TODO: upload vertex buffer?
7812 if (ent->animcache_vertexmesh)
7814 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7815 for (i = 0;i < numvertices;i++)
7816 VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
7817 if (ent->animcache_svector3f)
7818 for (i = 0;i < numvertices;i++)
7819 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
7820 if (ent->animcache_tvector3f)
7821 for (i = 0;i < numvertices;i++)
7822 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
7823 if (ent->animcache_normal3f)
7824 for (i = 0;i < numvertices;i++)
7825 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
7826 // TODO: upload vertex buffer?
7830 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7832 dp_model_t *model = ent->model;
7834 // see if it's already cached this frame
7835 if (ent->animcache_vertex3f)
7837 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7838 if (wantnormals || wanttangents)
7840 if (ent->animcache_normal3f)
7841 wantnormals = false;
7842 if (ent->animcache_svector3f)
7843 wanttangents = false;
7844 if (wantnormals || wanttangents)
7846 numvertices = model->surfmesh.num_vertices;
7848 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7851 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7852 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7854 if (!r_framedata_failed)
7856 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7857 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7864 // see if this ent is worth caching
7865 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7867 // get some memory for this entity and generate mesh data
7868 numvertices = model->surfmesh.num_vertices;
7869 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7871 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7874 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7875 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7877 if (!r_framedata_failed)
7879 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7880 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7883 return !r_framedata_failed;
7886 void R_AnimCache_CacheVisibleEntities(void)
7889 qboolean wantnormals = true;
7890 qboolean wanttangents = !r_showsurfaces.integer;
7892 switch(vid.renderpath)
7894 case RENDERPATH_GL20:
7895 case RENDERPATH_CGGL:
7896 case RENDERPATH_D3D9:
7897 case RENDERPATH_D3D10:
7898 case RENDERPATH_D3D11:
7900 case RENDERPATH_GL13:
7901 case RENDERPATH_GL11:
7902 wanttangents = false;
7906 if (r_shownormals.integer)
7907 wanttangents = wantnormals = true;
7909 // TODO: thread this
7910 // NOTE: R_PrepareRTLights() also caches entities
7912 for (i = 0;i < r_refdef.scene.numentities;i++)
7913 if (r_refdef.viewcache.entityvisible[i])
7914 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7917 //==================================================================================
7919 static void R_View_UpdateEntityLighting (void)
7922 entity_render_t *ent;
7923 vec3_t tempdiffusenormal, avg;
7924 vec_t f, fa, fd, fdd;
7925 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7927 for (i = 0;i < r_refdef.scene.numentities;i++)
7929 ent = r_refdef.scene.entities[i];
7931 // skip unseen models
7932 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7936 if (ent->model && ent->model->brush.num_leafs)
7938 // TODO: use modellight for r_ambient settings on world?
7939 VectorSet(ent->modellight_ambient, 0, 0, 0);
7940 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7941 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7945 // fetch the lighting from the worldmodel data
7946 VectorClear(ent->modellight_ambient);
7947 VectorClear(ent->modellight_diffuse);
7948 VectorClear(tempdiffusenormal);
7949 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7952 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7953 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7954 if(ent->flags & RENDER_EQUALIZE)
7956 // first fix up ambient lighting...
7957 if(r_equalize_entities_minambient.value > 0)
7959 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7962 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7963 if(fa < r_equalize_entities_minambient.value * fd)
7966 // fa'/fd' = minambient
7967 // fa'+0.25*fd' = fa+0.25*fd
7969 // fa' = fd' * minambient
7970 // fd'*(0.25+minambient) = fa+0.25*fd
7972 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7973 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7975 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7976 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
7977 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7978 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7983 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7985 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7986 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7989 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7990 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7991 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7997 VectorSet(ent->modellight_ambient, 1, 1, 1);
7999 // move the light direction into modelspace coordinates for lighting code
8000 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
8001 if(VectorLength2(ent->modellight_lightdir) == 0)
8002 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
8003 VectorNormalize(ent->modellight_lightdir);
8007 #define MAX_LINEOFSIGHTTRACES 64
8009 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
8012 vec3_t boxmins, boxmaxs;
8015 dp_model_t *model = r_refdef.scene.worldmodel;
8017 if (!model || !model->brush.TraceLineOfSight)
8020 // expand the box a little
8021 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
8022 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
8023 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
8024 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
8025 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
8026 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
8028 // return true if eye is inside enlarged box
8029 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
8033 VectorCopy(eye, start);
8034 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
8035 if (model->brush.TraceLineOfSight(model, start, end))
8038 // try various random positions
8039 for (i = 0;i < numsamples;i++)
8041 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
8042 if (model->brush.TraceLineOfSight(model, start, end))
8050 static void R_View_UpdateEntityVisible (void)
8055 entity_render_t *ent;
8057 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8058 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
8059 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
8060 : RENDER_EXTERIORMODEL;
8061 if (!r_drawviewmodel.integer)
8062 renderimask |= RENDER_VIEWMODEL;
8063 if (!r_drawexteriormodel.integer)
8064 renderimask |= RENDER_EXTERIORMODEL;
8065 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
8067 // worldmodel can check visibility
8068 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
8069 for (i = 0;i < r_refdef.scene.numentities;i++)
8071 ent = r_refdef.scene.entities[i];
8072 if (!(ent->flags & renderimask))
8073 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)))
8074 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))
8075 r_refdef.viewcache.entityvisible[i] = true;
8077 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
8078 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
8080 for (i = 0;i < r_refdef.scene.numentities;i++)
8082 ent = r_refdef.scene.entities[i];
8083 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
8085 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
8087 continue; // temp entities do pvs only
8088 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
8089 ent->last_trace_visibility = realtime;
8090 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
8091 r_refdef.viewcache.entityvisible[i] = 0;
8098 // no worldmodel or it can't check visibility
8099 for (i = 0;i < r_refdef.scene.numentities;i++)
8101 ent = r_refdef.scene.entities[i];
8102 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));
8107 /// only used if skyrendermasked, and normally returns false
8108 int R_DrawBrushModelsSky (void)
8111 entity_render_t *ent;
8114 for (i = 0;i < r_refdef.scene.numentities;i++)
8116 if (!r_refdef.viewcache.entityvisible[i])
8118 ent = r_refdef.scene.entities[i];
8119 if (!ent->model || !ent->model->DrawSky)
8121 ent->model->DrawSky(ent);
8127 static void R_DrawNoModel(entity_render_t *ent);
8128 static void R_DrawModels(void)
8131 entity_render_t *ent;
8133 for (i = 0;i < r_refdef.scene.numentities;i++)
8135 if (!r_refdef.viewcache.entityvisible[i])
8137 ent = r_refdef.scene.entities[i];
8138 r_refdef.stats.entities++;
8139 if (ent->model && ent->model->Draw != NULL)
8140 ent->model->Draw(ent);
8146 static void R_DrawModelsDepth(void)
8149 entity_render_t *ent;
8151 for (i = 0;i < r_refdef.scene.numentities;i++)
8153 if (!r_refdef.viewcache.entityvisible[i])
8155 ent = r_refdef.scene.entities[i];
8156 if (ent->model && ent->model->DrawDepth != NULL)
8157 ent->model->DrawDepth(ent);
8161 static void R_DrawModelsDebug(void)
8164 entity_render_t *ent;
8166 for (i = 0;i < r_refdef.scene.numentities;i++)
8168 if (!r_refdef.viewcache.entityvisible[i])
8170 ent = r_refdef.scene.entities[i];
8171 if (ent->model && ent->model->DrawDebug != NULL)
8172 ent->model->DrawDebug(ent);
8176 static void R_DrawModelsAddWaterPlanes(void)
8179 entity_render_t *ent;
8181 for (i = 0;i < r_refdef.scene.numentities;i++)
8183 if (!r_refdef.viewcache.entityvisible[i])
8185 ent = r_refdef.scene.entities[i];
8186 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8187 ent->model->DrawAddWaterPlanes(ent);
8191 static void R_View_SetFrustum(void)
8194 double slopex, slopey;
8195 vec3_t forward, left, up, origin;
8197 // we can't trust r_refdef.view.forward and friends in reflected scenes
8198 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8201 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8202 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8203 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8204 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8205 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8206 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8207 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8208 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8209 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8210 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8211 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8212 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8216 zNear = r_refdef.nearclip;
8217 nudge = 1.0 - 1.0 / (1<<23);
8218 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8219 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8220 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8221 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8222 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8223 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8224 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8225 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8231 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8232 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8233 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8234 r_refdef.view.frustum[0].dist = m[15] - m[12];
8236 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8237 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8238 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8239 r_refdef.view.frustum[1].dist = m[15] + m[12];
8241 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8242 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8243 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8244 r_refdef.view.frustum[2].dist = m[15] - m[13];
8246 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8247 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8248 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8249 r_refdef.view.frustum[3].dist = m[15] + m[13];
8251 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8252 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8253 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8254 r_refdef.view.frustum[4].dist = m[15] - m[14];
8256 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8257 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8258 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8259 r_refdef.view.frustum[5].dist = m[15] + m[14];
8262 if (r_refdef.view.useperspective)
8264 slopex = 1.0 / r_refdef.view.frustum_x;
8265 slopey = 1.0 / r_refdef.view.frustum_y;
8266 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8267 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8268 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8269 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8270 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8272 // Leaving those out was a mistake, those were in the old code, and they
8273 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8274 // I couldn't reproduce it after adding those normalizations. --blub
8275 VectorNormalize(r_refdef.view.frustum[0].normal);
8276 VectorNormalize(r_refdef.view.frustum[1].normal);
8277 VectorNormalize(r_refdef.view.frustum[2].normal);
8278 VectorNormalize(r_refdef.view.frustum[3].normal);
8280 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8281 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]);
8282 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]);
8283 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]);
8284 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]);
8286 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8287 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8288 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8289 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8290 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8294 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8295 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8296 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8297 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8298 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8299 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8300 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8301 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8302 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8303 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8305 r_refdef.view.numfrustumplanes = 5;
8307 if (r_refdef.view.useclipplane)
8309 r_refdef.view.numfrustumplanes = 6;
8310 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8313 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8314 PlaneClassify(r_refdef.view.frustum + i);
8316 // LordHavoc: note to all quake engine coders, Quake had a special case
8317 // for 90 degrees which assumed a square view (wrong), so I removed it,
8318 // Quake2 has it disabled as well.
8320 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8321 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8322 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8323 //PlaneClassify(&frustum[0]);
8325 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8326 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8327 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8328 //PlaneClassify(&frustum[1]);
8330 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8331 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8332 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8333 //PlaneClassify(&frustum[2]);
8335 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8336 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8337 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8338 //PlaneClassify(&frustum[3]);
8341 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8342 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8343 //PlaneClassify(&frustum[4]);
8346 void R_View_Update(void)
8348 R_Main_ResizeViewCache();
8349 R_View_SetFrustum();
8350 R_View_WorldVisibility(r_refdef.view.useclipplane);
8351 R_View_UpdateEntityVisible();
8352 R_View_UpdateEntityLighting();
8355 void R_SetupView(qboolean allowwaterclippingplane)
8357 const float *customclipplane = NULL;
8359 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8361 // LordHavoc: couldn't figure out how to make this approach the
8362 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8363 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8364 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8365 dist = r_refdef.view.clipplane.dist;
8366 plane[0] = r_refdef.view.clipplane.normal[0];
8367 plane[1] = r_refdef.view.clipplane.normal[1];
8368 plane[2] = r_refdef.view.clipplane.normal[2];
8370 customclipplane = plane;
8373 if (!r_refdef.view.useperspective)
8374 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);
8375 else if (vid.stencil && r_useinfinitefarclip.integer)
8376 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);
8378 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);
8379 R_SetViewport(&r_refdef.view.viewport);
8382 void R_EntityMatrix(const matrix4x4_t *matrix)
8384 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8386 gl_modelmatrixchanged = false;
8387 gl_modelmatrix = *matrix;
8388 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8389 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8390 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8391 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8393 switch(vid.renderpath)
8395 case RENDERPATH_D3D9:
8397 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8398 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8401 case RENDERPATH_D3D10:
8402 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8404 case RENDERPATH_D3D11:
8405 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8407 case RENDERPATH_GL20:
8408 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8409 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8410 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8412 case RENDERPATH_CGGL:
8415 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8416 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8417 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8420 case RENDERPATH_GL13:
8421 case RENDERPATH_GL11:
8422 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8428 void R_ResetViewRendering2D(void)
8430 r_viewport_t viewport;
8433 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8434 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);
8435 R_SetViewport(&viewport);
8436 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8437 GL_Color(1, 1, 1, 1);
8438 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8439 GL_BlendFunc(GL_ONE, GL_ZERO);
8440 GL_AlphaTest(false);
8441 GL_ScissorTest(false);
8442 GL_DepthMask(false);
8443 GL_DepthRange(0, 1);
8444 GL_DepthTest(false);
8445 GL_DepthFunc(GL_LEQUAL);
8446 R_EntityMatrix(&identitymatrix);
8447 R_Mesh_ResetTextureState();
8448 GL_PolygonOffset(0, 0);
8449 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8450 switch(vid.renderpath)
8452 case RENDERPATH_GL11:
8453 case RENDERPATH_GL13:
8454 case RENDERPATH_GL20:
8455 case RENDERPATH_CGGL:
8456 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8458 case RENDERPATH_D3D9:
8459 case RENDERPATH_D3D10:
8460 case RENDERPATH_D3D11:
8463 GL_CullFace(GL_NONE);
8466 void R_ResetViewRendering3D(void)
8471 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8472 GL_Color(1, 1, 1, 1);
8473 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8474 GL_BlendFunc(GL_ONE, GL_ZERO);
8475 GL_AlphaTest(false);
8476 GL_ScissorTest(true);
8478 GL_DepthRange(0, 1);
8480 GL_DepthFunc(GL_LEQUAL);
8481 R_EntityMatrix(&identitymatrix);
8482 R_Mesh_ResetTextureState();
8483 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8484 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8485 switch(vid.renderpath)
8487 case RENDERPATH_GL11:
8488 case RENDERPATH_GL13:
8489 case RENDERPATH_GL20:
8490 case RENDERPATH_CGGL:
8491 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8493 case RENDERPATH_D3D9:
8494 case RENDERPATH_D3D10:
8495 case RENDERPATH_D3D11:
8498 GL_CullFace(r_refdef.view.cullface_back);
8503 R_RenderView_UpdateViewVectors
8506 static void R_RenderView_UpdateViewVectors(void)
8508 // break apart the view matrix into vectors for various purposes
8509 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8510 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8511 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8512 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8513 // make an inverted copy of the view matrix for tracking sprites
8514 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8517 void R_RenderScene(void);
8518 void R_RenderWaterPlanes(void);
8520 static void R_Water_StartFrame(void)
8523 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8524 r_waterstate_waterplane_t *p;
8526 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8529 switch(vid.renderpath)
8531 case RENDERPATH_GL20:
8532 case RENDERPATH_CGGL:
8533 case RENDERPATH_D3D9:
8534 case RENDERPATH_D3D10:
8535 case RENDERPATH_D3D11:
8537 case RENDERPATH_GL13:
8538 case RENDERPATH_GL11:
8542 // set waterwidth and waterheight to the water resolution that will be
8543 // used (often less than the screen resolution for faster rendering)
8544 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8545 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8547 // calculate desired texture sizes
8548 // can't use water if the card does not support the texture size
8549 if (!r_water.integer || r_showsurfaces.integer)
8550 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8551 else if (vid.support.arb_texture_non_power_of_two)
8553 texturewidth = waterwidth;
8554 textureheight = waterheight;
8555 camerawidth = waterwidth;
8556 cameraheight = waterheight;
8560 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8561 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8562 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8563 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8566 // allocate textures as needed
8567 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8569 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8570 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8572 if (p->texture_refraction)
8573 R_FreeTexture(p->texture_refraction);
8574 p->texture_refraction = NULL;
8575 if (p->texture_reflection)
8576 R_FreeTexture(p->texture_reflection);
8577 p->texture_reflection = NULL;
8578 if (p->texture_camera)
8579 R_FreeTexture(p->texture_camera);
8580 p->texture_camera = NULL;
8582 memset(&r_waterstate, 0, sizeof(r_waterstate));
8583 r_waterstate.texturewidth = texturewidth;
8584 r_waterstate.textureheight = textureheight;
8585 r_waterstate.camerawidth = camerawidth;
8586 r_waterstate.cameraheight = cameraheight;
8589 if (r_waterstate.texturewidth)
8591 r_waterstate.enabled = true;
8593 // when doing a reduced render (HDR) we want to use a smaller area
8594 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8595 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8597 // set up variables that will be used in shader setup
8598 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8599 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8600 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8601 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8604 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8605 r_waterstate.numwaterplanes = 0;
8608 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8610 int triangleindex, planeindex;
8617 r_waterstate_waterplane_t *p;
8618 texture_t *t = R_GetCurrentTexture(surface->texture);
8619 cam_ent = t->camera_entity;
8620 if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
8623 // just use the first triangle with a valid normal for any decisions
8624 VectorClear(normal);
8625 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8627 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8628 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8629 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8630 TriangleNormal(vert[0], vert[1], vert[2], normal);
8631 if (VectorLength2(normal) >= 0.001)
8635 VectorCopy(normal, plane.normal);
8636 VectorNormalize(plane.normal);
8637 plane.dist = DotProduct(vert[0], plane.normal);
8638 PlaneClassify(&plane);
8639 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8641 // skip backfaces (except if nocullface is set)
8642 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8644 VectorNegate(plane.normal, plane.normal);
8646 PlaneClassify(&plane);
8650 // find a matching plane if there is one
8651 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8652 if(p->camera_entity == t->camera_entity)
8653 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8655 if (planeindex >= r_waterstate.maxwaterplanes)
8656 return; // nothing we can do, out of planes
8658 // if this triangle does not fit any known plane rendered this frame, add one
8659 if (planeindex >= r_waterstate.numwaterplanes)
8661 // store the new plane
8662 r_waterstate.numwaterplanes++;
8664 // clear materialflags and pvs
8665 p->materialflags = 0;
8666 p->pvsvalid = false;
8667 p->camera_entity = t->camera_entity;
8669 // merge this surface's materialflags into the waterplane
8670 p->materialflags |= t->currentmaterialflags;
8671 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8673 // merge this surface's PVS into the waterplane
8674 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8675 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8676 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8678 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8684 static void R_Water_ProcessPlanes(void)
8686 r_refdef_view_t originalview;
8687 r_refdef_view_t myview;
8689 r_waterstate_waterplane_t *p;
8692 originalview = r_refdef.view;
8694 // make sure enough textures are allocated
8695 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8697 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8699 if (!p->texture_refraction)
8700 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);
8701 if (!p->texture_refraction)
8704 else if (p->materialflags & MATERIALFLAG_CAMERA)
8706 if (!p->texture_camera)
8707 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);
8708 if (!p->texture_camera)
8712 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8714 if (!p->texture_reflection)
8715 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);
8716 if (!p->texture_reflection)
8722 r_refdef.view = originalview;
8723 r_refdef.view.showdebug = false;
8724 r_refdef.view.width = r_waterstate.waterwidth;
8725 r_refdef.view.height = r_waterstate.waterheight;
8726 r_refdef.view.useclipplane = true;
8727 myview = r_refdef.view;
8728 r_waterstate.renderingscene = true;
8729 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8731 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8733 r_refdef.view = myview;
8734 // render reflected scene and copy into texture
8735 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8736 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8737 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8738 r_refdef.view.clipplane = p->plane;
8739 // reverse the cullface settings for this render
8740 r_refdef.view.cullface_front = GL_FRONT;
8741 r_refdef.view.cullface_back = GL_BACK;
8742 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8744 r_refdef.view.usecustompvs = true;
8746 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8748 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8751 R_ResetViewRendering3D();
8752 R_ClearScreen(r_refdef.fogenabled);
8756 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);
8759 // render the normal view scene and copy into texture
8760 // (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)
8761 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8763 r_waterstate.renderingrefraction = true;
8764 r_refdef.view = myview;
8766 r_refdef.view.clipplane = p->plane;
8767 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8768 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8770 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8772 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8773 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8774 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8775 R_RenderView_UpdateViewVectors();
8776 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);
8779 PlaneClassify(&r_refdef.view.clipplane);
8781 R_ResetViewRendering3D();
8782 R_ClearScreen(r_refdef.fogenabled);
8786 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);
8787 r_waterstate.renderingrefraction = false;
8789 else if (p->materialflags & MATERIALFLAG_CAMERA)
8791 r_refdef.view = myview;
8793 r_refdef.view.clipplane = p->plane;
8794 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8795 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8797 r_refdef.view.width = r_waterstate.camerawidth;
8798 r_refdef.view.height = r_waterstate.cameraheight;
8799 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8800 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8802 if(p->camera_entity)
8804 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8805 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8808 // reverse the cullface settings for this render
8809 r_refdef.view.cullface_front = GL_FRONT;
8810 r_refdef.view.cullface_back = GL_BACK;
8811 // also reverse the view matrix
8812 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
8813 R_RenderView_UpdateViewVectors();
8814 if(p->camera_entity)
8815 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);
8817 // camera needs no clipplane
8818 r_refdef.view.useclipplane = false;
8820 PlaneClassify(&r_refdef.view.clipplane);
8822 R_ResetViewRendering3D();
8823 R_ClearScreen(r_refdef.fogenabled);
8827 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);
8828 r_waterstate.renderingrefraction = false;
8832 r_waterstate.renderingscene = false;
8833 r_refdef.view = originalview;
8834 R_ResetViewRendering3D();
8835 R_ClearScreen(r_refdef.fogenabled);
8839 r_refdef.view = originalview;
8840 r_waterstate.renderingscene = false;
8841 Cvar_SetValueQuick(&r_water, 0);
8842 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8846 void R_Bloom_StartFrame(void)
8848 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8850 switch(vid.renderpath)
8852 case RENDERPATH_GL20:
8853 case RENDERPATH_CGGL:
8854 case RENDERPATH_D3D9:
8855 case RENDERPATH_D3D10:
8856 case RENDERPATH_D3D11:
8858 case RENDERPATH_GL13:
8859 case RENDERPATH_GL11:
8863 // set bloomwidth and bloomheight to the bloom resolution that will be
8864 // used (often less than the screen resolution for faster rendering)
8865 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8866 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8867 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8868 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8869 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8871 // calculate desired texture sizes
8872 if (vid.support.arb_texture_non_power_of_two)
8874 screentexturewidth = r_refdef.view.width;
8875 screentextureheight = r_refdef.view.height;
8876 bloomtexturewidth = r_bloomstate.bloomwidth;
8877 bloomtextureheight = r_bloomstate.bloomheight;
8881 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8882 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8883 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8884 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8887 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))
8889 Cvar_SetValueQuick(&r_hdr, 0);
8890 Cvar_SetValueQuick(&r_bloom, 0);
8891 Cvar_SetValueQuick(&r_motionblur, 0);
8892 Cvar_SetValueQuick(&r_damageblur, 0);
8895 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)))
8896 screentexturewidth = screentextureheight = 0;
8897 if (!r_hdr.integer && !r_bloom.integer)
8898 bloomtexturewidth = bloomtextureheight = 0;
8900 // allocate textures as needed
8901 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8903 if (r_bloomstate.texture_screen)
8904 R_FreeTexture(r_bloomstate.texture_screen);
8905 r_bloomstate.texture_screen = NULL;
8906 r_bloomstate.screentexturewidth = screentexturewidth;
8907 r_bloomstate.screentextureheight = screentextureheight;
8908 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8909 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);
8911 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8913 if (r_bloomstate.texture_bloom)
8914 R_FreeTexture(r_bloomstate.texture_bloom);
8915 r_bloomstate.texture_bloom = NULL;
8916 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8917 r_bloomstate.bloomtextureheight = bloomtextureheight;
8918 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8919 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);
8922 // when doing a reduced render (HDR) we want to use a smaller area
8923 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8924 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8925 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8926 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8927 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8929 // set up a texcoord array for the full resolution screen image
8930 // (we have to keep this around to copy back during final render)
8931 r_bloomstate.screentexcoord2f[0] = 0;
8932 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8933 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8934 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8935 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8936 r_bloomstate.screentexcoord2f[5] = 0;
8937 r_bloomstate.screentexcoord2f[6] = 0;
8938 r_bloomstate.screentexcoord2f[7] = 0;
8940 // set up a texcoord array for the reduced resolution bloom image
8941 // (which will be additive blended over the screen image)
8942 r_bloomstate.bloomtexcoord2f[0] = 0;
8943 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8944 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8945 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8946 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8947 r_bloomstate.bloomtexcoord2f[5] = 0;
8948 r_bloomstate.bloomtexcoord2f[6] = 0;
8949 r_bloomstate.bloomtexcoord2f[7] = 0;
8951 switch(vid.renderpath)
8953 case RENDERPATH_GL11:
8954 case RENDERPATH_GL13:
8955 case RENDERPATH_GL20:
8956 case RENDERPATH_CGGL:
8958 case RENDERPATH_D3D9:
8959 case RENDERPATH_D3D10:
8960 case RENDERPATH_D3D11:
8963 for (i = 0;i < 4;i++)
8965 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8966 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8967 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8968 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8974 if (r_hdr.integer || r_bloom.integer)
8976 r_bloomstate.enabled = true;
8977 r_bloomstate.hdr = r_hdr.integer != 0;
8980 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);
8983 void R_Bloom_CopyBloomTexture(float colorscale)
8985 r_refdef.stats.bloom++;
8987 // scale down screen texture to the bloom texture size
8989 R_SetViewport(&r_bloomstate.viewport);
8990 GL_BlendFunc(GL_ONE, GL_ZERO);
8991 GL_Color(colorscale, colorscale, colorscale, 1);
8992 // 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...
8993 switch(vid.renderpath)
8995 case RENDERPATH_GL11:
8996 case RENDERPATH_GL13:
8997 case RENDERPATH_GL20:
8998 case RENDERPATH_CGGL:
8999 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9001 case RENDERPATH_D3D9:
9002 case RENDERPATH_D3D10:
9003 case RENDERPATH_D3D11:
9004 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9007 // TODO: do boxfilter scale-down in shader?
9008 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9009 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9010 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9012 // we now have a bloom image in the framebuffer
9013 // copy it into the bloom image texture for later processing
9014 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);
9015 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9018 void R_Bloom_CopyHDRTexture(void)
9020 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);
9021 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9024 void R_Bloom_MakeTexture(void)
9027 float xoffset, yoffset, r, brighten;
9029 r_refdef.stats.bloom++;
9031 R_ResetViewRendering2D();
9033 // we have a bloom image in the framebuffer
9035 R_SetViewport(&r_bloomstate.viewport);
9037 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
9040 r = bound(0, r_bloom_colorexponent.value / x, 1);
9041 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9043 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
9044 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9045 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9046 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9048 // copy the vertically blurred bloom view to a texture
9049 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);
9050 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9053 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
9054 brighten = r_bloom_brighten.value;
9056 brighten *= r_hdr_range.value;
9057 brighten = sqrt(brighten);
9059 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
9060 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
9062 for (dir = 0;dir < 2;dir++)
9064 // blend on at multiple vertical offsets to achieve a vertical blur
9065 // TODO: do offset blends using GLSL
9066 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
9067 GL_BlendFunc(GL_ONE, GL_ZERO);
9068 for (x = -range;x <= range;x++)
9070 if (!dir){xoffset = 0;yoffset = x;}
9071 else {xoffset = x;yoffset = 0;}
9072 xoffset /= (float)r_bloomstate.bloomtexturewidth;
9073 yoffset /= (float)r_bloomstate.bloomtextureheight;
9074 // compute a texcoord array with the specified x and y offset
9075 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
9076 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9077 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9078 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
9079 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
9080 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
9081 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
9082 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
9083 // this r value looks like a 'dot' particle, fading sharply to
9084 // black at the edges
9085 // (probably not realistic but looks good enough)
9086 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
9087 //r = brighten/(range*2+1);
9088 r = brighten / (range * 2 + 1);
9090 r *= (1 - x*x/(float)(range*range));
9091 GL_Color(r, r, r, 1);
9092 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
9093 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9094 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
9095 GL_BlendFunc(GL_ONE, GL_ONE);
9098 // copy the vertically blurred bloom view to a texture
9099 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);
9100 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
9104 void R_HDR_RenderBloomTexture(void)
9106 int oldwidth, oldheight;
9107 float oldcolorscale;
9109 oldcolorscale = r_refdef.view.colorscale;
9110 oldwidth = r_refdef.view.width;
9111 oldheight = r_refdef.view.height;
9112 r_refdef.view.width = r_bloomstate.bloomwidth;
9113 r_refdef.view.height = r_bloomstate.bloomheight;
9115 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
9116 // TODO: add exposure compensation features
9117 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
9119 r_refdef.view.showdebug = false;
9120 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
9122 R_ResetViewRendering3D();
9124 R_ClearScreen(r_refdef.fogenabled);
9125 if (r_timereport_active)
9126 R_TimeReport("HDRclear");
9129 if (r_timereport_active)
9130 R_TimeReport("visibility");
9132 // only do secondary renders with HDR if r_hdr is 2 or higher
9133 r_waterstate.numwaterplanes = 0;
9134 if (r_waterstate.enabled && r_hdr.integer >= 2)
9135 R_RenderWaterPlanes();
9137 r_refdef.view.showdebug = true;
9139 r_waterstate.numwaterplanes = 0;
9141 R_ResetViewRendering2D();
9143 R_Bloom_CopyHDRTexture();
9144 R_Bloom_MakeTexture();
9146 // restore the view settings
9147 r_refdef.view.width = oldwidth;
9148 r_refdef.view.height = oldheight;
9149 r_refdef.view.colorscale = oldcolorscale;
9151 R_ResetViewRendering3D();
9153 R_ClearScreen(r_refdef.fogenabled);
9154 if (r_timereport_active)
9155 R_TimeReport("viewclear");
9158 static void R_BlendView(void)
9160 unsigned int permutation;
9161 float uservecs[4][4];
9163 switch (vid.renderpath)
9165 case RENDERPATH_GL20:
9166 case RENDERPATH_CGGL:
9167 case RENDERPATH_D3D9:
9168 case RENDERPATH_D3D10:
9169 case RENDERPATH_D3D11:
9171 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
9172 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
9173 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
9174 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
9175 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
9177 if (r_bloomstate.texture_screen)
9179 // make sure the buffer is available
9180 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9182 R_ResetViewRendering2D();
9184 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9186 // declare variables
9188 static float avgspeed;
9190 speed = VectorLength(cl.movement_velocity);
9192 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9193 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9195 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9196 speed = bound(0, speed, 1);
9197 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9199 // calculate values into a standard alpha
9200 cl.motionbluralpha = 1 - exp(-
9202 (r_motionblur.value * speed / 80)
9204 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9207 max(0.0001, cl.time - cl.oldtime) // fps independent
9210 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9211 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9213 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9215 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9216 GL_Color(1, 1, 1, cl.motionbluralpha);
9217 switch(vid.renderpath)
9219 case RENDERPATH_GL11:
9220 case RENDERPATH_GL13:
9221 case RENDERPATH_GL20:
9222 case RENDERPATH_CGGL:
9223 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9225 case RENDERPATH_D3D9:
9226 case RENDERPATH_D3D10:
9227 case RENDERPATH_D3D11:
9228 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9231 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9232 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9233 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9237 // copy view into the screen texture
9238 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);
9239 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9241 else if (!r_bloomstate.texture_bloom)
9243 // we may still have to do view tint...
9244 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9246 // apply a color tint to the whole view
9247 R_ResetViewRendering2D();
9248 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9249 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9250 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9251 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9252 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9254 break; // no screen processing, no bloom, skip it
9257 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9259 // render simple bloom effect
9260 // copy the screen and shrink it and darken it for the bloom process
9261 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9262 // make the bloom texture
9263 R_Bloom_MakeTexture();
9266 #if _MSC_VER >= 1400
9267 #define sscanf sscanf_s
9269 memset(uservecs, 0, sizeof(uservecs));
9270 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9271 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9272 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9273 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9275 R_ResetViewRendering2D();
9276 GL_Color(1, 1, 1, 1);
9277 GL_BlendFunc(GL_ONE, GL_ZERO);
9279 switch(vid.renderpath)
9281 case RENDERPATH_GL20:
9282 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9283 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9284 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9285 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9286 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9287 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]);
9288 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9289 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]);
9290 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]);
9291 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]);
9292 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]);
9293 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9294 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9295 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);
9297 case RENDERPATH_CGGL:
9299 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9300 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9301 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9302 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9303 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9304 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
9305 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9306 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
9307 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
9308 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
9309 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
9310 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9311 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9312 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);
9315 case RENDERPATH_D3D9:
9317 // 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...
9318 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9319 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9320 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9321 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9322 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9323 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9324 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9325 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9326 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9327 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9328 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9329 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9330 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9331 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9334 case RENDERPATH_D3D10:
9335 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9337 case RENDERPATH_D3D11:
9338 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9343 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9344 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9346 case RENDERPATH_GL13:
9347 case RENDERPATH_GL11:
9348 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9350 // apply a color tint to the whole view
9351 R_ResetViewRendering2D();
9352 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9353 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9354 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9355 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9356 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9362 matrix4x4_t r_waterscrollmatrix;
9364 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9366 if (r_refdef.fog_density)
9368 r_refdef.fogcolor[0] = r_refdef.fog_red;
9369 r_refdef.fogcolor[1] = r_refdef.fog_green;
9370 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9372 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9373 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9374 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9375 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9379 VectorCopy(r_refdef.fogcolor, fogvec);
9380 // color.rgb *= ContrastBoost * SceneBrightness;
9381 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9382 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9383 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9384 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9389 void R_UpdateVariables(void)
9393 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9395 r_refdef.farclip = r_farclip_base.value;
9396 if (r_refdef.scene.worldmodel)
9397 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9398 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9400 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9401 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9402 r_refdef.polygonfactor = 0;
9403 r_refdef.polygonoffset = 0;
9404 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9405 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9407 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9408 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9409 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9410 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9411 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9412 if (r_showsurfaces.integer)
9414 r_refdef.scene.rtworld = false;
9415 r_refdef.scene.rtworldshadows = false;
9416 r_refdef.scene.rtdlight = false;
9417 r_refdef.scene.rtdlightshadows = false;
9418 r_refdef.lightmapintensity = 0;
9421 if (gamemode == GAME_NEHAHRA)
9423 if (gl_fogenable.integer)
9425 r_refdef.oldgl_fogenable = true;
9426 r_refdef.fog_density = gl_fogdensity.value;
9427 r_refdef.fog_red = gl_fogred.value;
9428 r_refdef.fog_green = gl_foggreen.value;
9429 r_refdef.fog_blue = gl_fogblue.value;
9430 r_refdef.fog_alpha = 1;
9431 r_refdef.fog_start = 0;
9432 r_refdef.fog_end = gl_skyclip.value;
9433 r_refdef.fog_height = 1<<30;
9434 r_refdef.fog_fadedepth = 128;
9436 else if (r_refdef.oldgl_fogenable)
9438 r_refdef.oldgl_fogenable = false;
9439 r_refdef.fog_density = 0;
9440 r_refdef.fog_red = 0;
9441 r_refdef.fog_green = 0;
9442 r_refdef.fog_blue = 0;
9443 r_refdef.fog_alpha = 0;
9444 r_refdef.fog_start = 0;
9445 r_refdef.fog_end = 0;
9446 r_refdef.fog_height = 1<<30;
9447 r_refdef.fog_fadedepth = 128;
9451 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9452 r_refdef.fog_start = max(0, r_refdef.fog_start);
9453 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9455 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9457 if (r_refdef.fog_density && r_drawfog.integer)
9459 r_refdef.fogenabled = true;
9460 // this is the point where the fog reaches 0.9986 alpha, which we
9461 // consider a good enough cutoff point for the texture
9462 // (0.9986 * 256 == 255.6)
9463 if (r_fog_exp2.integer)
9464 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9466 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9467 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9468 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9469 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9470 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9471 R_BuildFogHeightTexture();
9472 // fog color was already set
9473 // update the fog texture
9474 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)
9475 R_BuildFogTexture();
9476 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9477 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9480 r_refdef.fogenabled = false;
9482 switch(vid.renderpath)
9484 case RENDERPATH_GL20:
9485 case RENDERPATH_CGGL:
9486 case RENDERPATH_D3D9:
9487 case RENDERPATH_D3D10:
9488 case RENDERPATH_D3D11:
9489 if(v_glslgamma.integer && !vid_gammatables_trivial)
9491 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9493 // build GLSL gamma texture
9494 #define RAMPWIDTH 256
9495 unsigned short ramp[RAMPWIDTH * 3];
9496 unsigned char rampbgr[RAMPWIDTH][4];
9499 r_texture_gammaramps_serial = vid_gammatables_serial;
9501 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9502 for(i = 0; i < RAMPWIDTH; ++i)
9504 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9505 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9506 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9509 if (r_texture_gammaramps)
9511 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9515 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9521 // remove GLSL gamma texture
9524 case RENDERPATH_GL13:
9525 case RENDERPATH_GL11:
9530 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9531 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9537 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9538 if( scenetype != r_currentscenetype ) {
9539 // store the old scenetype
9540 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9541 r_currentscenetype = scenetype;
9542 // move in the new scene
9543 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9552 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9554 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9555 if( scenetype == r_currentscenetype ) {
9556 return &r_refdef.scene;
9558 return &r_scenes_store[ scenetype ];
9567 void R_RenderView(void)
9569 if (r_timereport_active)
9570 R_TimeReport("start");
9571 r_textureframe++; // used only by R_GetCurrentTexture
9572 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9574 if (!r_drawentities.integer)
9575 r_refdef.scene.numentities = 0;
9577 R_AnimCache_ClearCache();
9578 R_FrameData_NewFrame();
9580 if (r_refdef.view.isoverlay)
9582 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9583 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9584 R_TimeReport("depthclear");
9586 r_refdef.view.showdebug = false;
9588 r_waterstate.enabled = false;
9589 r_waterstate.numwaterplanes = 0;
9597 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9598 return; //Host_Error ("R_RenderView: NULL worldmodel");
9600 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9602 R_RenderView_UpdateViewVectors();
9604 R_Shadow_UpdateWorldLightSelection();
9606 R_Bloom_StartFrame();
9607 R_Water_StartFrame();
9610 if (r_timereport_active)
9611 R_TimeReport("viewsetup");
9613 R_ResetViewRendering3D();
9615 if (r_refdef.view.clear || r_refdef.fogenabled)
9617 R_ClearScreen(r_refdef.fogenabled);
9618 if (r_timereport_active)
9619 R_TimeReport("viewclear");
9621 r_refdef.view.clear = true;
9623 // this produces a bloom texture to be used in R_BlendView() later
9624 if (r_hdr.integer && r_bloomstate.bloomwidth)
9626 R_HDR_RenderBloomTexture();
9627 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9628 r_textureframe++; // used only by R_GetCurrentTexture
9631 r_refdef.view.showdebug = true;
9634 if (r_timereport_active)
9635 R_TimeReport("visibility");
9637 r_waterstate.numwaterplanes = 0;
9638 if (r_waterstate.enabled)
9639 R_RenderWaterPlanes();
9642 r_waterstate.numwaterplanes = 0;
9645 if (r_timereport_active)
9646 R_TimeReport("blendview");
9648 GL_Scissor(0, 0, vid.width, vid.height);
9649 GL_ScissorTest(false);
9653 void R_RenderWaterPlanes(void)
9655 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9657 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9658 if (r_timereport_active)
9659 R_TimeReport("waterworld");
9662 // don't let sound skip if going slow
9663 if (r_refdef.scene.extraupdate)
9666 R_DrawModelsAddWaterPlanes();
9667 if (r_timereport_active)
9668 R_TimeReport("watermodels");
9670 if (r_waterstate.numwaterplanes)
9672 R_Water_ProcessPlanes();
9673 if (r_timereport_active)
9674 R_TimeReport("waterscenes");
9678 extern void R_DrawLightningBeams (void);
9679 extern void VM_CL_AddPolygonsToMeshQueue (void);
9680 extern void R_DrawPortals (void);
9681 extern cvar_t cl_locs_show;
9682 static void R_DrawLocs(void);
9683 static void R_DrawEntityBBoxes(void);
9684 static void R_DrawModelDecals(void);
9685 extern void R_DrawModelShadows(void);
9686 extern void R_DrawModelShadowMaps(void);
9687 extern cvar_t cl_decals_newsystem;
9688 extern qboolean r_shadow_usingdeferredprepass;
9689 void R_RenderScene(void)
9691 qboolean shadowmapping = false;
9693 if (r_timereport_active)
9694 R_TimeReport("beginscene");
9696 r_refdef.stats.renders++;
9700 // don't let sound skip if going slow
9701 if (r_refdef.scene.extraupdate)
9704 R_MeshQueue_BeginScene();
9708 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);
9710 if (r_timereport_active)
9711 R_TimeReport("skystartframe");
9713 if (cl.csqc_vidvars.drawworld)
9715 // don't let sound skip if going slow
9716 if (r_refdef.scene.extraupdate)
9719 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9721 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9722 if (r_timereport_active)
9723 R_TimeReport("worldsky");
9726 if (R_DrawBrushModelsSky() && r_timereport_active)
9727 R_TimeReport("bmodelsky");
9729 if (skyrendermasked && skyrenderlater)
9731 // we have to force off the water clipping plane while rendering sky
9735 if (r_timereport_active)
9736 R_TimeReport("sky");
9740 R_AnimCache_CacheVisibleEntities();
9741 if (r_timereport_active)
9742 R_TimeReport("animation");
9744 R_Shadow_PrepareLights();
9745 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9746 R_Shadow_PrepareModelShadows();
9747 if (r_timereport_active)
9748 R_TimeReport("preparelights");
9750 if (R_Shadow_ShadowMappingEnabled())
9751 shadowmapping = true;
9753 if (r_shadow_usingdeferredprepass)
9754 R_Shadow_DrawPrepass();
9756 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9758 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9759 if (r_timereport_active)
9760 R_TimeReport("worlddepth");
9762 if (r_depthfirst.integer >= 2)
9764 R_DrawModelsDepth();
9765 if (r_timereport_active)
9766 R_TimeReport("modeldepth");
9769 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9771 R_DrawModelShadowMaps();
9772 R_ResetViewRendering3D();
9773 // don't let sound skip if going slow
9774 if (r_refdef.scene.extraupdate)
9778 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9780 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9781 if (r_timereport_active)
9782 R_TimeReport("world");
9785 // don't let sound skip if going slow
9786 if (r_refdef.scene.extraupdate)
9790 if (r_timereport_active)
9791 R_TimeReport("models");
9793 // don't let sound skip if going slow
9794 if (r_refdef.scene.extraupdate)
9797 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9799 R_DrawModelShadows();
9800 R_ResetViewRendering3D();
9801 // don't let sound skip if going slow
9802 if (r_refdef.scene.extraupdate)
9806 if (!r_shadow_usingdeferredprepass)
9808 R_Shadow_DrawLights();
9809 if (r_timereport_active)
9810 R_TimeReport("rtlights");
9813 // don't let sound skip if going slow
9814 if (r_refdef.scene.extraupdate)
9817 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9819 R_DrawModelShadows();
9820 R_ResetViewRendering3D();
9821 // don't let sound skip if going slow
9822 if (r_refdef.scene.extraupdate)
9826 if (cl.csqc_vidvars.drawworld)
9828 if (cl_decals_newsystem.integer)
9830 R_DrawModelDecals();
9831 if (r_timereport_active)
9832 R_TimeReport("modeldecals");
9837 if (r_timereport_active)
9838 R_TimeReport("decals");
9842 if (r_timereport_active)
9843 R_TimeReport("particles");
9846 if (r_timereport_active)
9847 R_TimeReport("explosions");
9849 R_DrawLightningBeams();
9850 if (r_timereport_active)
9851 R_TimeReport("lightning");
9854 VM_CL_AddPolygonsToMeshQueue();
9856 if (r_refdef.view.showdebug)
9858 if (cl_locs_show.integer)
9861 if (r_timereport_active)
9862 R_TimeReport("showlocs");
9865 if (r_drawportals.integer)
9868 if (r_timereport_active)
9869 R_TimeReport("portals");
9872 if (r_showbboxes.value > 0)
9874 R_DrawEntityBBoxes();
9875 if (r_timereport_active)
9876 R_TimeReport("bboxes");
9880 R_MeshQueue_RenderTransparent();
9881 if (r_timereport_active)
9882 R_TimeReport("drawtrans");
9884 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))
9886 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9887 if (r_timereport_active)
9888 R_TimeReport("worlddebug");
9889 R_DrawModelsDebug();
9890 if (r_timereport_active)
9891 R_TimeReport("modeldebug");
9894 if (cl.csqc_vidvars.drawworld)
9896 R_Shadow_DrawCoronas();
9897 if (r_timereport_active)
9898 R_TimeReport("coronas");
9901 // don't let sound skip if going slow
9902 if (r_refdef.scene.extraupdate)
9905 R_ResetViewRendering2D();
9908 static const unsigned short bboxelements[36] =
9918 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9921 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9923 RSurf_ActiveWorldEntity();
9925 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9926 GL_DepthMask(false);
9927 GL_DepthRange(0, 1);
9928 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9929 R_Mesh_ResetTextureState();
9931 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9932 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9933 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9934 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9935 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9936 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9937 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9938 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9939 R_FillColors(color4f, 8, cr, cg, cb, ca);
9940 if (r_refdef.fogenabled)
9942 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9944 f1 = RSurf_FogVertex(v);
9946 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9947 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9948 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9951 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9952 R_Mesh_ResetTextureState();
9953 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9954 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9957 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9961 prvm_edict_t *edict;
9962 prvm_prog_t *prog_save = prog;
9964 // this function draws bounding boxes of server entities
9968 GL_CullFace(GL_NONE);
9969 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9973 for (i = 0;i < numsurfaces;i++)
9975 edict = PRVM_EDICT_NUM(surfacelist[i]);
9976 switch ((int)edict->fields.server->solid)
9978 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9979 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9980 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9981 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9982 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9983 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9985 color[3] *= r_showbboxes.value;
9986 color[3] = bound(0, color[3], 1);
9987 GL_DepthTest(!r_showdisabledepthtest.integer);
9988 GL_CullFace(r_refdef.view.cullface_front);
9989 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9995 static void R_DrawEntityBBoxes(void)
9998 prvm_edict_t *edict;
10000 prvm_prog_t *prog_save = prog;
10002 // this function draws bounding boxes of server entities
10008 for (i = 0;i < prog->num_edicts;i++)
10010 edict = PRVM_EDICT_NUM(i);
10011 if (edict->priv.server->free)
10013 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
10014 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
10016 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
10018 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
10019 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
10025 static const int nomodelelement3i[24] =
10037 static const unsigned short nomodelelement3s[24] =
10049 static const float nomodelvertex3f[6*3] =
10059 static const float nomodelcolor4f[6*4] =
10061 0.0f, 0.0f, 0.5f, 1.0f,
10062 0.0f, 0.0f, 0.5f, 1.0f,
10063 0.0f, 0.5f, 0.0f, 1.0f,
10064 0.0f, 0.5f, 0.0f, 1.0f,
10065 0.5f, 0.0f, 0.0f, 1.0f,
10066 0.5f, 0.0f, 0.0f, 1.0f
10069 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10073 float color4f[6*4];
10075 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);
10077 // this is only called once per entity so numsurfaces is always 1, and
10078 // surfacelist is always {0}, so this code does not handle batches
10080 if (rsurface.ent_flags & RENDER_ADDITIVE)
10082 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
10083 GL_DepthMask(false);
10085 else if (rsurface.colormod[3] < 1)
10087 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10088 GL_DepthMask(false);
10092 GL_BlendFunc(GL_ONE, GL_ZERO);
10093 GL_DepthMask(true);
10095 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
10096 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
10097 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
10098 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
10099 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10100 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
10101 for (i = 0, c = color4f;i < 6;i++, c += 4)
10103 c[0] *= rsurface.colormod[0];
10104 c[1] *= rsurface.colormod[1];
10105 c[2] *= rsurface.colormod[2];
10106 c[3] *= rsurface.colormod[3];
10108 if (r_refdef.fogenabled)
10110 for (i = 0, c = color4f;i < 6;i++, c += 4)
10112 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
10114 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
10115 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
10116 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
10119 R_Mesh_ResetTextureState();
10120 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
10121 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
10124 void R_DrawNoModel(entity_render_t *ent)
10127 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
10128 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
10129 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
10131 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
10134 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
10136 vec3_t right1, right2, diff, normal;
10138 VectorSubtract (org2, org1, normal);
10140 // calculate 'right' vector for start
10141 VectorSubtract (r_refdef.view.origin, org1, diff);
10142 CrossProduct (normal, diff, right1);
10143 VectorNormalize (right1);
10145 // calculate 'right' vector for end
10146 VectorSubtract (r_refdef.view.origin, org2, diff);
10147 CrossProduct (normal, diff, right2);
10148 VectorNormalize (right2);
10150 vert[ 0] = org1[0] + width * right1[0];
10151 vert[ 1] = org1[1] + width * right1[1];
10152 vert[ 2] = org1[2] + width * right1[2];
10153 vert[ 3] = org1[0] - width * right1[0];
10154 vert[ 4] = org1[1] - width * right1[1];
10155 vert[ 5] = org1[2] - width * right1[2];
10156 vert[ 6] = org2[0] - width * right2[0];
10157 vert[ 7] = org2[1] - width * right2[1];
10158 vert[ 8] = org2[2] - width * right2[2];
10159 vert[ 9] = org2[0] + width * right2[0];
10160 vert[10] = org2[1] + width * right2[1];
10161 vert[11] = org2[2] + width * right2[2];
10164 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)
10166 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
10167 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
10168 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
10169 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
10170 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
10171 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
10172 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
10173 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
10174 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10175 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10176 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10177 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10180 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10185 VectorSet(v, x, y, z);
10186 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10187 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10189 if (i == mesh->numvertices)
10191 if (mesh->numvertices < mesh->maxvertices)
10193 VectorCopy(v, vertex3f);
10194 mesh->numvertices++;
10196 return mesh->numvertices;
10202 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10205 int *e, element[3];
10206 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10207 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10208 e = mesh->element3i + mesh->numtriangles * 3;
10209 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10211 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10212 if (mesh->numtriangles < mesh->maxtriangles)
10217 mesh->numtriangles++;
10219 element[1] = element[2];
10223 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10226 int *e, element[3];
10227 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10228 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10229 e = mesh->element3i + mesh->numtriangles * 3;
10230 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10232 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10233 if (mesh->numtriangles < mesh->maxtriangles)
10238 mesh->numtriangles++;
10240 element[1] = element[2];
10244 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10245 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10247 int planenum, planenum2;
10250 mplane_t *plane, *plane2;
10252 double temppoints[2][256*3];
10253 // figure out how large a bounding box we need to properly compute this brush
10255 for (w = 0;w < numplanes;w++)
10256 maxdist = max(maxdist, fabs(planes[w].dist));
10257 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10258 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10259 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10263 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10264 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10266 if (planenum2 == planenum)
10268 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);
10271 if (tempnumpoints < 3)
10273 // generate elements forming a triangle fan for this polygon
10274 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10278 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)
10280 texturelayer_t *layer;
10281 layer = t->currentlayers + t->currentnumlayers++;
10282 layer->type = type;
10283 layer->depthmask = depthmask;
10284 layer->blendfunc1 = blendfunc1;
10285 layer->blendfunc2 = blendfunc2;
10286 layer->texture = texture;
10287 layer->texmatrix = *matrix;
10288 layer->color[0] = r;
10289 layer->color[1] = g;
10290 layer->color[2] = b;
10291 layer->color[3] = a;
10294 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10296 if(parms[0] == 0 && parms[1] == 0)
10298 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10299 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10304 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10307 index = parms[2] + r_refdef.scene.time * parms[3];
10308 index -= floor(index);
10309 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10312 case Q3WAVEFUNC_NONE:
10313 case Q3WAVEFUNC_NOISE:
10314 case Q3WAVEFUNC_COUNT:
10317 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10318 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10319 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10320 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10321 case Q3WAVEFUNC_TRIANGLE:
10323 f = index - floor(index);
10326 else if (index < 2)
10328 else if (index < 3)
10334 f = parms[0] + parms[1] * f;
10335 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10336 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10340 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10345 matrix4x4_t matrix, temp;
10346 switch(tcmod->tcmod)
10348 case Q3TCMOD_COUNT:
10350 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10351 matrix = r_waterscrollmatrix;
10353 matrix = identitymatrix;
10355 case Q3TCMOD_ENTITYTRANSLATE:
10356 // this is used in Q3 to allow the gamecode to control texcoord
10357 // scrolling on the entity, which is not supported in darkplaces yet.
10358 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10360 case Q3TCMOD_ROTATE:
10361 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10362 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10363 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10365 case Q3TCMOD_SCALE:
10366 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10368 case Q3TCMOD_SCROLL:
10369 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10371 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10372 w = (int) tcmod->parms[0];
10373 h = (int) tcmod->parms[1];
10374 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10376 idx = (int) floor(f * w * h);
10377 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10379 case Q3TCMOD_STRETCH:
10380 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10381 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10383 case Q3TCMOD_TRANSFORM:
10384 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10385 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10386 VectorSet(tcmat + 6, 0 , 0 , 1);
10387 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10388 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10390 case Q3TCMOD_TURBULENT:
10391 // this is handled in the RSurf_PrepareVertices function
10392 matrix = identitymatrix;
10396 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10399 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10401 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10402 char name[MAX_QPATH];
10403 skinframe_t *skinframe;
10404 unsigned char pixels[296*194];
10405 strlcpy(cache->name, skinname, sizeof(cache->name));
10406 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10407 if (developer_loading.integer)
10408 Con_Printf("loading %s\n", name);
10409 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10410 if (!skinframe || !skinframe->base)
10413 fs_offset_t filesize;
10415 f = FS_LoadFile(name, tempmempool, true, &filesize);
10418 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10419 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10423 cache->skinframe = skinframe;
10426 texture_t *R_GetCurrentTexture(texture_t *t)
10429 const entity_render_t *ent = rsurface.entity;
10430 dp_model_t *model = ent->model;
10431 q3shaderinfo_layer_tcmod_t *tcmod;
10433 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10434 return t->currentframe;
10435 t->update_lastrenderframe = r_textureframe;
10436 t->update_lastrenderentity = (void *)ent;
10438 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10439 t->camera_entity = ent->entitynumber;
10441 t->camera_entity = 0;
10443 // switch to an alternate material if this is a q1bsp animated material
10445 texture_t *texture = t;
10446 int s = rsurface.ent_skinnum;
10447 if ((unsigned int)s >= (unsigned int)model->numskins)
10449 if (model->skinscenes)
10451 if (model->skinscenes[s].framecount > 1)
10452 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10454 s = model->skinscenes[s].firstframe;
10457 t = t + s * model->num_surfaces;
10460 // use an alternate animation if the entity's frame is not 0,
10461 // and only if the texture has an alternate animation
10462 if (rsurface.ent_alttextures && t->anim_total[1])
10463 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10465 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10467 texture->currentframe = t;
10470 // update currentskinframe to be a qw skin or animation frame
10471 if (rsurface.ent_qwskin >= 0)
10473 i = rsurface.ent_qwskin;
10474 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10476 r_qwskincache_size = cl.maxclients;
10478 Mem_Free(r_qwskincache);
10479 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10481 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10482 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10483 t->currentskinframe = r_qwskincache[i].skinframe;
10484 if (t->currentskinframe == NULL)
10485 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10487 else if (t->numskinframes >= 2)
10488 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10489 if (t->backgroundnumskinframes >= 2)
10490 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10492 t->currentmaterialflags = t->basematerialflags;
10493 t->currentalpha = rsurface.colormod[3];
10494 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10495 t->currentalpha *= r_wateralpha.value;
10496 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10497 t->currentalpha *= t->r_water_wateralpha;
10498 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10499 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10500 if (!(rsurface.ent_flags & RENDER_LIGHT))
10501 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10502 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10504 // pick a model lighting mode
10505 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10506 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10508 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10510 if (rsurface.ent_flags & RENDER_ADDITIVE)
10511 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10512 else if (t->currentalpha < 1)
10513 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10514 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10515 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10516 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10517 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10518 if (t->backgroundnumskinframes)
10519 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10520 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10522 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10523 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10526 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10527 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10528 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10530 // there is no tcmod
10531 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10533 t->currenttexmatrix = r_waterscrollmatrix;
10534 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10536 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10538 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10539 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10542 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10543 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10544 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10545 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10547 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10548 if (t->currentskinframe->qpixels)
10549 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10550 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10551 if (!t->basetexture)
10552 t->basetexture = r_texture_notexture;
10553 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10554 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10555 t->nmaptexture = t->currentskinframe->nmap;
10556 if (!t->nmaptexture)
10557 t->nmaptexture = r_texture_blanknormalmap;
10558 t->glosstexture = r_texture_black;
10559 t->glowtexture = t->currentskinframe->glow;
10560 t->fogtexture = t->currentskinframe->fog;
10561 t->reflectmasktexture = t->currentskinframe->reflect;
10562 if (t->backgroundnumskinframes)
10564 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10565 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10566 t->backgroundglosstexture = r_texture_black;
10567 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10568 if (!t->backgroundnmaptexture)
10569 t->backgroundnmaptexture = r_texture_blanknormalmap;
10573 t->backgroundbasetexture = r_texture_white;
10574 t->backgroundnmaptexture = r_texture_blanknormalmap;
10575 t->backgroundglosstexture = r_texture_black;
10576 t->backgroundglowtexture = NULL;
10578 t->specularpower = r_shadow_glossexponent.value;
10579 // TODO: store reference values for these in the texture?
10580 t->specularscale = 0;
10581 if (r_shadow_gloss.integer > 0)
10583 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10585 if (r_shadow_glossintensity.value > 0)
10587 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10588 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10589 t->specularscale = r_shadow_glossintensity.value;
10592 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10594 t->glosstexture = r_texture_white;
10595 t->backgroundglosstexture = r_texture_white;
10596 t->specularscale = r_shadow_gloss2intensity.value;
10597 t->specularpower = r_shadow_gloss2exponent.value;
10600 t->specularscale *= t->specularscalemod;
10601 t->specularpower *= t->specularpowermod;
10603 // lightmaps mode looks bad with dlights using actual texturing, so turn
10604 // off the colormap and glossmap, but leave the normalmap on as it still
10605 // accurately represents the shading involved
10606 if (gl_lightmaps.integer)
10608 t->basetexture = r_texture_grey128;
10609 t->pantstexture = r_texture_black;
10610 t->shirttexture = r_texture_black;
10611 t->nmaptexture = r_texture_blanknormalmap;
10612 t->glosstexture = r_texture_black;
10613 t->glowtexture = NULL;
10614 t->fogtexture = NULL;
10615 t->reflectmasktexture = NULL;
10616 t->backgroundbasetexture = NULL;
10617 t->backgroundnmaptexture = r_texture_blanknormalmap;
10618 t->backgroundglosstexture = r_texture_black;
10619 t->backgroundglowtexture = NULL;
10620 t->specularscale = 0;
10621 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10624 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10625 VectorClear(t->dlightcolor);
10626 t->currentnumlayers = 0;
10627 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10629 int blendfunc1, blendfunc2;
10630 qboolean depthmask;
10631 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10633 blendfunc1 = GL_SRC_ALPHA;
10634 blendfunc2 = GL_ONE;
10636 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10638 blendfunc1 = GL_SRC_ALPHA;
10639 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10641 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10643 blendfunc1 = t->customblendfunc[0];
10644 blendfunc2 = t->customblendfunc[1];
10648 blendfunc1 = GL_ONE;
10649 blendfunc2 = GL_ZERO;
10651 // don't colormod evilblend textures
10652 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10653 VectorSet(t->lightmapcolor, 1, 1, 1);
10654 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10655 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10657 // fullbright is not affected by r_refdef.lightmapintensity
10658 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]);
10659 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10660 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]);
10661 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10662 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]);
10666 vec3_t ambientcolor;
10668 // set the color tint used for lights affecting this surface
10669 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10671 // q3bsp has no lightmap updates, so the lightstylevalue that
10672 // would normally be baked into the lightmap must be
10673 // applied to the color
10674 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10675 if (model->type == mod_brushq3)
10676 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10677 colorscale *= r_refdef.lightmapintensity;
10678 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10679 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10680 // basic lit geometry
10681 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]);
10682 // add pants/shirt if needed
10683 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10684 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]);
10685 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10686 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]);
10687 // now add ambient passes if needed
10688 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10690 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]);
10691 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10692 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]);
10693 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10694 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]);
10697 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10698 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]);
10699 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10701 // if this is opaque use alpha blend which will darken the earlier
10704 // if this is an alpha blended material, all the earlier passes
10705 // were darkened by fog already, so we only need to add the fog
10706 // color ontop through the fog mask texture
10708 // if this is an additive blended material, all the earlier passes
10709 // were darkened by fog already, and we should not add fog color
10710 // (because the background was not darkened, there is no fog color
10711 // that was lost behind it).
10712 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]);
10716 return t->currentframe;
10719 rsurfacestate_t rsurface;
10721 void R_Mesh_ResizeArrays(int newvertices)
10723 unsigned char *base;
10725 if (rsurface.array_size >= newvertices)
10727 if (rsurface.array_base)
10728 Mem_Free(rsurface.array_base);
10729 rsurface.array_size = (newvertices + 1023) & ~1023;
10731 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10732 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10733 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10734 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10735 size += rsurface.array_size * sizeof(float[3]);
10736 size += rsurface.array_size * sizeof(float[3]);
10737 size += rsurface.array_size * sizeof(float[3]);
10738 size += rsurface.array_size * sizeof(float[3]);
10739 size += rsurface.array_size * sizeof(float[3]);
10740 size += rsurface.array_size * sizeof(float[3]);
10741 size += rsurface.array_size * sizeof(float[3]);
10742 size += rsurface.array_size * sizeof(float[3]);
10743 size += rsurface.array_size * sizeof(float[4]);
10744 size += rsurface.array_size * sizeof(float[2]);
10745 size += rsurface.array_size * sizeof(float[2]);
10746 size += rsurface.array_size * sizeof(float[4]);
10747 size += rsurface.array_size * sizeof(int[3]);
10748 size += rsurface.array_size * sizeof(unsigned short[3]);
10749 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10750 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10751 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10752 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10753 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10754 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10755 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10756 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10757 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10758 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10759 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10760 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10761 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10762 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10763 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10764 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10765 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10766 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10767 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10770 void RSurf_ActiveWorldEntity(void)
10772 dp_model_t *model = r_refdef.scene.worldmodel;
10773 //if (rsurface.entity == r_refdef.scene.worldentity)
10775 rsurface.entity = r_refdef.scene.worldentity;
10776 rsurface.skeleton = NULL;
10777 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10778 rsurface.ent_skinnum = 0;
10779 rsurface.ent_qwskin = -1;
10780 rsurface.ent_shadertime = 0;
10781 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10782 if (rsurface.array_size < model->surfmesh.num_vertices)
10783 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10784 rsurface.matrix = identitymatrix;
10785 rsurface.inversematrix = identitymatrix;
10786 rsurface.matrixscale = 1;
10787 rsurface.inversematrixscale = 1;
10788 R_EntityMatrix(&identitymatrix);
10789 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10790 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10791 rsurface.fograngerecip = r_refdef.fograngerecip;
10792 rsurface.fogheightfade = r_refdef.fogheightfade;
10793 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10794 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10795 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10796 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10797 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10798 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10799 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10800 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10801 rsurface.colormod[3] = 1;
10802 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);
10803 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10804 rsurface.frameblend[0].lerp = 1;
10805 rsurface.ent_alttextures = false;
10806 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10807 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10808 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10809 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10810 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10811 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10812 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10813 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10814 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10815 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10816 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10817 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10818 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10819 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10820 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10821 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10822 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10823 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10824 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10825 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10826 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10827 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10828 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10829 rsurface.modelelement3i = model->surfmesh.data_element3i;
10830 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10831 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10832 rsurface.modelelement3s = model->surfmesh.data_element3s;
10833 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10834 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10835 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10836 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10837 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10838 rsurface.modelsurfaces = model->data_surfaces;
10839 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10840 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10841 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10842 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10843 rsurface.modelgeneratedvertex = false;
10844 rsurface.batchgeneratedvertex = false;
10845 rsurface.batchfirstvertex = 0;
10846 rsurface.batchnumvertices = 0;
10847 rsurface.batchfirsttriangle = 0;
10848 rsurface.batchnumtriangles = 0;
10849 rsurface.batchvertex3f = NULL;
10850 rsurface.batchvertex3f_vertexbuffer = NULL;
10851 rsurface.batchvertex3f_bufferoffset = 0;
10852 rsurface.batchsvector3f = NULL;
10853 rsurface.batchsvector3f_vertexbuffer = NULL;
10854 rsurface.batchsvector3f_bufferoffset = 0;
10855 rsurface.batchtvector3f = NULL;
10856 rsurface.batchtvector3f_vertexbuffer = NULL;
10857 rsurface.batchtvector3f_bufferoffset = 0;
10858 rsurface.batchnormal3f = NULL;
10859 rsurface.batchnormal3f_vertexbuffer = NULL;
10860 rsurface.batchnormal3f_bufferoffset = 0;
10861 rsurface.batchlightmapcolor4f = NULL;
10862 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10863 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10864 rsurface.batchtexcoordtexture2f = NULL;
10865 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10866 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10867 rsurface.batchtexcoordlightmap2f = NULL;
10868 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10869 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10870 rsurface.batchvertexmesh = NULL;
10871 rsurface.batchvertexmeshbuffer = NULL;
10872 rsurface.batchvertexposition = NULL;
10873 rsurface.batchvertexpositionbuffer = NULL;
10874 rsurface.batchelement3i = NULL;
10875 rsurface.batchelement3i_indexbuffer = NULL;
10876 rsurface.batchelement3i_bufferoffset = 0;
10877 rsurface.batchelement3s = NULL;
10878 rsurface.batchelement3s_indexbuffer = NULL;
10879 rsurface.batchelement3s_bufferoffset = 0;
10880 rsurface.passcolor4f = NULL;
10881 rsurface.passcolor4f_vertexbuffer = NULL;
10882 rsurface.passcolor4f_bufferoffset = 0;
10885 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10887 dp_model_t *model = ent->model;
10888 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10890 rsurface.entity = (entity_render_t *)ent;
10891 rsurface.skeleton = ent->skeleton;
10892 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10893 rsurface.ent_skinnum = ent->skinnum;
10894 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;
10895 rsurface.ent_shadertime = ent->shadertime;
10896 rsurface.ent_flags = ent->flags;
10897 if (rsurface.array_size < model->surfmesh.num_vertices)
10898 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10899 rsurface.matrix = ent->matrix;
10900 rsurface.inversematrix = ent->inversematrix;
10901 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10902 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10903 R_EntityMatrix(&rsurface.matrix);
10904 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10905 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10906 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10907 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10908 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10909 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10910 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10911 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10912 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10913 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10914 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10915 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10916 rsurface.colormod[3] = ent->alpha;
10917 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10918 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10919 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10920 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10921 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10922 if (ent->model->brush.submodel && !prepass)
10924 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10925 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10927 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10929 if (ent->animcache_vertex3f && !r_framedata_failed)
10931 rsurface.modelvertex3f = ent->animcache_vertex3f;
10932 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10933 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10934 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10935 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10936 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10937 rsurface.modelvertexposition = ent->animcache_vertexposition;
10938 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10940 else if (wanttangents)
10942 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10943 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10944 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10945 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10946 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10947 rsurface.modelvertexmesh = NULL;
10948 rsurface.modelvertexmeshbuffer = NULL;
10949 rsurface.modelvertexposition = NULL;
10950 rsurface.modelvertexpositionbuffer = NULL;
10952 else if (wantnormals)
10954 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10955 rsurface.modelsvector3f = NULL;
10956 rsurface.modeltvector3f = NULL;
10957 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10958 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10959 rsurface.modelvertexmesh = NULL;
10960 rsurface.modelvertexmeshbuffer = NULL;
10961 rsurface.modelvertexposition = NULL;
10962 rsurface.modelvertexpositionbuffer = NULL;
10966 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10967 rsurface.modelsvector3f = NULL;
10968 rsurface.modeltvector3f = NULL;
10969 rsurface.modelnormal3f = NULL;
10970 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10971 rsurface.modelvertexmesh = NULL;
10972 rsurface.modelvertexmeshbuffer = NULL;
10973 rsurface.modelvertexposition = NULL;
10974 rsurface.modelvertexpositionbuffer = NULL;
10976 rsurface.modelvertex3f_vertexbuffer = 0;
10977 rsurface.modelvertex3f_bufferoffset = 0;
10978 rsurface.modelsvector3f_vertexbuffer = 0;
10979 rsurface.modelsvector3f_bufferoffset = 0;
10980 rsurface.modeltvector3f_vertexbuffer = 0;
10981 rsurface.modeltvector3f_bufferoffset = 0;
10982 rsurface.modelnormal3f_vertexbuffer = 0;
10983 rsurface.modelnormal3f_bufferoffset = 0;
10984 rsurface.modelgeneratedvertex = true;
10988 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10989 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10990 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10991 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10992 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10993 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10994 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10995 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10996 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10997 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10998 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10999 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
11000 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
11001 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
11002 rsurface.modelvertexposition = model->surfmesh.vertexposition;
11003 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
11004 rsurface.modelgeneratedvertex = false;
11006 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
11007 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11008 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
11009 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
11010 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11011 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
11012 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
11013 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
11014 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
11015 rsurface.modelelement3i = model->surfmesh.data_element3i;
11016 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
11017 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
11018 rsurface.modelelement3s = model->surfmesh.data_element3s;
11019 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
11020 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
11021 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
11022 rsurface.modelnumvertices = model->surfmesh.num_vertices;
11023 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
11024 rsurface.modelsurfaces = model->data_surfaces;
11025 rsurface.batchgeneratedvertex = false;
11026 rsurface.batchfirstvertex = 0;
11027 rsurface.batchnumvertices = 0;
11028 rsurface.batchfirsttriangle = 0;
11029 rsurface.batchnumtriangles = 0;
11030 rsurface.batchvertex3f = NULL;
11031 rsurface.batchvertex3f_vertexbuffer = NULL;
11032 rsurface.batchvertex3f_bufferoffset = 0;
11033 rsurface.batchsvector3f = NULL;
11034 rsurface.batchsvector3f_vertexbuffer = NULL;
11035 rsurface.batchsvector3f_bufferoffset = 0;
11036 rsurface.batchtvector3f = NULL;
11037 rsurface.batchtvector3f_vertexbuffer = NULL;
11038 rsurface.batchtvector3f_bufferoffset = 0;
11039 rsurface.batchnormal3f = NULL;
11040 rsurface.batchnormal3f_vertexbuffer = NULL;
11041 rsurface.batchnormal3f_bufferoffset = 0;
11042 rsurface.batchlightmapcolor4f = NULL;
11043 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11044 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11045 rsurface.batchtexcoordtexture2f = NULL;
11046 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11047 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11048 rsurface.batchtexcoordlightmap2f = NULL;
11049 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11050 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11051 rsurface.batchvertexmesh = NULL;
11052 rsurface.batchvertexmeshbuffer = NULL;
11053 rsurface.batchvertexposition = NULL;
11054 rsurface.batchvertexpositionbuffer = NULL;
11055 rsurface.batchelement3i = NULL;
11056 rsurface.batchelement3i_indexbuffer = NULL;
11057 rsurface.batchelement3i_bufferoffset = 0;
11058 rsurface.batchelement3s = NULL;
11059 rsurface.batchelement3s_indexbuffer = NULL;
11060 rsurface.batchelement3s_bufferoffset = 0;
11061 rsurface.passcolor4f = NULL;
11062 rsurface.passcolor4f_vertexbuffer = NULL;
11063 rsurface.passcolor4f_bufferoffset = 0;
11066 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)
11070 rsurface.entity = r_refdef.scene.worldentity;
11071 rsurface.skeleton = NULL;
11072 rsurface.ent_skinnum = 0;
11073 rsurface.ent_qwskin = -1;
11074 rsurface.ent_shadertime = shadertime;
11075 rsurface.ent_flags = entflags;
11076 rsurface.modelnumvertices = numvertices;
11077 rsurface.modelnumtriangles = numtriangles;
11078 if (rsurface.array_size < rsurface.modelnumvertices)
11079 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
11080 rsurface.matrix = *matrix;
11081 rsurface.inversematrix = *inversematrix;
11082 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
11083 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
11084 R_EntityMatrix(&rsurface.matrix);
11085 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
11086 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
11087 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
11088 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
11089 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
11090 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
11091 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
11092 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
11093 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
11094 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
11095 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
11096 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
11097 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);
11098 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
11099 rsurface.frameblend[0].lerp = 1;
11100 rsurface.ent_alttextures = false;
11101 rsurface.basepolygonfactor = r_refdef.polygonfactor;
11102 rsurface.basepolygonoffset = r_refdef.polygonoffset;
11105 rsurface.modelvertex3f = vertex3f;
11106 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
11107 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
11108 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11110 else if (wantnormals)
11112 rsurface.modelvertex3f = vertex3f;
11113 rsurface.modelsvector3f = NULL;
11114 rsurface.modeltvector3f = NULL;
11115 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
11119 rsurface.modelvertex3f = vertex3f;
11120 rsurface.modelsvector3f = NULL;
11121 rsurface.modeltvector3f = NULL;
11122 rsurface.modelnormal3f = NULL;
11124 rsurface.modelvertexmesh = NULL;
11125 rsurface.modelvertexmeshbuffer = NULL;
11126 rsurface.modelvertexposition = NULL;
11127 rsurface.modelvertexpositionbuffer = NULL;
11128 rsurface.modelvertex3f_vertexbuffer = 0;
11129 rsurface.modelvertex3f_bufferoffset = 0;
11130 rsurface.modelsvector3f_vertexbuffer = 0;
11131 rsurface.modelsvector3f_bufferoffset = 0;
11132 rsurface.modeltvector3f_vertexbuffer = 0;
11133 rsurface.modeltvector3f_bufferoffset = 0;
11134 rsurface.modelnormal3f_vertexbuffer = 0;
11135 rsurface.modelnormal3f_bufferoffset = 0;
11136 rsurface.modelgeneratedvertex = true;
11137 rsurface.modellightmapcolor4f = color4f;
11138 rsurface.modellightmapcolor4f_vertexbuffer = 0;
11139 rsurface.modellightmapcolor4f_bufferoffset = 0;
11140 rsurface.modeltexcoordtexture2f = texcoord2f;
11141 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
11142 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
11143 rsurface.modeltexcoordlightmap2f = NULL;
11144 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
11145 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
11146 rsurface.modelelement3i = element3i;
11147 rsurface.modelelement3i_indexbuffer = NULL;
11148 rsurface.modelelement3i_bufferoffset = 0;
11149 rsurface.modelelement3s = element3s;
11150 rsurface.modelelement3s_indexbuffer = NULL;
11151 rsurface.modelelement3s_bufferoffset = 0;
11152 rsurface.modellightmapoffsets = NULL;
11153 rsurface.modelsurfaces = NULL;
11154 rsurface.batchgeneratedvertex = false;
11155 rsurface.batchfirstvertex = 0;
11156 rsurface.batchnumvertices = 0;
11157 rsurface.batchfirsttriangle = 0;
11158 rsurface.batchnumtriangles = 0;
11159 rsurface.batchvertex3f = NULL;
11160 rsurface.batchvertex3f_vertexbuffer = NULL;
11161 rsurface.batchvertex3f_bufferoffset = 0;
11162 rsurface.batchsvector3f = NULL;
11163 rsurface.batchsvector3f_vertexbuffer = NULL;
11164 rsurface.batchsvector3f_bufferoffset = 0;
11165 rsurface.batchtvector3f = NULL;
11166 rsurface.batchtvector3f_vertexbuffer = NULL;
11167 rsurface.batchtvector3f_bufferoffset = 0;
11168 rsurface.batchnormal3f = NULL;
11169 rsurface.batchnormal3f_vertexbuffer = NULL;
11170 rsurface.batchnormal3f_bufferoffset = 0;
11171 rsurface.batchlightmapcolor4f = NULL;
11172 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11173 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11174 rsurface.batchtexcoordtexture2f = NULL;
11175 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11176 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11177 rsurface.batchtexcoordlightmap2f = NULL;
11178 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11179 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11180 rsurface.batchvertexmesh = NULL;
11181 rsurface.batchvertexmeshbuffer = NULL;
11182 rsurface.batchvertexposition = NULL;
11183 rsurface.batchvertexpositionbuffer = NULL;
11184 rsurface.batchelement3i = NULL;
11185 rsurface.batchelement3i_indexbuffer = NULL;
11186 rsurface.batchelement3i_bufferoffset = 0;
11187 rsurface.batchelement3s = NULL;
11188 rsurface.batchelement3s_indexbuffer = NULL;
11189 rsurface.batchelement3s_bufferoffset = 0;
11190 rsurface.passcolor4f = NULL;
11191 rsurface.passcolor4f_vertexbuffer = NULL;
11192 rsurface.passcolor4f_bufferoffset = 0;
11194 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11196 if ((wantnormals || wanttangents) && !normal3f)
11198 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11199 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11201 if (wanttangents && !svector3f)
11203 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);
11204 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11205 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11209 // now convert arrays into vertexmesh structs
11210 for (i = 0;i < numvertices;i++)
11212 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11213 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11214 if (rsurface.modelsvector3f)
11215 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11216 if (rsurface.modeltvector3f)
11217 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11218 if (rsurface.modelnormal3f)
11219 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11220 if (rsurface.modellightmapcolor4f)
11221 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11222 if (rsurface.modeltexcoordtexture2f)
11223 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11224 if (rsurface.modeltexcoordlightmap2f)
11225 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11229 float RSurf_FogPoint(const float *v)
11231 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11232 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11233 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11234 float FogHeightFade = r_refdef.fogheightfade;
11236 unsigned int fogmasktableindex;
11237 if (r_refdef.fogplaneviewabove)
11238 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11240 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11241 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11242 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11245 float RSurf_FogVertex(const float *v)
11247 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11248 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11249 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11250 float FogHeightFade = rsurface.fogheightfade;
11252 unsigned int fogmasktableindex;
11253 if (r_refdef.fogplaneviewabove)
11254 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11256 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11257 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11261 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11264 for (i = 0;i < numelements;i++)
11265 outelement3i[i] = inelement3i[i] + adjust;
11268 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11269 extern cvar_t gl_vbo;
11270 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11278 int surfacefirsttriangle;
11279 int surfacenumtriangles;
11280 int surfacefirstvertex;
11281 int surfaceendvertex;
11282 int surfacenumvertices;
11283 int surfaceadjustvertex;
11287 qboolean dynamicvertex;
11291 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11292 float waveparms[4];
11293 q3shaderinfo_deform_t *deform;
11294 const msurface_t *surface, *firstsurface;
11295 r_vertexposition_t *vertexposition;
11296 r_vertexmesh_t *vertexmesh;
11297 if (!texturenumsurfaces)
11299 // find vertex range of this surface batch
11301 firstsurface = texturesurfacelist[0];
11302 firsttriangle = firstsurface->num_firsttriangle;
11304 firstvertex = endvertex = firstsurface->num_firstvertex;
11305 for (i = 0;i < texturenumsurfaces;i++)
11307 surface = texturesurfacelist[i];
11308 if (surface != firstsurface + i)
11310 surfacefirstvertex = surface->num_firstvertex;
11311 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11312 surfacenumtriangles = surface->num_triangles;
11313 if (firstvertex > surfacefirstvertex)
11314 firstvertex = surfacefirstvertex;
11315 if (endvertex < surfaceendvertex)
11316 endvertex = surfaceendvertex;
11317 numtriangles += surfacenumtriangles;
11322 // we now know the vertex range used, and if there are any gaps in it
11323 rsurface.batchfirstvertex = firstvertex;
11324 rsurface.batchnumvertices = endvertex - firstvertex;
11325 rsurface.batchfirsttriangle = firsttriangle;
11326 rsurface.batchnumtriangles = numtriangles;
11328 // this variable holds flags for which properties have been updated that
11329 // may require regenerating vertexmesh or vertexposition arrays...
11332 // check if any dynamic vertex processing must occur
11333 dynamicvertex = false;
11335 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11336 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11337 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11339 switch (deform->deform)
11342 case Q3DEFORM_PROJECTIONSHADOW:
11343 case Q3DEFORM_TEXT0:
11344 case Q3DEFORM_TEXT1:
11345 case Q3DEFORM_TEXT2:
11346 case Q3DEFORM_TEXT3:
11347 case Q3DEFORM_TEXT4:
11348 case Q3DEFORM_TEXT5:
11349 case Q3DEFORM_TEXT6:
11350 case Q3DEFORM_TEXT7:
11351 case Q3DEFORM_NONE:
11353 case Q3DEFORM_AUTOSPRITE:
11354 dynamicvertex = true;
11355 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11356 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11358 case Q3DEFORM_AUTOSPRITE2:
11359 dynamicvertex = true;
11360 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11361 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11363 case Q3DEFORM_NORMAL:
11364 dynamicvertex = true;
11365 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11366 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11368 case Q3DEFORM_WAVE:
11369 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11370 break; // if wavefunc is a nop, ignore this transform
11371 dynamicvertex = true;
11372 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11373 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11375 case Q3DEFORM_BULGE:
11376 dynamicvertex = true;
11377 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11378 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11380 case Q3DEFORM_MOVE:
11381 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11382 break; // if wavefunc is a nop, ignore this transform
11383 dynamicvertex = true;
11384 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11385 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11389 switch(rsurface.texture->tcgen.tcgen)
11392 case Q3TCGEN_TEXTURE:
11394 case Q3TCGEN_LIGHTMAP:
11395 dynamicvertex = true;
11396 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11397 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11399 case Q3TCGEN_VECTOR:
11400 dynamicvertex = true;
11401 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11402 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11404 case Q3TCGEN_ENVIRONMENT:
11405 dynamicvertex = true;
11406 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11407 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11410 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11412 dynamicvertex = true;
11413 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11414 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11417 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11419 dynamicvertex = true;
11420 batchneed |= BATCHNEED_NOGAPS;
11421 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11424 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11426 dynamicvertex = true;
11427 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11428 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11431 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11433 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11434 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11435 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11436 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11437 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11438 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11439 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11442 // when the model data has no vertex buffer (dynamic mesh), we need to
11444 if (!rsurface.modelvertexmeshbuffer)
11445 batchneed |= BATCHNEED_NOGAPS;
11447 // if needsupdate, we have to do a dynamic vertex batch for sure
11448 if (needsupdate & batchneed)
11449 dynamicvertex = true;
11451 // see if we need to build vertexmesh from arrays
11452 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11453 dynamicvertex = true;
11455 // see if we need to build vertexposition from arrays
11456 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11457 dynamicvertex = true;
11459 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11460 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11461 dynamicvertex = true;
11463 // if there is a chance of animated vertex colors, it's a dynamic batch
11464 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11465 dynamicvertex = true;
11467 rsurface.batchvertex3f = rsurface.modelvertex3f;
11468 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11469 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11470 rsurface.batchsvector3f = rsurface.modelsvector3f;
11471 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11472 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11473 rsurface.batchtvector3f = rsurface.modeltvector3f;
11474 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11475 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11476 rsurface.batchnormal3f = rsurface.modelnormal3f;
11477 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11478 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11479 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11480 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11481 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11482 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11483 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11484 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11485 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11486 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11487 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11488 rsurface.batchvertexposition = rsurface.modelvertexposition;
11489 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11490 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11491 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11492 rsurface.batchelement3i = rsurface.modelelement3i;
11493 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11494 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11495 rsurface.batchelement3s = rsurface.modelelement3s;
11496 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11497 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11499 // if any dynamic vertex processing has to occur in software, we copy the
11500 // entire surface list together before processing to rebase the vertices
11501 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11503 // if any gaps exist and we do not have a static vertex buffer, we have to
11504 // copy the surface list together to avoid wasting upload bandwidth on the
11505 // vertices in the gaps.
11507 // if gaps exist and we have a static vertex buffer, we still have to
11508 // combine the index buffer ranges into one dynamic index buffer.
11510 // in all cases we end up with data that can be drawn in one call.
11512 if (!dynamicvertex)
11514 // static vertex data, just set pointers...
11515 rsurface.batchgeneratedvertex = false;
11516 // if there are gaps, we want to build a combined index buffer,
11517 // otherwise use the original static buffer with an appropriate offset
11522 for (i = 0;i < texturenumsurfaces;i++)
11524 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11525 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11526 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11527 numtriangles += surfacenumtriangles;
11529 rsurface.batchelement3i = rsurface.array_batchelement3i;
11530 rsurface.batchelement3i_indexbuffer = NULL;
11531 rsurface.batchelement3i_bufferoffset = 0;
11532 rsurface.batchelement3s = NULL;
11533 rsurface.batchelement3s_indexbuffer = NULL;
11534 rsurface.batchelement3s_bufferoffset = 0;
11535 if (endvertex <= 65536)
11537 rsurface.batchelement3s = rsurface.array_batchelement3s;
11538 for (i = 0;i < numtriangles*3;i++)
11539 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11541 rsurface.batchfirsttriangle = firsttriangle;
11542 rsurface.batchnumtriangles = numtriangles;
11547 // something needs software processing, do it for real...
11548 // we only directly handle interleaved array data in this case...
11549 rsurface.batchgeneratedvertex = true;
11551 // now copy the vertex data into a combined array and make an index array
11552 // (this is what Quake3 does all the time)
11553 //if (gaps || rsurface.batchfirstvertex)
11555 rsurface.batchvertexposition = NULL;
11556 rsurface.batchvertexpositionbuffer = NULL;
11557 rsurface.batchvertexmesh = NULL;
11558 rsurface.batchvertexmeshbuffer = NULL;
11559 rsurface.batchvertex3f = NULL;
11560 rsurface.batchvertex3f_vertexbuffer = NULL;
11561 rsurface.batchvertex3f_bufferoffset = 0;
11562 rsurface.batchsvector3f = NULL;
11563 rsurface.batchsvector3f_vertexbuffer = NULL;
11564 rsurface.batchsvector3f_bufferoffset = 0;
11565 rsurface.batchtvector3f = NULL;
11566 rsurface.batchtvector3f_vertexbuffer = NULL;
11567 rsurface.batchtvector3f_bufferoffset = 0;
11568 rsurface.batchnormal3f = NULL;
11569 rsurface.batchnormal3f_vertexbuffer = NULL;
11570 rsurface.batchnormal3f_bufferoffset = 0;
11571 rsurface.batchlightmapcolor4f = NULL;
11572 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11573 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11574 rsurface.batchtexcoordtexture2f = NULL;
11575 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11576 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11577 rsurface.batchtexcoordlightmap2f = NULL;
11578 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11579 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11580 rsurface.batchelement3i = rsurface.array_batchelement3i;
11581 rsurface.batchelement3i_indexbuffer = NULL;
11582 rsurface.batchelement3i_bufferoffset = 0;
11583 rsurface.batchelement3s = NULL;
11584 rsurface.batchelement3s_indexbuffer = NULL;
11585 rsurface.batchelement3s_bufferoffset = 0;
11586 // we'll only be setting up certain arrays as needed
11587 if (batchneed & BATCHNEED_VERTEXPOSITION)
11588 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11589 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11590 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11591 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11592 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11593 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11594 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11595 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11597 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11598 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11600 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11601 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11602 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11603 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11604 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11605 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11608 for (i = 0;i < texturenumsurfaces;i++)
11610 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11611 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11612 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11613 surfaceadjustvertex = numvertices - surfacefirstvertex;
11614 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11615 // copy only the data requested
11616 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11617 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11618 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11619 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11620 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11622 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11623 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11624 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11625 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11626 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11628 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11629 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11631 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11632 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11633 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11634 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11635 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11636 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11638 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11639 numvertices += surfacenumvertices;
11640 numtriangles += surfacenumtriangles;
11643 // generate a 16bit index array as well if possible
11644 // (in general, dynamic batches fit)
11645 if (numvertices <= 65536)
11647 rsurface.batchelement3s = rsurface.array_batchelement3s;
11648 for (i = 0;i < numtriangles*3;i++)
11649 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11652 // since we've copied everything, the batch now starts at 0
11653 rsurface.batchfirstvertex = 0;
11654 rsurface.batchnumvertices = numvertices;
11655 rsurface.batchfirsttriangle = 0;
11656 rsurface.batchnumtriangles = numtriangles;
11659 // q1bsp surfaces rendered in vertex color mode have to have colors
11660 // calculated based on lightstyles
11661 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11663 // generate color arrays for the surfaces in this list
11667 const int *offsets;
11668 const unsigned char *lm;
11670 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11671 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11672 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11673 for (i = 0;i < texturenumsurfaces;i++)
11675 surface = texturesurfacelist[i];
11676 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11677 surfacenumvertices = surface->num_vertices;
11678 if (surface->lightmapinfo->samples)
11680 for (j = 0;j < surfacenumvertices;j++)
11682 lm = surface->lightmapinfo->samples + offsets[j];
11683 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11684 VectorScale(lm, scale, c);
11685 if (surface->lightmapinfo->styles[1] != 255)
11687 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11689 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11690 VectorMA(c, scale, lm, c);
11691 if (surface->lightmapinfo->styles[2] != 255)
11694 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11695 VectorMA(c, scale, lm, c);
11696 if (surface->lightmapinfo->styles[3] != 255)
11699 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11700 VectorMA(c, scale, lm, c);
11707 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);
11713 for (j = 0;j < surfacenumvertices;j++)
11715 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11722 // if vertices are deformed (sprite flares and things in maps, possibly
11723 // water waves, bulges and other deformations), modify the copied vertices
11725 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11727 switch (deform->deform)
11730 case Q3DEFORM_PROJECTIONSHADOW:
11731 case Q3DEFORM_TEXT0:
11732 case Q3DEFORM_TEXT1:
11733 case Q3DEFORM_TEXT2:
11734 case Q3DEFORM_TEXT3:
11735 case Q3DEFORM_TEXT4:
11736 case Q3DEFORM_TEXT5:
11737 case Q3DEFORM_TEXT6:
11738 case Q3DEFORM_TEXT7:
11739 case Q3DEFORM_NONE:
11741 case Q3DEFORM_AUTOSPRITE:
11742 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11743 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11744 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11745 VectorNormalize(newforward);
11746 VectorNormalize(newright);
11747 VectorNormalize(newup);
11748 // a single autosprite surface can contain multiple sprites...
11749 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11751 VectorClear(center);
11752 for (i = 0;i < 4;i++)
11753 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11754 VectorScale(center, 0.25f, center);
11755 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11756 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11757 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11758 for (i = 0;i < 4;i++)
11760 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11761 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11764 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11765 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11766 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);
11767 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11768 rsurface.batchvertex3f_vertexbuffer = NULL;
11769 rsurface.batchvertex3f_bufferoffset = 0;
11770 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11771 rsurface.batchsvector3f_vertexbuffer = NULL;
11772 rsurface.batchsvector3f_bufferoffset = 0;
11773 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11774 rsurface.batchtvector3f_vertexbuffer = NULL;
11775 rsurface.batchtvector3f_bufferoffset = 0;
11776 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11777 rsurface.batchnormal3f_vertexbuffer = NULL;
11778 rsurface.batchnormal3f_bufferoffset = 0;
11780 case Q3DEFORM_AUTOSPRITE2:
11781 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11782 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11783 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11784 VectorNormalize(newforward);
11785 VectorNormalize(newright);
11786 VectorNormalize(newup);
11788 const float *v1, *v2;
11798 memset(shortest, 0, sizeof(shortest));
11799 // a single autosprite surface can contain multiple sprites...
11800 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11802 VectorClear(center);
11803 for (i = 0;i < 4;i++)
11804 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11805 VectorScale(center, 0.25f, center);
11806 // find the two shortest edges, then use them to define the
11807 // axis vectors for rotating around the central axis
11808 for (i = 0;i < 6;i++)
11810 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11811 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11812 l = VectorDistance2(v1, v2);
11813 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11814 if (v1[2] != v2[2])
11815 l += (1.0f / 1024.0f);
11816 if (shortest[0].length2 > l || i == 0)
11818 shortest[1] = shortest[0];
11819 shortest[0].length2 = l;
11820 shortest[0].v1 = v1;
11821 shortest[0].v2 = v2;
11823 else if (shortest[1].length2 > l || i == 1)
11825 shortest[1].length2 = l;
11826 shortest[1].v1 = v1;
11827 shortest[1].v2 = v2;
11830 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11831 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11832 // this calculates the right vector from the shortest edge
11833 // and the up vector from the edge midpoints
11834 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11835 VectorNormalize(right);
11836 VectorSubtract(end, start, up);
11837 VectorNormalize(up);
11838 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11839 VectorSubtract(rsurface.localvieworigin, center, forward);
11840 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11841 VectorNegate(forward, forward);
11842 VectorReflect(forward, 0, up, forward);
11843 VectorNormalize(forward);
11844 CrossProduct(up, forward, newright);
11845 VectorNormalize(newright);
11846 // rotate the quad around the up axis vector, this is made
11847 // especially easy by the fact we know the quad is flat,
11848 // so we only have to subtract the center position and
11849 // measure distance along the right vector, and then
11850 // multiply that by the newright vector and add back the
11852 // we also need to subtract the old position to undo the
11853 // displacement from the center, which we do with a
11854 // DotProduct, the subtraction/addition of center is also
11855 // optimized into DotProducts here
11856 l = DotProduct(right, center);
11857 for (i = 0;i < 4;i++)
11859 v1 = rsurface.batchvertex3f + 3*(j+i);
11860 f = DotProduct(right, v1) - l;
11861 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11865 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11866 rsurface.batchvertex3f_vertexbuffer = NULL;
11867 rsurface.batchvertex3f_bufferoffset = 0;
11868 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11870 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11871 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11872 rsurface.batchnormal3f_vertexbuffer = NULL;
11873 rsurface.batchnormal3f_bufferoffset = 0;
11875 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11877 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);
11878 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11879 rsurface.batchsvector3f_vertexbuffer = NULL;
11880 rsurface.batchsvector3f_bufferoffset = 0;
11881 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11882 rsurface.batchtvector3f_vertexbuffer = NULL;
11883 rsurface.batchtvector3f_bufferoffset = 0;
11886 case Q3DEFORM_NORMAL:
11887 // deform the normals to make reflections wavey
11888 for (j = 0;j < rsurface.batchnumvertices;j++)
11891 float *normal = rsurface.array_batchnormal3f + 3*j;
11892 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11893 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11894 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]);
11895 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]);
11896 VectorNormalize(normal);
11898 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11899 rsurface.batchnormal3f_vertexbuffer = NULL;
11900 rsurface.batchnormal3f_bufferoffset = 0;
11901 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11903 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);
11904 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11905 rsurface.batchsvector3f_vertexbuffer = NULL;
11906 rsurface.batchsvector3f_bufferoffset = 0;
11907 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11908 rsurface.batchtvector3f_vertexbuffer = NULL;
11909 rsurface.batchtvector3f_bufferoffset = 0;
11912 case Q3DEFORM_WAVE:
11913 // deform vertex array to make wavey water and flags and such
11914 waveparms[0] = deform->waveparms[0];
11915 waveparms[1] = deform->waveparms[1];
11916 waveparms[2] = deform->waveparms[2];
11917 waveparms[3] = deform->waveparms[3];
11918 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11919 break; // if wavefunc is a nop, don't make a dynamic vertex array
11920 // this is how a divisor of vertex influence on deformation
11921 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11922 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11923 for (j = 0;j < rsurface.batchnumvertices;j++)
11925 // if the wavefunc depends on time, evaluate it per-vertex
11928 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11929 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11931 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11933 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11934 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11935 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11936 rsurface.batchvertex3f_vertexbuffer = NULL;
11937 rsurface.batchvertex3f_bufferoffset = 0;
11938 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11939 rsurface.batchnormal3f_vertexbuffer = NULL;
11940 rsurface.batchnormal3f_bufferoffset = 0;
11941 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11943 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);
11944 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11945 rsurface.batchsvector3f_vertexbuffer = NULL;
11946 rsurface.batchsvector3f_bufferoffset = 0;
11947 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11948 rsurface.batchtvector3f_vertexbuffer = NULL;
11949 rsurface.batchtvector3f_bufferoffset = 0;
11952 case Q3DEFORM_BULGE:
11953 // deform vertex array to make the surface have moving bulges
11954 for (j = 0;j < rsurface.batchnumvertices;j++)
11956 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11957 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11959 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11960 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11961 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11962 rsurface.batchvertex3f_vertexbuffer = NULL;
11963 rsurface.batchvertex3f_bufferoffset = 0;
11964 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11965 rsurface.batchnormal3f_vertexbuffer = NULL;
11966 rsurface.batchnormal3f_bufferoffset = 0;
11967 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11969 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);
11970 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11971 rsurface.batchsvector3f_vertexbuffer = NULL;
11972 rsurface.batchsvector3f_bufferoffset = 0;
11973 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11974 rsurface.batchtvector3f_vertexbuffer = NULL;
11975 rsurface.batchtvector3f_bufferoffset = 0;
11978 case Q3DEFORM_MOVE:
11979 // deform vertex array
11980 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11981 break; // if wavefunc is a nop, don't make a dynamic vertex array
11982 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11983 VectorScale(deform->parms, scale, waveparms);
11984 for (j = 0;j < rsurface.batchnumvertices;j++)
11985 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11986 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11987 rsurface.batchvertex3f_vertexbuffer = NULL;
11988 rsurface.batchvertex3f_bufferoffset = 0;
11993 // generate texcoords based on the chosen texcoord source
11994 switch(rsurface.texture->tcgen.tcgen)
11997 case Q3TCGEN_TEXTURE:
11999 case Q3TCGEN_LIGHTMAP:
12000 if (rsurface.batchtexcoordlightmap2f)
12001 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
12002 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12003 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12004 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12006 case Q3TCGEN_VECTOR:
12007 for (j = 0;j < rsurface.batchnumvertices;j++)
12009 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
12010 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
12012 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12013 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12014 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12016 case Q3TCGEN_ENVIRONMENT:
12017 // make environment reflections using a spheremap
12018 for (j = 0;j < rsurface.batchnumvertices;j++)
12020 // identical to Q3A's method, but executed in worldspace so
12021 // carried models can be shiny too
12023 float viewer[3], d, reflected[3], worldreflected[3];
12025 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
12026 // VectorNormalize(viewer);
12028 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
12030 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
12031 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
12032 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
12033 // note: this is proportinal to viewer, so we can normalize later
12035 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
12036 VectorNormalize(worldreflected);
12038 // note: this sphere map only uses world x and z!
12039 // so positive and negative y will LOOK THE SAME.
12040 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
12041 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
12043 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12044 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12045 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12048 // the only tcmod that needs software vertex processing is turbulent, so
12049 // check for it here and apply the changes if needed
12050 // and we only support that as the first one
12051 // (handling a mixture of turbulent and other tcmods would be problematic
12052 // without punting it entirely to a software path)
12053 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
12055 amplitude = rsurface.texture->tcmods[0].parms[1];
12056 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
12057 for (j = 0;j < rsurface.batchnumvertices;j++)
12059 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);
12060 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
12062 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
12063 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
12064 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
12067 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
12069 // convert the modified arrays to vertex structs
12070 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
12071 rsurface.batchvertexmeshbuffer = NULL;
12072 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
12073 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12074 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
12075 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
12076 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12077 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
12078 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
12080 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12082 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
12083 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
12086 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
12087 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12088 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
12089 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
12090 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12091 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
12092 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
12093 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
12094 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
12097 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
12099 // convert the modified arrays to vertex structs
12100 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
12101 rsurface.batchvertexpositionbuffer = NULL;
12102 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
12103 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
12105 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
12106 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
12110 void RSurf_DrawBatch(void)
12112 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);
12115 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
12117 // pick the closest matching water plane
12118 int planeindex, vertexindex, bestplaneindex = -1;
12122 r_waterstate_waterplane_t *p;
12124 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
12126 if(p->camera_entity != rsurface.texture->camera_entity)
12129 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
12130 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
12132 Matrix4x4_Transform(&rsurface.matrix, v, vert);
12133 d += fabs(PlaneDiff(vert, &p->plane));
12135 if (bestd > d || bestplaneindex < 0)
12138 bestplaneindex = planeindex;
12141 return bestplaneindex;
12144 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
12147 for (i = 0;i < rsurface.batchnumvertices;i++)
12148 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
12149 rsurface.passcolor4f = rsurface.array_passcolor4f;
12150 rsurface.passcolor4f_vertexbuffer = 0;
12151 rsurface.passcolor4f_bufferoffset = 0;
12154 static void RSurf_DrawBatch_GL11_ApplyFog(void)
12161 if (rsurface.passcolor4f)
12163 // generate color arrays
12164 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)
12166 f = RSurf_FogVertex(v);
12175 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12177 f = RSurf_FogVertex(v);
12184 rsurface.passcolor4f = rsurface.array_passcolor4f;
12185 rsurface.passcolor4f_vertexbuffer = 0;
12186 rsurface.passcolor4f_bufferoffset = 0;
12189 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12196 if (!rsurface.passcolor4f)
12198 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)
12200 f = RSurf_FogVertex(v);
12201 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12202 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12203 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12206 rsurface.passcolor4f = rsurface.array_passcolor4f;
12207 rsurface.passcolor4f_vertexbuffer = 0;
12208 rsurface.passcolor4f_bufferoffset = 0;
12211 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12216 if (!rsurface.passcolor4f)
12218 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12225 rsurface.passcolor4f = rsurface.array_passcolor4f;
12226 rsurface.passcolor4f_vertexbuffer = 0;
12227 rsurface.passcolor4f_bufferoffset = 0;
12230 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12235 if (!rsurface.passcolor4f)
12237 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12239 c2[0] = c[0] + r_refdef.scene.ambient;
12240 c2[1] = c[1] + r_refdef.scene.ambient;
12241 c2[2] = c[2] + r_refdef.scene.ambient;
12244 rsurface.passcolor4f = rsurface.array_passcolor4f;
12245 rsurface.passcolor4f_vertexbuffer = 0;
12246 rsurface.passcolor4f_bufferoffset = 0;
12249 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12252 rsurface.passcolor4f = NULL;
12253 rsurface.passcolor4f_vertexbuffer = 0;
12254 rsurface.passcolor4f_bufferoffset = 0;
12255 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12256 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12257 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12258 GL_Color(r, g, b, a);
12259 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12263 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12265 // TODO: optimize applyfog && applycolor case
12266 // just apply fog if necessary, and tint the fog color array if necessary
12267 rsurface.passcolor4f = NULL;
12268 rsurface.passcolor4f_vertexbuffer = 0;
12269 rsurface.passcolor4f_bufferoffset = 0;
12270 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12271 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12272 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12273 GL_Color(r, g, b, a);
12277 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12280 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12281 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12282 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12283 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12284 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12285 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12286 GL_Color(r, g, b, a);
12290 static void RSurf_DrawBatch_GL11_ClampColor(void)
12295 if (!rsurface.passcolor4f)
12297 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12299 c2[0] = bound(0.0f, c1[0], 1.0f);
12300 c2[1] = bound(0.0f, c1[1], 1.0f);
12301 c2[2] = bound(0.0f, c1[2], 1.0f);
12302 c2[3] = bound(0.0f, c1[3], 1.0f);
12306 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12314 vec3_t ambientcolor;
12315 vec3_t diffusecolor;
12319 VectorCopy(rsurface.modellight_lightdir, lightdir);
12320 f = 0.5f * r_refdef.lightmapintensity;
12321 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12322 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12323 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12324 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12325 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12326 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12328 if (VectorLength2(diffusecolor) > 0)
12330 // q3-style directional shading
12331 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)
12333 if ((f = DotProduct(n, lightdir)) > 0)
12334 VectorMA(ambientcolor, f, diffusecolor, c);
12336 VectorCopy(ambientcolor, c);
12343 rsurface.passcolor4f = rsurface.array_passcolor4f;
12344 rsurface.passcolor4f_vertexbuffer = 0;
12345 rsurface.passcolor4f_bufferoffset = 0;
12346 *applycolor = false;
12350 *r = ambientcolor[0];
12351 *g = ambientcolor[1];
12352 *b = ambientcolor[2];
12353 rsurface.passcolor4f = NULL;
12354 rsurface.passcolor4f_vertexbuffer = 0;
12355 rsurface.passcolor4f_bufferoffset = 0;
12359 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12361 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12362 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12363 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12364 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12365 GL_Color(r, g, b, a);
12369 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12375 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12377 f = 1 - RSurf_FogVertex(v);
12385 void RSurf_SetupDepthAndCulling(void)
12387 // submodels are biased to avoid z-fighting with world surfaces that they
12388 // may be exactly overlapping (avoids z-fighting artifacts on certain
12389 // doors and things in Quake maps)
12390 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12391 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12392 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12393 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12396 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12398 // transparent sky would be ridiculous
12399 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12401 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12402 skyrenderlater = true;
12403 RSurf_SetupDepthAndCulling();
12404 GL_DepthMask(true);
12405 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12406 // skymasking on them, and Quake3 never did sky masking (unlike
12407 // software Quake and software Quake2), so disable the sky masking
12408 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12409 // and skymasking also looks very bad when noclipping outside the
12410 // level, so don't use it then either.
12411 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12413 R_Mesh_ResetTextureState();
12414 if (skyrendermasked)
12416 R_SetupShader_DepthOrShadow();
12417 // depth-only (masking)
12418 GL_ColorMask(0,0,0,0);
12419 // just to make sure that braindead drivers don't draw
12420 // anything despite that colormask...
12421 GL_BlendFunc(GL_ZERO, GL_ONE);
12422 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12423 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12427 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12429 GL_BlendFunc(GL_ONE, GL_ZERO);
12430 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
12431 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12432 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12435 if (skyrendermasked)
12436 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12438 R_Mesh_ResetTextureState();
12439 GL_Color(1, 1, 1, 1);
12442 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12443 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12444 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12446 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12450 // render screenspace normalmap to texture
12451 GL_DepthMask(true);
12452 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12457 // bind lightmap texture
12459 // water/refraction/reflection/camera surfaces have to be handled specially
12460 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12462 int start, end, startplaneindex;
12463 for (start = 0;start < texturenumsurfaces;start = end)
12465 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12466 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12468 // now that we have a batch using the same planeindex, render it
12469 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12471 // render water or distortion background
12472 GL_DepthMask(true);
12473 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));
12475 // blend surface on top
12476 GL_DepthMask(false);
12477 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12480 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12482 // render surface with reflection texture as input
12483 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12484 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));
12491 // render surface batch normally
12492 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12493 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12497 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12499 // OpenGL 1.3 path - anything not completely ancient
12500 qboolean applycolor;
12503 const texturelayer_t *layer;
12504 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);
12505 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12507 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12510 int layertexrgbscale;
12511 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12513 if (layerindex == 0)
12514 GL_AlphaTest(true);
12517 GL_AlphaTest(false);
12518 GL_DepthFunc(GL_EQUAL);
12521 GL_DepthMask(layer->depthmask && writedepth);
12522 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12523 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12525 layertexrgbscale = 4;
12526 VectorScale(layer->color, 0.25f, layercolor);
12528 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12530 layertexrgbscale = 2;
12531 VectorScale(layer->color, 0.5f, layercolor);
12535 layertexrgbscale = 1;
12536 VectorScale(layer->color, 1.0f, layercolor);
12538 layercolor[3] = layer->color[3];
12539 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12540 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12541 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12542 switch (layer->type)
12544 case TEXTURELAYERTYPE_LITTEXTURE:
12545 // single-pass lightmapped texture with 2x rgbscale
12546 R_Mesh_TexBind(0, r_texture_white);
12547 R_Mesh_TexMatrix(0, NULL);
12548 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12549 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12550 R_Mesh_TexBind(1, layer->texture);
12551 R_Mesh_TexMatrix(1, &layer->texmatrix);
12552 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12553 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12555 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12556 else if (rsurface.uselightmaptexture)
12557 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12559 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12561 case TEXTURELAYERTYPE_TEXTURE:
12562 // singletexture unlit texture with transparency support
12563 R_Mesh_TexBind(0, layer->texture);
12564 R_Mesh_TexMatrix(0, &layer->texmatrix);
12565 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12566 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12567 R_Mesh_TexBind(1, 0);
12568 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12569 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12571 case TEXTURELAYERTYPE_FOG:
12572 // singletexture fogging
12573 if (layer->texture)
12575 R_Mesh_TexBind(0, layer->texture);
12576 R_Mesh_TexMatrix(0, &layer->texmatrix);
12577 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12578 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12582 R_Mesh_TexBind(0, 0);
12583 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12585 R_Mesh_TexBind(1, 0);
12586 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12587 // generate a color array for the fog pass
12588 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12589 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12593 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12596 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12598 GL_DepthFunc(GL_LEQUAL);
12599 GL_AlphaTest(false);
12603 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12605 // OpenGL 1.1 - crusty old voodoo path
12608 const texturelayer_t *layer;
12609 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);
12610 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12612 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12614 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12616 if (layerindex == 0)
12617 GL_AlphaTest(true);
12620 GL_AlphaTest(false);
12621 GL_DepthFunc(GL_EQUAL);
12624 GL_DepthMask(layer->depthmask && writedepth);
12625 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12626 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12627 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12628 switch (layer->type)
12630 case TEXTURELAYERTYPE_LITTEXTURE:
12631 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12633 // two-pass lit texture with 2x rgbscale
12634 // first the lightmap pass
12635 R_Mesh_TexBind(0, r_texture_white);
12636 R_Mesh_TexMatrix(0, NULL);
12637 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12638 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12639 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12640 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12641 else if (rsurface.uselightmaptexture)
12642 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12644 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12645 // then apply the texture to it
12646 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12647 R_Mesh_TexBind(0, layer->texture);
12648 R_Mesh_TexMatrix(0, &layer->texmatrix);
12649 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12650 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12651 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);
12655 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12656 R_Mesh_TexBind(0, layer->texture);
12657 R_Mesh_TexMatrix(0, &layer->texmatrix);
12658 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12659 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12660 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12661 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);
12663 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);
12666 case TEXTURELAYERTYPE_TEXTURE:
12667 // singletexture unlit texture with transparency support
12668 R_Mesh_TexBind(0, layer->texture);
12669 R_Mesh_TexMatrix(0, &layer->texmatrix);
12670 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12671 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12672 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);
12674 case TEXTURELAYERTYPE_FOG:
12675 // singletexture fogging
12676 if (layer->texture)
12678 R_Mesh_TexBind(0, layer->texture);
12679 R_Mesh_TexMatrix(0, &layer->texmatrix);
12680 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12681 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12685 R_Mesh_TexBind(0, 0);
12686 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12688 // generate a color array for the fog pass
12689 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12690 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12694 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12697 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12699 GL_DepthFunc(GL_LEQUAL);
12700 GL_AlphaTest(false);
12704 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12708 r_vertexgeneric_t *batchvertex;
12711 GL_AlphaTest(false);
12712 R_Mesh_ResetTextureState();
12713 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12715 if(rsurface.texture && rsurface.texture->currentskinframe)
12717 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12718 c[3] *= rsurface.texture->currentalpha;
12728 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12730 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12731 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12732 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12735 // brighten it up (as texture value 127 means "unlit")
12736 c[0] *= 2 * r_refdef.view.colorscale;
12737 c[1] *= 2 * r_refdef.view.colorscale;
12738 c[2] *= 2 * r_refdef.view.colorscale;
12740 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12741 c[3] *= r_wateralpha.value;
12743 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12745 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12746 GL_DepthMask(false);
12748 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12750 GL_BlendFunc(GL_ONE, GL_ONE);
12751 GL_DepthMask(false);
12753 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12755 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12756 GL_DepthMask(false);
12758 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12760 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12761 GL_DepthMask(false);
12765 GL_BlendFunc(GL_ONE, GL_ZERO);
12766 GL_DepthMask(writedepth);
12769 if (r_showsurfaces.integer == 3)
12771 rsurface.passcolor4f = NULL;
12773 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12775 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12777 rsurface.passcolor4f = NULL;
12778 rsurface.passcolor4f_vertexbuffer = 0;
12779 rsurface.passcolor4f_bufferoffset = 0;
12781 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12783 qboolean applycolor = true;
12786 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12788 r_refdef.lightmapintensity = 1;
12789 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12790 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12794 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12796 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12797 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12798 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12801 if(!rsurface.passcolor4f)
12802 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12804 RSurf_DrawBatch_GL11_ApplyAmbient();
12805 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12806 if(r_refdef.fogenabled)
12807 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12808 RSurf_DrawBatch_GL11_ClampColor();
12810 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12811 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12814 else if (!r_refdef.view.showdebug)
12816 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12817 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12818 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12820 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12821 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12823 R_Mesh_PrepareVertices_Generic_Unlock();
12826 else if (r_showsurfaces.integer == 4)
12828 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12829 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12830 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12832 unsigned char c = vi << 3;
12833 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12834 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12836 R_Mesh_PrepareVertices_Generic_Unlock();
12839 else if (r_showsurfaces.integer == 2)
12842 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12843 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12844 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12846 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12847 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12848 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12849 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12850 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12851 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12852 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12854 R_Mesh_PrepareVertices_Generic_Unlock();
12855 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12859 int texturesurfaceindex;
12861 const msurface_t *surface;
12862 unsigned char surfacecolor4ub[4];
12863 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12864 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12866 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12868 surface = texturesurfacelist[texturesurfaceindex];
12869 k = (int)(((size_t)surface) / sizeof(msurface_t));
12870 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12871 for (j = 0;j < surface->num_vertices;j++)
12873 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12874 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12878 R_Mesh_PrepareVertices_Generic_Unlock();
12883 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12886 RSurf_SetupDepthAndCulling();
12887 if (r_showsurfaces.integer)
12889 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12892 switch (vid.renderpath)
12894 case RENDERPATH_GL20:
12895 case RENDERPATH_CGGL:
12896 case RENDERPATH_D3D9:
12897 case RENDERPATH_D3D10:
12898 case RENDERPATH_D3D11:
12899 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12901 case RENDERPATH_GL13:
12902 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12904 case RENDERPATH_GL11:
12905 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12911 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12914 RSurf_SetupDepthAndCulling();
12915 if (r_showsurfaces.integer)
12917 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12920 switch (vid.renderpath)
12922 case RENDERPATH_GL20:
12923 case RENDERPATH_CGGL:
12924 case RENDERPATH_D3D9:
12925 case RENDERPATH_D3D10:
12926 case RENDERPATH_D3D11:
12927 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12929 case RENDERPATH_GL13:
12930 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12932 case RENDERPATH_GL11:
12933 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12939 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12942 int texturenumsurfaces, endsurface;
12943 texture_t *texture;
12944 const msurface_t *surface;
12945 #define MAXBATCH_TRANSPARENTSURFACES 256
12946 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12948 // if the model is static it doesn't matter what value we give for
12949 // wantnormals and wanttangents, so this logic uses only rules applicable
12950 // to a model, knowing that they are meaningless otherwise
12951 if (ent == r_refdef.scene.worldentity)
12952 RSurf_ActiveWorldEntity();
12953 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12954 RSurf_ActiveModelEntity(ent, false, false, false);
12957 switch (vid.renderpath)
12959 case RENDERPATH_GL20:
12960 case RENDERPATH_CGGL:
12961 case RENDERPATH_D3D9:
12962 case RENDERPATH_D3D10:
12963 case RENDERPATH_D3D11:
12964 RSurf_ActiveModelEntity(ent, true, true, false);
12966 case RENDERPATH_GL13:
12967 case RENDERPATH_GL11:
12968 RSurf_ActiveModelEntity(ent, true, false, false);
12973 if (r_transparentdepthmasking.integer)
12975 qboolean setup = false;
12976 for (i = 0;i < numsurfaces;i = j)
12979 surface = rsurface.modelsurfaces + surfacelist[i];
12980 texture = surface->texture;
12981 rsurface.texture = R_GetCurrentTexture(texture);
12982 rsurface.lightmaptexture = NULL;
12983 rsurface.deluxemaptexture = NULL;
12984 rsurface.uselightmaptexture = false;
12985 // scan ahead until we find a different texture
12986 endsurface = min(i + 1024, numsurfaces);
12987 texturenumsurfaces = 0;
12988 texturesurfacelist[texturenumsurfaces++] = surface;
12989 for (;j < endsurface;j++)
12991 surface = rsurface.modelsurfaces + surfacelist[j];
12992 if (texture != surface->texture)
12994 texturesurfacelist[texturenumsurfaces++] = surface;
12996 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12998 // render the range of surfaces as depth
13002 GL_ColorMask(0,0,0,0);
13004 GL_DepthTest(true);
13005 GL_BlendFunc(GL_ONE, GL_ZERO);
13006 GL_DepthMask(true);
13007 GL_AlphaTest(false);
13008 R_Mesh_ResetTextureState();
13009 R_SetupShader_DepthOrShadow();
13011 RSurf_SetupDepthAndCulling();
13012 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13013 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13017 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
13020 for (i = 0;i < numsurfaces;i = j)
13023 surface = rsurface.modelsurfaces + surfacelist[i];
13024 texture = surface->texture;
13025 rsurface.texture = R_GetCurrentTexture(texture);
13026 rsurface.lightmaptexture = surface->lightmaptexture;
13027 rsurface.deluxemaptexture = surface->deluxemaptexture;
13028 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
13029 // scan ahead until we find a different texture
13030 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
13031 texturenumsurfaces = 0;
13032 texturesurfacelist[texturenumsurfaces++] = surface;
13033 for (;j < endsurface;j++)
13035 surface = rsurface.modelsurfaces + surfacelist[j];
13036 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
13038 texturesurfacelist[texturenumsurfaces++] = surface;
13040 // render the range of surfaces
13041 if (ent == r_refdef.scene.worldentity)
13042 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13044 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
13046 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13047 GL_AlphaTest(false);
13050 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
13052 // transparent surfaces get pushed off into the transparent queue
13053 int surfacelistindex;
13054 const msurface_t *surface;
13055 vec3_t tempcenter, center;
13056 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
13058 surface = texturesurfacelist[surfacelistindex];
13059 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
13060 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
13061 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
13062 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
13063 if (queueentity->transparent_offset) // transparent offset
13065 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
13066 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
13067 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
13069 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
13073 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
13075 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
13077 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
13079 RSurf_SetupDepthAndCulling();
13080 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
13081 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
13085 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
13087 const entity_render_t *queueentity = r_refdef.scene.worldentity;
13090 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13093 if (!rsurface.texture->currentnumlayers)
13095 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13096 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13098 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13100 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13101 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13102 else if (!rsurface.texture->currentnumlayers)
13104 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13106 // in the deferred case, transparent surfaces were queued during prepass
13107 if (!r_shadow_usingdeferredprepass)
13108 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13112 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13113 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13118 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13121 texture_t *texture;
13122 // break the surface list down into batches by texture and use of lightmapping
13123 for (i = 0;i < numsurfaces;i = j)
13126 // texture is the base texture pointer, rsurface.texture is the
13127 // current frame/skin the texture is directing us to use (for example
13128 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13129 // use skin 1 instead)
13130 texture = surfacelist[i]->texture;
13131 rsurface.texture = R_GetCurrentTexture(texture);
13132 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13133 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13134 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13135 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13137 // if this texture is not the kind we want, skip ahead to the next one
13138 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13142 // simply scan ahead until we find a different texture or lightmap state
13143 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13145 // render the range of surfaces
13146 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13150 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13154 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13157 if (!rsurface.texture->currentnumlayers)
13159 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13160 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13162 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13164 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13165 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13166 else if (!rsurface.texture->currentnumlayers)
13168 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13170 // in the deferred case, transparent surfaces were queued during prepass
13171 if (!r_shadow_usingdeferredprepass)
13172 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13176 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13177 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13182 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13185 texture_t *texture;
13186 // break the surface list down into batches by texture and use of lightmapping
13187 for (i = 0;i < numsurfaces;i = j)
13190 // texture is the base texture pointer, rsurface.texture is the
13191 // current frame/skin the texture is directing us to use (for example
13192 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13193 // use skin 1 instead)
13194 texture = surfacelist[i]->texture;
13195 rsurface.texture = R_GetCurrentTexture(texture);
13196 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
13197 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13198 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13199 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13201 // if this texture is not the kind we want, skip ahead to the next one
13202 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13206 // simply scan ahead until we find a different texture or lightmap state
13207 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13209 // render the range of surfaces
13210 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13214 float locboxvertex3f[6*4*3] =
13216 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13217 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13218 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13219 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13220 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13221 1,0,0, 0,0,0, 0,1,0, 1,1,0
13224 unsigned short locboxelements[6*2*3] =
13229 12,13,14, 12,14,15,
13230 16,17,18, 16,18,19,
13234 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13237 cl_locnode_t *loc = (cl_locnode_t *)ent;
13239 float vertex3f[6*4*3];
13241 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13242 GL_DepthMask(false);
13243 GL_DepthRange(0, 1);
13244 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13245 GL_DepthTest(true);
13246 GL_CullFace(GL_NONE);
13247 R_EntityMatrix(&identitymatrix);
13249 R_Mesh_ResetTextureState();
13251 i = surfacelist[0];
13252 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13253 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13254 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13255 surfacelist[0] < 0 ? 0.5f : 0.125f);
13257 if (VectorCompare(loc->mins, loc->maxs))
13259 VectorSet(size, 2, 2, 2);
13260 VectorMA(loc->mins, -0.5f, size, mins);
13264 VectorCopy(loc->mins, mins);
13265 VectorSubtract(loc->maxs, loc->mins, size);
13268 for (i = 0;i < 6*4*3;)
13269 for (j = 0;j < 3;j++, i++)
13270 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13272 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13273 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13274 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13277 void R_DrawLocs(void)
13280 cl_locnode_t *loc, *nearestloc;
13282 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13283 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13285 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13286 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13290 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13292 if (decalsystem->decals)
13293 Mem_Free(decalsystem->decals);
13294 memset(decalsystem, 0, sizeof(*decalsystem));
13297 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)
13300 tridecal_t *decals;
13303 // expand or initialize the system
13304 if (decalsystem->maxdecals <= decalsystem->numdecals)
13306 decalsystem_t old = *decalsystem;
13307 qboolean useshortelements;
13308 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13309 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13310 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)));
13311 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13312 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13313 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13314 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13315 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13316 if (decalsystem->numdecals)
13317 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13319 Mem_Free(old.decals);
13320 for (i = 0;i < decalsystem->maxdecals*3;i++)
13321 decalsystem->element3i[i] = i;
13322 if (useshortelements)
13323 for (i = 0;i < decalsystem->maxdecals*3;i++)
13324 decalsystem->element3s[i] = i;
13327 // grab a decal and search for another free slot for the next one
13328 decals = decalsystem->decals;
13329 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13330 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13332 decalsystem->freedecal = i;
13333 if (decalsystem->numdecals <= i)
13334 decalsystem->numdecals = i + 1;
13336 // initialize the decal
13338 decal->triangleindex = triangleindex;
13339 decal->surfaceindex = surfaceindex;
13340 decal->decalsequence = decalsequence;
13341 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13342 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13343 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13344 decal->color4ub[0][3] = 255;
13345 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13346 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13347 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13348 decal->color4ub[1][3] = 255;
13349 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13350 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13351 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13352 decal->color4ub[2][3] = 255;
13353 decal->vertex3f[0][0] = v0[0];
13354 decal->vertex3f[0][1] = v0[1];
13355 decal->vertex3f[0][2] = v0[2];
13356 decal->vertex3f[1][0] = v1[0];
13357 decal->vertex3f[1][1] = v1[1];
13358 decal->vertex3f[1][2] = v1[2];
13359 decal->vertex3f[2][0] = v2[0];
13360 decal->vertex3f[2][1] = v2[1];
13361 decal->vertex3f[2][2] = v2[2];
13362 decal->texcoord2f[0][0] = t0[0];
13363 decal->texcoord2f[0][1] = t0[1];
13364 decal->texcoord2f[1][0] = t1[0];
13365 decal->texcoord2f[1][1] = t1[1];
13366 decal->texcoord2f[2][0] = t2[0];
13367 decal->texcoord2f[2][1] = t2[1];
13370 extern cvar_t cl_decals_bias;
13371 extern cvar_t cl_decals_models;
13372 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13373 // baseparms, parms, temps
13374 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)
13379 const float *vertex3f;
13381 float points[2][9][3];
13388 e = rsurface.modelelement3i + 3*triangleindex;
13390 vertex3f = rsurface.modelvertex3f;
13392 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13394 index = 3*e[cornerindex];
13395 VectorCopy(vertex3f + index, v[cornerindex]);
13398 //TriangleNormal(v[0], v[1], v[2], normal);
13399 //if (DotProduct(normal, localnormal) < 0.0f)
13401 // clip by each of the box planes formed from the projection matrix
13402 // if anything survives, we emit the decal
13403 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]);
13406 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]);
13409 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]);
13412 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]);
13415 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]);
13418 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]);
13421 // some part of the triangle survived, so we have to accept it...
13424 // dynamic always uses the original triangle
13426 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13428 index = 3*e[cornerindex];
13429 VectorCopy(vertex3f + index, v[cornerindex]);
13432 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13434 // convert vertex positions to texcoords
13435 Matrix4x4_Transform(projection, v[cornerindex], temp);
13436 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13437 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13438 // calculate distance fade from the projection origin
13439 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13440 f = bound(0.0f, f, 1.0f);
13441 c[cornerindex][0] = r * f;
13442 c[cornerindex][1] = g * f;
13443 c[cornerindex][2] = b * f;
13444 c[cornerindex][3] = 1.0f;
13445 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13448 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);
13450 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13451 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);
13453 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)
13455 matrix4x4_t projection;
13456 decalsystem_t *decalsystem;
13459 const msurface_t *surface;
13460 const msurface_t *surfaces;
13461 const int *surfacelist;
13462 const texture_t *texture;
13464 int numsurfacelist;
13465 int surfacelistindex;
13468 float localorigin[3];
13469 float localnormal[3];
13470 float localmins[3];
13471 float localmaxs[3];
13474 float planes[6][4];
13477 int bih_triangles_count;
13478 int bih_triangles[256];
13479 int bih_surfaces[256];
13481 decalsystem = &ent->decalsystem;
13482 model = ent->model;
13483 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13485 R_DecalSystem_Reset(&ent->decalsystem);
13489 if (!model->brush.data_leafs && !cl_decals_models.integer)
13491 if (decalsystem->model)
13492 R_DecalSystem_Reset(decalsystem);
13496 if (decalsystem->model != model)
13497 R_DecalSystem_Reset(decalsystem);
13498 decalsystem->model = model;
13500 RSurf_ActiveModelEntity(ent, false, false, false);
13502 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13503 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13504 VectorNormalize(localnormal);
13505 localsize = worldsize*rsurface.inversematrixscale;
13506 localmins[0] = localorigin[0] - localsize;
13507 localmins[1] = localorigin[1] - localsize;
13508 localmins[2] = localorigin[2] - localsize;
13509 localmaxs[0] = localorigin[0] + localsize;
13510 localmaxs[1] = localorigin[1] + localsize;
13511 localmaxs[2] = localorigin[2] + localsize;
13513 //VectorCopy(localnormal, planes[4]);
13514 //VectorVectors(planes[4], planes[2], planes[0]);
13515 AnglesFromVectors(angles, localnormal, NULL, false);
13516 AngleVectors(angles, planes[0], planes[2], planes[4]);
13517 VectorNegate(planes[0], planes[1]);
13518 VectorNegate(planes[2], planes[3]);
13519 VectorNegate(planes[4], planes[5]);
13520 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13521 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13522 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13523 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13524 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13525 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13530 matrix4x4_t forwardprojection;
13531 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13532 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13537 float projectionvector[4][3];
13538 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13539 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13540 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13541 projectionvector[0][0] = planes[0][0] * ilocalsize;
13542 projectionvector[0][1] = planes[1][0] * ilocalsize;
13543 projectionvector[0][2] = planes[2][0] * ilocalsize;
13544 projectionvector[1][0] = planes[0][1] * ilocalsize;
13545 projectionvector[1][1] = planes[1][1] * ilocalsize;
13546 projectionvector[1][2] = planes[2][1] * ilocalsize;
13547 projectionvector[2][0] = planes[0][2] * ilocalsize;
13548 projectionvector[2][1] = planes[1][2] * ilocalsize;
13549 projectionvector[2][2] = planes[2][2] * ilocalsize;
13550 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13551 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13552 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13553 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13557 dynamic = model->surfmesh.isanimated;
13558 numsurfacelist = model->nummodelsurfaces;
13559 surfacelist = model->sortedmodelsurfaces;
13560 surfaces = model->data_surfaces;
13563 bih_triangles_count = -1;
13566 if(model->render_bih.numleafs)
13567 bih = &model->render_bih;
13568 else if(model->collision_bih.numleafs)
13569 bih = &model->collision_bih;
13572 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13573 if(bih_triangles_count == 0)
13575 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13577 if(bih_triangles_count > 0)
13579 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13581 surfaceindex = bih_surfaces[triangleindex];
13582 surface = surfaces + surfaceindex;
13583 texture = surface->texture;
13584 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13586 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13588 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13593 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13595 surfaceindex = surfacelist[surfacelistindex];
13596 surface = surfaces + surfaceindex;
13597 // check cull box first because it rejects more than any other check
13598 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13600 // skip transparent surfaces
13601 texture = surface->texture;
13602 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13604 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13606 numtriangles = surface->num_triangles;
13607 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13608 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13613 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13614 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)
13616 int renderentityindex;
13617 float worldmins[3];
13618 float worldmaxs[3];
13619 entity_render_t *ent;
13621 if (!cl_decals_newsystem.integer)
13624 worldmins[0] = worldorigin[0] - worldsize;
13625 worldmins[1] = worldorigin[1] - worldsize;
13626 worldmins[2] = worldorigin[2] - worldsize;
13627 worldmaxs[0] = worldorigin[0] + worldsize;
13628 worldmaxs[1] = worldorigin[1] + worldsize;
13629 worldmaxs[2] = worldorigin[2] + worldsize;
13631 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13633 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13635 ent = r_refdef.scene.entities[renderentityindex];
13636 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13639 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13643 typedef struct r_decalsystem_splatqueue_s
13645 vec3_t worldorigin;
13646 vec3_t worldnormal;
13652 r_decalsystem_splatqueue_t;
13654 int r_decalsystem_numqueued = 0;
13655 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13657 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)
13659 r_decalsystem_splatqueue_t *queue;
13661 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13664 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13665 VectorCopy(worldorigin, queue->worldorigin);
13666 VectorCopy(worldnormal, queue->worldnormal);
13667 Vector4Set(queue->color, r, g, b, a);
13668 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13669 queue->worldsize = worldsize;
13670 queue->decalsequence = cl.decalsequence++;
13673 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13676 r_decalsystem_splatqueue_t *queue;
13678 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13679 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);
13680 r_decalsystem_numqueued = 0;
13683 extern cvar_t cl_decals_max;
13684 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13687 decalsystem_t *decalsystem = &ent->decalsystem;
13694 if (!decalsystem->numdecals)
13697 if (r_showsurfaces.integer)
13700 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13702 R_DecalSystem_Reset(decalsystem);
13706 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13707 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13709 if (decalsystem->lastupdatetime)
13710 frametime = (cl.time - decalsystem->lastupdatetime);
13713 decalsystem->lastupdatetime = cl.time;
13714 decal = decalsystem->decals;
13715 numdecals = decalsystem->numdecals;
13717 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13719 if (decal->color4ub[0][3])
13721 decal->lived += frametime;
13722 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13724 memset(decal, 0, sizeof(*decal));
13725 if (decalsystem->freedecal > i)
13726 decalsystem->freedecal = i;
13730 decal = decalsystem->decals;
13731 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13734 // collapse the array by shuffling the tail decals into the gaps
13737 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13738 decalsystem->freedecal++;
13739 if (decalsystem->freedecal == numdecals)
13741 decal[decalsystem->freedecal] = decal[--numdecals];
13744 decalsystem->numdecals = numdecals;
13746 if (numdecals <= 0)
13748 // if there are no decals left, reset decalsystem
13749 R_DecalSystem_Reset(decalsystem);
13753 extern skinframe_t *decalskinframe;
13754 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13757 decalsystem_t *decalsystem = &ent->decalsystem;
13766 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13769 numdecals = decalsystem->numdecals;
13773 if (r_showsurfaces.integer)
13776 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13778 R_DecalSystem_Reset(decalsystem);
13782 // if the model is static it doesn't matter what value we give for
13783 // wantnormals and wanttangents, so this logic uses only rules applicable
13784 // to a model, knowing that they are meaningless otherwise
13785 if (ent == r_refdef.scene.worldentity)
13786 RSurf_ActiveWorldEntity();
13788 RSurf_ActiveModelEntity(ent, false, false, false);
13790 decalsystem->lastupdatetime = cl.time;
13791 decal = decalsystem->decals;
13793 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13795 // update vertex positions for animated models
13796 v3f = decalsystem->vertex3f;
13797 c4f = decalsystem->color4f;
13798 t2f = decalsystem->texcoord2f;
13799 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13801 if (!decal->color4ub[0][3])
13804 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13807 // update color values for fading decals
13808 if (decal->lived >= cl_decals_time.value)
13810 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13811 alpha *= (1.0f/255.0f);
13814 alpha = 1.0f/255.0f;
13816 c4f[ 0] = decal->color4ub[0][0] * alpha;
13817 c4f[ 1] = decal->color4ub[0][1] * alpha;
13818 c4f[ 2] = decal->color4ub[0][2] * alpha;
13820 c4f[ 4] = decal->color4ub[1][0] * alpha;
13821 c4f[ 5] = decal->color4ub[1][1] * alpha;
13822 c4f[ 6] = decal->color4ub[1][2] * alpha;
13824 c4f[ 8] = decal->color4ub[2][0] * alpha;
13825 c4f[ 9] = decal->color4ub[2][1] * alpha;
13826 c4f[10] = decal->color4ub[2][2] * alpha;
13829 t2f[0] = decal->texcoord2f[0][0];
13830 t2f[1] = decal->texcoord2f[0][1];
13831 t2f[2] = decal->texcoord2f[1][0];
13832 t2f[3] = decal->texcoord2f[1][1];
13833 t2f[4] = decal->texcoord2f[2][0];
13834 t2f[5] = decal->texcoord2f[2][1];
13836 // update vertex positions for animated models
13837 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13839 e = rsurface.modelelement3i + 3*decal->triangleindex;
13840 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13841 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13842 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13846 VectorCopy(decal->vertex3f[0], v3f);
13847 VectorCopy(decal->vertex3f[1], v3f + 3);
13848 VectorCopy(decal->vertex3f[2], v3f + 6);
13851 if (r_refdef.fogenabled)
13853 alpha = RSurf_FogVertex(v3f);
13854 VectorScale(c4f, alpha, c4f);
13855 alpha = RSurf_FogVertex(v3f + 3);
13856 VectorScale(c4f + 4, alpha, c4f + 4);
13857 alpha = RSurf_FogVertex(v3f + 6);
13858 VectorScale(c4f + 8, alpha, c4f + 8);
13869 r_refdef.stats.drawndecals += numtris;
13871 // now render the decals all at once
13872 // (this assumes they all use one particle font texture!)
13873 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);
13874 R_Mesh_ResetTextureState();
13875 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13876 GL_DepthMask(false);
13877 GL_DepthRange(0, 1);
13878 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13879 GL_DepthTest(true);
13880 GL_CullFace(GL_NONE);
13881 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13882 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13883 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13887 static void R_DrawModelDecals(void)
13891 // fade faster when there are too many decals
13892 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13893 for (i = 0;i < r_refdef.scene.numentities;i++)
13894 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13896 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13897 for (i = 0;i < r_refdef.scene.numentities;i++)
13898 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13899 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13901 R_DecalSystem_ApplySplatEntitiesQueue();
13903 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13904 for (i = 0;i < r_refdef.scene.numentities;i++)
13905 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13907 r_refdef.stats.totaldecals += numdecals;
13909 if (r_showsurfaces.integer)
13912 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13914 for (i = 0;i < r_refdef.scene.numentities;i++)
13916 if (!r_refdef.viewcache.entityvisible[i])
13918 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13919 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13923 extern cvar_t mod_collision_bih;
13924 void R_DrawDebugModel(void)
13926 entity_render_t *ent = rsurface.entity;
13927 int i, j, k, l, flagsmask;
13928 const msurface_t *surface;
13929 dp_model_t *model = ent->model;
13932 switch(vid.renderpath)
13934 case RENDERPATH_GL11:
13935 case RENDERPATH_GL13:
13936 case RENDERPATH_GL20:
13937 case RENDERPATH_CGGL:
13939 case RENDERPATH_D3D9:
13940 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13942 case RENDERPATH_D3D10:
13943 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13945 case RENDERPATH_D3D11:
13946 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13950 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13952 R_Mesh_ResetTextureState();
13953 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13954 GL_DepthRange(0, 1);
13955 GL_DepthTest(!r_showdisabledepthtest.integer);
13956 GL_DepthMask(false);
13957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13959 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13963 qboolean cullbox = ent == r_refdef.scene.worldentity;
13964 const q3mbrush_t *brush;
13965 const bih_t *bih = &model->collision_bih;
13966 const bih_leaf_t *bihleaf;
13967 float vertex3f[3][3];
13968 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13970 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13972 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13974 switch (bihleaf->type)
13977 brush = model->brush.data_brushes + bihleaf->itemindex;
13978 if (brush->colbrushf && brush->colbrushf->numtriangles)
13980 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);
13981 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13982 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13985 case BIH_COLLISIONTRIANGLE:
13986 triangleindex = bihleaf->itemindex;
13987 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13988 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13989 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13990 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);
13991 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13992 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13994 case BIH_RENDERTRIANGLE:
13995 triangleindex = bihleaf->itemindex;
13996 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13997 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13998 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13999 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);
14000 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
14001 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
14007 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
14009 if (r_showtris.integer || r_shownormals.integer)
14011 if (r_showdisabledepthtest.integer)
14013 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
14014 GL_DepthMask(false);
14018 GL_BlendFunc(GL_ONE, GL_ZERO);
14019 GL_DepthMask(true);
14021 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
14023 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
14025 rsurface.texture = R_GetCurrentTexture(surface->texture);
14026 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
14028 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
14029 if (r_showtris.value > 0)
14031 if (!rsurface.texture->currentlayers->depthmask)
14032 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
14033 else if (ent == r_refdef.scene.worldentity)
14034 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
14036 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
14037 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
14038 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
14040 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
14043 if (r_shownormals.value < 0)
14045 qglBegin(GL_LINES);
14046 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14048 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14049 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14050 qglVertex3f(v[0], v[1], v[2]);
14051 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14052 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14053 qglVertex3f(v[0], v[1], v[2]);
14058 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
14060 qglBegin(GL_LINES);
14061 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14063 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14064 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
14065 qglVertex3f(v[0], v[1], v[2]);
14066 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
14067 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14068 qglVertex3f(v[0], v[1], v[2]);
14072 qglBegin(GL_LINES);
14073 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14075 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14076 GL_Color(0, r_refdef.view.colorscale, 0, 1);
14077 qglVertex3f(v[0], v[1], v[2]);
14078 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
14079 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14080 qglVertex3f(v[0], v[1], v[2]);
14084 qglBegin(GL_LINES);
14085 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
14087 VectorCopy(rsurface.batchvertex3f + l * 3, v);
14088 GL_Color(0, 0, r_refdef.view.colorscale, 1);
14089 qglVertex3f(v[0], v[1], v[2]);
14090 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
14091 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
14092 qglVertex3f(v[0], v[1], v[2]);
14099 rsurface.texture = NULL;
14103 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
14104 int r_maxsurfacelist = 0;
14105 const msurface_t **r_surfacelist = NULL;
14106 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14108 int i, j, endj, flagsmask;
14109 dp_model_t *model = r_refdef.scene.worldmodel;
14110 msurface_t *surfaces;
14111 unsigned char *update;
14112 int numsurfacelist = 0;
14116 if (r_maxsurfacelist < model->num_surfaces)
14118 r_maxsurfacelist = model->num_surfaces;
14120 Mem_Free((msurface_t**)r_surfacelist);
14121 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14124 RSurf_ActiveWorldEntity();
14126 surfaces = model->data_surfaces;
14127 update = model->brushq1.lightmapupdateflags;
14129 // update light styles on this submodel
14130 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14132 model_brush_lightstyleinfo_t *style;
14133 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14135 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14137 int *list = style->surfacelist;
14138 style->value = r_refdef.scene.lightstylevalue[style->style];
14139 for (j = 0;j < style->numsurfaces;j++)
14140 update[list[j]] = true;
14145 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14149 R_DrawDebugModel();
14150 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14154 rsurface.lightmaptexture = NULL;
14155 rsurface.deluxemaptexture = NULL;
14156 rsurface.uselightmaptexture = false;
14157 rsurface.texture = NULL;
14158 rsurface.rtlight = NULL;
14159 numsurfacelist = 0;
14160 // add visible surfaces to draw list
14161 for (i = 0;i < model->nummodelsurfaces;i++)
14163 j = model->sortedmodelsurfaces[i];
14164 if (r_refdef.viewcache.world_surfacevisible[j])
14165 r_surfacelist[numsurfacelist++] = surfaces + j;
14167 // update lightmaps if needed
14168 if (model->brushq1.firstrender)
14170 model->brushq1.firstrender = false;
14171 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14173 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14177 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14178 if (r_refdef.viewcache.world_surfacevisible[j])
14180 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14182 // don't do anything if there were no surfaces
14183 if (!numsurfacelist)
14185 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14188 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14189 GL_AlphaTest(false);
14191 // add to stats if desired
14192 if (r_speeds.integer && !skysurfaces && !depthonly)
14194 r_refdef.stats.world_surfaces += numsurfacelist;
14195 for (j = 0;j < numsurfacelist;j++)
14196 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14199 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14202 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14204 int i, j, endj, flagsmask;
14205 dp_model_t *model = ent->model;
14206 msurface_t *surfaces;
14207 unsigned char *update;
14208 int numsurfacelist = 0;
14212 if (r_maxsurfacelist < model->num_surfaces)
14214 r_maxsurfacelist = model->num_surfaces;
14216 Mem_Free((msurface_t **)r_surfacelist);
14217 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14220 // if the model is static it doesn't matter what value we give for
14221 // wantnormals and wanttangents, so this logic uses only rules applicable
14222 // to a model, knowing that they are meaningless otherwise
14223 if (ent == r_refdef.scene.worldentity)
14224 RSurf_ActiveWorldEntity();
14225 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14226 RSurf_ActiveModelEntity(ent, false, false, false);
14228 RSurf_ActiveModelEntity(ent, true, true, true);
14229 else if (depthonly)
14231 switch (vid.renderpath)
14233 case RENDERPATH_GL20:
14234 case RENDERPATH_CGGL:
14235 case RENDERPATH_D3D9:
14236 case RENDERPATH_D3D10:
14237 case RENDERPATH_D3D11:
14238 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14240 case RENDERPATH_GL13:
14241 case RENDERPATH_GL11:
14242 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14248 switch (vid.renderpath)
14250 case RENDERPATH_GL20:
14251 case RENDERPATH_CGGL:
14252 case RENDERPATH_D3D9:
14253 case RENDERPATH_D3D10:
14254 case RENDERPATH_D3D11:
14255 RSurf_ActiveModelEntity(ent, true, true, false);
14257 case RENDERPATH_GL13:
14258 case RENDERPATH_GL11:
14259 RSurf_ActiveModelEntity(ent, true, false, false);
14264 surfaces = model->data_surfaces;
14265 update = model->brushq1.lightmapupdateflags;
14267 // update light styles
14268 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14270 model_brush_lightstyleinfo_t *style;
14271 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14273 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14275 int *list = style->surfacelist;
14276 style->value = r_refdef.scene.lightstylevalue[style->style];
14277 for (j = 0;j < style->numsurfaces;j++)
14278 update[list[j]] = true;
14283 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14287 R_DrawDebugModel();
14288 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14292 rsurface.lightmaptexture = NULL;
14293 rsurface.deluxemaptexture = NULL;
14294 rsurface.uselightmaptexture = false;
14295 rsurface.texture = NULL;
14296 rsurface.rtlight = NULL;
14297 numsurfacelist = 0;
14298 // add visible surfaces to draw list
14299 for (i = 0;i < model->nummodelsurfaces;i++)
14300 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14301 // don't do anything if there were no surfaces
14302 if (!numsurfacelist)
14304 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14307 // update lightmaps if needed
14311 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14316 R_BuildLightMap(ent, surfaces + j);
14321 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14323 R_BuildLightMap(ent, surfaces + j);
14324 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14325 GL_AlphaTest(false);
14327 // add to stats if desired
14328 if (r_speeds.integer && !skysurfaces && !depthonly)
14330 r_refdef.stats.entities_surfaces += numsurfacelist;
14331 for (j = 0;j < numsurfacelist;j++)
14332 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14335 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14338 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14340 static texture_t texture;
14341 static msurface_t surface;
14342 const msurface_t *surfacelist = &surface;
14344 // fake enough texture and surface state to render this geometry
14346 texture.update_lastrenderframe = -1; // regenerate this texture
14347 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14348 texture.currentskinframe = skinframe;
14349 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14350 texture.offsetmapping = OFFSETMAPPING_OFF;
14351 texture.offsetscale = 1;
14352 texture.specularscalemod = 1;
14353 texture.specularpowermod = 1;
14355 surface.texture = &texture;
14356 surface.num_triangles = numtriangles;
14357 surface.num_firsttriangle = firsttriangle;
14358 surface.num_vertices = numvertices;
14359 surface.num_firstvertex = firstvertex;
14362 rsurface.texture = R_GetCurrentTexture(surface.texture);
14363 rsurface.lightmaptexture = NULL;
14364 rsurface.deluxemaptexture = NULL;
14365 rsurface.uselightmaptexture = false;
14366 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14369 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)
14371 static msurface_t surface;
14372 const msurface_t *surfacelist = &surface;
14374 // fake enough texture and surface state to render this geometry
14376 surface.texture = texture;
14377 surface.num_triangles = numtriangles;
14378 surface.num_firsttriangle = firsttriangle;
14379 surface.num_vertices = numvertices;
14380 surface.num_firstvertex = firstvertex;
14383 rsurface.texture = R_GetCurrentTexture(surface.texture);
14384 rsurface.lightmaptexture = NULL;
14385 rsurface.deluxemaptexture = NULL;
14386 rsurface.uselightmaptexture = false;
14387 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);